quakeforge/libs/video/renderer/vulkan/shader
Bill Currie 4cb120e878 [vulkan] Implement most of the changes for cube rendering
There are some missing parts from this commit as these are the fairly
clean changes. Missing is building a separate set of pipelines for the
new render pass (might be able to get away from that), OIT heads texture
is flat rather than an array, view matrices aren't set up, and the
fisheye renderer isn't hooked up to the output pass (code exists but is
messy). However, with the missing parts included, testing shows things
mostly working: the cube map is rendered correctly even though it's not
displayed correctly (incorrect view). This has definitely proven to be a
good test for Vulkan's multiview feature (very nice).
2023-02-14 13:24:47 +09:00
..
alias.frag [vulkan] Move the shaders into their own directory 2021-02-10 17:43:11 +09:00
alias.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
alias_depth.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +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] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
bsp_gbuf.frag [vulkan] Implement order implement transparency 2022-12-01 03:00:47 +09:00
bsp_gbuf.geom [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
bsp_gbuf.vert [vulkan] Move matrices uniform def to a header file 2022-11-21 20:02:18 +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 most of the changes for cube rendering 2023-02-14 13:24:47 +09:00
bsp_turb.frag [vulkan] Implement most of the changes for cube rendering 2023-02-14 13:24:47 +09:00
compose.frag [vulkan] Implement most of the changes for cube rendering 2023-02-14 13:24:47 +09:00
entity.h [vulkan] Use a buffer for entity transform and color data 2022-05-25 00:17:57 +09:00
fisheye.frag [vulkan] Implement most of the changes for cube rendering 2023-02-14 13:24:47 +09:00
fstriangle.vert [vulkan] Switch to full screen triangle instead of quad 2022-04-01 19:50:41 +09:00
fstrianglest.vert [vulkan] Create a water warp output pipeline 2022-11-27 12:48:51 +09:00
iqm.frag [vulkan] Normalize iqm normals 2022-05-07 15:45:11 +09:00
iqm.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +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 [vulkan] Get line rendering working again 2023-01-19 21:29:39 +09:00
matrices.h [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
oit.h [vulkan] Implement order implement transparency 2022-12-01 03:00:47 +09:00
oit_blend.finc [vulkan] Move oit blending into compose subpass 2022-12-01 23:03:55 +09:00
oit_store.finc [vulkan] Implement order implement transparency 2022-12-01 03:00:47 +09:00
output.frag [vulkan] Add a module to handle output 2022-11-22 17:47:36 +09:00
particle.frag [vulkan] Implement most of the changes for cube rendering 2023-02-14 13:24:47 +09:00
particle.geom [vulkan] Use matrices header in geometry shaders 2023-02-14 13:24:47 +09:00
particle.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
partphysics.comp [vulkan] Fix particle local and dispatch sizes 2022-11-28 11:09:20 +09:00
partupdate.comp [vulkan] Get particle compute pipelines running 2022-11-28 00:52:07 +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] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
shadow.geom [vulkan] Start work on shadows 2021-04-24 10:40:39 +09:00
slice.vert [vulkan] Use slice pipeline for glyphs 2023-01-05 16:34:01 +09:00
sprite_depth.frag [vulkan] Abandon bindless rendering 2021-12-24 06:45:13 +09:00
sprite_depth.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
sprite_gbuf.frag [vulkan] Use correct input assembly for sprite depth 2022-12-23 12:47:28 +09:00
sprite_gbuf.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
twod.frag [vulkan] Move matrices into per-frame buffers 2021-12-24 06:45:13 +09:00
twod.vert [vulkan] Move matrices uniform def to a header file 2022-11-21 20:02:18 +09:00
twod_depth.frag [vulkan] Do a depth pass for 2d objects 2022-11-21 02:29:03 +09:00
waterwarp.frag [vulkan] Create a water warp output pipeline 2022-11-27 12:48:51 +09:00