pathfinder/shaders
Patrick Walton 13ae83d6c5 Combine the Z-buffer and fill indirect draw params buffers to reduce the number
of SSBO bindings.

Apparently Mesa RadeonSI drivers have a limit of 8 SSBOs.

Closes #373.
2020-07-02 11:57:45 -07:00
..
d3d9 Rename the existing renderer to `d3d9` in preparation for the D3D11 branch 2020-06-23 13:10:05 -07:00
d3d11 Combine the Z-buffer and fill indirect draw params buffers to reduce the number 2020-07-02 11:57:45 -07:00
debug Update the debug UI 2020-06-23 13:15:59 -07:00
Makefile Update the debug UI 2020-06-23 13:15:59 -07:00
blit.fs.glsl Rework the blit shader 2020-06-23 13:15:59 -07:00
blit.vs.glsl Rework the blit shader 2020-06-23 13:15:59 -07:00
clear.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
clear.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
demo_ground.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
demo_ground.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
fill_area.inc.glsl Add a new compute-based D3D11 backend 2020-06-23 13:10:06 -07:00
reproject.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
reproject.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
stencil.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
stencil.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
tile_fragment.inc.glsl Rename the existing renderer to `d3d9` in preparation for the D3D11 branch 2020-06-23 13:10:05 -07:00
tile_vertex.inc.glsl Rename the existing renderer to `d3d9` in preparation for the D3D11 branch 2020-06-23 13:10:05 -07:00