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We start with GLSL, run it through glslc to SPIRV, and then convert it to Metal via spirv-cross. The source code is in the SPIRV file when disassembled along with the SPIRV assembly code underneath.…
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http://www.iddevnet.com/doom3/materials.php
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구현한다.
쉽게가자.
https://github.com/mattdesl/glsl-fxaa 참고
Jin02 updated
6 years ago
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In glsl it's possible to set the thread group / work group size for compute shaders via specialization constants. This allows an application to use different sizes depending e.g. on the hardware limit…
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I have a crate I wrote for myself to use across multiple projects for graphics that uses vulkano, however the shader macro will not run as the compiler cannot fund vulkano in the list of imported crat…
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### Godot version
4.1.1.stable, master [4714e9589]
### System information
Godot v4.2.dev (4714e9589) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Tue, 08 Aug 2023 22:13:48 +0000 - Wayland - Vulkan (Forw…
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Quoting @chriscraws:
>"The Skia API supports it, so it's mainly a question of how it should be exposed in GLSL and how the FragmentProgram API may change to support two variants of input SPIR-V - o…
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https://github.com/armory3d/armory/commit/c0a07a70f448756a5fde8cab48ac0b572738feee introduced a small issue: If `_EnvCol` is defined but `_Brdf` isn't, `envBRDF` does not exist in the following line:
…
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**To trigger:**
(ql:quickload :varjo)
**Works:**
Clozure Common Lisp Version 1.11.6 DarwinX8664
Clozure Common Lisp Version 1.12-dev (v1.12-dev.3-24-g1fd2a4b4) DarwinX8664
SBCL, ECL, ABCL
**F…