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path: root/src/extras/shaders/gl3/light.inc.frag
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* Implement MetalRough shader optimization TODOMichael Brasser2020-03-271-0/+1
* Move phongFunction in its own include fileKevin Ottens2017-09-271-87/+0
* Wrap adsModel into phongFunctionKevin Ottens2017-09-251-3/+21
* Base PerVertexColorMaterial on adsModelKevin Ottens2017-09-251-55/+0
* Get rid of adsModelNormalMappedKevin Ottens2017-09-221-73/+0
* MetalRough: Don't call pbrIblModel if we have no env lightKevin Ottens2017-02-241-0/+1
* Move environment light uniforms in light.inc.fragKevin Ottens2017-02-231-0/+7
* Improve the lighting shadersSean Harmer2016-07-121-74/+139
* Fix normal mapped ads lighting modelMäättä Antti2016-06-171-15/+25
* Repair attenuation handlingKevin Ottens2016-04-281-7/+15
* Move defaults and geometries out of Qt3DRender and into Qt3DExtrasPaul Lemire2016-04-231-0/+131