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