* Initial post processing render pass implementation
* Got shadows with directional lights working good enough
* Make the shadows more configurable
* Trying to reduce peter panning
* Add licence
* banned banned_keywords_check
* trying to remove renderStateSet memory leak
* removing include <Qt3DExtras>
* Add documentation
* remove the use of setFilterMode when using QFilterLayer
* Fixing docs
* Fix shadow rendering checkbox
* Added y coordinates for view extent
* Added shadow bias parameter
* Added shadow map texture resolution parameter
* Addressing reviews
* Set the shadow rendering parameters automatically
* Add QLayer components individually if QT_VERSION < QT_5_10
* Hide depth texture preview quad
* Remove unused member
* Fix spell check
* Remove stepType property from shadowBiasSpinBox
* Disable shadow render pass if the shadow rendering is not activated
* Clarify maximum shadow rendering distance documentation
* Add value range for shadow bias
* Delete .bom file
* Clarify the usefullness of maximum shadow rendering distance
* remove unused stuff in shaders
* Make the inverted camera matrices passed as parameters
* Move post processing shaders parameters into the post processing entity constructor
* refactor how shadow rendering update into 1 function
* Fix spelling
* Fix Save As Image tool
* Improve UI according to suggessions
* add missing docs
* remove QAbstractSpinBox::DefaultStepType
for specifying terrain layers to render
Previously the one method was used for both, which made it very
difficult to have a different set of layers used for terrain
generation vs 3d entity generation (you had to manually create a map
theme, which is very messy)
If enabled, shows a sphere at light source origins, allowing easier repositioning
and placement of light sources relative to the scene contents
Fixes#37726