Age | Commit message (Collapse) | Author |
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materials and PBR terrain
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* Migrate GLTF scene rendering to its own shaders
* Add support for ambient occlusion map separate from metallic roughness map (or absent)
* Use UBO's for GLTF joints
* Better error handling of downloading GLTF assets
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LF, and trim trailing whitespaces as needed
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and/or texture animation is applied
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SL-19265: Fix precision issue with texture transforms, separate texture animations
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matrix calculation into the shader
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SL-19228: Fix GLTF texture transform rotation + add UV debug
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See textureUtilV.glsl for UV coordinate comments
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approprate texture transforms
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PBR opaque.
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