Commit History

Author SHA1 Message Date
  Lasse Öörni b8d55583f7 Squashed commit of the following: 9 years ago
  Lasse Öörni f1cb469a34 Fix getting world-space tangent for billboards. Closes #1678. 9 years ago
  Lasse Öörni 06b0dbba76 Fix compile errors in PBR shaders on GLES. Fix mismatches in PBR techniques where IBL compile define would be present for pixel shader but not vertex shader (causes shader linking error) 9 years ago
  Lasse Öörni 77cabf9bff Remove "PS" from Roughness & Metallic uniform names. 9 years ago
  Lasse Öörni 6ca0aafd27 Use cAmbientColor.rgb where necessary. 9 years ago
  Lasse Öörni dfd8939840 Squashed commit of the following: 9 years ago
  Lasse Öörni f36abeb57c Force highp for shadow related samplers, uniforms & varyings on GLES for better shadows on iOS. Note: may be incompatible for some mobile GPU's that don't support highp at all. 9 years ago
  Lasse Öörni a123794886 Normal offset support in GLSL. Fix deferred specular in GLSL. 9 years ago
  Lasse Öörni c003af1114 Merge branch 'master' into vertexdeclaration 9 years ago
  hdunderscore 310252fa25 Re-ordered the deferred g-buffer to allow GL3 to receive the material roughness. 9 years ago
  hdunderscore 42cbca8b26 Fix an issue in the PBR shaders that was causing noise. 9 years ago
  Lasse Öörni b5489bdf9b Fix second texcoord input attribute in the PBRLitSolid.glsl shader to conform with the new vertex semantic system. 9 years ago
  Lasse Öörni 2e44b0b350 Squashed commit of the following: 9 years ago