..
Makefile
Add a compute shader path, optimize GPU memory management, and switch from SDL
2020-04-30 13:33:29 -07:00
blit.fs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
blit.vs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
debug_solid.fs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
debug_solid.vs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
debug_texture.fs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
debug_texture.vs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
demo_ground.fs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
demo_ground.vs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
fill.cs.glsl
Use all four channels in the mask texture.
2020-05-05 13:11:37 -07:00
fill.fs.glsl
Use all four channels in the mask texture.
2020-05-05 13:11:37 -07:00
fill.inc.glsl
Use all four channels in the mask texture.
2020-05-05 13:11:37 -07:00
fill.vs.glsl
Use all four channels in the mask texture.
2020-05-05 13:11:37 -07:00
reproject.fs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
reproject.vs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
stencil.fs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
stencil.vs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
tile.fs.glsl
Use all four channels in the mask texture.
2020-05-05 13:11:37 -07:00
tile.vs.glsl
Use all four channels in the mask texture.
2020-05-05 13:11:37 -07:00
tile_clip.fs.glsl
Use all four channels in the mask texture.
2020-05-05 13:11:37 -07:00
tile_clip.vs.glsl
Implement the infrastructure needed to support multiple clip paths.
2020-04-21 18:25:20 -07:00
tile_copy.fs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00
tile_copy.vs.glsl
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
2020-03-27 14:53:00 -07:00