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Flip normal if a surface faces away from the camera
[libs/gl.git] / shaderlib / common.glsl
2022-03-11 Mikko RasaFlip normal if a surface faces away from the camera
2022-03-09 Mikko RasaNormalize vertex normal and tangent vectors in vertex...
2021-11-17 Mikko RasaHide the use of the tangent variable in common.glsl...
2021-11-08 Mikko RasaTweak eye position calculation in shaders
2021-10-10 Mikko RasaRemove generic clipping state
2021-10-10 Mikko RasaMove the frag_color output from msp_interface to common
2021-10-09 Mikko RasaAdd attenuation calculations and related export code...
2021-10-09 Mikko RasaSome refactoring of light calculations in shaders
2021-10-04 Mikko RasaRefactor ShadowMap to support multiple lights
2021-10-03 Mikko RasaSupport multiple lights in a single pass
2021-10-03 Mikko RasaRemove unused world_halfway_dir variable from common...
2021-05-06 Mikko RasaImplement image-based lighting in PbrMaterial
2021-04-28 Mikko RasaMove lighting calculations to world space
2021-04-13 Mikko RasaInclude only tangent in mesh data and calculate binorma...
2021-04-12 Mikko RasaRefactor vertex transformations in the common shader
2021-04-07 Mikko RasaAdd a separate constant to enable clipping in standard...
2021-03-21 Mikko RasaRearrange various uniforms to be declared in the file...
2021-03-13 Mikko RasaAdd GLSL keywords for overriding functions
2021-03-13 Mikko RasaFix some errors in the shader library
2021-03-04 Mikko RasaRemove a redundant declaration of shadow_coord
2021-02-26 Mikko RasaUse specialization constants in the builtin material...
2020-06-23 Mikko RasaNormalize fragment normal
2020-06-23 Mikko RasaNaming tweaks in builtin shaders
2020-06-11 Mikko RasaAdd a new, better structured Phong shader