BearishSun f95bf9e749 Better light grid depth slice distribution 9 yıl önce
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BasePass.bslinc b2dd0ffa03 Work on transparent rendering path 9 yıl önce
GBuffer.bslinc eec99bff10 Moving light pass in a compute shader in preparation for tiled deferred rendering 9 yıl önce
LightGridCommon.bslinc f95bf9e749 Better light grid depth slice distribution 9 yıl önce
LightingCommon.bslinc 42c00ad036 Work on transparent rendering path - DirectX functional 9 yıl önce
NormalVertexInput.bslinc b2dd0ffa03 Work on transparent rendering path 9 yıl önce
PPBase.bslinc c3980c5957 Adding location and binding qualifiers to all GLSL shaders 9 yıl önce
PPTonemapCommon.bslinc 457cd2fc42 Tonemapping LUT creation now uses compute shaders since Vulkan doesn't support 3D texture rendering 9 yıl önce
PPWhiteBalance.bslinc 457cd2fc42 Tonemapping LUT creation now uses compute shaders since Vulkan doesn't support 3D texture rendering 9 yıl önce
PerCameraData.bslinc c530c1795f Transparent rendering path now functional using clustered rendering without depth pre-pass requirement. Same path can also be used for normal opaque object rendering if needed. 9 yıl önce
PerObjectData.bslinc 7832d7d165 Refactoring renderer so renderable parameter buffers are populated on renderable change, instead of every frame 9 yıl önce
ReflectionCubemapCommon.bslinc 7784a96128 Reflection cubemap filtering 9 yıl önce
ResolveCommon.bslinc a4a8a242bb Added a new low-level rendering example project 9 yıl önce
SkinnedVertexInput.bslinc b2dd0ffa03 Work on transparent rendering path 9 yıl önce
SpriteImage.bslinc 3d48e47f9a Vulkan: Fixing GUI rendering 9 yıl önce
Surface.bslinc b2dd0ffa03 Work on transparent rendering path 9 yıl önce
SurfaceData.bslinc eec99bff10 Moving light pass in a compute shader in preparation for tiled deferred rendering 9 yıl önce
VolumeRenderBase.bslinc 3703a767a6 Modified shader Techniques so they now depend on shader language rather than on render API (requires existing shader re-import) 9 yıl önce