..
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
PR feedback
2016-05-14 08:28:51 -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
FIx bad roughness value read from the deferred buffer
2016-05-17 11:13:34 -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
use references not pointers for ViewFrustums
2016-05-05 18:28:27 -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
Defaulting the color formats used in the rendering pipeline to sRGB
2016-05-11 18:01:19 -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
Modify evalLightAttenuation to "fade" edges of lights.
2016-05-19 20:03:05 -04:00
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
Fix procedural rendering on primitives
2016-05-14 10:59:59 -07:00
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
Modify evalLightAttenuation to "fade" edges of lights.
2016-05-19 20:03:05 -04:00
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
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