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* graphics: phong: Use Blinn-Phong method for specular highlights.David Thompson2021-08-081-1/+2
* graphics: phong: Improve lighting.David Thompson2021-08-062-11/+22
* graphics: phong: Respect the user defined lights passed to draw-model.David Thompson2021-05-142-42/+138
* graphics: pbr: Add placeholder inputs/outputs to shaders.David Thompson2021-05-142-3/+16
* graphics: pbr: Fix missing semicolon in fragment shader.David Thompson2021-05-141-1/+1
* graphics: pbr: Improve fragment shader.David Thompson2021-05-141-54/+115
* graphics: pbr: Partially rewrite fragment shader.David Thompson2021-05-131-93/+147
* graphics: model: Add support for dynamic lights in PBR models.David Thompson2021-05-122-62/+85
* graphics: model: Add really rough sketch of PBR lighting model.David Thompson2021-05-112-30/+204
* graphics: pbr: Add comments to fragment shader.David Thompson2021-05-101-3/+3
* graphics: pbr: Shade blue when there is no vertex color or base color.David Thompson2021-05-101-1/+1
* graphics: model: Add basic alpha mode support for glTF models.David Thompson2021-05-081-0/+22
* model: Improve PBR material handling for glTF models.David Thompson2021-05-071-15/+58
* graphics: phong: Extract shader code to separate files.David Thompson2021-05-072-0/+123
* graphics: pbr: Extract shader code to separate files.David Thompson2021-05-072-0/+81
* graphics: path: Fix bad syntax in fragment shader in GLSL 1.2.David Thompson2020-11-191-2/+2
* render: Add vector path rendering module.David Thompson2020-11-182-0/+137
* render: Restructure 3D modules and add basic support for OBJ models.David Thompson2019-10-242-21/+0
* render: scene: Apply base color texture and factor.David Thompson2018-09-072-1/+9
* data: shaders: Update WIP PBR shaders.David Thompson2018-09-062-5/+4
* Add beginnings of glTF parser and loader.David Thompson2017-09-132-0/+14