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path: root/src/runtimerender/qssgshadermaterialadapter.cpp
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* Expose the Clearcoat and Transmission variables to the CustomMaterialSadegh Taghavi2024-05-301-6/+17
* Make ExtendedSceneEnvironment functional with multiviewLaszlo Agocs2024-05-221-1/+9
* Add support for flat varyingsLaszlo Agocs2024-05-151-8/+30
* Process also lines with macros and directivesLaszlo Agocs2024-05-151-19/+4
* Enable postprocessing effects function in multiview modeLaszlo Agocs2024-05-151-1/+11
* Improve the custom material multiview strategyLaszlo Agocs2024-05-071-30/+31
* Make SSAO multiview-awareLaszlo Agocs2024-05-061-0/+7
* Make screen texture multiview-awareLaszlo Agocs2024-04-301-2/+12
* Improve multiview support for depth pre-pass and depth textureLaszlo Agocs2024-04-301-2/+19
* Handle multiview in fragment shaders differentlyLaszlo Agocs2024-04-161-1/+1
* Add Fresnel Scale and BiasSadegh Taghavi2024-04-101-0/+70
* Add support to use a single-channel of a texture as a 3-channel mapSadegh Taghavi2024-03-201-0/+30
* Invert opacity mask optionSadegh Taghavi2024-03-151-0/+10
* Vertex color as maskSadegh Taghavi2024-02-231-0/+50
* Enable custom material keywords for multiviewLaszlo Agocs2024-02-191-63/+74
* Fix dual-normal clear coatSadegh Taghavi2024-02-071-0/+10
* Expose the render context interfaceChristian Strømme2023-10-241-2/+3
* Remove some usage of QSSGRef for shader pipelinesChristian Strømme2023-05-191-2/+2
* Replace QSSGRef usage in the render context interfaceChristian Strømme2023-04-181-6/+6
* Fix vertexColorsEnabled for materialsInho Lee2023-02-071-3/+1
* Update QQ3D morph animation to use a vertex textureInho Lee2023-02-031-17/+19
* Port from container::count() and length() to size() - V4Marc Mutz2022-10-111-3/+3
* Port from container::count() and length() to size()Marc Mutz2022-10-071-2/+2
* Use SPDX license identifiersLucie Gérard2022-06-161-29/+3
* Avoid redundant skinning operations for CustomMaterialInho Lee2022-06-031-2/+16
* Add SpecularGlossyMaterialAndy Nichols2022-06-031-0/+11
* Add basic baked lightmap supportLaszlo Agocs2022-05-271-0/+5
* Skinning : unlock the restriction of the maximum uniform sizeInho Lee2022-04-111-2/+51
* CustomMaterial: Add custom IBL probeInho Lee2022-02-091-1/+9
* Add custom material editorChristian Strømme2021-12-131-0/+10
* Add support for KHR_materials_volume to PrincipledMaterialAndy Nichols2021-12-071-0/+28
* Add support for KHR_materials_transmission to PrincipledMaterialAndy Nichols2021-11-231-0/+21
* Add support for KHR_materials_clearcoat to PrincipledMaterialAndy Nichols2021-11-111-0/+31
* Insert line directive for custom and effect shadersChristian Strømme2021-11-041-0/+9
* Avoid creating non-pod global objectsChristian Strømme2021-08-271-7/+7
* Add support for Parallax Occlusion Mapping in PrincipledMaterialAndy Nichols2021-05-261-0/+30
* CustomMaterial : Add new user-defined variables for shaded modeInho Lee2021-03-261-1/+15
* CustomMaterial : add POST_PROCESS to manipulate output colorInho Lee2021-03-251-1/+3
* Various fixes for the code handling normals, tangents and binormalsInho Lee2021-03-251-0/+2
* Expose NDC_Y_UP in custom materialsLaszlo Agocs2021-03-171-2/+3
* Move FXAA shader code to the effect itselfLaszlo Agocs2021-01-181-2/+1
* Support morphing animations using CustomMaterialsInho Lee2021-01-041-1/+20
* Document instancing shader keywordsPaul Olav Tvete2020-12-281-1/+2
* Add support for instanced renderingPaul Olav Tvete2020-12-161-1/+5
* Fix VAR_COLOR and add Lancelot casesLaszlo Agocs2020-10-201-0/+2
* Fix missing VIEW_VECTOR in custom materialsJonas Karlsson2020-10-201-3/+0
* Calculate view vector in fragment shaderJonas Karlsson2020-10-191-1/+3
* Write directly into the underlying data for uniform buffersLaszlo Agocs2020-10-131-3/+5
* Make Custom-Principled identical, default to 0 in metalness everywhereLaszlo Agocs2020-10-081-11/+20
* Support skinning in the CustomMaterialInho Lee2020-10-061-0/+2