quakeforge/libs/video/renderer/vulkan/shader
Bill Currie e323fbbbed [vulkan] Rework lighting model to be more algebraic
This leaves only the one conditional in the shader code, that being the
distance check. It doesn't seem to make any noticeable difference to
performance, but other than explosion sprites being blue, lighting
quality seems to have improved. However, I really need to get shadows
working: marcher is just silly-bright without them, and light levels
changing as I move around is a bit disconcerting (but reasonable as
those lights' leaf nodes go in and out of visibility).
2022-05-05 08:40:02 +09:00
..
alias.frag [vulkan] Move the shaders into their own directory 2021-02-10 17:43:11 +09:00
alias.vert [vulkan] Update shaders and layouts for new scheme 2021-12-24 06:45:13 +09:00
alias_depth.vert [vulkan] Update shaders and layouts for new scheme 2021-12-24 06:45:13 +09:00
alias_gbuf.frag [vulkan] Abandon bindless rendering 2021-12-24 06:45:13 +09:00
alias_shadow.vert [vulkan] Start work on shadows 2021-04-24 10:40:39 +09:00
bsp_depth.vert [vulkan] Update shaders and layouts for new scheme 2021-12-24 06:45:13 +09:00
bsp_gbuf.frag [vulkan] Abandon bindless rendering 2021-12-24 06:45:13 +09:00
bsp_gbuf.geom [vulkan] Update shaders and layouts for new scheme 2021-12-24 06:45:13 +09:00
bsp_gbuf.vert [vulkan] Update shaders and layouts for new scheme 2021-12-24 06:45:13 +09:00
bsp_shadow.vert [vulkan] Start work on shadows 2021-04-24 10:40:39 +09:00
bsp_sky.frag [vulkan] Fix incorrect bsp sky constant ids 2022-02-18 01:15:38 +09:00
bsp_turb.frag [vulkan] Abandon bindless rendering 2021-12-24 06:45:13 +09:00
compose.frag [vulkan] Tweak the lighting to look a bit better 2021-03-20 19:15:06 +09:00
fstriangle.vert [vulkan] Switch to full screen triangle instead of quad 2022-04-01 19:50:41 +09:00
iqm.frag [vulkan] Add support for IQM models 2022-05-04 14:07:27 +09:00
iqm.vert [vulkan] Add support for IQM models 2022-05-04 14:07:27 +09:00
lighting.frag [vulkan] Rework lighting model to be more algebraic 2022-05-05 08:40:02 +09:00
particle.frag [vulkan] Abandon bindless rendering 2021-12-24 06:45:13 +09:00
particle.geom [vulkan] Start work on particles for Vulkan 2021-12-24 06:45:13 +09:00
particle.vert [vulkan] Start work on particles for Vulkan 2021-12-24 06:45:13 +09:00
partphysics.comp [vulkan] Use the particle system buffer for indirect draws 2021-12-24 06:45:13 +09:00
partupdate.comp [vulkan] Use the particle system buffer for indirect draws 2021-12-24 06:45:13 +09:00
passthrough.vert [vulkan] Move the shaders into their own directory 2021-02-10 17:43:11 +09:00
pushcolor.frag [vulkan] Move the shaders into their own directory 2021-02-10 17:43:11 +09:00
quakebsp.frag [vulkan] Move the shaders into their own directory 2021-02-10 17:43:11 +09:00
quakebsp.vert [vulkan] Update shaders and layouts for new scheme 2021-12-24 06:45:13 +09:00
shadow.geom [vulkan] Start work on shadows 2021-04-24 10:40:39 +09:00
sprite_depth.frag [vulkan] Abandon bindless rendering 2021-12-24 06:45:13 +09:00
sprite_depth.vert [vulkan] Implement the sprite render passes 2021-12-24 06:45:13 +09:00
sprite_gbuf.frag [vulkan] Abandon bindless rendering 2021-12-24 06:45:13 +09:00
sprite_gbuf.vert [vulkan] Implement the sprite render passes 2021-12-24 06:45:13 +09:00
twod.frag [vulkan] Move matrices into per-frame buffers 2021-12-24 06:45:13 +09:00
twod.vert [vulkan] Move matrices into per-frame buffers 2021-12-24 06:45:13 +09:00