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Divide-Framework

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Entry Size Revision Updated
common 879 Sun 19 Mar, 2017 19:29:46 +0000
computeAtoms 839 Tue 31 Jan, 2017 17:28:13 +0000
fragmentAtoms 879 Sun 19 Mar, 2017 19:29:46 +0000
geometryAtoms 879 Sun 19 Mar, 2017 19:29:46 +0000
tessellationCAtoms 839 Tue 31 Jan, 2017 17:28:13 +0000
tessellationEAtoms 839 Tue 31 Jan, 2017 17:28:13 +0000
vertexAtoms 879 Sun 19 Mar, 2017 19:29:46 +0000
bloom.glsl 3.1K 721 Wed 08 Jun, 2016 15:47:49 +0000
blur.glsl 7.1K 757 Mon 01 Aug, 2016 16:13:27 +0000
deferredPreview.glsl 270 bytes 721 Wed 08 Jun, 2016 15:47:49 +0000
DeferredShadingPass1.glsl 2K 758 Tue 02 Aug, 2016 16:05:09 +0000
DeferredShadingPass2.glsl 1.7K 721 Wed 08 Jun, 2016 15:47:49 +0000
DepthOfField.glsl 8.6K 721 Wed 08 Jun, 2016 15:47:49 +0000
depthPass.glsl 2.2K 879 Sun 19 Mar, 2017 19:29:46 +0000
DepthRangesConstruct.glsl 3.2K 809 Tue 10 Jan, 2017 17:16:26 +0000
display.glsl 452 bytes 721 Wed 08 Jun, 2016 15:47:49 +0000
fbPreview.glsl 3K 850 Mon 06 Feb, 2017 17:04:39 +0000
FXAA.glsl 2.4K 879 Sun 19 Mar, 2017 19:29:46 +0000
grass.glsl 2.9K 811 Wed 11 Jan, 2017 17:26:49 +0000
HiZConstruct.glsl 5.4K 821 Tue 17 Jan, 2017 17:15:45 +0000
HiZOcclusionCull.glsl 1.5K 762 Thu 11 Aug, 2016 16:18:35 +0000
ImmediateModeEmulation.glsl 2.2K 859 Mon 13 Feb, 2017 17:18:06 +0000
instanceCull.glsl 1.8K 618 Thu 07 Jan, 2016 17:12:22 +0000
lightCull.glsl 8.2K 770 Tue 20 Sep, 2016 16:12:27 +0000
lightImpostorShader.glsl 2.4K 879 Sun 19 Mar, 2017 19:29:46 +0000
luminanceCalc.glsl 247 bytes 606 Tue 15 Dec, 2015 17:16:59 +0000
material.glsl 2.4K 811 Wed 11 Jan, 2017 17:26:49 +0000
particles.glsl 2.1K 809 Tue 10 Jan, 2017 17:16:26 +0000
passThrough.glsl 174 bytes 721 Wed 08 Jun, 2016 15:47:49 +0000
postProcessing.glsl 2.8K 721 Wed 08 Jun, 2016 15:47:49 +0000
README 421 bytes 760 Tue 09 Aug, 2016 16:30:12 +0000
sky.glsl 1.4K 879 Sun 19 Mar, 2017 19:29:46 +0000
SMAA.glsl 3.3K 879 Sun 19 Mar, 2017 19:29:46 +0000
SSAOPass.glsl 3.6K 721 Wed 08 Jun, 2016 15:47:49 +0000
terrain.glsl 2.8K 875 Tue 14 Mar, 2017 16:59:38 +0000
terrainPlane.glsl 1.1K 879 Sun 19 Mar, 2017 19:29:46 +0000
water.glsl 2.7K 877 Thu 16 Mar, 2017 21:55:59 +0000

Commits for Divide-Framework/trunk/assets/shaders/GLSL

Revision Author Commited Message
879 IonutCava picture IonutCava Sun 19 Mar, 2017 19:29:46 +0000

[IonutCava]
- GLSL updates:
— Interface block correction to support tessellation shaders automatically
— Fixed line counting issues with the preprocessor

877 IonutCava picture IonutCava Thu 16 Mar, 2017 21:55:59 +0000

[IonutCava]
- Reflection updates
- Sky parallax fixes
- Initial support for Tessellation patches (used by the new terrain system – W.I.P.)

875 IonutCava picture IonutCava Tue 14 Mar, 2017 16:59:38 +0000

[IonutCava]
- Cleanup and optimizations

874 IonutCava picture IonutCava Mon 13 Mar, 2017 17:29:45 +0000

[IonutCava]
- Fix boundingbox skewing bug.
- Optimise frustum collision checks by adding a plane-cache system.
— ToDo: solve mutable status of _frustPlaneCache
— ToDo: TRIPLE check results to avoid false-positives
- Speedup terrain by not stack-allocating QuadtreeNodes in a QuadtreeChildren container instead of new-ing each one of them.

859 IonutCava picture IonutCava Mon 13 Feb, 2017 17:18:06 +0000

[IonutCava]
- Multi-threaded mesh load
- ByteBuffer fixes and unit test

853 IonutCava picture IonutCava Tue 07 Feb, 2017 21:43:58 +0000

[IonutCava]
- More work on water rendering.

850 IonutCava picture IonutCava Mon 06 Feb, 2017 17:04:39 +0000

[IonutCava]
- More code rot fixes
- Separate Planar reflectors/refractors from Cube R/R
- Now passing detail levels to shaders

847 IonutCava picture IonutCava Sun 05 Feb, 2017 21:16:24 +0000

[IonutCava]
- Code rot fixes:
— Terrain loading (8 bit heightmap only for now)
— Terrain rendering
— Water Plane loading and rendering
— Reflection and Refraction rendering passes (hack for now: need environment cubemaps as separate from reflect/refract maps for planar rendering)
-— ToDo: Separate Reflection / Refraction render targets to Planar R/R and Cube R/R. Environment probes should use Cube Reflections, Water should use planar reflection targets.
- Added a way to register debug views: texture, shader and params. Viewports get automatically scaled and positioned
— ToDo: Add a hover-preview feature
— ToDo: Add a click-lock preview feature

839 IonutCava picture IonutCava Tue 31 Jan, 2017 17:28:13 +0000

[IonutCava]
- Add simplefilewatcher libary: https://github.com/jameswynn/simplefilewatcher
- Use simplefilewatcher to automatically recompile shaders after save without restarting the app!
— Shaders can now be edited on the fly with automatic rebuild if they used one of the modified atoms.

821 IonutCava picture IonutCava Tue 17 Jan, 2017 17:15:45 +0000

[IonutCava]
- Profile guided optimizations