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5434ce546b
See https://github.com/gfx-rs/wgpu/issues/4915 Also: * Remove unused vert-out frag-in variables from shaders (naga doesn't like this probably because they are optimized out on the fragment side). This restriction from naga may be relaxed in the future see https://github.com/gfx-rs/wgpu/issues/3748. * Enable OptimizationLevel::Performance for shaderc by default * Add a environment variable VOXYGEN_SHADERC_OPTS for disabling this (e.g. to test if it actually makes a difference on any platform). (TODO: testing might be easier if there was a way to do toggle it without restarting...) |
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.. | ||
antialias | ||
fluid-frag | ||
include | ||
test | ||
blit-frag.glsl | ||
blit-vert.glsl | ||
clouds-frag.glsl | ||
clouds-vert.glsl | ||
debug-frag.glsl | ||
debug-vert.glsl | ||
dual-downsample-filtered-frag.glsl | ||
dual-downsample-frag.glsl | ||
dual-upsample-frag.glsl | ||
figure-frag.glsl | ||
figure-vert.glsl | ||
fluid-vert.glsl | ||
light-shadows-debug-vert.glsl | ||
light-shadows-directed-vert.glsl | ||
light-shadows-figure-vert.glsl | ||
light-shadows-frag.glsl | ||
light-shadows-geom.glsl | ||
light-shadows-vert.glsl | ||
lod-object-frag.glsl | ||
lod-object-vert.glsl | ||
lod-terrain-frag.glsl | ||
lod-terrain-vert.glsl | ||
particle-frag.glsl | ||
particle-vert.glsl | ||
player-shadow-frag.glsl | ||
point-light-shadows-vert.glsl | ||
postprocess-frag.glsl | ||
postprocess-vert.glsl | ||
premultiply-alpha-frag.glsl | ||
premultiply-alpha-vert.glsl | ||
rain-occlusion-directed-vert.glsl | ||
rain-occlusion-figure-vert.glsl | ||
rope-frag.glsl | ||
rope-vert.glsl | ||
skybox-frag.glsl | ||
skybox-vert.glsl | ||
sprite-frag.glsl | ||
sprite-vert.glsl | ||
terrain-frag.glsl | ||
terrain-vert.glsl | ||
trail-frag.glsl | ||
trail-vert.glsl | ||
ui-frag.glsl | ||
ui-vert.glsl |