| .. |
| text | And another. | 10 years ago |
| AbstractViewStateInterface.cpp | Attempting to fix threading issues with web entities | 11 years ago |
| AbstractViewStateInterface.h | Merge branch 'master' into tony/improved-avatar-debug-draw | 10 years ago |
| AmbientOcclusionEffect.cpp | use references not pointers for ViewFrustums | 10 years ago |
| AmbientOcclusionEffect.h | Nest Persistent in Config to compile on nix | 10 years ago |
| AnimDebugDraw.cpp | PR feedback | 10 years ago |
| AnimDebugDraw.h | THursday morning the frustum culling seems broken in one particular angle | 10 years ago |
| animdebugdraw.slf | AnimDebugDraw rendering works again. | 11 years ago |
| animdebugdraw.slv | Fixing the material names | 10 years ago |
| AntialiasingEffect.cpp | use references not pointers for ViewFrustums | 10 years ago |
| AntialiasingEffect.h | Remove antialiasing from menus, default to on | 10 years ago |
| debug_deferred_buffer.slf | Introducing the unlit material | 10 years ago |
| debug_deferred_buffer.slv | Simple normal map debug | 10 years ago |
| DebugDeferredBuffer.cpp | Fixing the gamma correction for the debug view of occlusion | 10 years ago |
| DebugDeferredBuffer.h | INtroducing the unlit mode for fragments | 10 years ago |
| deferred_light.slv | Working on GL 4 | 11 years ago |
| deferred_light_limited.slv | Core profile shader work and test code | 11 years ago |
| deferred_light_spot.slv | Core profile shader work and test code | 11 years ago |
| DeferredBuffer.slh | Introducing a new technique for normal packing and fixing a bug on the normal buffer format | 10 years ago |
| DeferredBufferRead.slh | Introducing a new technique for normal packing and fixing a bug on the normal buffer format | 10 years ago |
| DeferredBufferWrite.slh | Introducing a new technique for normal packing and fixing a bug on the normal buffer format | 10 years ago |
| DeferredGlobalLight.slh | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| DeferredLighting.slh | Using another formula for the specularDistribution giving much better results | 10 years ago |
| DeferredLightingEffect.cpp | clening up the code | 10 years ago |
| DeferredLightingEffect.h | Use keyLight in DLE instead of _skyboxTexture | 10 years ago |
| directional_ambient_light.slf | INtroducing the unlit mode for fragments | 10 years ago |
| directional_ambient_light_shadow.slf | INtroducing the unlit mode for fragments | 10 years ago |
| directional_light.slf | INtroducing the unlit mode for fragments | 10 years ago |
| directional_light_shadow.slf | INtroducing the unlit mode for fragments | 10 years ago |
| directional_skybox_light.slf | INtroducing the unlit mode for fragments | 10 years ago |
| directional_skybox_light_shadow.slf | INtroducing the unlit mode for fragments | 10 years ago |
| drawOpaqueStencil.slf | Simplifying the DrawOpaqueStencil Pixel shader | 11 years ago |
| FboCache.cpp | Fixing scale resolution issues | 11 years ago |
| FboCache.h | Fix most OpenGL warnings | 10 years ago |
| FramebufferCache.cpp | Introducing a new technique for normal packing and fixing a bug on the normal buffer format | 10 years ago |
| FramebufferCache.h | Make sure the resolution level for ao is correct | 10 years ago |
| fxaa.slf | Fix fxaa shader to use texture | 10 years ago |
| fxaa.slv | Add shader files for FXAA | 11 years ago |
| fxaa_blend.slf | Add shader files for FXAA | 11 years ago |
| GeometryCache.cpp | Moving shape definition to a shared location | 10 years ago |
| GeometryCache.h | Moving shape definition to a shared location | 10 years ago |
| grid.slf | Move paint shader functions to Paint.slh | 10 years ago |
| hit_effect.slf | Add basic DebugDeferredBuffer job | 10 years ago |
| hit_effect.slv | Core profile shader work and test code | 11 years ago |
| HitEffect.cpp | use references not pointers for ViewFrustums | 10 years ago |
| HitEffect.h | Cleanup new render settings | 10 years ago |
| LightStage.cpp | use references not pointers for ViewFrustums | 10 years ago |
| LightStage.h | use references not pointers for ViewFrustums | 10 years ago |
| MaterialTextures.slh | 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 | 10 years ago |
| MeshPartPayload.cpp | Getting the unlit to work from the pipeline, and found the isLinear for texture bug! | 10 years ago |
| MeshPartPayload.h | Update after merge changes to NetworkGeometry. | 10 years ago |
| Model.cpp | fix comment | 10 years ago |
| Model.h | Convert JointData from relative frame to absolute. | 10 years ago |
| model.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 | 10 years ago |
| model.slv | Merge branch 'master' of https://github.com/highfidelity/hifi into color | 10 years ago |
| 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 | 10 years ago |
| model_lightmap.slv | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| 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 | 10 years ago |
| model_lightmap_normal_map.slv | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| 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 | 10 years ago |
| 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 | 10 years ago |
| model_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 | 10 years ago |
| model_normal_map.slv | Merge branch 'master' of https://github.com/highfidelity/hifi into color | 10 years ago |
| model_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 | 10 years ago |
| model_shadow.slf | Change shadow debug buffer to reuse shadowMap tex | 10 years ago |
| model_shadow.slv | Fixing line endings | 11 years ago |
| model_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 | 10 years ago |
| model_translucent.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 | 10 years ago |
| model_translucent_unlit.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 | 10 years ago |
| model_unlit.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 | 10 years ago |
| overlay3D.slf | Trying to clean up for pr | 10 years ago |
| overlay3D.slv | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| overlay3D_translucent.slf | MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders | 10 years ago |
| overlay3D_translucent_unlit.slf | Changing emissive to unlit | 10 years ago |
| overlay3D_unlit.slf | Changing emissive to unlit | 10 years ago |
| point_light.slf | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| RenderDeferredTask.cpp | add locks and explicitly copy ViewFrustums | 10 years ago |
| RenderDeferredTask.h | REmoving extra cruff | 10 years ago |
| RenderPipelines.cpp | Fixing the srgb color format conversion for web entities | 10 years ago |
| RenderShadowTask.cpp | Fix shadow bounds checking | 10 years ago |
| RenderShadowTask.h | Factor out SortTask to fix shadows | 10 years ago |
| RenderUtilsLogging.cpp | fix filenames in comments | 11 years ago |
| RenderUtilsLogging.h | logging group for render-utils | 11 years ago |
| sdf_text3D.slf | Fix text3d to allow transparent text | 10 years ago |
| sdf_text3D.slv | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| sdf_text3D_overlay.slf | Update text3d shader post pbr. | 10 years ago |
| Shadow.slh | Fix shadow bounds checking | 10 years ago |
| simple.slf | Fix procedural rendering on primitives | 10 years ago |
| simple.slv | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| simple_textured.slf | Fixing the srgb color format conversion for web entities | 10 years ago |
| simple_textured_unlit.slf | Fixing the srgb color format conversion for web entities | 10 years ago |
| skin_model.slv | Merge branch 'master' of https://github.com/highfidelity/hifi into color | 10 years ago |
| skin_model_normal_map.slv | Merge branch 'master' of https://github.com/highfidelity/hifi into color | 10 years ago |
| skin_model_shadow.slf | Change shadow debug buffer to reuse shadowMap tex | 10 years ago |
| skin_model_shadow.slv | Fixing line endings | 11 years ago |
| Skinning.slh | Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing | 10 years ago |
| spot_light.slf | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| ssao.slh | Fixing the warning maybe | 10 years ago |
| ssao_makeHorizontalBlur.slf | Refining the ao effect on the blur side | 10 years ago |
| ssao_makeOcclusion.slf | more clean up | 10 years ago |
| ssao_makePyramid.slf | FIxed the stereo rendering | 10 years ago |
| ssao_makeVerticalBlur.slf | Refining the ao effect on the blur side | 10 years ago |
| standardDrawTexture.slf | Fix white rendering of many primitives | 11 years ago |
| standardTransformPNTC.slv | FIxing the reflection jittering by moving the normal into world space | 10 years ago |
| stars.slf | Fix star point smoothing... sort of | 11 years ago |
| stars.slv | Adding Gamma correction to all the Color coming for the attribute stream if used as color | 10 years ago |
| starsGrid.slf | Remove #line from starsGrid.slf | 10 years ago |
| TextRenderer3D.cpp | Fix leaking Font | 10 years ago |
| TextRenderer3D.h | Fix leaking Font | 10 years ago |
| TextureCache.h | Redistributing the files to create the model-networking lib and separate that from the redner-utils | 11 years ago |
| ToneMappingEffect.cpp | Adding shader versioning and defines from GLBackendShader allowing for runtime defines injection to shaders and more | 10 years ago |
| ToneMappingEffect.h | Cleaner... | 10 years ago |