| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
Makes it cleaner overall since the light structs were shared with the
metalrough includes and the gooch fragment shader but they didn't use
the functions in there.
Change-Id: I459ff0fc2d751a5be9296dc33dda0efcb06b917c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
|
| |
This way the use is more similar to the one for metal/rough.
Change-Id: I143df910f43e29ef622f24bd97a23c90a2c8ef68
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
|
|
|
|
|
|
| |
All materials and examples are ported away from it. It was really not
related to normal mapping at all, somehow it was an implementation of
adsModel working in tangent space instead of world space.
Now we got it all in world space, just like for the metal/rough
implementation.
Change-Id: I3346277ce9b91328d70d914b319ac25f947fff0e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
| |
Task-number: QTBUG-60288
Change-Id: I320f787c3b245cc52df80d89c75f856aeacf649d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
Change-Id: I6c5ae0e29960aaab2d0babfe325a9f6483729600
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|