quakeforge/libs/video/renderer/vulkan/shader
Bill Currie 93d860472d [vulkan] Use the same fragment shader for alias and iqm
In a quake context, I suspect iqm models should use the same skin
concepts as alias models. I'll probably be proven wrong, but it should
make things nicer for now, especially with forward lighting. However,
Mr Fixit is too bright because the skin isn't set up correctly.

Deferred is getting more and more smashed, but I'll fix that up when
I've got forward "done".
2024-01-20 09:44:29 +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] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
alias_shadow.vert [vulkan] Add a level of indirection to shadow matrices 2023-12-17 18:45:02 +09:00
bsp_depth.vert [vulkan] Implement mouse-picking for light entities 2023-08-07 17:47:49 +09:00
bsp_gbuf.frag [vulkan] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
bsp_gbuf.geom [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
bsp_gbuf.vert [vulkan] Implement mouse-picking for light entities 2023-08-07 17:47:49 +09:00
bsp_shadow.vert [vulkan] Add a level of indirection to shadow matrices 2023-12-17 18:45:02 +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] Clamp composed values to >= 0 2023-07-22 00:43:05 +09:00
compose_fwd.frag [vulkan] Implement forward translucent pipelines 2024-01-20 09:44:29 +09:00
debug.frag [vulkan] Add debug displays for lights and bsp 2023-07-13 14:22:31 +09:00
entid.frag [vulkan] Implement mouse-picking for light entities 2023-08-07 17:47:49 +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
gridplane.frag [vulkan] Add infinite plane rendering 2023-07-21 11:59:25 +09:00
infplane.finc [vulkan] Add infinite plane rendering 2023-07-21 11:59:25 +09:00
iqm.frag [vulkan] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
iqm.vert [vulkan] Use the same fragment shader for alias and iqm 2024-01-20 09:44:29 +09:00
iqm_fwd.frag [vulkan] Clean up some bitrot int the forward renderer 2023-07-30 13:47:47 +09:00
iqm_shadow.vert [vulkan] Use the same fragment shader for alias and iqm 2024-01-20 09:44:29 +09:00
light_debug.frag [vulkan] Add debug lines for light splats 2023-06-28 11:47:26 +09:00
light_entid.vert [vulkan] Move light radius calcs to the CPU 2023-12-17 18:45:02 +09:00
light_flat.vert [vulkan] Rework lighting to use splats 2023-06-28 01:01:56 +09:00
light_oit.frag [vulkan] Use OIT to visualize the light hulls 2023-12-17 18:45:02 +09:00
light_splat.frag [vulkan] Hook up all the shadow resources 2023-08-01 23:34:08 +09:00
light_splat.vert [vulkan] Handle spotlights pointing -X 2023-12-19 17:56:13 +09:00
lighting.h [vulkan] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
lighting_cascade.frag [vulkan] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
lighting_cube.frag [vulkan] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
lighting_main.finc [vulkan] Increase matrix id bits 2023-12-17 18:45:02 +09:00
lighting_none.frag [vulkan] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
lighting_plane.frag [vulkan] Implement direction shadow lighting 2023-08-14 02:41:38 +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] Add partial support for cube maps to OIT 2023-02-14 13:24:47 +09:00
oit_blend.finc [vulkan] Correct OIT sorting 2023-08-04 14:51:49 +09:00
oit_store.finc [vulkan] Add partial support for cube maps to OIT 2023-02-14 13:24:47 +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
qskin_fwd.frag [vulkan] Use the same fragment shader for alias and iqm 2024-01-20 09:44:29 +09:00
quakebsp.frag [vulkan] Upload lightmap data to the gpu and use it 2024-01-19 15:45:04 +09:00
quakebsp.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
slice.vert [vulkan] Drop the id buffer for now 2023-06-30 12:19:46 +09:00
sprite.frag [vulkan] Get the forward renderer passing validation 2023-07-02 19:58:56 +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] Implement direction shadow lighting 2023-08-14 02:41:38 +09:00
sprite_gbuf.vert [vulkan] Adapt the shaders for multi-view 2023-02-14 13:24:47 +09:00
twod.frag [vulkan] Drop the id buffer for now 2023-06-30 12:19:46 +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