..
spv
feat(render3d): texture filtering and shadow resolution a game can change while it runs
2026-09-15 14:25:55 +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
perf(render3d): a depth prepass for the near tree foliage
2026-09-13 04:18:38 +03:00
fullscreen.vert
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
grass.vert
feat(render3d): replace the world at run time, water bodies, terrain_sea
2026-09-13 00:03:40 +03:00
heightgen.frag
feat(render3d): replace the world at run time, water bodies, terrain_sea
2026-09-13 00:03:40 +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
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +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): texture filtering and shadow resolution a game can change while it runs
2026-09-15 14:25:55 +03:00
model.frag
perf(render3d): a depth prepass for the near tree foliage
2026-09-13 04:18:38 +03:00
model.vert
perf(render3d): a depth prepass for the near tree foliage
2026-09-13 04:18:38 +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(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +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
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
shadow.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
sharpen.frag
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
skin.vert
feat(render3d): a rim outline around a highlighted actor
2026-09-10 16:15:12 +03:00
sky.frag
feat(render3d): give the moon a phase
2026-09-10 16:15:19 +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(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +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): replace the world at run time, water bodies, terrain_sea
2026-09-13 00:03:40 +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(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
variants.list
feat(render3d): every shader variant as Vulkan SPIR-V, built ahead of time
2026-09-15 10:11:31 +03:00
water.frag
fix(render3d): lakes clipped to their ellipse; r3d_fog_base
2026-09-13 00:29:37 +03:00
water.vert
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00