vkdoom_m/wadsrc/static/shaders/lightmap
2024-02-11 02:12:18 +01:00
..
binding_lightmapper.glsl Always use indirect draw 2024-02-11 02:12:18 +01:00
binding_raytrace.glsl Merge SurfaceVertex with FFlatVertex and draw the lightmaps 2023-12-26 04:30:54 +01:00
binding_textures.glsl Split frag_raytrace.glsl into multiple files as it has become completely unreadable 2023-09-26 22:56:01 +02:00
frag_blur.glsl Move vertex transform to the GPU 2023-09-18 02:42:12 +02:00
frag_copy.glsl Use a shader to copy the pixels as vkCmdCopyImage is very slow. Also gives us more flexibility in the future for composite lightmaps 2023-09-22 01:41:56 +02:00
frag_raytrace.glsl Always use indirect draw 2024-02-11 02:12:18 +01:00
frag_resolve.glsl Move vertex transform to the GPU 2023-09-18 02:42:12 +02:00
polyfill_rayquery.glsl Fix trace bug for when rayquery is not available 2024-02-10 00:55:29 +01:00
trace_ambient_occlusion.glsl Fix AO not appearing and some other tracing adjustments 2024-02-10 00:13:51 +01:00
trace_levelmesh.glsl Rewrite the GLSL ray trace code so it does not use global variables!! 2024-02-09 12:08:16 +01:00
trace_light.glsl Fix AO not appearing and some other tracing adjustments 2024-02-10 00:13:51 +01:00
trace_sunlight.glsl Fix AO not appearing and some other tracing adjustments 2024-02-10 00:13:51 +01:00
vert_copy.glsl Use a shader to copy the pixels as vkCmdCopyImage is very slow. Also gives us more flexibility in the future for composite lightmaps 2023-09-22 01:41:56 +02:00
vert_raytrace.glsl Always use indirect draw 2024-02-11 02:12:18 +01:00
vert_screenquad.glsl Move vertex transform to the GPU 2023-09-18 02:42:12 +02:00