Panagiotis Christopoulos Charitos 375783b2ce Adding some physics support. Fixing a couple of bugs %!s(int64=12) %!d(string=hai) anos
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BsCommonFrag.glsl 18dc07c59d Tessellation without cracks %!s(int64=12) %!d(string=hai) anos
BsCommonVert.glsl f6638b7133 Adding option to disable and forget about tessellation %!s(int64=12) %!d(string=hai) anos
Common.glsl 467b68f691 SDL again %!s(int64=12) %!d(string=hai) anos
Dbg.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
Final.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
GaussianBlurGeneric.glsl 554b8465db Making the VAOs a bit less BW hangry. Normals tangents and texture coordinates are fp16 now %!s(int64=12) %!d(string=hai) anos
IsBinLightTemplate.glsl 4f95c29c5d refactoring tiler & IS %!s(int64=12) %!d(string=hai) anos
IsCommon.glsl 3dbc75489c Splitting some UBOs to make some room for more lights %!s(int64=12) %!d(string=hai) anos
IsLp.glsl 0ba4872ca0 Fixing a bug in spatial logic. Add poisson shadowmapping %!s(int64=12) %!d(string=hai) anos
IsRejectLights.glsl 025e1bfc52 Compute light rejection is working. It's horribly slow %!s(int64=12) %!d(string=hai) anos
IsUpdateTilegrid.glsl 03a5b8c89e Tiler compute %!s(int64=12) %!d(string=hai) anos
IsUpdateTiles.glsl 4f95c29c5d refactoring tiler & IS %!s(int64=12) %!d(string=hai) anos
LinearDepth.glsl 60b88f0db2 IS %!s(int64=13) %!d(string=hai) anos
MsBsCommon.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
MsCommonFrag.glsl 01a6c4f1a4 Minor refactoring %!s(int64=12) %!d(string=hai) anos
MsCommonTessc.glsl 375783b2ce Adding some physics support. Fixing a couple of bugs %!s(int64=12) %!d(string=hai) anos
MsCommonTesse.glsl 98d646d691 Tessellation optimizations. Scene/resources refactoring %!s(int64=12) %!d(string=hai) anos
MsCommonVert.glsl 554b8465db Making the VAOs a bit less BW hangry. Normals tangents and texture coordinates are fp16 now %!s(int64=12) %!d(string=hai) anos
Pack.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
Pps.glsl 467b68f691 SDL again %!s(int64=12) %!d(string=hai) anos
PpsHdr.glsl 467b68f691 SDL again %!s(int64=12) %!d(string=hai) anos
PpsLfPseudoPass.glsl 554b8465db Making the VAOs a bit less BW hangry. Normals tangents and texture coordinates are fp16 now %!s(int64=12) %!d(string=hai) anos
PpsLfSpritePass.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
PpsSsao.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
SimpleVert.glsl 554b8465db Making the VAOs a bit less BW hangry. Normals tangents and texture coordinates are fp16 now %!s(int64=12) %!d(string=hai) anos
TilerMinMax.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
VariableSamplingBlurGeneric.glsl f1f79d5cb2 Refactoring the shaders a bit %!s(int64=12) %!d(string=hai) anos
photoshop_filters.glsl 4baaedb4bf Commiting new shaders %!s(int64=16) %!d(string=hai) anos