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