quakeforge/libs/video/renderer/vulkan/shader
Bill Currie a28488d2e1 [vulkan] Move both alias color maps into the one layer
This cuts down on the memory requirements for skins by 25%, and
simplifies the shader a bit more, too. While at it, I made alias skins
nominally compatible with bsp textures: layer 0 is color, 1 is emissive,
and 2 is the color map (emissive was on 3).
2022-11-15 13:09:41 +09:00
..
alias.frag [vulkan] Move the shaders into their own directory 2021-02-10 17:43:11 +09:00
alias.vert [vulkan] Normalize the normal vectors on alias models 2022-05-05 23:49:31 +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] Move both alias color maps into the one layer 2022-11-15 13:09:41 +09:00
alias_shadow.vert [vulkan] Start work on shadows 2021-04-24 10:40:39 +09:00
bsp_depth.vert [vulkan] Use a buffer for entity transform and color data 2022-05-25 00:17:57 +09:00
bsp_gbuf.frag [vulkan] Implement BSP surface transparency 2022-09-22 09:31:04 +09:00
bsp_gbuf.geom [vulkan] Implement BSP surface transparency 2022-09-22 09:31:04 +09:00
bsp_gbuf.vert [vulkan] Implement BSP surface transparency 2022-09-22 09:31:04 +09:00
bsp_shadow.vert [vulkan] Use a buffer for entity transform and color data 2022-05-25 00:17:57 +09:00
bsp_sky.frag [vulkan] Implement BSP surface transparency 2022-09-22 09:31:04 +09:00
bsp_turb.frag [vulkan] Implement BSP surface transparency 2022-09-22 09:31:04 +09:00
compose.frag [vulkan] Tweak the lighting to look a bit better 2021-03-20 19:15:06 +09:00
entity.h [vulkan] Use a buffer for entity transform and color data 2022-05-25 00:17:57 +09:00
fstriangle.vert [vulkan] Switch to full screen triangle instead of quad 2022-04-01 19:50:41 +09:00
glyph.vert [vullkan] Rework Draw implementation 2022-10-03 10:29:49 +09:00
glyph_color.frag [vullkan] Rework Draw implementation 2022-10-03 10:29:49 +09:00
glyph_coverage.frag [vullkan] Rework Draw implementation 2022-10-03 10:29:49 +09:00
iqm.frag [vulkan] Normalize iqm normals 2022-05-07 15:45:11 +09:00
iqm.vert [vulkan] Implement IQM animations 2022-05-08 14:21:40 +09:00
lighting.frag [vulkan] Resurrect the shadow map resource creation 2022-05-19 13:26:45 +09:00
line.frag [vullkan] Rework Draw implementation 2022-10-03 10:29:49 +09:00
line.vert [vullkan] Rework Draw implementation 2022-10-03 10:29:49 +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] Use a buffer for entity transform and color data 2022-05-25 00:17:57 +09:00
quakebsp.vert [vulkan] Implement BSP surface transparency 2022-09-22 09:31:04 +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