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engine/assets/shaders
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sergeypdev f92283d152 Start using SSBOs for lights
2024-03-15 18:35:09 +04:00
..
bloom_downsample.glsl
BLOOM!
2024-03-05 19:29:27 +04:00
bloom_downsample.prog
BLOOM!
2024-03-05 19:29:27 +04:00
bloom_upsample.glsl
BLOOM!
2024-03-05 19:29:27 +04:00
bloom_upsample.prog
BLOOM!
2024-03-05 19:29:27 +04:00
cube_shadow.glsl
Point light shadow maps with filtering, improve bias with normal offset
2024-03-02 23:23:46 +04:00
cube_shadow.prog
Point light shadow maps with filtering, improve bias with normal offset
2024-03-02 23:23:46 +04:00
mesh.glsl
Start using SSBOs for lights
2024-03-15 18:35:09 +04:00
mesh.prog
Unified shaders, now vertex and fragment live in the same file
2024-02-12 17:58:50 +04:00
post_process.glsl
More complex ACES
2024-03-05 03:18:46 +04:00
post_process.prog
Basic post processing (spooky)
2024-03-05 02:19:17 +04:00
shadow.glsl
Point light shadow maps with filtering, improve bias with normal offset
2024-03-02 23:23:46 +04:00
shadow.prog
Basic directional shadow map
2024-03-02 15:41:49 +04:00
unlit.glsl
Use view frustum to calculate directional light projection, add a bunch of debug stuff for frustums
2024-03-11 19:57:25 +04:00
unlit.prog
Use view frustum to calculate directional light projection, add a bunch of debug stuff for frustums
2024-03-11 19:57:25 +04:00
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