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* Use RHI's clipSpaceCorrMatrix for backend where Y is not upPaul Lemire2020-11-269-0/+18
* QShaderProgram: handle binding = auto replacement for raw shader codePaul Lemire2020-11-261-2/+2
* rhi: Qt3DExtras has different combinations of default.vertPaul Lemire2020-08-114-0/+297
* rhi: Port most of Qt3DExtras materials to RHIJean-Michaël Celerier2020-04-2215-122/+455
* rhi: Handle RHI-required information in QShaderGraphJean-Michaël Celerier2020-04-2117-0/+1414
* Merge remote-tracking branch 'origin/5.14' into 5.15Antti Määttä2020-04-211-4/+4
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| * Fix typo in phong.inc.frag100Michael Brasser2020-04-191-4/+4
* | Implement MetalRough shader optimization TODOMichael Brasser2020-03-274-20/+4
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* QDistanceFieldMaterial: Use a smaller Z offsetMartin Andersson2019-12-181-1/+1
* QDistanceFieldMaterial: Don't scale rgb colors with distance field alphaMartin Andersson2019-12-092-2/+2
* Fix light attenuation for ES 2Michael Brasser2019-03-064-8/+18
* dFdx/dFdy require GL_OES_standard_derivatives under ES 2Michael Brasser2019-02-041-0/+1
* Add missing precision specifiers for ES3Michael Brasser2018-12-052-11/+11
* Add ES3-specific coordinate systems shader fragmentMauro Persano2018-11-081-0/+73
* Add documentation for QText2DEntityMike Krus2018-11-082-2/+2
* Make floating point precision explicit in ES3 MetalRough shaderMauro Persano2018-11-051-92/+94
* Fix normal calculation in MorphPhongMaterialJoni Poikelin2018-10-052-2/+2
* Add metalRoughFunction to ES3Mauro Persano2018-09-273-0/+455
* QSkyboxEntity fixes:Paul Lemire2018-07-182-2/+2
* Add missing layer to the baseColorMap nodeKevin Ottens2017-11-071-0/+1
* Have all the Phong variations based on a graphKevin Ottens2017-10-1311-276/+466
* Since the ES2 includes use FP make sure it is definedKevin Ottens2017-09-273-0/+6
* Move phongFunction in its own include fileKevin Ottens2017-09-2718-269/+420
* Move most vertex shaders into a unified oneKevin Ottens2017-09-278-163/+88
* Remove the *alpha.frag from extrasKevin Ottens2017-09-274-112/+0
* PhongAlpha: encode the alpha in kdKevin Ottens2017-09-272-4/+2
* Wrap adsModel into phongFunctionKevin Ottens2017-09-2521-130/+136
* Base PerVertexColorMaterial on adsModelKevin Ottens2017-09-255-161/+8
* Get rid of adsModelNormalMappedKevin Ottens2017-09-2212-262/+158
* Fix a typo in 'metalrough.frag.json'Renato Araujo Oliveira Filho2017-09-191-1/+1
* Use layers to have only one graph for Metal/RoughKevin Ottens2017-09-042-322/+251
* QShaderLanguage to simplify protos and metal/roughKevin Ottens2017-09-042-41/+213
* Simplify node prototypes JSON using parametersKevin Ottens2017-09-042-35/+86
* Merge remote-tracking branch 'origin/5.9' into devLiang Qi2017-09-011-3/+9
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| * Fix shader linking error on RPI/BRCMSergio Martins2017-08-251-3/+9
* | 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 Ottens2017-07-055-452/+518
* | Add textureTransform to QTextureMaterialMike Krus2017-06-302-4/+6
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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
* Fix speed regressions in ES2 shadersOleg Evseev2017-05-161-173/+137
* Use correct implicit geometric shadowing/masking term in BRDFSean Harmer2017-04-142-2/+2
* Merge branch '5.8' into 5.9Sean Harmer2017-04-021-83/+173
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| * Unroll loops in ES2 shadersMauro Persano2017-03-161-83/+173
* | 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