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When building from source, shaders aren't visible to greetd-mini-wl-greeter, so executing it from anywhere other than the directory including the shaders leads to a crash with the following error:
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this is partially already documented in conjur repo , but might be a bit highlevel for someone interested in writing their first shader, it should include:
- how to set up a shader deving environme…
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### Describe the project you are working on
I am building a number of custom shaders.
### Describe the problem or limitation you are having in your project
_(I tried to find this as I was sure I'd …
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I've [forked](https://github.com/Chatanga/GPipe-Core) GPipe-Core to support geometry shaders. It works, but it's quite experimental and I'm still thriving to get a clear picture of GPipe's internals. …
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From this test: https://github.com/PeterLemon/N64/blob/105fd6cfc3f863f0a128802a20ee1137907ba78e/RDP/16BPP/Triangle/ShadeTriangle320x240/Cycle1ShadeTriangle16BPP320X240.asm
You'll find this line: Sh…
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Hello @MasatoMakino ! First off, I'd like to start off by saying EXCELLENT job on this demo! Keep up the GREAT work!
Secondly, can you please add a 3D terrain splatmap shader that allows for 256 co…
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When you load the vertex and fragment shader you try to [delete](https://github.com/TheCherno/Sparky/blob/master/Sparky-core/src/graphics/shader.cpp#L65) them but they never(Until you close the window…
ghost updated
8 years ago
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1) Change shader class to GLSL shader
2) Create a superclass for GLSL/CG shaders
3) Create CG shader class
(DONE) 4) Implement shaders in Material
5) Test shaders
6) Document
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I know it was mentioned at some point by somebody (probably @FlyingJester) that shaders weren't part of the standard in order to keep them an optional feature and let the engine implement it as the de…
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Surface shaders are more of a legacy API, we should instead use a custom fragment shader implementing a physically based BSDF.
This would allow implementing custom lighting effects with ease, such …