Commit message (Collapse) | Author | Age | |
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* | Custom vertex, vertex shader and fragment shader for landmass | Dan Goodliffe | 2024-04-16 |
| | | | | Handles global position type, colourBias for surface types | ||
* | Geometry shader for single pass shadow maps | Dan Goodliffe | 2024-01-28 |
| | | | | | | | 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 spec | Dan Goodliffe | 2024-01-13 |
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* | Shader viewPoint now an integer | Dan Goodliffe | 2023-12-03 |
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* | Model positions as integers | Dan Goodliffe | 2023-11-25 |
| | | | | | 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 separately | Dan Goodliffe | 2023-11-13 |
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* | Point shaders (shadows) can all share the same implementation now in a ↵ | Dan Goodliffe | 2023-04-26 |
| | | | | | | single place They all just get `model` from a different place | ||
* | Move lots of common glsl interface to include files | Dan Goodliffe | 2023-04-11 |
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* | First cut of view scope shadow mapper view | Dan Goodliffe | 2022-12-18 |
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* | Fixed point shadow shader doesn't need normal/texture data | Dan Goodliffe | 2022-12-04 |
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* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
Lots of hard coding, buggy in places, far from great, but the basics work. |