samcake
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504e9f154c
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Less comments
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2016-07-12 09:18:02 -07:00 |
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samcake
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e0993c593b
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:34:18 -07:00 |
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samcake
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ba7590712a
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
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samcake
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0e99a4ac97
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Merge branch 'master' of https://github.com/highfidelity/hifi into skin
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2016-07-11 10:49:28 -07:00 |
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samcake
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2fbdb22493
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
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Brad Davis
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ae1dd29a7a
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Fix depth writing for glow lines
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2016-07-08 10:27:53 -07:00 |
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samcake
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37f7596183
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Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass
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2016-07-08 09:04:10 -07:00 |
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samcake
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fff2a9a5a2
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REfactoring the shading functions interface to account for scattering
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2016-07-07 21:16:28 -07:00 |
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Brad Davis
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c644c87e69
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Fix glow line vanishing, improve transparency interaction
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2016-07-07 19:01:41 -07:00 |
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samcake
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5827993125
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Fixing warnings
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2016-07-07 16:30:10 -07:00 |
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samcake
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1eb4acf815
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Unifying the lighting pass for scaterring and not
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2016-07-07 15:41:00 -07:00 |
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Brad Davis
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8ca3630cfa
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Support glow effect in 3D line overlays
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2016-07-07 13:36:48 -07:00 |
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samcake
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8f2bf2b423
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Integrating the scattering to the local lights
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2016-07-06 17:13:16 -07:00 |
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samcake
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66b65391a4
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -07:00 |
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samcake
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2a52f1db7f
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Adding the lighting model class to configure accross the jobs the lighting
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2016-07-01 18:36:51 -07:00 |
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samcake
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9281b28d43
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Merge branch 'master' of https://github.com/highfidelity/hifi into skin
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2016-07-01 13:39:12 -07:00 |
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samcake
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9a604d0ede
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Bringing Beckmann specular to the lighting
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2016-06-30 19:03:24 -07:00 |
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Brad Davis
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b7926b8582
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Don't render wire geometry with lighting effects
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2016-06-30 16:11:05 -07:00 |
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samcake
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ab21a5a5d5
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FIxing the bad brdf and adding better debug tool and better Pipeline architecture
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2016-06-29 18:59:06 -07:00 |
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samcake
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7f5e22d0eb
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Post tuesday review, clean up
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2016-06-28 17:20:24 -07:00 |
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samcake
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d128af48db
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Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
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2016-06-28 13:47:55 -07:00 |
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samcake
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197d49fc03
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introducing the depth aware blur
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2016-06-27 17:04:37 -07:00 |
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samcake
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9bc8441c73
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Friday night build, working on getting the LUT generated on the GPU
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2016-06-24 17:50:43 -07:00 |
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samcake
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a619a142ed
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Friday night build, working on getting the LUT generated on the GPU
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2016-06-24 17:48:40 -07:00 |
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samcake
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ec68eba3cb
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Merge branch 'master' of https://github.com/highfidelity/hifi into skin
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2016-06-24 09:37:52 -07:00 |
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samcake
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e95a31f760
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CLeaning up and debugging the splotch
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2016-06-24 09:18:04 -07:00 |
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samcake
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884b9211c6
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Curvature is looking correct now without artefact, moving on to the lighting
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2016-06-23 17:13:48 -07:00 |
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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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bd28498833
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trying to fix the curvature artefact
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2016-06-21 18:25:02 -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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Andrew Meadows
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5d5dc2837b
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fix comment
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2016-06-20 17:29:20 -07:00 |
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samcake
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37a6d29406
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Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall
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2016-06-17 17:19:49 -07:00 |
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samcake
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904efc8076
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SPlitting appart the DeferredLIghting Effect
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2016-06-17 09:31:32 -07:00 |
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samcake
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350f06465d
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Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!
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2016-06-16 18:28:08 -07:00 |
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samcake
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40a4e72f73
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Merge branch 'master' of https://github.com/highfidelity/hifi into skin
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2016-06-15 15:14:19 -07:00 |
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samcake
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e31a3b4d08
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After trying stop trying to expose a generic [] operator on Varying and Containers
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2016-06-15 15:13:51 -07:00 |
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samcake
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42eaaf742d
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Protoype done
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2016-06-14 18:29:06 -07:00 |
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samcake
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8858f9dc82
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IUse the light stage finally for the scattering prototype
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2016-06-14 09:54:51 -07:00 |
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Brad Davis
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196ab401e5
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Merge pull request #8046 from SamGondelman/proceduralRaymarch
Exposed orientation and eye position to procedural entity shaders
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2016-06-14 09:48:07 -07:00 |
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samcake
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414c43c012
|
Current state
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2016-06-13 19:10:50 -07:00 |
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samcake
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f69c72f984
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Fixing the VaryingPair problem
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2016-06-13 10:44:31 -07:00 |
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samcake
|
6a5dff06c4
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Pushing a shitty state where the pairs of Varyings don;t get copied correctly
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2016-06-13 09:46:24 -07:00 |
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samcake
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c325cc50dd
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Adding the depth aware blur
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2016-06-11 18:54:22 -07:00 |
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samcake
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28886f6ec3
|
Many improvments
|
2016-06-10 17:18:12 -07:00 |
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SamGondelman
|
8a682450a9
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still trying to fix cmake errors
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2016-06-10 17:01:22 -07:00 |
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samcake
|
6831710efb
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Adding the deawSCattering pass
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2016-06-09 19:13:28 -07:00 |
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samcake
|
75a2864845
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Merge branch 'master' of https://github.com/highfidelity/hifi into skin
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2016-06-09 14:36:28 -07:00 |
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samcake
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0b873365ed
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save current state
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2016-06-09 14:35:44 -07:00 |
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samcake
|
7bd686167e
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Adding the generation of the Scattering on GPU
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2016-06-09 09:33:03 -07:00 |
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samcake
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e69022285e
|
A lot more stuff to try to see the skin scattering
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2016-06-08 18:58:50 -07:00 |
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