| .. |
|
basic_screen_vertex.glsl
|
SSAO, performance sucks and it flickers so tweaking is needed, also more material support
|
2026-09-01 03:33:26 +01:00 |
|
bloom_pass_frag.glsl
|
HDR, Bloom and SSR
|
2026-09-04 00:23:48 +01:00 |
|
forward_skybox_fragment.glsl
|
More Physics corrections and Forward Renderer physics
|
2026-07-06 13:03:42 +01:00 |
|
lighting_frag.glsl
|
what if minecraft ran on the GPU exclusively? glad you asked! because now it can
|
2026-09-15 20:49:24 +01:00 |
|
lighting_with_shadows_frag.glsl
|
HDR, Bloom and SSR
|
2026-09-04 00:23:48 +01:00 |
|
multi-sampled_post_process_frag.glsl
|
HDR, Bloom and SSR
|
2026-09-04 00:23:48 +01:00 |
|
packed_scene_individual_vertex.glsl
|
i did a little memory optimisation (19GB of VRAM -> 2.6GB of VRAM), lost some FPS in vertex rendering as a result but i'll figure it out
|
2026-09-16 20:38:37 +01:00 |
|
packed_scene_vertex.glsl
|
voxel texture mapping
|
2026-09-17 21:48:04 +01:00 |
|
post_process_frag.glsl
|
HDR, Bloom and SSR
|
2026-09-04 00:23:48 +01:00 |
|
scene_fragment.glsl
|
what if minecraft ran on the GPU exclusively? glad you asked! because now it can
|
2026-09-15 20:49:24 +01:00 |
|
scene_fragment_deferred.glsl
|
what if minecraft ran on the GPU exclusively? glad you asked! because now it can
|
2026-09-15 20:49:24 +01:00 |
|
scene_opaque_fragment.glsl
|
what if minecraft ran on the GPU exclusively? glad you asked! because now it can
|
2026-09-15 20:49:24 +01:00 |
|
scene_opaque_fragment_deferred.glsl
|
what if minecraft ran on the GPU exclusively? glad you asked! because now it can
|
2026-09-15 20:49:24 +01:00 |
|
scene_translucent_fragment.glsl
|
what if minecraft ran on the GPU exclusively? glad you asked! because now it can
|
2026-09-15 20:49:24 +01:00 |
|
scene_translucent_fragment_deferred.glsl
|
what if minecraft ran on the GPU exclusively? glad you asked! because now it can
|
2026-09-15 20:49:24 +01:00 |
|
scene_vertex.glsl
|
HDR, Bloom and SSR
|
2026-09-04 00:23:48 +01:00 |
|
screen_space_fog.glsl
|
SSAO, performance sucks and it flickers so tweaking is needed, also more material support
|
2026-09-01 03:33:26 +01:00 |
|
screen_space_reflection_frag.glsl
|
refactoring stuff
|
2026-09-15 11:38:44 +01:00 |
|
shadow_frag.glsl
|
refactoring stuff
|
2026-09-15 11:38:44 +01:00 |
|
shadow_geometry.glsl
|
OpenGL works again, Vulkan can be switched to, fixed most of the vulkan validation errors, better shadows, soft shadows, emissive lighting, and multiple different opacity rendering methods
|
2026-08-31 14:13:59 +01:00 |
|
shadow_vertex.glsl
|
Shadows, broke OpenGL, broke graphics settings, Exception raised when closing software
|
2026-08-30 01:06:23 +01:00 |
|
shadow_vertex_packed.glsl
|
i did a little memory optimisation (19GB of VRAM -> 2.6GB of VRAM), lost some FPS in vertex rendering as a result but i'll figure it out
|
2026-09-16 20:38:37 +01:00 |
|
skybox_fragment.glsl
|
refactoring stuff
|
2026-09-15 11:38:44 +01:00 |
|
skybox_vertex.glsl
|
OpenGL works again, Vulkan can be switched to, fixed most of the vulkan validation errors, better shadows, soft shadows, emissive lighting, and multiple different opacity rendering methods
|
2026-08-31 14:13:59 +01:00 |
|
ssao_blur_frag.glsl
|
HDR, Bloom and SSR
|
2026-09-04 00:23:48 +01:00 |
|
ssao_frag.glsl
|
HDR, Bloom and SSR
|
2026-09-04 00:23:48 +01:00 |
|
swap_frag.glsl
|
post processing, FXAA and MSAA 2x-8x
|
2026-06-11 16:16:41 +01:00 |
|
Terrain_vertex.glsl
|
Collision & Engine refactor
|
2026-06-30 16:02:08 +01:00 |
|
TerrainFragment.glsl
|
Collision & Engine refactor
|
2026-06-30 16:02:08 +01:00 |