BearishSun b2dd0ffa03 Work on transparent rendering path 9 anni fa
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BasePass.bslinc b2dd0ffa03 Work on transparent rendering path 9 anni fa
GBuffer.bslinc eec99bff10 Moving light pass in a compute shader in preparation for tiled deferred rendering 9 anni fa
LightingCommon.bslinc b2dd0ffa03 Work on transparent rendering path 9 anni fa
NormalVertexInput.bslinc b2dd0ffa03 Work on transparent rendering path 9 anni fa
PPBase.bslinc c3980c5957 Adding location and binding qualifiers to all GLSL shaders 9 anni fa
PPTonemapCommon.bslinc 457cd2fc42 Tonemapping LUT creation now uses compute shaders since Vulkan doesn't support 3D texture rendering 9 anni fa
PPWhiteBalance.bslinc 457cd2fc42 Tonemapping LUT creation now uses compute shaders since Vulkan doesn't support 3D texture rendering 9 anni fa
PerCameraData.bslinc 565cbef7dc Added code & shaders for generating a view-space light grid for use in forward shading, primarily meant for transparency (WIP) 9 anni fa
PerObjectData.bslinc 7832d7d165 Refactoring renderer so renderable parameter buffers are populated on renderable change, instead of every frame 9 anni fa
ReflectionCubemapCommon.bslinc 7784a96128 Reflection cubemap filtering 9 anni fa
ResolveCommon.bslinc a4a8a242bb Added a new low-level rendering example project 9 anni fa
SkinnedVertexInput.bslinc b2dd0ffa03 Work on transparent rendering path 9 anni fa
SpriteImage.bslinc 3d48e47f9a Vulkan: Fixing GUI rendering 9 anni fa
Surface.bslinc b2dd0ffa03 Work on transparent rendering path 9 anni fa
SurfaceData.bslinc eec99bff10 Moving light pass in a compute shader in preparation for tiled deferred rendering 9 anni fa
VolumeRenderBase.bslinc 3703a767a6 Modified shader Techniques so they now depend on shader language rather than on render API (requires existing shader re-import) 9 anni fa