Christoph Oelckers
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ce50b0e46b
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- read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
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2018-06-13 17:44:49 +02:00 |
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Christoph Oelckers
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ad7aaa8f2a
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- 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.
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2018-06-12 23:52:33 +02:00 |
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Magnus Norddahl
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48f753061a
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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
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Christopher Bruns
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779e6acb7b
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Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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2016-10-09 13:05:50 -04:00 |
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Christopher Bruns
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0240cdef18
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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.
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2016-10-02 16:10:58 -04:00 |
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Christopher Bruns
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fcbf9342d6
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Compute row location using gl_FragCoord.
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2016-10-02 16:10:39 -04:00 |
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Christopher Bruns
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460b653709
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Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
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2016-10-02 16:10:21 -04:00 |
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