..
spv
feat(compiler): a slice index is checked against its length
2026-09-22 20:54:12 +03:00
adapt.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
bake.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
bloom_down.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
bloom_up.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
compute.list
feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in)
2026-09-15 14:19:43 +03:00
depth.frag
feat(render3d): a bole that does not quake, leaves out of the lens, a light with a reach
2026-09-20 00:06:50 +03:00
dof.frag
feat(render3d): anti-aliasing that exists, and a lens for the viewfinder
2026-09-19 17:38:25 +03:00
fullscreen.vert
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
grass.mesh
carry: the runtime and render3d work Maroon Lake builds against
2026-09-23 15:55:02 +03:00
grass.vert
carry: the runtime and render3d work Maroon Lake builds against
2026-09-23 15:55:02 +03:00
heightgen.frag
feat(render3d): terrain_lake_carve - a height map may carry its own lake bed
2026-09-16 15:27:21 +03:00
ibl_brdf.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
ibl_irradiance.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
ibl_prefilter.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
impostor.frag
carry: the runtime and render3d work Maroon Lake builds against
2026-09-23 15:55:02 +03:00
impostor.vert
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
lighting.glsl
feat(render3d): a bole that does not quake, leaves out of the lens, a light with a reach
2026-09-20 00:06:50 +03:00
model.frag
carry: the runtime and render3d work Maroon Lake builds against
2026-09-23 15:55:02 +03:00
model.vert
feat(render3d): a bole that does not quake, leaves out of the lens, a light with a reach
2026-09-20 00:06:50 +03:00
noise.glsl
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
outline.frag
feat(render3d): a rim outline around a highlighted actor
2026-09-10 16:15:12 +03:00
overlay.frag
feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red
2026-09-15 22:57:18 +03:00
overlay.vert
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
probe.comp
feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in)
2026-09-15 14:19:43 +03:00
scatter_cull.comp
render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default
2026-09-15 16:44:00 +03:00
shadow.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
sharpen.frag
feat(render3d): anti-aliasing that exists, and a lens for the viewfinder
2026-09-19 17:38:25 +03:00
skin.vert
feat(render3d): an aspen quakes, and a tree is no longer bent like a bow
2026-09-19 21:13:42 +03:00
sky.frag
feat(render3d): the air and the light are the hour's, not one constant apiece
2026-09-19 14:42:30 +03:00
ssao.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
ssao_blur.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
ssgi.frag
feat(render3d): contact darkening, so things sit ON the ground
2026-09-19 19:49:05 +03:00
ternormal.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
terrain.frag
feat(render3d): rain that leaves something behind
2026-09-19 19:43:29 +03:00
terrain.vert
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
tershadow.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
tersun.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
tonemap.frag
feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red
2026-09-15 22:57:18 +03:00
variants.list
feat(render3d): anti-aliasing that exists, and a lens for the viewfinder
2026-09-19 17:38:25 +03:00
volumetric.frag
feat(render3d): light you can see - sun shafts and valley mist
2026-09-19 16:06:16 +03:00
water.frag
feat(render3d): the lake answers to a body standing in it
2026-09-19 20:23:27 +03:00
water.vert
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
wind.glsl
feat(render3d): one wind, and everything in the valley is moved by it
2026-09-19 18:24:43 +03:00