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Currently we have one example showing how to write a vertex shader, and that example is for 2d meshes. Most custom shader examples only define a fragment shader, and use the default vertex shader. I'd…
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### Describe the project you are working on
**VFX, Visual Shaders** _(e.g. Canvas, Spatial, Particles)._
### Describe the problem or limitation you are having in your project
Switching between **sh…
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- [x] AABB-based composition and blend
- [x] decompose blend, masked blend and composition shaders: single shader per blend and composition method
- [ ] global vertex buffer instead of individual ver…
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I have a file with multiple vertex shaders, like this:
``` wgsl
struct VertexInput {
@location(0) position: vec3f,
};
struct InstanceInput {
@location(1) position: vec3f,
};
@verte…
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This covers parameter handling for entry points along with semantics and
inter-stage signature construction.
## Milestones
### Compile a runnable shader from clang (#7)
* [x] Support `SV_GroupIndex…
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I can currently transpile GLSL to SPIR-V at runtime via:
``` rust
let vs_spirv = glsl_to_spirv::compile(SHADER_VERTEX, ShaderType::Vertex)
.expect("failed to transpile the vertex shader")…
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Please add support for custom vertex shaders in addition to pixel shaders. A pipeline of visual effects based on vertex and pixel shaders can produce the amazing results.
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I'm working on a tile based terrain system in XNA/FNA and I've implemented directional and point lights for it.
I have my light parameters in my effect file defined as such:
```hlsl
#define MAXLIG…
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### Minetest version
```true
Minetest 5.10.0-dev-7968ab692 (Linux)
Using LuaJIT 2.1.1723675123
Built by GCC 14.2
Running on Linux/6.10.6 x86_64
BUILD_TYPE=Release
RUN_IN_PLACE=0
USE_CURL=1
…
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Hi, I'm using a texture array for my [voxel game](https://github.com/Inspirateur/riverbed) and I badly need mipmaps because Moiré makes distant terrain look like marbled cake.
I tried looking into…