overte/libraries/render-utils/src
2016-04-26 18:54:02 -04:00
..
text And another. 2016-04-26 18:54:02 -04:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Address performance issues introduced with this PR. 2016-03-28 19:47:30 -07:00
AmbientOcclusionEffect.cpp Only run AO in DEFAULT_RENDER_MODE 2016-02-12 09:01:54 -08:00
AmbientOcclusionEffect.h Nest Persistent in Config to compile on nix 2016-02-11 10:27:32 -08:00
AnimDebugDraw.cpp AnimDebugDraw: enable bound now that culling works. :) 2016-03-31 16:10:04 -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 Fixing the resize of framebuffer to avoid reassigning the render buffer every frame 2016-04-13 10:56:29 -07:00
AntialiasingEffect.h Remove antialiasing from menus, default to on 2016-02-23 16:24:44 -08:00
debug_deferred_buffer.slf Can now process the AO at lower resolution in orer to gsave performances 2016-01-19 12:12:51 -08:00
debug_deferred_buffer.slv Simple normal map debug 2015-12-04 10:44:23 -08:00
DebugDeferredBuffer.cpp cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures 2016-02-25 14:13:35 -08:00
DebugDeferredBuffer.h cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures 2016-02-25 14:13:35 -08:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_spot.slv
DeferredBuffer.slh Reflection is working correctly with the PBR property, ship t 2016-02-29 18:54:43 -08:00
DeferredBufferWrite.slh Fix text3d to allow transparent text 2016-04-18 16:02:45 -07:00
DeferredGlobalLight.slh Exposing the timing of the jobs by default 2016-04-18 14:53:06 -07:00
DeferredLighting.slh Using another formula for the specularDistribution giving much better results 2016-03-01 17:09:57 -08:00
DeferredLightingEffect.cpp Telling like it is... 2016-03-30 11:15:10 -07:00
DeferredLightingEffect.h Use keyLight in DLE instead of _skyboxTexture 2016-03-01 14:44:34 -08:00
directional_ambient_light.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_ambient_light_shadow.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_light.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_light_shadow.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
directional_skybox_light.slf Post merge with Zach work for environment map 2016-02-26 16:04:50 -08:00
directional_skybox_light_shadow.slf Post merge with Zach work for environment map 2016-02-26 16:04:50 -08:00
drawOpaqueStencil.slf
FboCache.cpp
FboCache.h Fix most OpenGL warnings 2015-12-04 10:01:43 -08:00
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 Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-02-23 09:33:54 -08:00
GeometryCache.h Add layering to renderGrid, draw edit grid not layered 2016-02-19 13:57:32 -08:00
grid.slf Move paint shader functions to Paint.slh 2016-02-19 11:48:44 -08:00
hit_effect.slf Add basic DebugDeferredBuffer job 2015-12-04 10:44:23 -08:00
hit_effect.slv
HitEffect.cpp Gut RenderContext 2016-01-25 12:14:58 -08:00
HitEffect.h Cleanup new render settings 2016-01-26 15:58:50 -08:00
LightStage.cpp Fix orientation aligned with Y 2016-01-19 18:39:34 -08:00
LightStage.h Decrease shadowMap res to 1024 2016-01-15 17:55:07 -08:00
MaterialTextures.slh Trying to clena up the problem? 2016-03-21 16:36:47 -07:00
MeshPartPayload.cpp Adding state sorting for free 2016-04-18 00:22:05 -07:00
MeshPartPayload.h Update after merge changes to NetworkGeometry. 2016-03-28 20:29:02 -07:00
Model.cpp Model: fixed two crash issues when changing avatars 2016-04-02 21:48:22 -07:00
Model.h Model: fixed two crash issues when changing avatars 2016-04-02 21:48:22 -07:00
model.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.slv Conform model/overlay shaders 2016-02-04 16:21:56 -08:00
model_emissive.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
model_lightmap.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
model_lightmap.slv Fixing the material names 2016-02-16 09:33:24 -08:00
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 Fixing the material names 2016-02-16 09:33:24 -08:00
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 clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
model_normal_map.slv Fix link problem with shaders that use transparency and normal maps 2016-03-09 20:01:18 -08:00
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 clen up the way the opacity final value comes to the fragment shader 2016-03-21 12:14:59 -07:00
model_translucent.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_translucent_emissive.slf Changing diffuse to albedo and breaking everything... 2016-02-15 21:50:10 -08:00
overlay3D.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.slv Conform model/overlay shaders 2016-02-04 16:21:56 -08:00
overlay3D_emissive.slf Fixing the material names 2016-02-16 09:33:24 -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_emissive.slf Fixing the material names 2016-02-16 09:33:24 -08:00
point_light.slf Merge branch 'master' of https://github.com/highfidelity/hifi into orange 2016-02-25 23:48:53 -08:00
RenderDeferredTask.cpp Updating & Merging with master 2016-04-19 10:05:44 -07:00
RenderDeferredTask.h REmoving extra cruff 2016-04-19 10:51:44 -07:00
RenderPipelines.cpp Making progress toward the PBR material 2016-02-17 18:47:52 -08:00
RenderShadowTask.cpp Factor out SortTask to fix shadows 2016-02-26 16:04:15 -08:00
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 Unify Named/Normal calls 2016-02-01 18:50:01 +01:00
simple_textured.slf Adding support for emissive and occlusion maps, on to pr land 2016-02-24 17:30:29 -08:00
simple_textured_emisive.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
skin_model.slv Fix link problem with shaders that use transparency and normal maps 2016-03-09 20:01:18 -08:00
skin_model_normal_map.slv Fix link problem with shaders that use transparency and normal maps 2016-03-09 20:01:18 -08:00
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
spot_light.slf DUmb fix to the flickering issue by overshooting the inside volume of the light and avoid the failing region 2016-03-30 09:32:40 -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