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* Lightmapper: Render direct light as tilesJonas Karlsson11 days1-3/+15
* sampleNormalMap shader function should return a normalized valueAndy Nichols2025-06-191-22/+2
* Lightmapping: Add NLM GPU denoising supportJonas Karlsson2025-05-281-0/+192
* Implement multiview support for WeightedBlended OIT methodAntti Määttä2024-12-042-5/+34
* Add MSAA support to WeightedBlended oit methodAntti Määttä2024-12-041-0/+11
* Improve directional light shadow shader performanceJonas Karlsson2024-12-041-1/+42
* Implement WeightedBlended OIT methodAntti Määttä2024-12-028-2/+136
* Implement clearing of MRTAntti Määttä2024-11-202-0/+34
* Multiview: Fix multiview support in the particle shaderChristian Strømme2024-10-111-0/+5
* Spotlight: Use single depth map instead of cubemapJonas Karlsson2024-06-251-27/+92
* Add PCF soft shadows supportKristoffer Skau2024-05-2810-313/+383
* Implement Cascading Shadow Maps (CSM)Jonas Karlsson2024-05-282-6/+55
* Use texture arrays for directional lightsKristoffer Skau2024-05-2410-16/+17
* Refactor shadow shader dataJonas Karlsson2024-05-242-17/+29
* Make ExtendedSceneEnvironment functional with multiviewLaszlo Agocs2024-05-221-0/+12
* Enable postprocessing effects function in multiview modeLaszlo Agocs2024-05-154-2/+42
* Make SSAO multiview-awareLaszlo Agocs2024-05-063-4/+55
* Make screen texture multiview-awareLaszlo Agocs2024-04-301-2/+7
* Make DebugDraw pass proper multiviewLaszlo Agocs2024-04-301-1/+9
* Make InfiniteGrid multiview-awareLaszlo Agocs2024-04-242-7/+28
* Make skybox multiview-awareLaszlo Agocs2024-04-244-22/+40
* Enable usage of the IBL probe exposure with the ExtendedSceneEnvironmentChristian Strømme2024-04-231-2/+6
* Handle multiview in fragment shaders differentlyLaszlo Agocs2024-04-162-2/+2
* Add Fresnel Scale and BiasSadegh Taghavi2024-04-101-3/+3
* Make the all relevant uniforms multiview-awareLaszlo Agocs2024-02-084-23/+10
* Enable particles for multiviewLaszlo Agocs2024-02-082-0/+30
* Fix dual-normal clear coatSadegh Taghavi2024-02-071-1/+1
* Remove unused texturedquad built-in shaderLaszlo Agocs2024-01-242-48/+0
* Add license headers to the shader library snippetsChristian Strømme2023-11-1028-12/+60
* Add license headers to the shader filesChristian Strømme2023-10-2720-0/+60
* Update QQ3D morph animation to use a vertex textureInho Lee2023-02-032-53/+168
* Add built-in simple fogLaszlo Agocs2022-12-051-0/+39
* Backend: Add system for drawing debug lines in world spaceAndy Nichols2022-10-132-0/+29
* lm: Enable normal mapsLaszlo Agocs2022-10-122-1/+31
* Reorganize lightmap rasterization shader variantsLaszlo Agocs2022-10-122-17/+10
* Add helper that draws an infinite gridPaul Olav Tvete2022-09-292-0/+126
* Tonemap the clear colorLaszlo Agocs2022-08-011-1/+4
* Use SPDX license identifiersLucie Gérard2022-06-1612-345/+33
* Add SpecularGlossyMaterialAndy Nichols2022-06-031-0/+1
* Implement line particleAntti Määttä2022-05-302-0/+312
* Add support for cube map skyboxPaul Olav Tvete2022-05-272-0/+48
* Add basic baked lightmap supportLaszlo Agocs2022-05-275-0/+273
* Reflection Probe Box OffsetHatem ElKharashy2022-05-251-2/+2
* Skinning : unlock the restriction of the maximum uniform sizeInho Lee2022-04-111-8/+33
* Share tonemapping code between shadersLaszlo Agocs2022-03-152-98/+6
* Make post processing work for Underlay/Overlay render modesHatem ElKharashy2022-03-142-0/+31
* Replace some old reference to Q3DSChristian Strømme2022-03-149-9/+9
* Fix particlesystem opacityKaj Grönholm2022-03-022-0/+3
* Correct probeExposure behaviorAndy Nichols2022-02-183-11/+30
* Enable bluring the built-in skyboxAndy Nichols2022-02-142-7/+19