Chris Forbes
a05d90c221
Recompile shaders with more modern glslang
...
The SPIRV previously checked in had various issues -- most commonly, it
would use the VertexId and InstanceId builtins rather than the
replacmenet VertexIndex and InstanceIndex builtins required by Vulkan.
2019-09-06 09:59:45 +01:00
saschawillems
1f3cb12bd3
Removed GL_ARB_separate_shader_objects and GL_ARB_shading_language_420pack extensions from all shaders
2018-11-19 22:05:47 +01:00
saschawillems
648339bbe6
Removed gl_PerVertex overrides
...
Fixes #509
2018-10-20 18:00:32 +02:00
saschawillems
f1a7e66de1
Removed fragment shader from shadow map generation pipeline
2018-09-16 21:39:31 +02:00
saschawillems
04fdd16076
Enable device features, validation fixes
2016-12-25 12:51:46 +01:00
saschawillems
7f687570d4
Added debug display for light source depth maps and shadow toggle
2016-07-17 18:34:52 +02:00
saschawillems
94d8f7b94a
Correct specular highlights, light colors
2016-07-17 15:14:52 +02:00
saschawillems
f3a86c292c
Updated deferred shadows example to use new framebuffer class
2016-07-16 23:27:39 +02:00
saschawillems
3339279825
Use scene albedo in final scene composition
2016-07-16 11:54:54 +02:00
saschawillems
a89aebd381
Added shaders for deferred shadow example
2016-07-14 23:44:08 +02:00