overte/libraries/render-utils/src
2016-05-18 13:14:42 -07:00
..
text And another. 2016-04-26 18:54:02 -04:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Merge branch 'master' into tony/improved-avatar-debug-draw 2016-05-10 14:50:13 -07:00
AmbientOcclusionEffect.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
AmbientOcclusionEffect.h Nest Persistent in Config to compile on nix 2016-02-11 10:27:32 -08:00
AnimDebugDraw.cpp Eye tracking bug fix and debug rendering improvement 2016-05-08 16:20:32 -07:00
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 use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
AntialiasingEffect.h Remove antialiasing from menus, default to on 2016-02-23 16:24:44 -08:00
debug_deferred_buffer.slf Introducing the unlit material 2016-05-04 18:50:52 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Merge branch 'master' of https://github.com/highfidelity/hifi into lemon 2016-05-10 09:56:05 -07:00
DebugDeferredBuffer.h INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_spot.slv
DeferredBuffer.slh INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
DeferredBufferRead.slh adding the DeferredBUfferRead.slh 2016-05-04 18:51:35 -07:00
DeferredBufferWrite.slh INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
DeferredGlobalLight.slh clean up the lighting function and put the global specular lighting in a separate function 2016-04-29 10:58:55 -07:00
DeferredLighting.slh Using another formula for the specularDistribution giving much better results 2016-03-01 17:09:57 -08:00
DeferredLightingEffect.cpp Simplifying the deferredbuffer clear and enableing z test for lighting pass 2016-05-18 13:14:42 -07:00
DeferredLightingEffect.h Use keyLight in DLE instead of _skyboxTexture 2016-03-01 14:44:34 -08:00
directional_ambient_light.slf INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
directional_ambient_light_shadow.slf INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
directional_light.slf INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
directional_light_shadow.slf INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
directional_skybox_light.slf INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
directional_skybox_light_shadow.slf INtroducing the unlit mode for fragments 2016-05-05 17:08:52 -07:00
drawOpaqueStencil.slf
FboCache.cpp
FboCache.h
FramebufferCache.cpp Correctly represent light fbo fmt 2016-03-30 11:22:44 -07:00
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 Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
GeometryCache.h Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
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 use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
HitEffect.h Cleanup new render settings 2016-01-26 15:58:50 -08:00
LightStage.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
LightStage.h use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
MaterialTextures.slh Trying to clean up for pr 2016-05-10 19:25:22 -07:00
MeshPartPayload.cpp Getting the unlit to work from the pipeline, and found the isLinear for texture bug! 2016-05-06 18:36:55 -07:00
MeshPartPayload.h Update after merge changes to NetworkGeometry. 2016-03-28 20:29:02 -07:00
Model.cpp Eye tracking bug fix and debug rendering improvement 2016-05-08 16:20:32 -07:00
Model.h Model: fixed two crash issues when changing avatars 2016-04-02 21:48:22 -07:00
model.slf Trying to clean up for pr 2016-05-10 19:25:22 -07:00
model.slv Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
model_lightmap.slf Cleanup the shaders to avoid any uniform in genral, fixed a bug woith the emissive params applied twice for model_lightmap.slf 2016-04-22 10:56:21 -07:00
model_lightmap.slv Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
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 Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
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 clean up for pr 2016-05-10 19:25:22 -07:00
model_normal_map.slv Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
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 clean up for pr 2016-05-10 19:25:22 -07:00
model_translucent.slf Trying to clean up for pr 2016-05-10 19:25:22 -07:00
model_translucent_unlit.slf Trying to clean up for pr 2016-05-10 19:25:22 -07:00
model_unlit.slf Trying to clean up for pr 2016-05-10 19:25:22 -07:00
overlay3D.slf Trying to clean up for pr 2016-05-10 19:25:22 -07:00
overlay3D.slv Conform model/overlay shaders 2016-02-04 16:21:56 -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_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
overlay3D_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
point_light.slf 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
RenderDeferredTask.cpp add locks and explicitly copy ViewFrustums 2016-05-05 18:28:27 -07:00
RenderDeferredTask.h REmoving extra cruff 2016-04-19 10:51:44 -07:00
RenderPipelines.cpp Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
RenderShadowTask.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
RenderShadowTask.h Factor out SortTask to fix shadows 2016-02-26 16:04:15 -08:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf Fix text3d to allow transparent text 2016-04-18 16:02:45 -07:00
sdf_text3D.slv
sdf_text3D_overlay.slf Update text3d shader post pbr. 2016-04-06 12:15:19 -07:00
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 Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
simple_textured.slf Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
simple_textured_unlit.slf Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
skin_model.slv Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
skin_model_normal_map.slv Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
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 Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
spot_light.slf 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
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 Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
stars.slf
stars.slv Adding Gamma correction to all the Color coming for the attribute stream if used as color 2015-12-18 12:50:21 -08:00
starsGrid.slf Remove #line from starsGrid.slf 2016-04-20 15:04:10 -07:00
TextRenderer3D.cpp Fix leaking Font 2016-04-14 17:00:23 -07:00
TextRenderer3D.h Fix leaking Font 2016-04-14 17:00:23 -07:00
TextureCache.h
ToneMappingEffect.cpp Adding shader versioning and defines from GLBackendShader allowing for runtime defines injection to shaders and more 2016-04-18 18:24:27 -07:00
ToneMappingEffect.h Cleaner... 2016-01-28 12:46:18 -08:00