Commit graph

32 commits

Author SHA1 Message Date
SamGondelman
09a6053044 cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
Brad Davis
dcdc3a323c Use defines for packed textures to satisfy both GLES and GL 4.1 2018-08-06 14:35:36 -07:00
Bradley Austin Davis
fc51b93691 Fix OSX build 2018-08-03 16:15:58 -07:00
Brad Davis
ae8f841912 Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
Olivier Prat
190e9313c7 Sorted out the mix between eye space and world space vectors in translucent object shading 2018-04-13 15:38:55 +02:00
SamGondelman
19e4fb2355 materials on primitives 2018-03-07 12:22:17 -08:00
Sam Gateau
f20e1a727e Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass 2018-02-08 23:07:39 -08:00
samcake
b66da1897d improving the forward rendering pass, removing the specular variation and making it defautl 2018-02-08 17:59:07 -08:00
Brad Davis
dca3061107 Fix material key on Android 2018-02-02 13:45:24 -08:00
humbletim
08ccda9cfc rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
samcake
b9102204ea FIx the filtering problem on color and normals introduced since we generate mips with QImage 2017-02-10 11:40:39 -08:00
Zach Pomerantz
9a37ccbf3c chmod -x to render-utils src 2016-12-13 14:36:41 -05:00
samcake
3ec14fd746 MErging and still trying to understand the curvature isssue 2016-06-22 18:06:55 -07:00
samcake
0c882832bf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
samcake
c1fa096e78 adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
samcake
e40a795a27 Trying to clean up for pr 2016-05-10 19:25:22 -07:00
samcake
227ddb12a6 Trying to clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
samcake
a0d7ce145e Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
samcake
9cb8bd0808 Adding one more feature for NULL_VAR in scribe function parameters and unifying the MAterialTexture shader code 2016-02-23 02:41:26 -08:00
samcake
00782b0e76 GOing home, this is in the middle of adding the Roughness texture and potentially cleaning up the different compinations of shaders regarding the material textures 2016-02-22 18:19:36 -08:00
samcake
39a7852979 MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders 2016-02-19 18:43:07 -08:00
samcake
b88501784c Making progress toward the PBR material 2016-02-17 18:47:52 -08:00
samcake
71863a1550 Fixing the material names 2016-02-16 09:33:24 -08:00
samcake
0ad7bacf02 Changing diffuse to albedo and breaking everything... 2016-02-15 21:50:10 -08:00
Brad Davis
b84eef93c9 Core profile shader work and test code 2015-08-01 14:43:52 -07:00
Brad Davis
d4b9a739f5 Still working on GL update 2015-06-23 09:49:10 -07:00
Sam Gateau
ad9129b552 Fixing all the shaders for entities to work correctly with the now supported color attribute field 2015-04-07 14:26:45 -07:00
Sam Gateau
4aa695d5f3 fixed an issue with skinned normaled map models not doing the correct transformation 2015-04-06 12:24:01 -07:00
Sam Gateau
e2e61c64b1 Support include path to shaders from the hifi libraries to cmake 2015-02-13 01:30:04 -08:00
Sam Gateau
7be1f41659 using the Material class 2015-01-14 10:22:27 -08:00
Sam Gateau
d9efafac7e updating the model fragment shaders to use DeferredBUfferWrite 2015-01-13 14:11:38 -08:00
Sam Gateau
a022e94814 Adding the shader files 2014-12-30 12:38:36 -08:00