-
Based on the vertex structure used,
```
struct ImDrawVert
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
};
```
I assume that `col` represents a color in sRGB color space (i.e. not…
-
```
I like the looks of this library, and it nicely solves some of the problems
inherent in using GL's shader API. Unfortunately, it can't solve some of the
problems we have in our current project,…
-
## Summary
I added a `mat2` uniform to my vertex shader. I assigned it an identity matrix so I was surprised when my mesh stopped displaying. I replaced the uniform by the literal identity `mat2(vec2…
-
```
I like the looks of this library, and it nicely solves some of the problems
inherent in using GL's shader API. Unfortunately, it can't solve some of the
problems we have in our current project,…
-
In my horror game, TAA and FSR allow you to see enemy movements through walls, which is undesirable. Is there any way to fix this?
Example:
https://github.com/user-attachments/assets/e13092c1-5a2c…
-
It's really common to see things like like `v.xz = float2(0, 1);` in shaders. We should try to find a way for this to work.
-
The lack of support for additive blending has been discussed on the main glTF repo:
https://github.com/KhronosGroup/glTF/issues/1189
and in the broader context of blending modes here:
https:/…
-
Possible effects:
- turn down/up saturation
- turn down/up hue
- overlay a semi-transparent black or white (other possible solution to address change in colors) -> this can be done by ambient light…
-
Hello,
Thank you for this amazing library, it looks and performs wonderfully. The integration was fairly straight forward for this amount of complexity. I just had a few minor clarifications I'd li…
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clang --driver-mode=dxc -Tlib_6_3 shader.hlsl -fcgl will get error.
```
error: '-S' action ignored; '-emit-llvm' action specified previously.
```