2 Commits

Author SHA1 Message Date
IntegratedQuantum
24a1fcdc69
Use world-space dithering as well as a better dither matrix to handle transparency in mipmapping/anisotropic filtering (#1641)
- [x] Prototype
- [x] Remove old code
- [x] ~~Apply this form of dithering to other shaders as well (item
drop)~~ → old dither looks better for items and display model
- [x] Can we finally remove the dither seed?
- [x] Check performance impact → it's slightly (insignificantly) faster
even
2025-06-26 20:14:54 +02:00
IntegratedQuantum
c04819c5af
Compile shaders in the CI, to validate that their syntax is correct (#1427)
* Move to glslang's convention for shader file suffix

* Update ci.yml

* Oops, a mistake in the shader, how could that happen?

* Does the command error on its own?

* Update ci.yml

* Revert "Oops, a mistake in the shader, how could that happen?"

This reverts commit 869c3323f3d3b5fa607b40e7847c389a12b01f33.

* Update ci.yml
2025-05-10 12:32:51 +02:00