Commit graph

7 commits

Author SHA1 Message Date
Christoph Oelckers
ce50b0e46b - read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers
ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00
Magnus Norddahl
48f753061a - uniform buffers for the present and shadowmap shaders 2018-06-11 21:42:09 +02:00
Christopher Bruns
779e6acb7b Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
Christopher Bruns
0240cdef18 Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window. 2016-10-02 16:10:58 -04:00
Christopher Bruns
fcbf9342d6 Compute row location using gl_FragCoord. 2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709 Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode. 2016-10-02 16:10:21 -04:00