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path: root/src/runtimerender/qssgrenderdefaultmaterialshadergenerator_p.h
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* Add PCF soft shadows supportKristoffer Skau2024-05-281-1/+2
* Use texture arrays for directional lightsKristoffer Skau2024-05-241-1/+1
* Refactor shadow shader dataJonas Karlsson2024-05-241-3/+1
* ShadowVariableNames: remove 'Stem' suffixJonas Karlsson2024-02-221-5/+5
* Enable multiview for basic Default/PrincipledMaterial usageLaszlo Agocs2024-02-081-4/+3
* Expose the render context interfaceChristian Strømme2023-10-241-1/+1
* Move the property table for the shader key into the render layer dataChristian Strømme2023-10-231-2/+2
* Remove some usage of QSSGRef for shader pipelinesChristian Strømme2023-05-191-10/+10
* Replace QSSGRef usage in the render context interfaceChristian Strømme2023-04-181-2/+2
* Lights, don't copy the light data to each node entryChristian Strømme2023-02-201-2/+2
* Encapsulate passesChristian Strømme2022-09-091-1/+1
* Use SPDX license identifiersLucie Gérard2022-06-161-29/+3
* Add basic baked lightmap supportLaszlo Agocs2022-05-271-1/+2
* Skinning : unlock the restriction of the maximum uniform sizeInho Lee2022-04-111-2/+0
* CustomMaterial: Add custom IBL probeInho Lee2022-02-091-0/+1
* Add custom material editorChristian Strømme2021-12-131-0/+7
* Add reflection probeJere Tuliniemi2021-12-031-0/+2
* Improve feature list handling for shader generationChristian Strømme2021-11-051-1/+1
* CustomMaterial : add POST_PROCESS to manipulate output colorInho Lee2021-03-251-0/+1
* Improve transformation for instanced drawingPaul Olav Tvete2021-01-221-0/+2
* Support morph animationsInho Lee2020-12-221-0/+1
* Add support for instanced renderingPaul Olav Tvete2020-12-161-0/+1
* Write directly into the underlying data for uniform buffersLaszlo Agocs2020-10-131-0/+1
* Merge QSSGRhiShaderStages and ..WithResourcesLaszlo Agocs2020-09-291-10/+10
* Set shadowDepthAdjust only in the shadow passLaszlo Agocs2020-09-251-1/+1
* Do some straightforward microoptimizations for setRhiMaterialPropertiesLaszlo Agocs2020-09-251-2/+0
* Set skinning related uniforms only when skinning is in useLaszlo Agocs2020-09-231-0/+3
* Avoid losing and recalculating shader-related data between framesLaszlo Agocs2020-09-181-1/+1
* Remove Support for AreaLightAndy Nichols2020-09-071-3/+0
* Render shadow maps through the material shader generatorsLaszlo Agocs2020-08-141-2/+2
* Add shadow map code to shader generatorLaszlo Agocs2020-08-131-1/+2
* Make the material pipeline more self-containedChristian Strømme2020-08-111-1/+2
* Allow true modification of inputs in a custom vertex shaderLaszlo Agocs2020-07-281-1/+1
* Add support for specular light processorsLaszlo Agocs2020-07-091-0/+1
* Add support for vertex processor in shaded custom materialsLaszlo Agocs2020-07-091-0/+1
* Add diffuse light processor support for Shaded custom materialsLaszlo Agocs2020-07-091-0/+8
* Fix up custom material propertiesLaszlo Agocs2020-07-061-1/+1
* Start custom materials renewalLaszlo Agocs2020-07-031-4/+3
* Quick3D: use correct normalMatrix for each bone's normalsInho Lee2020-07-011-1/+2
* Refactor shader generation and light setupAntti Määttä2020-06-261-1/+2
* Refactor the QSSGMaterialShaderGenerator classChristian Strømme2020-06-101-107/+65
* Remove the shadow manager handler in the shader generatorChristian Strømme2020-06-101-1/+0
* Move generated uvcoords state to QSSGRenderableImageChristian Strømme2020-06-101-3/+0
* Remove context interface as member of the generatorsChristian Strømme2020-06-101-5/+7
* Quick3D : Skeletal AnimationInho Lee2020-06-051-0/+1
* Optimize setUniform performanceJonas Karlsson2020-05-281-9/+4
* Remove pointless interfaceChristian Strømme2020-05-271-8/+117
* Remove QSSGDefaultMaterialVertexPipelineInterfaceChristian Strømme2020-05-271-41/+0
* Remove QSSGShaderStageGeneratorInterfaceChristian Strømme2020-05-271-1/+1
* Remove qssgrenderdefaultmaterialshadergeneratorChristian Strømme2020-05-271-1/+1