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voxelAOApplyCS.hlsl
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Fix HDR screenshot, reduce sun size, windowed 1080p by default
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2026-03-31 14:58:44 +02:00 |
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voxelAOBlurCS.hlsl
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Phase 6.3: RT ambient occlusion with bilateral blur
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2026-03-29 09:31:19 +02:00 |
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voxelBLASExtractCS.hlsl
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Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build
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2026-03-28 14:48:11 +01:00 |
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voxelCommon.hlsli
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Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping
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2026-03-29 15:00:12 +02:00 |
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voxelCullCS.hlsl
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Phase 2.3: GPU compute culling with frustum + backface cull
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2026-03-25 22:30:50 +01:00 |
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voxelMeshCS.hlsl
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Phase 5.1: Naive Surface Nets smooth rendering
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2026-03-27 13:03:55 +01:00 |
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voxelPS.hlsl
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Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization
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2026-03-29 19:46:25 +02:00 |
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voxelShadowCS.hlsl
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Phase 6.2: toping BLAS shadows + adaptive TMin + perf optimization
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2026-03-30 13:58:57 +02:00 |
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voxelSmoothCentroidCS.hlsl
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Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets
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2026-03-27 22:30:43 +01:00 |
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voxelSmoothCS.hlsl
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Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets
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2026-03-27 22:30:43 +01:00 |
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voxelSmoothPS.hlsl
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Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping
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2026-03-29 15:00:12 +02:00 |
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voxelSmoothVS.hlsl
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Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene
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2026-03-27 14:21:35 +01:00 |
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voxelTopingBLASCS.hlsl
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Refactor: remove dead CPU/MDI paths, GPU BLAS compute, 30Hz animation
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2026-03-31 01:43:53 +02:00 |
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voxelTopingPS.hlsl
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Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization
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2026-03-29 19:46:25 +02:00 |
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voxelTopingVS.hlsl
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fixes after Improving perfs
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2026-03-31 08:53:37 +02:00 |
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voxelVS.hlsl
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Phase 3: PS-based texture blending with winner-takes-all heightmap
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2026-03-26 12:14:08 +01:00 |