overte/libraries/render-utils/src
2019-05-16 20:03:10 -07:00
..
render-utils Merge pull request #15469 from SamGondelman/switch 2019-05-13 11:14:26 -07:00
text fix runtime switch 2019-05-13 09:58:55 -07:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Move all wire frustums to conical frustums 2018-05-03 18:19:29 -07:00
AmbientOcclusionEffect.cpp fix ao 2019-02-18 01:12:00 -08:00
AmbientOcclusionEffect.h Shadows are completely working with settings on both pipeline 2018-12-17 17:34:47 -08:00
AnimDebugDraw.cpp Revert "AnimPose operator* optimizations" 2019-02-14 16:13:00 -08:00
AnimDebugDraw.h AnimDebugDraw: Prevent multi-threaded access to shared map collection. 2018-11-02 17:53:07 -07:00
animdebugdraw.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
animdebugdraw.slv Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
AntialiasingEffect.cpp Switched to split sum model for ambient (as Unreal) 2019-04-04 16:10:33 +02:00
AntialiasingEffect.h Removing uniforms from antialiasing 2018-09-06 08:59:06 -07:00
AssembleLightingStageTask.cpp removing comments and dead code, rewiring the debug 2018-12-18 14:42:45 -08:00
AssembleLightingStageTask.h removing comments and dead code, rewiring the debug 2018-12-18 14:42:45 -08:00
BackgroundStage.cpp pointers 2018-10-08 18:05:09 -07:00
BackgroundStage.h pointers 2018-10-08 18:05:09 -07:00
Blendshape.slh Assign the correct binding slots for the Resource Buffers to fix the deformed mesh rendering of the Avatar in gles backend 2018-11-02 00:08:47 -07:00
BloomApply.shared.slh BloomApply now uses uniform buffer 2018-07-06 11:52:24 +02:00
BloomApply.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
BloomEffect.cpp restoring the engine render views and cleaning up the task / config section of the pr 2018-11-20 23:15:09 -08:00
BloomEffect.h pointers 2018-10-08 18:05:09 -07:00
BloomStage.cpp move stage frames to varyings 2018-10-01 11:26:02 -07:00
BloomStage.h pointers 2018-10-08 18:05:09 -07:00
BloomThreshold.shared.slh Remove all tabs from shaders 2018-09-06 08:59:07 -07:00
BloomThreshold.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
CauterizedMeshPartPayload.cpp (✿◠‿◠) 2019-05-16 19:33:07 -07:00
CauterizedMeshPartPayload.h (✿◠‿◠) 2019-05-16 19:33:07 -07:00
CauterizedModel.cpp merge with master 2019-05-16 20:03:10 -07:00
CauterizedModel.h please work 2018-09-05 17:04:05 -07:00
debug_deferred_buffer.slf possibly fix mac issues 2018-10-31 13:28:07 -07:00
debug_deferred_buffer.slv Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
debug_deferred_buffer_shared.slh Remove all tabs from shaders 2018-09-06 08:59:07 -07:00
DebugDeferredBuffer.cpp Compiling 2018-12-19 20:01:14 -08:00
DebugDeferredBuffer.h Compiling 2018-12-19 20:01:14 -08:00
DefaultMaterials.slh forward pipelines for primitives 2018-04-10 15:56:08 -07:00
deferred_light.slv Completely remove the texcoord frame transform as we don;t use it at all 2018-08-21 14:52:42 -07:00
deferred_light_limited.slv more branching removal 2018-10-29 16:42:46 -07:00
deferred_light_point.slv more branching removal 2018-10-29 16:42:46 -07:00
deferred_light_spot.slv more branching removal 2018-10-29 16:42:46 -07:00
DeferredBuffer.slh
DeferredBufferRead.slh Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
DeferredBufferWrite.slh build errors 2019-03-15 14:29:50 -07:00
DeferredFramebuffer.cpp fix bloom on edges 2018-09-07 10:25:26 -07:00
DeferredFramebuffer.h
DeferredFrameTransform.cpp Jitter is now set through a batch command 2018-04-20 10:52:50 +02:00
DeferredFrameTransform.h Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
DeferredGlobalLight.slh Merge branch 'master' of http://github.com/highfidelity/hifi into haze 2018-07-06 12:35:26 +02:00
DeferredLighting.slh
DeferredLightingEffect.cpp Switched to split sum model for ambient (as Unreal) 2019-04-04 16:10:33 +02:00
DeferredLightingEffect.h Working beta pipeline 2019-03-28 16:44:22 +01:00
DeferredTransform.slh Merge branch 'master' into branching 2018-11-16 10:25:02 -08:00
deformed_model.slv ಠ⌣ಠ 2019-05-16 10:27:59 -07:00
deformed_model_dq.slv Merge pull request #14372 from SamGondelman/decals 2018-12-06 11:13:46 -08:00
deformed_model_normal_map.slv projected materials and repeat property 2018-11-09 10:47:07 -08:00
deformed_model_normal_map_dq.slv projected materials and repeat property 2018-11-09 10:47:07 -08:00
deformed_model_shadow.slv Added opacity mask to shadow casters 2019-04-17 12:35:24 +02:00
deformed_model_shadow_dq.slv Added opacity mask to shadow casters 2019-04-17 12:35:24 +02:00
deformed_simple.slv (¬‿¬) 2019-05-15 23:48:04 -07:00
deformed_simple_dq.slv (¬‿¬) 2019-05-15 23:48:04 -07:00
directional_ambient_light.slf more branching removal 2018-10-29 16:42:46 -07:00
directional_ambient_light_shadow.slf more branching removal 2018-10-29 16:42:46 -07:00
directional_skybox_light.slf more branching removal 2018-10-29 16:42:46 -07:00
directional_skybox_light_shadow.slf more branching removal 2018-10-29 16:42:46 -07:00
DrawHaze.cpp pointers 2018-10-08 18:05:09 -07:00
DrawHaze.h pointers 2018-10-08 18:05:09 -07:00
drawWorkloadProxy.slf Adding missing locations 2018-09-06 08:59:07 -07:00
drawWorkloadProxy.slv more branching removal 2018-10-29 16:42:46 -07:00
drawWorkloadView.slf Adding missing locations 2018-09-06 08:59:07 -07:00
drawWorkloadView.slv New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
Fade.slh Update Fade.slh 2018-11-14 17:50:21 -08:00
Fade_shared.slh Remove all tabs from shaders 2018-09-06 08:59:07 -07:00
FadeEffect.cpp Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
FadeEffect.h
FadeEffectJobs.cpp Added save/file dialog for transition configurations in transition editor 2018-03-28 16:54:53 -04:00
FadeEffectJobs.h Added save/file dialog for transition configurations in transition editor 2018-03-28 16:54:53 -04:00
FadeObjectParams.shared.slh Fade object params are now passed through uniform buffer 2018-07-10 10:53:38 +02:00
FboCache.cpp
FboCache.h
forward_grid.slf fix runtime switch 2019-05-13 09:58:55 -07:00
forward_grid_translucent.slf fix runtime switch 2019-05-13 09:58:55 -07:00
forward_model.slf slightly fix forward pipelines 2018-09-26 15:01:46 -07:00
forward_model_lightmap.slf Render lightmaps in the forward renderer 2019-05-08 00:56:34 +01:00
forward_model_normal_map.slf slightly fix forward pipelines 2018-09-26 15:01:46 -07:00
forward_model_normal_map_lightmap.slf Render lightmaps in the forward renderer 2019-05-08 00:56:34 +01:00
forward_model_translucent.slf slightly fix forward pipelines 2018-09-26 15:01:46 -07:00
forward_model_unlit.slf more branching removal 2018-10-29 16:42:46 -07:00
forward_parabola.slf fix runtime switch 2019-05-13 09:58:55 -07:00
forward_sdf_text3D.slf fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
forward_simple.slf (¬‿¬) 2019-05-15 23:48:04 -07:00
forward_simple_textured.slf fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
forward_simple_textured_transparent.slf fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
forward_simple_textured_unlit.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
ForwardGlobalLight.slh Merge branch 'master' of http://github.com/highfidelity/hifi into haze 2018-07-06 12:35:26 +02:00
FramebufferCache.cpp
FramebufferCache.h
fxaa.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
fxaa.slv Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
fxaa_blend.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
GeometryCache.cpp fix runtime switch 2019-05-13 09:58:55 -07:00
GeometryCache.h fix runtime switch 2019-05-13 09:58:55 -07:00
glowLine.slf Remove all tabs from shaders 2018-09-06 08:59:07 -07:00
glowLine.slv new improved polylines 2018-12-14 14:15:56 -08:00
grid.slf try to fix grid color issue 2018-12-25 02:17:37 -05:00
grid_translucent.slf try to fix grid color issue 2018-12-25 02:17:37 -05:00
Haze.slf Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
Haze.slh fix zone bugs 2019-01-18 13:49:16 -08:00
HazeStage.cpp move stage frames to varyings 2018-10-01 11:26:02 -07:00
HazeStage.h pointers 2018-10-08 18:05:09 -07:00
Highlight.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
Highlight.slh more branching removal 2018-10-29 16:42:46 -07:00
Highlight_aabox.slv Assign the correct binding slots for the Resource Buffers to fix the deformed mesh rendering of the Avatar in gles backend 2018-11-02 00:08:47 -07:00
Highlight_filled.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
Highlight_shared.slh
HighlightEffect.cpp merge with master 2018-10-23 14:33:57 -07:00
HighlightEffect.h fix highlight weirdness 2018-10-17 16:18:55 -07:00
hmd_ui.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
hmd_ui.slv New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
LightAmbient.slh Added flag to enable / disable ambient fresnel LUT 2019-04-05 08:58:06 +02:00
LightClusterGrid.slh Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
LightClusterGrid_shared.slh Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
LightClusters.cpp cleaning light clusters 2018-12-09 22:54:49 -08:00
LightClusters.h cleaning light clusters 2018-12-09 22:54:49 -08:00
lightClusters_drawClusterContent.slf more branching removal 2018-10-29 16:42:46 -07:00
lightClusters_drawClusterContent.slv Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
lightClusters_drawClusterFromDepth.slf more branching removal 2018-10-29 16:42:46 -07:00
lightClusters_drawClusterFromDepth.slv more branching removal 2018-10-29 16:42:46 -07:00
lightClusters_drawGrid.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
lightClusters_drawGrid.slv more branching removal 2018-10-29 16:42:46 -07:00
LightDirectional.slh Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
LightingModel.cpp Fixed compilation errors 2019-04-05 10:22:57 +02:00
LightingModel.h Switched to split sum model for ambient (as Unreal) 2019-04-04 16:10:33 +02:00
LightingModel.slh New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
LightLocal.slh Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
LightPayload.cpp only update cauterization of child entities when something relevant changes 2018-02-02 08:56:11 -08:00
LightPayload.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
LightPoint.slh Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
LightSpot.slh Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
LightStage.cpp Removed magic number 2019-04-18 19:19:38 +02:00
LightStage.h Exposed max shadow distance and a shadow bias scale parameter in graphics::Light 2019-04-18 11:06:12 +02:00
local_lights_drawOutline.slf more branching removal 2018-10-29 16:42:46 -07:00
local_lights_shading.slf Use defines for packed textures to satisfy both GLES and GL 4.1 2018-08-06 14:35:36 -07:00
MeshDeformer.slh Better naming and simpler template maybe 2018-09-26 17:58:06 -07:00
MeshPartPayload.cpp merge with master 2019-05-16 20:03:10 -07:00
MeshPartPayload.h (✿◠‿◠) 2019-05-16 19:33:07 -07:00
MetaModelPayload.cpp FIX BUILD ERRORS? 2018-10-10 17:09:35 -07:00
MetaModelPayload.h move blendshape buffers to render thread 2018-10-10 15:32:53 -07:00
Model.cpp merge with master 2019-05-16 20:03:10 -07:00
Model.h merge with master 2019-05-16 20:03:10 -07:00
model.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model.slv projected materials and repeat property 2018-11-09 10:47:07 -08:00
model_fade.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_lightmap.slf more fixes 2018-09-27 14:18:43 -07:00
model_lightmap_fade.slf more fixes 2018-09-27 14:18:43 -07:00
model_lightmap_normal_map.slf more fixes 2018-09-27 14:18:43 -07:00
model_lightmap_normal_map_fade.slf more fixes 2018-09-27 14:18:43 -07:00
model_normal_map.slf Added opacity mask to shadow casters 2019-04-17 12:35:24 +02:00
model_normal_map.slv projected materials and repeat property 2018-11-09 10:47:07 -08:00
model_normal_map_fade.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_shadow.slf Simplified material binding in shadow mode. Added opacity mask to shadow fade. Adjusted default bias. 2019-04-19 11:03:43 +02:00
model_shadow.slv Added opacity mask to shadow casters 2019-04-17 12:35:24 +02:00
model_shadow_fade.slf Simplified material binding in shadow mode. Added opacity mask to shadow fade. Adjusted default bias. 2019-04-19 11:03:43 +02:00
model_translucent.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_translucent_fade.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_translucent_normal_map.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_translucent_normal_map_fade.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_translucent_unlit.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_translucent_unlit_fade.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_unlit.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
model_unlit_fade.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
nop.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
parabola.slf Fix parabola rendering on AMD GPUs 2018-08-21 16:58:38 -07:00
parabola.slv Update parabola.slv 2018-11-27 10:54:56 -08:00
parabola_translucent.slf cleaning up fragment shaders 2018-09-26 14:10:47 -07:00
PickItemsJob.cpp faster aabox ray intersection and pre-computed inverse direction 2018-08-27 15:40:33 -07:00
PickItemsJob.h
RenderCommonTask.cpp Switched to split sum model for ambient (as Unreal) 2019-04-04 16:10:33 +02:00
RenderCommonTask.h fix runtime switch 2019-05-13 09:58:55 -07:00
RenderDeferredTask.cpp Merge branch 'master' of https://github.com/highfidelity/hifi into shadow 2019-04-18 11:06:35 +02:00
RenderDeferredTask.h fix shadows when tablet is open and misc threading issues 2019-03-22 16:20:54 -07:00
RenderForwardTask.cpp fix runtime switch 2019-05-13 09:58:55 -07:00
RenderForwardTask.h fix shadows when tablet is open and misc threading issues 2019-03-22 16:20:54 -07:00
RenderHifi.h fix cauterization of entities that are children of MyAvatar's head 2019-04-08 19:48:11 -07:00
RenderPipelines.cpp Render lightmaps in the forward renderer 2019-05-08 00:56:34 +01:00
RenderPipelines.h Simplified material binding in shadow mode. Added opacity mask to shadow fade. Adjusted default bias. 2019-04-19 11:03:43 +02:00
RenderShadowTask.cpp Exposed max shadow distance and a shadow bias scale parameter in graphics::Light 2019-04-18 11:06:12 +02:00
RenderShadowTask.h Simplified material binding in shadow mode. Added opacity mask to shadow fade. Adjusted default bias. 2019-04-19 11:03:43 +02:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp render scripting interface + renderMethod control 2019-05-16 16:01:21 -07:00
RenderViewTask.h move switch logic around 2019-04-29 14:07:49 -07:00
sdf_text3D.slf fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
sdf_text3D.slh fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
sdf_text3D.slv fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
sdf_text3D_transparent.slf fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
ShadingModel.slh New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
Shadow.slh Switched to clamped tangent for shadow slope bias 2019-04-17 11:12:59 +02:00
ShadowCore.slh New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
Shadows_shared.slh Remove all tabs from shaders 2018-09-06 08:59:07 -07:00
simple.slf better default values 2019-01-21 16:51:08 -08:00
simple.slv fix lighting/color grading for everything 2019-03-15 12:48:32 -07:00
simple_fade.slv Fix OSX build 2018-08-03 16:15:58 -07:00
simple_opaque_web_browser.slf use web surface alpha 2019-03-15 15:32:31 -07:00
simple_textured.slf correct order of mixes 2018-12-07 10:39:10 -08:00
simple_textured_fade.slf correct order of mixes 2018-12-07 10:39:10 -08:00
simple_textured_unlit.slf correct order of mixes 2018-12-07 10:39:10 -08:00
simple_textured_unlit_fade.slf correct order of mixes 2018-12-07 10:39:10 -08:00
simple_transparent.slf better default values 2019-01-21 16:51:08 -08:00
simple_transparent_textured.slf fix shadows when tablet is open and misc threading issues 2019-03-22 16:20:54 -07:00
simple_transparent_textured_fade.slf correct order of mixes 2018-12-07 10:39:10 -08:00
simple_transparent_textured_unlit.slf correct order of mixes 2018-12-07 10:39:10 -08:00
simple_transparent_textured_unlit_fade.slf correct order of mixes 2018-12-07 10:39:10 -08:00
simple_transparent_web_browser.slf use web surface alpha 2019-03-15 15:32:31 -07:00
Skinning.slh more branching removal 2018-10-29 16:42:46 -07:00
SoftAttachmentModel.cpp Fix blender::run crash 2019-05-16 13:12:16 -07:00
SoftAttachmentModel.h please work 2018-09-05 17:04:05 -07:00
ssao.slh Merge branch 'master' into branching 2018-11-16 10:25:02 -08:00
ssao_bilateralBlur.slf Bis 2018-11-08 12:29:01 +01:00
ssao_bilateralBlur.slv On single bilateral blur shader 2018-09-27 17:03:14 +02:00
ssao_buildNormals.slf Shader fix for android... <sigh> 2018-11-08 13:19:42 +01:00
ssao_debugOcclusion.slf Merge branch 'master' into branching 2018-11-16 10:25:02 -08:00
ssao_gather.slf Merged with master 2018-10-24 08:27:39 +02:00
ssao_makeOcclusion.slf Merge branch 'master' into branching 2018-11-16 10:25:02 -08:00
ssao_makePyramid.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
ssao_mip_depth.slf Fixed shaders for GLSL 4.1 2018-10-24 11:04:32 +02:00
ssao_shared.h Switched to sin based HBAO 2018-10-01 19:22:54 +02:00
standardDrawTexture.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
standardDrawTextureNoBlend.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
standardTransformPNTC.slv Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
stencil_drawMask.slf more branching removal 2018-10-29 16:42:46 -07:00
StencilMaskPass.cpp wip redo stencil work 2019-04-11 13:22:51 -07:00
StencilMaskPass.h wip redo stencil work 2019-04-11 13:22:51 -07:00
SubsurfaceScattering.cpp New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
SubsurfaceScattering.h New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
SubsurfaceScattering.slh more branching removal 2018-10-29 16:42:46 -07:00
subsurfaceScattering_drawScattering.slf more branching removal 2018-10-29 16:42:46 -07:00
subsurfaceScattering_makeLUT.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
subsurfaceScattering_makeProfile.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
subsurfaceScattering_makeSpecularBeckmann.slf Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
SurfaceGeometry.slh
surfaceGeometry_copyDepth.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
surfaceGeometry_downsampleDepthNormal.slf Merged with master 2018-10-24 08:27:39 +02:00
surfaceGeometry_makeCurvature.slf Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
surfaceGeometry_makeLinearDepth.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
SurfaceGeometryPass.cpp Added some comments 2018-10-03 08:43:51 +02:00
SurfaceGeometryPass.h Some work to try to find the odd resolution bug 2018-09-21 17:14:39 +02:00
taa.slf more branching removal 2018-10-29 16:42:46 -07:00
taa.slh Update LightClusterGrid_shared.slh 2018-11-01 15:35:48 -07:00
taa_blend.slf more branching removal 2018-10-29 16:42:46 -07:00
TextRenderer3D.cpp fix runtime switch 2019-05-13 09:58:55 -07:00
TextRenderer3D.h fix runtime switch 2019-05-13 09:58:55 -07:00
TextureCache.h move materialcache et al to material-networking library 2019-02-08 10:28:07 -08:00
toneMapping.slf Bringing back brownBis to just msaa support 2019-02-11 19:42:05 -08:00
ToneMappingEffect.cpp Bringing back brownBis to just msaa support 2019-02-11 19:42:05 -08:00
ToneMappingEffect.h Bringing back brownBis to just msaa support 2019-02-11 19:42:05 -08:00
UpdateSceneTask.cpp working on enabling bloom 2018-08-07 22:26:30 -07:00
UpdateSceneTask.h
velocityBuffer_cameraMotion.slf New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
VelocityBufferPass.cpp Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
VelocityBufferPass.h Move antialiasing and velocity buffer makeProgram to deferred scheme 2018-04-19 15:30:16 -07:00
WorkloadResource.slh Assign the correct binding slots for the Resource Buffers to fix the deformed mesh rendering of the Avatar in gles backend 2018-11-02 00:08:47 -07:00
zone_draw.slh
zone_drawAmbient.slf more branching removal 2018-10-29 16:42:46 -07:00
zone_drawKeyLight.slf Remove all tabs from shaders 2018-09-06 08:59:07 -07:00
zone_drawSkybox.slf more branching removal 2018-10-29 16:42:46 -07:00
ZoneRenderer.cpp use weak ptrs, add comment about SelectSortItems performance 2019-05-08 13:13:05 -07:00
ZoneRenderer.h trying... 2018-12-06 22:45:44 -08:00