..
debug_line.frag
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
debug_line.vert
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
mesh.frag
fix(render): shader reserved-word + defensive SkyRenderer dat reads
2026-04-19 11:00:34 +02:00
mesh.vert
feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
2026-04-19 10:39:48 +02:00
mesh_modern.frag
fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset)
2026-05-10 15:49:05 +02:00
mesh_modern.vert
fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset)
2026-05-10 15:49:05 +02:00
particle.frag
feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
2026-04-28 22:47:11 +02:00
particle.vert
feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
2026-04-28 22:47:11 +02:00
portal_stencil.frag
fix(render): Phase A8 — remove over-engineered shader guards (Task 4)
2026-05-26 07:55:15 +02:00
portal_stencil.vert
fix(render): Phase A8 — remove over-engineered shader guards (Task 4)
2026-05-26 07:55:15 +02:00
sky.frag
feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
2026-04-28 22:47:11 +02:00
sky.vert
feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
2026-04-28 22:47:11 +02:00
terrain_modern.frag
fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor
2026-05-09 12:53:21 +02:00
terrain_modern.vert
fix(render): #100 — render terrain 1 cm below physical Z (retail zFightTerrainAdjust)
2026-05-25 21:24:28 +02:00
ui_text.frag
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
ui_text.vert
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
wb_particle.frag
feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
2026-05-21 16:37:55 +02:00
wb_particle.vert
feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
2026-05-21 16:37:55 +02:00