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* Implement MetalRough shader optimization TODOMichael Brasser2020-03-272-10/+2
* QDistanceFieldMaterial: Use a smaller Z offsetMartin Andersson2019-12-181-1/+1
* QDistanceFieldMaterial: Don't scale rgb colors with distance field alphaMartin Andersson2019-12-091-1/+1
* Add documentation for QText2DEntityMike Krus2018-11-082-2/+2
* Fix normal calculation in MorphPhongMaterialJoni Poikelin2018-10-051-1/+1
* QSkyboxEntity fixes:Paul Lemire2018-07-182-2/+2
* Have all the Phong variations based on a graphKevin Ottens2017-10-135-142/+0
* Move phongFunction in its own include fileKevin Ottens2017-09-278-93/+144
* Move most vertex shaders into a unified oneKevin Ottens2017-09-274-80/+8
* Remove the *alpha.frag from extrasKevin Ottens2017-09-272-58/+0
* PhongAlpha: encode the alpha in kdKevin Ottens2017-09-271-2/+1
* Wrap adsModel into phongFunctionKevin Ottens2017-09-2510-63/+57
* Base PerVertexColorMaterial on adsModelKevin Ottens2017-09-252-56/+4
* Get rid of adsModelNormalMappedKevin Ottens2017-09-225-105/+36
* Merge remote-tracking branch 'origin/5.9' into devAndy Nichols2017-07-114-8/+9
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| * Apply slight z-offsets to distance field glyphsWieland Hagen2017-07-072-6/+7
| * SkyboxEntity: Shaders should be usable by OpenGL 3.0Wieland Hagen2017-06-272-2/+2
* | Port Metal/Rough materials to shader graphsKevin Ottens2017-07-053-452/+102
* | Add textureTransform to QTextureMaterialMike Krus2017-06-301-2/+3
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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 Harmer2017-05-162-61/+56
* Improve the roughness to mip level mappingSean Harmer2017-05-162-20/+122
* Use correct implicit geometric shadowing/masking term in BRDFSean Harmer2017-04-142-2/+2
* MetalRough: Don't call pbrIblModel if we have no env lightKevin Ottens2017-02-243-11/+16
* Integrate the light uniforms in the metal/rough materialsKevin Ottens2017-02-242-25/+236
* Move metal/rough exposure correction in the main() functionsKevin Ottens2017-02-232-9/+7
* Move environment light uniforms in light.inc.fragKevin Ottens2017-02-233-12/+15
* Metal/Rough materials: metallic -> metalnessKevin Ottens2017-02-162-11/+11
* SkyboxEntity can gamma correct the fragmentsKevin Ottens2017-01-311-1/+15
* Don't hardcode gamma in metal/rough materialsKevin Ottens2017-01-312-4/+6
* Merge branch 'wip/animation' into devSean Harmer2017-01-311-0/+34
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| * Animation support for Qt3DAntti Määttä2017-01-311-0/+34
* | Uniform color PBR lighting to Qt3DExtrasKevin Ottens2017-01-311-0/+217
* | QTexturedMetalRoughMaterial: albedo really is baseColorKevin Ottens2017-01-311-2/+2
* | QDistanceFieldMaterial: distance field text rendering shadersWieland Hagen2017-01-302-0/+57
* | Adding PBR lighting to Qt3DExtrasKevin Ottens2017-01-272-0/+318
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* Merge branch '5.7' into 5.8Sean Harmer2016-10-101-2/+1
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| * Fix initialization of loop variables in lighting shadersTim Blechmann2016-10-041-2/+1
* | QSkyboxEntity: remove camera translation propertyPaul Lemire2016-08-261-4/+6
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* Improve the lighting shadersSean Harmer2016-07-122-80/+146
* Apply Gram-Schmidt when generating the world -> tangent matrixSean Harmer2016-07-121-11/+19
* 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 Lemire2016-04-2319-0/+593