..
text
Gamma correct the text color
2016-03-05 10:59:03 -08:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h
Address performance issues introduced with this PR.
2016-03-28 19:47:30 -07:00
AmbientOcclusionEffect.cpp
Only run AO in DEFAULT_RENDER_MODE
2016-02-12 09:01:54 -08:00
AmbientOcclusionEffect.h
Nest Persistent in Config to compile on nix
2016-02-11 10:27:32 -08:00
AnimDebugDraw.cpp
Removed passive-aggressive comment, (it was a late night)
2016-03-11 13:36:48 -08:00
AnimDebugDraw.h
THursday morning the frustum culling seems broken in one particular angle
2016-02-11 10:05:39 -08:00
animdebugdraw.slf
animdebugdraw.slv
Fixing the material names
2016-02-16 09:33:24 -08:00
AntialiasingEffect.cpp
Gut RenderContext
2016-01-25 12:14:58 -08:00
AntialiasingEffect.h
Remove antialiasing from menus, default to on
2016-02-23 16:24:44 -08:00
debug_deferred_buffer.slf
Can now process the AO at lower resolution in orer to gsave performances
2016-01-19 12:12:51 -08:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp
cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
2016-02-25 14:13:35 -08:00
DebugDeferredBuffer.h
cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
2016-02-25 14:13:35 -08:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_spot.slv
DeferredBuffer.slh
Reflection is working correctly with the PBR property, ship t
2016-02-29 18:54:43 -08:00
DeferredBufferWrite.slh
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
DeferredGlobalLight.slh
Ajusting the pure Ambient SH lighting pass and more review issues
2016-03-01 12:24:44 -08:00
DeferredLighting.slh
Using another formula for the specularDistribution giving much better results
2016-03-01 17:09:57 -08:00
DeferredLightingEffect.cpp
Fixing the lighting issue in stereo
2016-03-15 14:35:43 -07:00
DeferredLightingEffect.h
Use keyLight in DLE instead of _skyboxTexture
2016-03-01 14:44:34 -08:00
directional_ambient_light.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
directional_ambient_light_shadow.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
directional_light.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
directional_light_shadow.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
directional_skybox_light.slf
Post merge with Zach work for environment map
2016-02-26 16:04:50 -08:00
directional_skybox_light_shadow.slf
Post merge with Zach work for environment map
2016-02-26 16:04:50 -08:00
drawOpaqueStencil.slf
FboCache.cpp
FboCache.h
FramebufferCache.cpp
more clean up
2016-01-21 17:36:53 -08:00
FramebufferCache.h
Make sure the resolution level for ao is correct
2016-01-19 18:57:03 -08:00
fxaa.slf
Fix fxaa shader to use texture
2016-02-24 13:36:08 -08:00
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-02-23 09:33:54 -08:00
GeometryCache.h
Add layering to renderGrid, draw edit grid not layered
2016-02-19 13:57:32 -08:00
grid.slf
Move paint shader functions to Paint.slh
2016-02-19 11:48:44 -08:00
hit_effect.slf
hit_effect.slv
HitEffect.cpp
Gut RenderContext
2016-01-25 12:14:58 -08:00
HitEffect.h
Cleanup new render settings
2016-01-26 15:58:50 -08:00
LightStage.cpp
Fix orientation aligned with Y
2016-01-19 18:39:34 -08:00
LightStage.h
Decrease shadowMap res to 1024
2016-01-15 17:55:07 -08:00
MaterialTextures.slh
Trying to clena up the problem?
2016-03-21 16:36:47 -07:00
MeshPartPayload.cpp
Address performance issues introduced with this PR.
2016-03-28 19:47:30 -07:00
MeshPartPayload.h
Minimize diff with master
2016-03-26 13:27:05 -07:00
Model.cpp
Address performance issues introduced with this PR.
2016-03-28 19:47:30 -07:00
Model.h
Dynamic bound update for skinned mesh
2016-03-26 12:22:02 -07:00
model.slf
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
model.slv
Conform model/overlay shaders
2016-02-04 16:21:56 -08:00
model_emissive.slf
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00
model_lightmap.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
model_lightmap.slv
Fixing the material names
2016-02-16 09:33:24 -08:00
model_lightmap_normal_map.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
model_lightmap_normal_map.slv
Fixing the material names
2016-02-16 09:33:24 -08:00
model_lightmap_normal_specular_map.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
model_lightmap_specular_map.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
model_normal_map.slf
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
model_normal_map.slv
Fix link problem with shaders that use transparency and normal maps
2016-03-09 20:01:18 -08:00
model_normal_specular_map.slf
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
model_shadow.slf
Change shadow debug buffer to reuse shadowMap tex
2016-01-19 12:01:18 -08:00
model_shadow.slv
model_specular_map.slf
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
model_translucent.slf
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
model_translucent_emissive.slf
Changing diffuse to albedo and breaking everything...
2016-02-15 21:50:10 -08:00
overlay3D.slf
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00
overlay3D.slv
Conform model/overlay shaders
2016-02-04 16:21:56 -08:00
overlay3D_emissive.slf
Fixing the material names
2016-02-16 09:33:24 -08:00
overlay3D_translucent.slf
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00
overlay3D_translucent_emissive.slf
Fixing the material names
2016-02-16 09:33:24 -08:00
point_light.slf
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-02-25 23:48:53 -08:00
RenderDeferredTask.cpp
Add gpu timer to background
2016-03-14 17:53:39 -07:00
RenderDeferredTask.h
Add gpu timer to background
2016-03-14 17:53:39 -07:00
RenderPipelines.cpp
Making progress toward the PBR material
2016-02-17 18:47:52 -08:00
RenderShadowTask.cpp
Factor out SortTask to fix shadows
2016-02-26 16:04:15 -08:00
RenderShadowTask.h
Factor out SortTask to fix shadows
2016-02-26 16:04:15 -08:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf
Improve text3d rendering
2016-03-12 23:24:52 +13:00
sdf_text3D.slv
Shadow.slh
Avoid shadow attenuation outside of mapped area
2016-01-19 15:48:20 -08:00
simple.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
simple.slv
Unify Named/Normal calls
2016-02-01 18:50:01 +01:00
simple_textured.slf
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
simple_textured_emisive.slf
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00
skin_model.slv
Fix link problem with shaders that use transparency and normal maps
2016-03-09 20:01:18 -08:00
skin_model_normal_map.slv
Fix link problem with shaders that use transparency and normal maps
2016-03-09 20:01:18 -08:00
skin_model_shadow.slf
Change shadow debug buffer to reuse shadowMap tex
2016-01-19 12:01:18 -08:00
skin_model_shadow.slv
Skinning.slh
spot_light.slf
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-02-25 23:48:53 -08:00
ssao.slh
Fixing the warning maybe
2016-01-22 09:44:32 -08:00
ssao_makeHorizontalBlur.slf
Refining the ao effect on the blur side
2016-01-21 19:02:32 -08:00
ssao_makeOcclusion.slf
more clean up
2016-01-21 17:36:53 -08:00
ssao_makePyramid.slf
FIxed the stereo rendering
2016-01-14 19:23:29 -08:00
ssao_makeVerticalBlur.slf
Refining the ao effect on the blur side
2016-01-21 19:02:32 -08:00
standardDrawTexture.slf
standardTransformPNTC.slv
stars.slf
stars.slv
starsGrid.slf
TextRenderer3D.cpp
Add layering to text renderer
2016-02-03 19:18:56 -08:00
TextRenderer3D.h
Add layering to text renderer
2016-02-03 19:18:56 -08:00
TextureCache.h
ToneMappingEffect.cpp
Fixing the default value for the TOneMapping curve and cleaning the code into the ToneMappingEffect file
2016-01-28 12:14:20 -08:00
ToneMappingEffect.h
Cleaner...
2016-01-28 12:46:18 -08:00