engine/bin/data/shaders/common
2026-05-15 20:37:10 -05:00
..
fog.h
functions.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
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
macros.h fixed odd regression where door collision broke (and trying to fix the weird flickering with using the aliased camera UBO for the deferred pass) 2026-05-15 20:37:10 -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
shadows.h
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