..
spv
fix #427 : sky drawn without fog like retail; world fog range is the keyframe's authored MinWorldFog/MaxWorldFog
2026-08-23 13:42:42 +02:00
atmospheric_bloom_blur.frag
feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3)
2026-08-22 23:10:57 +02:00
atmospheric_bloom_blur.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
atmospheric_bloom_downsample.frag
feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3)
2026-08-22 23:10:57 +02:00
atmospheric_bloom_downsample.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
atmospheric_common.glsl
feat(render): shader ABI v2 - AtmosphericFrame gains clock/wind blocks; caster pass binds it (Campaign VM VM6a)
2026-08-23 00:30:02 +02:00
atmospheric_filmic.frag
fix(render): VM3 review fixes - pin the filmic decodes, re-derive vignette for linear, name the authored sun colour
2026-08-22 23:40:48 +02:00
atmospheric_filmic.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
atmospheric_sun_occlusion.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
atmospheric_sun_occlusion.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
atmospheric_sun_rays.frag
feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3)
2026-08-22 23:10:57 +02:00
atmospheric_sun_rays.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
atmospheric_volumetric.frag
feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3)
2026-08-22 23:10:57 +02:00
atmospheric_volumetric.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
debug_line.frag
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
debug_line.vert
feat(render): put the retained UI and debug lines on both backends
2026-07-28 08:51:32 +02:00
directional_shadow_common.glsl
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_receiver.glsl
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_terrain.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_terrain.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_terrain_multiview.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_terrain_multiview.vert
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_world_cutout.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_world_cutout.vert
feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b)
2026-08-23 00:56:34 +02:00
directional_shadow_world_cutout_multiview.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_world_cutout_multiview.vert
feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b)
2026-08-23 00:56:34 +02:00
directional_shadow_world_opaque.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_world_opaque.vert
feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b)
2026-08-23 00:56:34 +02:00
directional_shadow_world_opaque_multiview.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
directional_shadow_world_opaque_multiview.vert
feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b)
2026-08-23 00:56:34 +02:00
foliage_wind.glsl
fix(render): production packed classifier carries the foliage flags; deferred-alpha replay keeps them (Campaign VM VM6 review 2)
2026-08-23 02:28:17 +02:00
mesh_atmospheric.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
mesh_atmospheric.vert
test(render): foliage-wind receiver fallback guard asserts branch shape; cascade-0 publish covered (Campaign VM VM6 review 5 nits)
2026-08-23 04:19:05 +02:00
mesh_detail.frag
fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes
2026-08-22 22:39:58 +02:00
mesh_detail.vert
fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes
2026-08-22 22:39:58 +02:00
mesh_modern.frag
feat(render): V6e — move the world mesh's texture lookup to where Vulkan can express it
2026-07-28 09:21:22 +02:00
mesh_modern.vert
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
particle.frag
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
particle.vert
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
particle_mesh.frag
feat(render): V6e — both particle shaders cross the dialect
2026-07-28 09:26:13 +02:00
particle_mesh.vert
fix(ui): restore radar, retail wield switching, and protection meshes
2026-07-14 20:52:45 +02:00
portal_depth.frag
feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan
2026-07-28 17:36:45 +02:00
portal_depth.vert
feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan
2026-07-28 17:36:45 +02:00
sky.frag
fix #427 : sky drawn without fog like retail; world fog range is the keyframe's authored MinWorldFog/MaxWorldFog
2026-08-23 13:42:42 +02:00
sky.vert
feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot
2026-07-28 09:54:13 +02:00
terrain_atmospheric.frag
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
terrain_atmospheric.vert
test(render): foliage-wind receiver fallback guard asserts branch shape; cascade-0 publish covered (Campaign VM VM6 review 5 nits)
2026-08-23 04:19:05 +02:00
terrain_modern.frag
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
terrain_modern.vert
fix(render): Campaign V slice V6i-2 commit 1 — the terrain clip block reaches set 1
2026-07-28 13:31:13 +02:00
ui_text.frag
feat(render): put the retained UI and debug lines on both backends
2026-07-28 08:51:32 +02:00
ui_text.vert
feat(render): put the retained UI and debug lines on both backends
2026-07-28 08:51:32 +02:00
vk_probe.frag
feat(render): Campaign V slice V6c - SPIR-V, pipelines, passes, and a Vulkan frame that draws
2026-07-28 08:17:24 +02:00
vk_probe.vert
feat(render): Campaign V slice V6c - SPIR-V, pipelines, passes, and a Vulkan frame that draws
2026-07-28 08:17:24 +02:00