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