Code

History

  1. Change descriptor declarationsBrad Davis committed 8 years ago10c14ae
  2. minor cleanup, copyrightHifiExperiments committed 2 years agod5e251d
  3. merge old workHifiExperiments committed 2 years ago56f697e
  4. Update LightClusterGrid_shared.slhSam Gondelman committed 8 years agoe534e09
  5. more branching removalSamGondelman committed 8 years agodc94057
  6. start removing branchingSamGondelman committed 8 years agoe8c5324
  7. New SPIRV Shader toolchainBrad Davis committed 8 years agoc8e664a
  8. Remove all tabs from shadersBrad Davis committed 8 years ago9a28e04
  9. Shader refactoring for explicit bindingsBrad Davis committed 8 years agoae8f841
  10. Lightclusters no unpack position from zdbOlivier Prat committed 8 years ago02cf15d
  11. Fix on unpackDeferredPositionOlivier Prat committed 8 years agobd0e134
  12. Created SurfaceData structure to centralize computation of frequently used shader temporary valuesOlivier Prat committed 8 years ago053bd2b
  13. Metallic value is now continuous and materials can be linearly blended between pure dielectric and pure metalOlivier Prat committed 8 years ago0e666ce
  14. New android toolchainBradley Austin Davis committed 9 years agob93e91b
  15. Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""samcake committed 9 years agof823105
  16. Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"samcake committed 9 years agoab3d399
  17. Introducing a fix to the graphics bugSam Cake committed 9 years agob1a4bc3
  18. trying to understand the bug with nvidia new driversamcake committed 9 years agoaae7349
  19. Merging with upstream after resolving some conflictssamcake committed 10 years ago5f9c713
  20. Adapt shader for GL ES support which requires operators of the same datatypeGabriel Calero committed 10 years ago834d9c0
  21. Trying to migrate to a light array instead of each individual lightssamcake committed 10 years agod2a15ca
  22. Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forwardsamcake committed 10 years ago2fbdb22
  23. Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward passsamcake committed 10 years ago37f7596
  24. REfactoring the shading functions interface to account for scatteringsamcake committed 10 years agofff2a9a
  25. Bringing Beckmann specular to the lightingsamcake committed 10 years ago9a604d0
  26. Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)samcake committed 10 years ago0c88283
  27. SPlitting appart the DeferredLIghting Effectsamcake committed 10 years ago904efc8
  28. Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!samcake committed 10 years ago350f064
  29. Introducing a new technique for normal packing and fixing a bug on the normal buffer formatsamcake committed 10 years ago1dca62f
  30. FIx bad roughness value read from the deferred buffersamcake committed 10 years ago8ec2805
  31. adding the DeferredBUfferRead.slhsamcake committed 10 years agof1b236f