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path: root/data/shaders/pbr-frag.glsl
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* graphics: Enable nvidia cube map extension in shaders that use samplerCube.David Thompson2021-09-281-0/+1
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* Fix compatibility shims in PBR/Phong fragment shaders.David Thompson2021-09-281-1/+1
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* graphics: light: Add intensity field.David Thompson2021-09-231-2/+3
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* graphics: Add basic image based ambient lighting.David Thompson2021-08-161-5/+9
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* graphics: Always use normal/ambient/etc. maps.David Thompson2021-08-121-53/+27
| | | | | If models don't specify their own textures, use noop textures as appropriate.
* graphics: Refactor model/phong/pbr modules to use new mesh module.David Thompson2021-08-121-2/+2
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* graphics: pbr: Normalize the interpolated normal vector in fragment shader.David Thompson2021-08-081-1/+1
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* graphics: pbr: Add placeholder inputs/outputs to shaders.David Thompson2021-05-141-0/+2
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* graphics: pbr: Fix missing semicolon in fragment shader.David Thompson2021-05-141-1/+1
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* graphics: pbr: Improve fragment shader.David Thompson2021-05-141-54/+115
| | | | Properly process normal maps, among other small changes.
* graphics: pbr: Partially rewrite fragment shader.David Thompson2021-05-131-93/+147
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* graphics: model: Add support for dynamic lights in PBR models.David Thompson2021-05-121-56/+82
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* graphics: model: Add really rough sketch of PBR lighting model.David Thompson2021-05-111-27/+190
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* graphics: pbr: Add comments to fragment shader.David Thompson2021-05-101-3/+3
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* graphics: pbr: Shade blue when there is no vertex color or base color.David Thompson2021-05-101-1/+1
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* graphics: model: Add basic alpha mode support for glTF models.David Thompson2021-05-081-0/+22
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* model: Improve PBR material handling for glTF models.David Thompson2021-05-071-15/+58
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* graphics: pbr: Extract shader code to separate files.David Thompson2021-05-071-0/+42