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path: root/gfx/gl/shaders/shadowFixedPoint.vs
Commit message (Collapse)AuthorAge
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
| | | | | | | 2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
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* Shader viewPoint now an integerDan Goodliffe2023-12-03
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* Model positions as integersDan Goodliffe2023-11-25
| | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow
* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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* Point shaders (shadows) can all share the same implementation now in a ↵Dan Goodliffe2023-04-26
| | | | | | single place They all just get `model` from a different place
* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
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* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Fixed point shadow shader doesn't need normal/texture dataDan Goodliffe2022-12-04
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* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
Lots of hard coding, buggy in places, far from great, but the basics work.