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. Merge branch 'master' into branchingSam Gondelman committed 7 years ago968ffe7
  5. more branching removalSamGondelman committed 8 years agodc94057
  6. start removing branchingSamGondelman committed 8 years agoe8c5324
  7. Merged with masterOlivier Prat committed 8 years ago69ace03
  8. New SPIRV Shader toolchainBrad Davis committed 8 years agoc8e664a
  9. Some work to try to find the odd resolution bugOlivier Prat committed 8 years ago9f02018
  10. Fixed for stereo rendering with resolution level 0Olivier Prat committed 8 years agob1db7ab
  11. Remove all tabs from shadersBrad Davis committed 8 years ago9a28e04
  12. Shader refactoring for explicit bindingsBrad Davis committed 8 years agoae8f841
  13. Used unjittered projection matrix for a sharper and more stable TAAOlivier Prat committed 8 years ago6ec9378
  14. Used previous projection matrix to limit overblurOlivier Prat committed 8 years ago08146a7
  15. Fixed correct inverse projection matrix when computing from ZeyeOlivier Prat committed 8 years ago6f7a1ea
  16. Fix on unpackDeferredPositionOlivier Prat committed 8 years agobd0e134
  17. Simplified camera view history and TAA is now working in all circumstances.Olivier Prat committed 8 years ago4636f43
  18. Still have to fix TAA when GPU is slower than gameOlivier Prat committed 8 years agoebe05d1
  19. TAA is working on HMD! Still some issues when game rate is lowOlivier Prat committed 8 years agodca7b7a
  20. Added velocity buffer to deferredLighting.qmlOlivier Prat committed 8 years ago9cb5c95
  21. Using proper inverse projection matrix in velocity buffer computation to reproject to world posOlivier Prat committed 8 years agob7b478f
  22. Adding the full code path, starting debugging the problems in hmd,samcake committed 9 years agoe70f261
  23. introducing the Velocity buffer pass generationsamcake committed 9 years ago2f0eee5
  24. Merge branch 'master' of https://github.com/highfidelity/hifi into hdrsamcake committed 10 years agob529641
  25. Allow the lighting framebuffer to use the camera correction to stabilize lights in the HMDBrad Davis committed 10 years agocbe1f6d
  26. fixing aosamcake committed 10 years agob4e5b60
  27. save the current state of adding debug and evolving the ao jobsamcake committed 10 years agobeb4233
  28. Carrefully improving the curvature generation performancessamcake committed 10 years ago9332f82
  29. Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBLsamcake committed 10 years agod128af4
  30. trying to fix the curvature artefactsamcake committed 10 years agobd28498
  31. Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!samcake committed 10 years ago350f064
  32. A lot more stuff to try to see the skin scatteringsamcake committed 10 years agoe690222
  33. Intoducing the bluring as a separate Job reusable and the first version of curvaturesamcake committed 10 years ago75a5f6b
  34. Correcting the Z signsamcake committed 10 years ago8d90570
  35. Adding acleaner way to do all the deferred frame transform manipulationsamcake committed 10 years ago0ea1e7c