Alexander Rose
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3cb9d10126
fix shader tests & cleanup shader code
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%!s(int64=3) %!d(string=hai) anos |
Alexander Rose
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55de0aba69
fix point repr & shader
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%!s(int64=3) %!d(string=hai) anos |
Alexander Rose
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c62f19623c
add optional marking pass
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%!s(int64=3) %!d(string=hai) anos |
Alexander Rose
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6c5224f33e
new linting rules
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%!s(int64=4) %!d(string=hai) anos |
Alexander Rose
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1117ce05d5
improved picking alpha and fog shader code
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%!s(int64=4) %!d(string=hai) anos |
Alexander Rose
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b174fbf0c6
postprocessing tweaks and fixes/improvements
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%!s(int64=4) %!d(string=hai) anos |
AronKovacs
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4d86c9e0ae
renaming and bug fixes
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%!s(int64=4) %!d(string=hai) anos |
Aron Kovacs
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a75dc11427
WBOIT init
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%!s(int64=4) %!d(string=hai) anos |
Alexander Rose
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4d7a128528
clip object support for non mesh geometries
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%!s(int64=5) %!d(string=hai) anos |
Alexander Rose
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70bd035898
shader refactoring
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%!s(int64=5) %!d(string=hai) anos |
David Sehnal
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fb0634a0f4
added semicolons to linting rules
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%!s(int64=5) %!d(string=hai) anos |
Alexander Rose
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63823698c7
take fog into account for picking visibility
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%!s(int64=5) %!d(string=hai) anos |
Alexander Rose
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2c5be409cc
depth render pass, clear related fixes
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%!s(int64=6) %!d(string=hai) anos |
Alexander Rose
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d41c630be5
refactored shaders as ts files for simpler builds
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%!s(int64=6) %!d(string=hai) anos |