saschawillems
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a376f2d695
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Clamp particle size (Fixes #256)
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2016-12-10 12:04:41 +01:00 |
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saschawillems
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8a22dd4c68
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Changed global and local compute work group sizes (Fixes #251)
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2016-11-29 20:45:38 +01:00 |
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saschawillems
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8db5b0868f
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Scale point size to match camera distance, base point size on particle mass
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2016-11-26 14:43:24 +01:00 |
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saschawillems
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2674c7c404
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Added compute shader n-body particle simulation demonstrating the use of shared compute shader memory
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2016-11-26 13:52:22 +01:00 |
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saschawillems
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3983cbd732
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Set SSAO shader constants via specialization
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2016-11-01 15:39:54 +01:00 |
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saschawillems
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1713a968d4
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Removed unused vertex shader input location
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2016-11-01 13:45:46 +01:00 |
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saschawillems
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1359058d24
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Skeletal animation example shaders, code cleanup, etc.
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2016-10-30 18:13:49 +01:00 |
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saschawillems
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54ddca7c08
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Added Android build files and seettings for SSAO example
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2016-10-30 13:49:30 +01:00 |
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saschawillems
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06369fc72e
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Added lighting to SSAO example. small changes and fixes
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2016-10-29 13:18:20 +02:00 |
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saschawillems
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9212a9e3cb
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Added SSAO example (wip)
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2016-10-28 21:16:21 +02:00 |
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saschawillems
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298f7a9415
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Use heightmap class
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2016-10-20 21:30:37 +02:00 |
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saschawillems
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66682abe8c
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Sub pass G-Buffer compositing example (wip)
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2016-10-14 20:35:41 +02:00 |
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saschawillems
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10b3d0b53c
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Removed unused instance and vertex attributes
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2016-10-10 20:45:54 +02:00 |
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saschawillems
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6a0340ff21
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Compute shader frustum culling and lod selection example (wip)
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2016-10-08 16:50:09 +02:00 |
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saschawillems
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ab792d6a3d
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Use sparse texture clamp to find first populated mip level for texels
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2016-10-01 13:54:50 +02:00 |
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saschawillems
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116952bec8
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Started work on MSAA with deferred rendering example
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2016-09-28 20:54:45 +02:00 |
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saschawillems
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e224b300b6
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Updated SPIR-V shader binaries
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2016-09-21 19:48:45 +02:00 |
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Sascha Willems
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24d87cdd78
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Merge pull request #237 from Ekzuzy/multithreading
Added missing usages in buffers used as a source of data copy.
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2016-09-21 19:36:22 +02:00 |
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plapins
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e57722d7f1
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Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file.
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2016-09-21 14:53:41 +02:00 |
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plapins
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2a5f654750
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Fixed bug with a variable consumed by fragment shader not being assigned in a vertex shader. Updated spv file. Added bat file for automatic SPIR-V generation.
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2016-09-21 14:38:58 +02:00 |
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saschawillems
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18b7a52ece
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Randomly fill virtual pages, check if sparse residency for 2D images is supported
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2016-09-17 19:08:27 +02:00 |
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saschawillems
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9ce827b3f3
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Fixed flipped reflection and skybox on x-axis, enable anisotropy (Fixes #232)
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2016-09-17 10:31:04 +02:00 |
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saschawillems
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7a118b84b5
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Use 6 sided tunnel for better visualization of different texture filters
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2016-09-13 20:55:20 +02:00 |
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saschawillems
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385b760770
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Opaque sparse memory bindings for mip tails
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2016-09-12 19:53:39 +02:00 |
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saschawillems
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8f2ea86e11
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Started work on sparsely bound partially resident texture example
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2016-09-11 18:42:30 +02:00 |
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saschawillems
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56e35390df
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Added 3D texture example (using perlin noise for runtime texture generation)
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2016-09-08 22:27:45 +02:00 |
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saschawillems
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7929b1c3e6
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Specular
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2016-09-04 14:19:27 +02:00 |
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saschawillems
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7ace541544
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Better texture for demonstrating mip maps
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2016-09-03 22:31:12 +02:00 |
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saschawillems
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5e3b0f4b75
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Compute raytracing basic camera movement
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2016-09-02 20:13:12 +02:00 |
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saschawillems
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26c39e9c67
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Fixed shadow back projections
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2016-09-02 14:53:44 +02:00 |
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saschawillems
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eaf76fd6e7
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Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc.
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2016-09-01 22:55:57 +02:00 |
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saschawillems
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5dd928b7f4
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(flat) int for samplerindex
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2016-08-30 20:45:23 +02:00 |
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saschawillems
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6c3a597002
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New texture and small changes for runtime mip map generation example
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2016-08-27 14:03:13 +02:00 |
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saschawillems
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a104110b30
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Refactored compute ray tracing example, use dedicated graphics queue if available
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2016-08-20 12:02:02 +02:00 |
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saschawillems
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62cc1faf33
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Split model and view matrix for clarity, destroy Vulkan resources
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2016-08-18 18:52:50 +02:00 |
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saschawillems
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dad0a4d661
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Use mip mapping sampler by default, rotate tunnel when not paused
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2016-08-15 16:25:54 +02:00 |
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saschawillems
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2758c47b86
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Added runtime mip map generation examples (wip) (refs #178)
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2016-08-15 15:17:01 +02:00 |
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saschawillems
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0f9077aae6
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Simplified fullscreen triangle shader
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2016-08-13 23:57:40 +02:00 |
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saschawillems
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f432393f3c
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Simplified fullscreen triangle shader
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2016-08-13 23:56:57 +02:00 |
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saschawillems
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130e1d5262
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Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming
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2016-08-13 22:08:13 +02:00 |
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saschawillems
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e74e37cc16
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Color gradient ramp for glowing parts of the mesh
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2016-08-13 16:37:53 +02:00 |
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saschawillems
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cb5bd093ec
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Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass
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2016-08-13 15:41:36 +02:00 |
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saschawillems
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f6cd788725
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Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass
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2016-08-13 12:50:51 +02:00 |
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saschawillems
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444c4b9c24
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Updated (multi) indirect draw example
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2016-08-01 21:43:47 +02:00 |
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saschawillems
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be68bc0a5a
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Python script for compiling example shaders
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2016-08-01 18:38:02 +02:00 |
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saschawillems
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cff9eb6b30
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Added shaders and testmeshes for indirect drawing example
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2016-07-28 23:10:10 +02:00 |
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saschawillems
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8503e4a562
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Added mips
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2016-07-23 17:45:49 +02:00 |
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saschawillems
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7f687570d4
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Added debug display for light source depth maps and shadow toggle
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2016-07-17 18:34:52 +02:00 |
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saschawillems
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94d8f7b94a
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Correct specular highlights, light colors
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2016-07-17 15:14:52 +02:00 |
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saschawillems
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f3a86c292c
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Updated deferred shadows example to use new framebuffer class
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2016-07-16 23:27:39 +02:00 |
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