Christoph Oelckers
3ad6793ba3
- fixed yet another index issue in the shader code.
2022-05-18 20:14:43 +02:00
Christoph Oelckers
648dc87101
- fixed two index out of range issues in Vulkan's shader compiler code.
2022-05-15 09:12:30 +02:00
Christoph Oelckers
2be13e1b9f
- changed shader loader to load only one shader at a time
...
This is merely preparation - the actual loading is still in one uninterrupted piece.
2022-05-13 08:22:22 +02:00
nashmuhandes
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
...
# Conflicts:
# src/common/rendering/gl/gl_shader.cpp
# src/common/rendering/hwrenderer/data/buffers.h
# src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
e60e6967c0
- whitespace cleanup, updated from Raze.
2022-01-02 12:23:42 +01:00
Magnus Norddahl
604c4ff8e0
Fix vertex layout locations and add lightmap to vulkan shader
2021-09-24 16:21:23 +02:00
Christoph Oelckers
03c8fd9956
- block user overrides for the logic module of core fragment shaders.
2021-08-24 10:24:23 +02:00
Christoph Oelckers
ba146ed5e5
- Backend update from Raze
2021-04-19 12:58:35 +02:00
Mitchell Richters
8af21a13e7
- fix missing terminator in vk_shader.cpp on #ifdef guarded line.
2020-06-11 13:33:19 +03:00
Christoph Oelckers
c9833a811e
- added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail.
2020-06-09 20:40:43 +02:00
Christoph Oelckers
9e51a2f63c
- added Build's NPOT emulation to the backend.
...
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
3e8f53e98c
- fixed shader building.
...
We really need a version directive for user shaders, this is getting too messy. :(
2020-05-25 20:26:58 +02:00
Christoph Oelckers
652712d970
- moved Vulkan and Softpoly backends to 'common'.
2020-04-29 22:17:35 +02:00