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* Use SPDX license identifiersLucie Gérard2022-06-224-196/+8
| | | | | | | | | | | | Replace the current license disclaimer in files by a SPDX-License-Identifier. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: I8105424281eed871037fa6c463871ca8829876b5 Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io> (cherry picked from commit 2f1bc82b35209aacd8d214a3c7e8e725bee85de6) Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
* rhi: fix shadow map exampleJean-Michaël Celerier2020-07-294-0/+374
| | | | | Change-Id: I7c91d265d1eecaceff434b88311a8f0ea9c1c51d Reviewed-by: Mike Krus <mike.krus@kdab.com>
* Examples: Fix license headersKai Koehne2017-04-054-72/+128
| | | | | | | Use BSD for all sources, and FDL for all documentation files. Change-Id: Ifce7284d10947b4948be6ecf44fe3ff8be30f7f7 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Unify license header usage.Antti Kokko2016-01-264-4/+4
| | | | | | | | Updated license headers to use new BSD header instead of LGPL3 one (in those files which will be under BSD) Change-Id: I300c5840db3fd4708d5d85e84f7c6729cba326e5 Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
* Add precision for sampler2DShadow in ES3 shaderLaszlo Agocs2015-04-221-1/+1
| | | | | | | | | As per GLSL ES 3.0 spec there is no default precision for this type, similarly to float. Therefore some drivers (f.ex. newer Mali ones) reject the shader without specifying the precision. Change-Id: Ib5e9a2d47924da84d6a74dde0b9e894fc4b580e4 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Remove copyright headers from the ES3-specific shadow map shadersLaszlo Agocs2015-03-134-144/+0
| | | | | | | | | | | | | | | | Not having the headers is fine since the built-in shaders do not have them either, neither in Quick nor in Qt3D. The main issue with ES is that in ESSL3 the spec states that the version directive is only allowed in the first line and no comments are allowed before. This is not true for standard GLSL where the spec states the comments and whitespace are allowed before. Mesa does not seem to enforce this, but we have already found at least one GL ES 3.0 implementation which does. Change-Id: I6ac3f949eeb44a005f69cc03f7d6f6eb5b577f2e Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Move the examples under a qt3d subdirLaszlo Agocs2015-03-048-0/+496
Modules cannot have their examples in the top-level examples directory because in the pre-built packages all modules' examples are merged together. Change-Id: I80fdbb8f1ec6f3d8fd793e4d856e705000237127 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>