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shaders
Commit message (
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Author
Age
Files
Lines
*
Use RHI's clipSpaceCorrMatrix for backend where Y is not up
Paul Lemire
2020-11-26
9
-0
/
+18
*
QShaderProgram: handle binding = auto replacement for raw shader code
Paul Lemire
2020-11-26
1
-2
/
+2
*
rhi: Qt3DExtras has different combinations of default.vert
Paul Lemire
2020-08-11
4
-0
/
+297
*
rhi: Port most of Qt3DExtras materials to RHI
Jean-Michaël Celerier
2020-04-22
15
-122
/
+455
*
rhi: Handle RHI-required information in QShaderGraph
Jean-Michaël Celerier
2020-04-21
17
-0
/
+1414
*
Merge remote-tracking branch 'origin/5.14' into 5.15
Antti Määttä
2020-04-21
1
-4
/
+4
|
\
|
*
Fix typo in phong.inc.frag100
Michael Brasser
2020-04-19
1
-4
/
+4
*
|
Implement MetalRough shader optimization TODO
Michael Brasser
2020-03-27
4
-20
/
+4
|
/
*
QDistanceFieldMaterial: Use a smaller Z offset
Martin Andersson
2019-12-18
1
-1
/
+1
*
QDistanceFieldMaterial: Don't scale rgb colors with distance field alpha
Martin Andersson
2019-12-09
2
-2
/
+2
*
Fix light attenuation for ES 2
Michael Brasser
2019-03-06
4
-8
/
+18
*
dFdx/dFdy require GL_OES_standard_derivatives under ES 2
Michael Brasser
2019-02-04
1
-0
/
+1
*
Add missing precision specifiers for ES3
Michael Brasser
2018-12-05
2
-11
/
+11
*
Add ES3-specific coordinate systems shader fragment
Mauro Persano
2018-11-08
1
-0
/
+73
*
Add documentation for QText2DEntity
Mike Krus
2018-11-08
2
-2
/
+2
*
Make floating point precision explicit in ES3 MetalRough shader
Mauro Persano
2018-11-05
1
-92
/
+94
*
Fix normal calculation in MorphPhongMaterial
Joni Poikelin
2018-10-05
2
-2
/
+2
*
Add metalRoughFunction to ES3
Mauro Persano
2018-09-27
3
-0
/
+455
*
QSkyboxEntity fixes:
Paul Lemire
2018-07-18
2
-2
/
+2
*
Add missing layer to the baseColorMap node
Kevin Ottens
2017-11-07
1
-0
/
+1
*
Have all the Phong variations based on a graph
Kevin Ottens
2017-10-13
11
-276
/
+466
*
Since the ES2 includes use FP make sure it is defined
Kevin Ottens
2017-09-27
3
-0
/
+6
*
Move phongFunction in its own include file
Kevin Ottens
2017-09-27
18
-269
/
+420
*
Move most vertex shaders into a unified one
Kevin Ottens
2017-09-27
8
-163
/
+88
*
Remove the *alpha.frag from extras
Kevin Ottens
2017-09-27
4
-112
/
+0
*
PhongAlpha: encode the alpha in kd
Kevin Ottens
2017-09-27
2
-4
/
+2
*
Wrap adsModel into phongFunction
Kevin Ottens
2017-09-25
21
-130
/
+136
*
Base PerVertexColorMaterial on adsModel
Kevin Ottens
2017-09-25
5
-161
/
+8
*
Get rid of adsModelNormalMapped
Kevin Ottens
2017-09-22
12
-262
/
+158
*
Fix a typo in 'metalrough.frag.json'
Renato Araujo Oliveira Filho
2017-09-19
1
-1
/
+1
*
Use layers to have only one graph for Metal/Rough
Kevin Ottens
2017-09-04
2
-322
/
+251
*
QShaderLanguage to simplify protos and metal/rough
Kevin Ottens
2017-09-04
2
-41
/
+213
*
Simplify node prototypes JSON using parameters
Kevin Ottens
2017-09-04
2
-35
/
+86
*
Merge remote-tracking branch 'origin/5.9' into dev
Liang Qi
2017-09-01
1
-3
/
+9
|
\
|
*
Fix shader linking error on RPI/BRCM
Sergio Martins
2017-08-25
1
-3
/
+9
*
|
Merge remote-tracking branch 'origin/5.9' into dev
Andy Nichols
2017-07-11
4
-8
/
+9
|
\
|
|
*
Apply slight z-offsets to distance field glyphs
Wieland Hagen
2017-07-07
2
-6
/
+7
|
*
SkyboxEntity: Shaders should be usable by OpenGL 3.0
Wieland Hagen
2017-06-27
2
-2
/
+2
*
|
Port Metal/Rough materials to shader graphs
Kevin Ottens
2017-07-05
5
-452
/
+518
*
|
Add textureTransform to QTextureMaterial
Mike Krus
2017-06-30
2
-4
/
+6
|
/
*
Ensure normal vector is normalized following interpolation
Sean Harmer
2017-05-16
1
-2
/
+4
*
Match the Blinn-Phong specular power to be consistent with IBL
Sean Harmer
2017-05-16
2
-61
/
+56
*
Improve the roughness to mip level mapping
Sean Harmer
2017-05-16
2
-20
/
+122
*
Fix speed regressions in ES2 shaders
Oleg Evseev
2017-05-16
1
-173
/
+137
*
Use correct implicit geometric shadowing/masking term in BRDF
Sean Harmer
2017-04-14
2
-2
/
+2
*
Merge branch '5.8' into 5.9
Sean Harmer
2017-04-02
1
-83
/
+173
|
\
|
*
Unroll loops in ES2 shaders
Mauro Persano
2017-03-16
1
-83
/
+173
*
|
MetalRough: Don't call pbrIblModel if we have no env light
Kevin Ottens
2017-02-24
3
-11
/
+16
*
|
Integrate the light uniforms in the metal/rough materials
Kevin Ottens
2017-02-24
2
-25
/
+236
*
|
Move metal/rough exposure correction in the main() functions
Kevin Ottens
2017-02-23
2
-9
/
+7
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