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0a92fed14a
engine
/
bin
/
data
/
shaders
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common
History
ecker
0a92fed14a
attempt at generating a ragdoll from a skinned mesh (doesn't work right now), fixed normal mapping
2026-05-24 22:23:41 -05:00
..
fog.h
more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc)
2026-02-21 21:26:37 -06:00
functions.h
attempt at generating a ragdoll from a skinned mesh (doesn't work right now), fixed normal mapping
2026-05-24 22:23:41 -05:00
lambert.h
validation errors squishing, finally bothered to seamlessly handle N-buffered UBOs, fixed shadowmapping not require a constant rebuild every time the lights changed (by instead binding all shadow textures and not-so-clever tricks), some other things
2026-05-13 22:14:46 -05:00
light.h
Commit for 2022.07.31 22-17-30.7z
2022-07-31 22:17:00 -05:00
macros.h
attempt at generating a ragdoll from a skinned mesh (doesn't work right now), fixed normal mapping
2026-05-24 22:23:41 -05:00
pbr.h
fixed BARYCENTRIC_CALCULATE because it was actually stemming from not using the actual camera UBO used to render the scene (even though nsight showed the values matching so who knows)
2026-05-13 23:43:21 -05:00
rt.h
fixes
2026-02-16 18:10:36 -06:00
shadows.h
fixes
2026-02-16 18:10:36 -06:00
structs.h
rewrote meshopt (again) to actually perform vertex optimizations, and fixed LOD generation), fixed LOD level calculation (because Vulkan's -Y ruined things), some tweaks and fixes to the memory pool / allocator (it will still segfault on termination because of how things are ordered)
2026-05-04 21:14:04 -05:00
vxgi.h
more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc)
2026-02-21 21:26:37 -06:00