Commit graph

57 commits

Author SHA1 Message Date
SamGondelman
4c55849290 merge from master 2017-08-10 15:43:23 -07:00
SamGondelman
658acd91f2 experimenting with drawHUDLayer depth testing 2017-07-25 14:17:39 -07:00
Olivier Prat
267531cc1a First working fade 2017-07-10 15:27:09 +02:00
Olivier Prat
06d69d04c3 TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
Olivier Prat
4256a1f2a7 Preparing for merge with stage. DOESN'T COMPILE! 2017-07-07 15:16:20 +02:00
samcake
20d8c11e28 ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore 2017-06-22 17:54:16 -07:00
Olivier Prat
24d45e0f5b Updated from upstream master because of change of protocol 2017-06-13 10:43:25 +02:00
Olivier Prat
1936c209a5 Working fade debugging scripts for both opaque and transparents 2017-06-05 17:21:33 +02:00
Olivier Prat
cce99ef8c4 Added translucent shaders 2017-06-05 16:56:57 +02:00
Olivier Prat
74bb3213e4 Added shadow shader variants 2017-06-05 16:44:32 +02:00
Olivier Prat
08fcd6c357 Added new shaders 2017-06-05 16:32:36 +02:00
samcake
4a419f2d07 Merging with upstream 2017-06-01 18:25:24 -07:00
Sam Cake
b528c2fc60 Merged 2017-05-31 19:33:14 -07:00
samcake
82d348a2ef Stencil rejection is working, and more cleaning 2017-05-31 16:46:20 -07:00
Sam Cake
32c5dac66a Big cleanup of unecessary shaders and legacy from deferred lighting, and messing around with the stencil 2017-05-31 00:55:28 -07:00
Olivier Prat
8071c04e98 Added fade effect prototype version 2017-04-27 10:31:06 +02:00
samcake
6385a702cd FIxing the bug for image3D overlay drawn in scene 2017-04-04 12:56:43 -07:00
samcake
b18d82bd19 adding different shaders for transparent for simpel 2017-04-04 11:50:38 -07:00
samcake
a882beb2fd Trying to fix the overlay Image3D shading pipeline used 2017-04-03 17:35:28 -07:00
Sam Cake
3a08611c26 Fix the typo in the assert for isWireframe 2017-03-19 17:33:28 -07:00
Seth Alves
694fc58374 restore missing shading pipeline for simple opaque in deferred 2017-03-07 12:07:24 -08:00
samcake
6ac85aee7e Adding support for the unliti materials too for overlay's 2017-02-28 18:12:35 -08:00
sam
709c2e4240 Fixing the emissive on overlayfor models 2017-02-27 02:52:00 -08:00
sam
a53d5e8fbd adjusted the PLumber shape keys to coever non material shapes in main pass 2017-02-25 13:00:37 -08:00
sam
5257194c48 SImplify the overlay PLumber 2017-02-24 01:11:59 -08:00
sam
e1aad8bd63 Deep dive into the shape key and filters and the PLumber construction 2017-02-24 00:35:10 -08:00
sam
67031850aa Deep dive into the shape key and filters and the PLumber construction 2017-02-24 00:05:54 -08:00
samcake
6d59144a4f Trying to fix the emissive for overlay in front ? 2017-02-23 17:42:02 -08:00
samcake
c7b164d8f2 Adding differenciation for the Material shapeKey bit 2017-02-22 18:21:18 -08:00
samcake
a00216cb4f debugging the emissive issue for verlay in front 2017-02-21 18:20:55 -08:00
Gabriel Calero
5602479988 Create render forward version of pixel shaders 2017-01-18 19:18:59 -03:00
Zach Pomerantz
1b948c7a05 add skinned forward model shaders 2017-01-04 15:49:29 -05:00
Zach Pomerantz
6b984d38d3 add opaque forward model shaders 2017-01-04 15:37:17 -05:00
Zach Pomerantz
f7cb2ec85b add plain forward model shaders 2017-01-03 20:41:57 -05:00
Zach Pomerantz
a414ba4cb5 take addPipeline lambda out of initDeferredPipelines 2017-01-03 18:55:13 -05:00
Zach Pomerantz
62eeb0c807 clean RenderPipelines with forward decls 2017-01-03 18:33:14 -05:00
samcake
5b4829e7b6 Brining back support for the ambinet lighting 2016-09-30 16:24:57 -07:00
samcake
219b41e813 Fix the mini mirror perf issue and improve the debugDeferredLighting script 2016-07-13 17:37:35 -07:00
samcake
1ec9ef560e Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
samcake
e40a795a27 Trying to clean up for pr 2016-05-10 19:25:22 -07:00
samcake
615f4028c4 fixing the web enitites lighting, still need to solve the sRGB for it, starting to introduce the unlit feature to the overlays 2016-05-09 17:17:16 -07:00
samcake
e306a24a1b INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
samcake
88f816fab4 Adding reflection of the ambient map for translucent 2016-04-28 18:18:18 -07:00
samcake
4202e60ac3 trying to add the skymap on translucents 2016-04-26 18:20:15 -07:00
samcake
5a67411d75 Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
samcake
b88501784c Making progress toward the PBR material 2016-02-17 18:47:52 -08:00
samcake
b03f639e2c Renaming and rearranging the material fields to support PBR fbx materials 2016-02-16 17:20:23 -08:00
samcake
0ad7bacf02 Changing diffuse to albedo and breaking everything... 2016-02-15 21:50:10 -08:00
samcake
4559e75f90 Trying to solve the ambient issue 2016-02-12 18:22:01 -08:00
Zach Pomerantz
a7bafed61b Change ShapeKey::CULL to NO_CULL_FACE 2016-02-08 13:44:42 -08:00