overte-thingvellir/libraries/render-utils/src
2018-01-19 11:46:34 -08:00
..
text working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Removing unused call 2017-09-25 15:10:40 -07:00
AmbientOcclusionEffect.cpp
AmbientOcclusionEffect.h
AnimDebugDraw.cpp fixing th e bug on exit due to the debug anim draw of the avatars 2017-10-02 21:31:30 -07:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
AntialiasingEffect.h Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
BackgroundStage.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
BackgroundStage.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
BloomApply.slf Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
BloomEffect.cpp Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
BloomEffect.h Disabled bloom by default 2017-11-14 21:54:40 +01:00
BloomThreshold.slf Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
CauterizedMeshPartPayload.cpp Merge branch 'master' into feature/dual-quat 2018-01-11 17:31:29 -08:00
CauterizedMeshPartPayload.h Removed SKIN_COMP define, re-enabled cauterization 2018-01-04 16:15:42 -08:00
CauterizedModel.cpp more backwards logic, added withViewVisibilityMask call in ItemKey 2018-01-18 14:15:30 -08:00
CauterizedModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
debug_deferred_buffer.slf Cascade selection working on shadow but not in Luci debug mode 2017-11-13 18:42:34 +01:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Merge branch 'master' of git://github.com/highfidelity/hifi into csm 2017-12-05 09:18:26 +01:00
DebugDeferredBuffer.h Working CSM with smooth blend between cascades. Switched to 4 1024 cascades 2017-11-14 16:57:22 +01:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_point.slv rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
deferred_light_spot.slv rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
DeferredBuffer.slh
DeferredBufferRead.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
DeferredBufferWrite.slh Fading on polyline now works when the polyline is added to the scene 2017-07-20 12:45:14 +02:00
DeferredFramebuffer.cpp Working bloom but still visually unstable with geometry aliasing 2017-10-09 19:17:51 +02:00
DeferredFramebuffer.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredFrameTransform.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
DeferredFrameTransform.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredGlobalLight.slh rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
DeferredLighting.slh
DeferredLightingEffect.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
DeferredLightingEffect.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
DeferredTransform.slh
directional_ambient_light.slf
directional_ambient_light_shadow.slf Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
directional_skybox_light.slf Implemented HazePropertyGroup and added the haze shader. Shader does not work yet! 2017-09-27 17:43:09 -07:00
directional_skybox_light_shadow.slf Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
DrawHaze.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
DrawHaze.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
Fade.slh Merge branch 'fade' into fade2 2017-07-20 13:39:56 +02:00
Fade_shared.slh TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
FadeEffect.cpp make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffect.h make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffectJobs.cpp Small changes to respect coding rules 2017-08-14 22:43:39 +02:00
FadeEffectJobs.h Fixed non working fade invert parameter 2017-08-14 11:21:47 +02:00
FboCache.cpp
FboCache.h
forward_model.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
forward_model_normal_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
forward_model_normal_specular_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
forward_model_specular_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
forward_model_translucent.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
forward_model_unlit.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
ForwardBuffer.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardBufferWrite.slh New android toolchain 2017-09-19 13:45:12 -07:00
ForwardGlobalLight.slh rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
FramebufferCache.cpp
FramebufferCache.h
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
GeometryCache.h rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
glowLine.slf add width param to vertex shader 2017-11-08 18:35:26 -07:00
glowLine.slv add width param to vertex shader 2017-11-08 18:35:26 -07:00
grid.slf
Haze.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
Haze.slh Pass keylight direction as parameter to the shader. 2017-12-19 11:12:27 -08:00
HazeStage.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
HazeStage.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
Highlight.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight.slh removing .f for a float in shader 2017-12-11 09:26:43 -08:00
Highlight_aabox.slv Fixed highlight in stereo mode, including HMD (testing on simulator) 2017-11-08 13:49:18 +01:00
Highlight_filled.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight_shared.slh extend the set of interface for multi highlight 2017-11-21 17:59:45 -08:00
HighlightEffect.cpp Removing commented code 2017-12-11 09:28:33 -08:00
HighlightEffect.h Only non empty selections are now linked to highlight passes 2017-11-07 17:07:37 +01:00
hmd_ui.slf move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
hmd_ui.slv move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
LightAmbient.slh Fixed weird rendering bug. 2018-01-10 10:55:45 +01:00
LightClusterGrid.slh
LightClusterGrid_shared.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightClusters.cpp try to avoid reusing uniform buffer locations 2018-01-10 17:01:01 -08:00
LightClusters.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
lightClusters_drawClusterContent.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
lightClusters_drawClusterContent.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawClusterFromDepth.slf
lightClusters_drawClusterFromDepth.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawGrid.slf
lightClusters_drawGrid.slv New android toolchain 2017-09-19 13:45:12 -07:00
LightDirectional.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
LightingModel.cpp
LightingModel.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
LightingModel.slh Normalized diffuse & specular of directional, point and spot lights such as a light intensity of 1 gives a perpendicular diffuse lighting of the same color as the albedo for dielectric materials. 2018-01-19 13:58:35 +01:00
LightPayload.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
LightPayload.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
LightPoint.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
LightSpot.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
LightStage.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
LightStage.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
local_lights_drawOutline.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
local_lights_shading.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
MaterialTextures.slh New android toolchain 2017-09-19 13:45:12 -07:00
MeshPartPayload.cpp more backwards logic, added withViewVisibilityMask call in ItemKey 2018-01-18 14:15:30 -08:00
MeshPartPayload.h attempt to straighten out use of view-visibility masks 2018-01-18 10:09:23 -08:00
Model.cpp flip logic back around 2018-01-18 13:49:17 -08:00
Model.h flip logic back around 2018-01-18 13:49:17 -08:00
model.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model.slv
model_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_lightmap.slv
model_lightmap_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_lightmap_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_lightmap_normal_map.slv
model_lightmap_normal_map_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_lightmap_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_specular_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_lightmap_normal_specular_map_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_lightmap_specular_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_lightmap_specular_map_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_normal_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_normal_map.slv
model_normal_map_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_normal_specular_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_normal_specular_map_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_shadow.slf
model_shadow.slv
model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_specular_map.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_specular_map_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_translucent.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_translucent_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_translucent_unlit.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_translucent_unlit_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_unlit.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
model_unlit_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
nop.slf
overlay3D.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
overlay3D.slv
overlay3D_model.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
overlay3D_model_translucent.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
overlay3D_model_translucent_unlit.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
overlay3D_model_unlit.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
overlay3D_translucent.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
overlay3D_translucent_unlit.slf
overlay3D_unlit.slf
PickItemsJob.cpp New android toolchain 2017-09-19 13:45:12 -07:00
PickItemsJob.h New android toolchain 2017-09-19 13:45:12 -07:00
RenderDeferredTask.cpp fix black flashing on transparent objects 2018-01-17 15:59:07 -08:00
RenderDeferredTask.h Merge branch 'master' into hazeOnTransparent 2017-12-14 11:41:53 -08:00
RenderForwardTask.cpp working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
RenderForwardTask.h
RenderPipelines.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
RenderShadowTask.cpp visible-perview 2018-01-18 02:18:46 -08:00
RenderShadowTask.h Fixed bug which culled medium sized objects in shadow maps due to perspective frustum assumed octree selection 2017-12-11 12:19:10 +01:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp visible-perview 2018-01-18 02:18:46 -08:00
RenderViewTask.h visible-perview 2018-01-18 02:18:46 -08:00
sdf_text3D.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D.slv working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D_transparent.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
Shadow.slh Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
ShadowCore.slh Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
Shadows_shared.slh Added normal based adaptive depth bias 2017-12-06 17:06:48 +01:00
simple.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple.slv properly fix AA stenciling 2017-08-10 16:07:40 -07:00
simple_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple_fade.slv Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_opaque_web_browser.slf
simple_textured.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple_textured_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple_textured_unlit.slf
simple_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_textured.slf Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders. 2017-12-16 00:22:26 -08:00
simple_transparent_textured_fade.slf Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders. 2017-12-16 00:22:26 -08:00
simple_transparent_textured_unlit.slf
simple_transparent_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_web_browser.slf
skin_model.slv
skin_model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_normal_map.slv
skin_model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
skin_model_shadow.slf Fixed fade for shadow job 2017-06-08 17:09:08 +02:00
skin_model_shadow.slv
skin_model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
skin_model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
Skinning.slh Renamed imag component to dual, using the correct nomenclature 2018-01-08 18:21:23 -08:00
SoftAttachmentModel.cpp removed comments 2018-01-04 16:17:21 -08:00
SoftAttachmentModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
ssao.slh
ssao_debugOcclusion.slf
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf
standardDrawTexture.slf
standardTransformPNTC.slv
stencil_drawMask.slf Refining the stencil configuration and triggering only in hmd mode 2017-06-02 00:22:38 -07:00
StencilMaskPass.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
StencilMaskPass.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
SubsurfaceScattering.cpp adding assert or checks whenever getting a scene stage 2017-07-10 12:37:26 +02:00
SubsurfaceScattering.h
SubsurfaceScattering.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
subsurfaceScattering_drawScattering.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
subsurfaceScattering_makeLUT.slf
subsurfaceScattering_makeProfile.slf
subsurfaceScattering_makeSpecularBeckmann.slf
SurfaceGeometry.slh
surfaceGeometry_copyDepth.slf Added PrepareOutline job to save outlined zbuffer 2017-08-08 15:28:36 +02:00
surfaceGeometry_downsampleDepthNormal.slf
surfaceGeometry_makeCurvature.slf New android toolchain 2017-09-19 13:45:12 -07:00
surfaceGeometry_makeLinearDepth.slf
SurfaceGeometryPass.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
SurfaceGeometryPass.h
TextRenderer3D.cpp
TextRenderer3D.h
TextureCache.h
toneMapping.slf
ToneMappingEffect.cpp Cleanup and refactoring 2017-06-15 18:58:56 -07:00
ToneMappingEffect.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
UpdateSceneTask.cpp Renamed outline to highlight 2017-11-07 11:07:25 +01:00
UpdateSceneTask.h Moving the stage objects under the scene umbrella and creating a cear task to update the scene elements 2017-06-21 18:29:38 -07:00
zone_draw.slh Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawAmbient.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
zone_drawKeyLight.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
zone_drawSkybox.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
ZoneRenderer.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
ZoneRenderer.h some clean up: 2017-05-23 18:00:22 -07:00