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path: root/src/extras/shaders/gl3/metalroughuniform.frag
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* Ensure normal vector is normalized following interpolationSean Harmer2017-05-161-2/+4
* Match the Blinn-Phong specular power to be consistent with IBLSean Harmer2017-05-161-28/+28
* Improve the roughness to mip level mappingSean Harmer2017-05-161-10/+61
* Use correct implicit geometric shadowing/masking term in BRDFSean Harmer2017-04-141-1/+1
* MetalRough: Don't call pbrIblModel if we have no env lightKevin Ottens2017-02-241-5/+7
* Integrate the light uniforms in the metal/rough materialsKevin Ottens2017-02-241-12/+114
* Move metal/rough exposure correction in the main() functionsKevin Ottens2017-02-231-6/+4
* Move environment light uniforms in light.inc.fragKevin Ottens2017-02-231-6/+4
* Metal/Rough materials: metallic -> metalnessKevin Ottens2017-02-161-5/+5
* Don't hardcode gamma in metal/rough materialsKevin Ottens2017-01-311-2/+3
* Uniform color PBR lighting to Qt3DExtrasKevin Ottens2017-01-311-0/+217