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text
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And another.
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2016-04-26 18:54:02 -04:00 |
AbstractViewStateInterface.cpp
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AbstractViewStateInterface.h
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Merge branch 'master' into tony/improved-avatar-debug-draw
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2016-05-10 14:50:13 -07:00 |
AmbientOcclusionEffect.cpp
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
AmbientOcclusionEffect.h
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Nest Persistent in Config to compile on nix
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2016-02-11 10:27:32 -08:00 |
AnimDebugDraw.cpp
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Merge pull request #8422 from sethalves/sidestep-linux-gcc-bug
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2016-08-13 12:08:05 -07:00 |
AnimDebugDraw.h
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THursday morning the frustum culling seems broken in one particular angle
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2016-02-11 10:05:39 -08:00 |
animdebugdraw.slf
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animdebugdraw.slv
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
AntialiasingEffect.cpp
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
AntialiasingEffect.h
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
debug_deferred_buffer.slf
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Performing the curvature generation and diffusion at half the resolution
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2016-07-18 03:54:05 -07:00 |
debug_deferred_buffer.slv
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Simple normal map debug
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2015-12-04 10:44:23 -08:00 |
DebugDeferredBuffer.cpp
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FIx warnings
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2016-07-19 13:24:03 -07:00 |
DebugDeferredBuffer.h
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Performing the curvature generation and diffusion at half the resolution
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2016-07-18 03:54:05 -07:00 |
deferred_light.slv
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Adding the support for the subregion in the blur passes to apply it correctly to mini mirror
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2016-07-13 18:53:37 -07:00 |
deferred_light_limited.slv
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Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
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2016-07-13 18:26:53 -07:00 |
deferred_light_spot.slv
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Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
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2016-07-13 18:26:53 -07:00 |
DeferredBuffer.slh
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Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
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2016-07-19 10:34:06 -07:00 |
DeferredBufferRead.slh
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
DeferredBufferWrite.slh
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working on fading shape entities
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2016-08-03 13:30:05 -07:00 |
DeferredFramebuffer.cpp
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
DeferredFramebuffer.h
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
DeferredFrameTransform.cpp
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Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
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2016-06-28 13:47:55 -07:00 |
DeferredFrameTransform.h
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Fixing comments from review
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2016-07-20 11:02:27 -07:00 |
DeferredGlobalLight.slh
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more clean up
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2016-07-12 18:21:31 -07:00 |
DeferredLighting.slh
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
DeferredLightingEffect.cpp
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Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion
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2016-07-19 12:23:57 -07:00 |
DeferredLightingEffect.h
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REvisiting the RangeTimer to measure the real gpu duration
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2016-07-15 09:12:16 -07:00 |
DeferredTransform.slh
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Carrefully improving the curvature generation performances
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2016-07-17 17:13:07 -07:00 |
directional_ambient_light.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_ambient_light_shadow.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_light.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_light_shadow.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_skybox_light.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
directional_skybox_light_shadow.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
drawOpaqueStencil.slf
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Simplifying the DrawOpaqueStencil Pixel shader
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2015-10-08 17:49:55 -07:00 |
FboCache.cpp
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FboCache.h
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Fix most OpenGL warnings
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2015-12-04 10:01:43 -08:00 |
FramebufferCache.cpp
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FramebufferCache, cleanup & thread safety
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2016-07-26 15:32:31 -07:00 |
FramebufferCache.h
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FramebufferCache, cleanup & thread safety
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2016-07-26 15:32:31 -07:00 |
fxaa.slf
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Fix fxaa shader to use texture
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2016-02-24 13:36:08 -08:00 |
fxaa.slv
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Add shader files for FXAA
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2015-08-30 20:48:06 -07:00 |
fxaa_blend.slf
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Add shader files for FXAA
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2015-08-30 20:48:06 -07:00 |
GeometryCache.cpp
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Merge pull request #8333 from SamGondelman/miscFixes
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2016-08-10 11:06:50 -07:00 |
GeometryCache.h
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merge from master
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2016-08-04 13:34:38 -07:00 |
glowLine.slf
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Fix glow line vanishing, improve transparency interaction
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2016-07-07 19:01:41 -07:00 |
glowLine.slg
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Don't extend glow line length
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2016-07-15 16:20:05 -07:00 |
glowLine.slv
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Support glow effect in 3D line overlays
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2016-07-07 13:36:48 -07:00 |
grid.slf
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fix grid shader
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2016-07-23 11:09:16 +02:00 |
hit_effect.slf
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Add basic DebugDeferredBuffer job
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2015-12-04 10:44:23 -08:00 |
hit_effect.slv
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HitEffect.cpp
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use references not pointers for ViewFrustums
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2016-05-05 18:28:27 -07:00 |
HitEffect.h
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Cleanup new render settings
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2016-01-26 15:58:50 -08:00 |
LightAmbient.slh
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Adding the check for Obscurrance
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2016-07-18 18:11:51 -07:00 |
LightDirectional.slh
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
LightingModel.cpp
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Adding the check for Obscurrance
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2016-07-18 18:11:51 -07:00 |
LightingModel.h
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Adding the check for Obscurrance
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2016-07-18 18:11:51 -07:00 |
LightingModel.slh
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Removed reference to LIghtingModel.slh in teh DefereedBufferWrite.slh to avoid side effects
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2016-07-19 13:06:26 -07:00 |
LightPoint.slh
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more clean up
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2016-07-12 18:21:31 -07:00 |
LightSpot.slh
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more clean up
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2016-07-12 18:21:31 -07:00 |
LightStage.cpp
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IUse the light stage finally for the scattering prototype
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2016-06-14 09:54:51 -07:00 |
LightStage.h
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IUse the light stage finally for the scattering prototype
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2016-06-14 09:54:51 -07:00 |
MaterialTextures.slh
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Adding the lighting model class to configure accross the jobs the lighting
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2016-07-01 18:36:51 -07:00 |
MeshPartPayload.cpp
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performance optimization to minimize calling usecTimestampNow
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2016-08-09 13:10:02 -07:00 |
MeshPartPayload.h
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performance optimization to minimize calling usecTimestampNow
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2016-08-09 13:10:02 -07:00 |
Model.cpp
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CR notes
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2016-08-08 17:45:25 -07:00 |
Model.h
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merge from master
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2016-08-08 13:30:39 -07:00 |
model.slf
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Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
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2016-06-20 17:58:35 -07:00 |
model.slv
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Merge branch 'master' of https://github.com/highfidelity/hifi into color
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2016-06-02 15:16:41 -07:00 |
model_lightmap.slf
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adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map
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2016-05-16 15:42:48 -07:00 |
model_lightmap.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
model_lightmap_normal_map.slf
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adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map
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2016-05-16 15:42:48 -07:00 |
model_lightmap_normal_map.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
model_lightmap_normal_specular_map.slf
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adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map
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2016-05-16 15:42:48 -07:00 |
model_lightmap_specular_map.slf
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adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map
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2016-05-16 15:42:48 -07:00 |
model_normal_map.slf
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MErging and still trying to understand the curvature isssue
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2016-06-22 18:06:55 -07:00 |
model_normal_map.slv
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Merge branch 'master' of https://github.com/highfidelity/hifi into color
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2016-06-02 15:16:41 -07:00 |
model_normal_specular_map.slf
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Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
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2016-06-20 17:58:35 -07:00 |
model_shadow.slf
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Change shadow debug buffer to reuse shadowMap tex
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2016-01-19 12:01:18 -08:00 |
model_shadow.slv
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Fixing line endings
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2015-10-18 22:55:14 -07:00 |
model_specular_map.slf
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Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
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2016-06-20 17:58:35 -07:00 |
model_translucent.slf
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
model_translucent_unlit.slf
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Fixing the default value for the lightingMOdel flag when using debugDeferredLighting
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2016-07-14 16:45:56 -07:00 |
model_unlit.slf
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Adjust qml positions and fix one shader bug
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2016-07-19 13:20:19 -07:00 |
overlay3D.slf
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more clean up
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2016-07-12 18:21:31 -07:00 |
overlay3D.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
overlay3D_translucent.slf
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more clean up
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2016-07-12 18:21:31 -07:00 |
overlay3D_translucent_unlit.slf
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Changing emissive to unlit
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2016-05-09 17:18:07 -07:00 |
overlay3D_unlit.slf
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Changing emissive to unlit
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2016-05-09 17:18:07 -07:00 |
point_light.slf
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Adding the support for the subregion in the blur passes to apply it correctly to mini mirror
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2016-07-13 18:53:37 -07:00 |
RenderDeferredTask.cpp
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Remove last direct use of gpu::Context::render()
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2016-07-26 16:13:22 -07:00 |
RenderDeferredTask.h
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Instrumenting the GPU git status
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2016-07-15 17:47:54 -07:00 |
RenderPipelines.cpp
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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 |
RenderShadowTask.cpp
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fix task config initialization
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2016-07-14 13:16:19 -07:00 |
RenderShadowTask.h
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Factor out SortTask to fix shadows
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2016-02-26 16:04:15 -08:00 |
RenderUtilsLogging.cpp
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RenderUtilsLogging.h
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sdf_text3D.slf
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try to make text entities fade
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2016-08-03 16:27:51 -07:00 |
sdf_text3D.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
sdf_text3D_overlay.slf
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Update text3d shader post pbr.
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2016-04-06 12:15:19 -07:00 |
Shadow.slh
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Fix shadow bounds checking
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2016-05-18 18:58:28 -07:00 |
simple.slf
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fixed procedural entity fade
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2016-08-05 16:15:10 -07:00 |
simple.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
simple_srgb_textured_unlit_no_tex_alpha.slf
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don't use web entity texel color alpha as per tony's suggestion
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2016-08-05 11:27:56 -07:00 |
simple_textured.slf
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try to fade in web entities
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2016-08-03 15:56:41 -07:00 |
simple_textured_unlit.slf
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try to fade in web entities
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2016-08-03 15:56:41 -07:00 |
skin_model.slv
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Merge branch 'master' of https://github.com/highfidelity/hifi into color
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2016-06-02 15:16:41 -07:00 |
skin_model_normal_map.slv
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Merge branch 'master' of https://github.com/highfidelity/hifi into color
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2016-06-02 15:16:41 -07:00 |
skin_model_shadow.slf
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Change shadow debug buffer to reuse shadowMap tex
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2016-01-19 12:01:18 -08:00 |
skin_model_shadow.slv
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Fixing line endings
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2015-10-18 22:55:14 -07:00 |
Skinning.slh
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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 |
spot_light.slf
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Adding the support for the subregion in the blur passes to apply it correctly to mini mirror
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2016-07-13 18:53:37 -07:00 |
ssao.slh
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Fixing the warning maybe
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2016-01-22 09:44:32 -08:00 |
ssao_makeHorizontalBlur.slf
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Refining the ao effect on the blur side
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2016-01-21 19:02:32 -08:00 |
ssao_makeOcclusion.slf
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Adding acleaner way to do all the deferred frame transform manipulation
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2016-06-03 19:29:48 -07:00 |
ssao_makePyramid.slf
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FIxed the stereo rendering
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2016-01-14 19:23:29 -08:00 |
ssao_makeVerticalBlur.slf
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Refining the ao effect on the blur side
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2016-01-21 19:02:32 -08:00 |
standardDrawTexture.slf
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standardTransformPNTC.slv
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
SubsurfaceScattering.cpp
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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 |
SubsurfaceScattering.h
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
SubsurfaceScattering.slh
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -07:00 |
subsurfaceScattering_drawScattering.slf
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -07:00 |
subsurfaceScattering_makeLUT.slf
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introducing the depth aware blur
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2016-06-27 17:04:37 -07:00 |
subsurfaceScattering_makeProfile.slf
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introducing the depth aware blur
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2016-06-27 17:04:37 -07:00 |
subsurfaceScattering_makeSpecularBeckmann.slf
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Bringing Beckmann specular to the lighting
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2016-06-30 19:03:24 -07:00 |
SurfaceGeometry.slh
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Intoducing the bluring as a separate Job reusable and the first version of curvature
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2016-06-07 18:13:40 -07:00 |
surfaceGeometry_downsampleDepthNormal.slf
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Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion
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2016-07-19 12:23:57 -07:00 |
surfaceGeometry_makeCurvature.slf
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Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
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2016-07-19 10:34:06 -07:00 |
surfaceGeometry_makeLinearDepth.slf
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Correcting the Z sign
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2016-06-06 09:29:50 -07:00 |
SurfaceGeometryPass.cpp
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Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion
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2016-07-19 12:23:57 -07:00 |
SurfaceGeometryPass.h
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Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
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2016-07-19 10:34:06 -07:00 |
TextRenderer3D.cpp
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Fix leaking Font
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2016-04-14 17:00:23 -07:00 |
TextRenderer3D.h
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Fix leaking Font
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2016-04-14 17:00:23 -07:00 |
TextureCache.h
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Redistributing the files to create the model-networking lib and separate that from the redner-utils
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2015-09-21 13:21:35 -07:00 |
toneMapping.slf
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Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
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2016-07-13 18:26:53 -07:00 |
ToneMappingEffect.cpp
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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 |
ToneMappingEffect.h
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |