Commit message (Expand) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Implement MetalRough shader optimization TODO | Michael Brasser | 2020-03-27 | 1 | -0/+1 |
* | Move phongFunction in its own include file | Kevin Ottens | 2017-09-27 | 1 | -87/+0 |
* | Wrap adsModel into phongFunction | Kevin Ottens | 2017-09-25 | 1 | -3/+21 |
* | Base PerVertexColorMaterial on adsModel | Kevin Ottens | 2017-09-25 | 1 | -55/+0 |
* | Get rid of adsModelNormalMapped | Kevin Ottens | 2017-09-22 | 1 | -73/+0 |
* | MetalRough: Don't call pbrIblModel if we have no env light | Kevin Ottens | 2017-02-24 | 1 | -0/+1 |
* | Move environment light uniforms in light.inc.frag | Kevin Ottens | 2017-02-23 | 1 | -0/+7 |
* | Improve the lighting shaders | Sean Harmer | 2016-07-12 | 1 | -74/+139 |
* | Fix normal mapped ads lighting model | Määttä Antti | 2016-06-17 | 1 | -15/+25 |
* | Repair attenuation handling | Kevin Ottens | 2016-04-28 | 1 | -7/+15 |
* | Move defaults and geometries out of Qt3DRender and into Qt3DExtras | Paul Lemire | 2016-04-23 | 1 | -0/+131 |