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## Description
I'd like to be able to generate geometry data (vertices, normals, primitives index sets, whatever) direclty on the GPU through compute shaders, and render it through automatically gene…
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I've been trying to use the vulkan backend on linux (without embedding kernels). During the spirv blob generation I get link errors for most of the GLSL kernels; the only one which doesn't fail is bvh…
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### Description
Can we consider adding a `PointerNode`, similar to `ScreenNode`, to make a pointer node accessible in both compute and render shaders?
This could simplify and optimize pointer-ba…
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Shader options does not check xxx_x.csh (in my case, composite_a.csh), which means if some options only exist in these compute shaders, they will be treated as invalid options, and does not appear in …
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Filing this for ... the future :)
At some point I'll want to start dipping my toe into compute shaders so I can convert the remaining CPU-based effects in Paint.NET over to the GPU. These effects …
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...or at least support compute shaders as an alternative...
...because (a) it'll work on Metal / Mac, and (b) the [performance of geometry shaders sucks](http://www.joshbarczak.com/blog/?p=667)
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jeske updated
5 years ago
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In Vulkan, all pipelines require corresponding SPIR-V (intermediate) binaries.
We write (a lot of) GLSL (`.comp`) and compile them to SPIR-V (`.spv`) during build.
As far as I know, GLSL doesn't h…
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### Describe the project you are working on
Writing shaders.
Writing godot docs.
Teaching godot shaders in community channels.
### Describe the problem or limitation you are having in your pro…
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In shadowcomp compute shaders, `workGroups` is relative to the main render resolution you'd typically expect in for example `deferred.csh`, rather than the render resolution for the corresponding shad…
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Is there any chance to add support for OpenGL ES 3.1 compute shaders?
Best regards,
MroowaZ