vkdoom_m/wadsrc/static/shaders/lightmap
2023-10-04 01:24:20 +02:00
..
binding_lightmapper.glsl Split frag_raytrace.glsl into multiple files as it has become completely unreadable 2023-09-26 22:56:01 +02:00
binding_raytrace.glsl Split frag_raytrace.glsl into multiple files as it has become completely unreadable 2023-09-26 22:56:01 +02:00
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 Apply surface angle to sun light 2023-10-04 00:46:29 +02:00
frag_resolve.glsl Move vertex transform to the GPU 2023-09-18 02:42:12 +02:00
polyfill_rayquery.glsl Turn on backface culling 2023-10-01 13:08:57 +02:00
trace_ambient_occlusion.glsl Split frag_raytrace.glsl into multiple files as it has become completely unreadable 2023-09-26 22:56:01 +02:00
trace_levelmesh.glsl Add soft shadows the lightmapper 2023-09-28 22:32:53 +02:00
trace_light.glsl Control ambient occlusion, sunlight and softshadows via cvars 2023-10-04 00:24:32 +02:00
trace_sunlight.glsl Apply surface angle to sun light 2023-10-04 00:46:29 +02:00
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 Fix tile clipping 2023-10-04 01:24:20 +02:00
vert_screenquad.glsl Move vertex transform to the GPU 2023-09-18 02:42:12 +02:00