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Divide-Framework

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Entry Size Revision Updated
common 888 Mon 03 Apr, 2017 20:04:19 +0000
computeAtoms 839 Tue 31 Jan, 2017 17:28:13 +0000
fragmentAtoms 887 Mon 03 Apr, 2017 15:42:51 +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 884 Mon 27 Mar, 2017 15:32:26 +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 880 Mon 20 Mar, 2017 17:27:13 +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 1.4K 883 Fri 24 Mar, 2017 17:15:58 +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 880 Mon 20 Mar, 2017 17:27:13 +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 880 Mon 20 Mar, 2017 17:27:13 +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 884 Mon 27 Mar, 2017 15:32:26 +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 880 Mon 20 Mar, 2017 17:27:13 +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 2.9K 888 Mon 03 Apr, 2017 20:04:19 +0000
terrainPlane.glsl 1.1K 884 Mon 27 Mar, 2017 15:32:26 +0000
terrainTess.glsl 17.2K 888 Mon 03 Apr, 2017 20:04:19 +0000
water.glsl 2.7K 880 Mon 20 Mar, 2017 17:27:13 +0000

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

Revision Author Commited Message
888 IonutCava picture IonutCava Mon 03 Apr, 2017 20:04:19 +0000

[IonutCava]
- Terrain <-> Water body collision checking for caustics

887 IonutCava picture IonutCava Mon 03 Apr, 2017 15:42:51 +0000

[IonutCava]
- Attempt to add a new bumpmapping technique to terrain
- Attempt to smooth terrain by averaging nearby heights

886 IonutCava picture IonutCava Wed 29 Mar, 2017 23:36:51 +0000

[Ionut]
- Initial code for multiple water block support (position + length/width/depth)

885 IonutCava picture IonutCava Mon 27 Mar, 2017 21:16:49 +0000

[Ionut]
- Match terrain collision mesh with rendered mesh

884 IonutCava picture IonutCava Mon 27 Mar, 2017 15:32:26 +0000

[Ionut]
- More terrain work

883 IonutCava picture IonutCava Fri 24 Mar, 2017 17:15:58 +0000

[IonutCava]
- More terrain work
- Removed GS-based multi pass for shadows. Replaced with a regular multi-draw submit system (ease-of-use reasons)

882 IonutCava picture IonutCava Thu 23 Mar, 2017 16:49:48 +0000

[IonutCava]
- More work on tessellated terrain rendering: got the mesh to render properly and match the collision mesh’s layout.
- Fixed a bug with GenericDrawCommand RenderOptions
- Added a “query number of generated primitives” option to GenericDrawCommand

881 IonutCava picture IonutCava Tue 21 Mar, 2017 22:07:37 +0000

[IonutCava]
- Multi draw command bug fix: drawCount > 1 should properly register all commands in the command buffer
- More tessellated terrain updates and fixes (still Work In Progress)

880 IonutCava picture IonutCava Mon 20 Mar, 2017 17:27:13 +0000

[IonutCava]
- New tessellated terrain system based on this: http://victorbush.com/2015/01/tessellated-terrain/
— Work in progress: hardcoded values, new code is in Test namespace
- Split terrain geometry in two:
— tessellated rendering data
— physics verts + indices (used for collisions, vegetation, etc)
- Old Chunk system is used only for culling objects and speeding up collision detection

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