Magnus Norddahl
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a85cd66747
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Use the tonemap PP pass to convert blended render styles back to palette colors
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2025-05-20 04:09:31 +02:00 |
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Ricardo Luís Vaz Silva
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d23c727350
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refactor custom uniforms in preparation for custom material uniforms
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2025-01-08 18:25:36 +08:00 |
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Magnus Norddahl
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f8f4ef5cbb
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And the AMD image transition fun (Thanks AMD!)
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2024-09-08 22:29:41 +02:00 |
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Magnus Norddahl
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1b8effe1ea
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Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
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2024-09-08 02:32:01 +02:00 |
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dpjudas
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411b281e7c
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Remove multithreading RenderState as that seemed to be a poor approach
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2023-10-09 03:20:19 +02:00 |
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Magnus Norddahl
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7bdf3f7364
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Create a RenderState object for each thread
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2023-05-17 22:39:22 +02:00 |
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Magnus Norddahl
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1d8f406162
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Let the backend manage the shadowmap buffers
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2023-05-01 02:10:43 +02:00 |
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Magnus Norddahl
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6894eb013f
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Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
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2023-04-16 19:30:27 +02:00 |
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Magnus Norddahl
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295eb252ab
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Change the folder structure of the vulkan backend to better reflect what is going on
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2023-04-16 16:39:15 +02:00 |
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