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AstralTransRocketries/Cubyz
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mirror of https://github.com/PixelGuys/Cubyz.git synced 2025-09-21 18:34:30 -04:00
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Cubyz/assets/cubyz/shaders/chunks
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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
..
chunk_fragment.frag
Use world-space dithering as well as a better dither matrix to handle transparency in mipmapping/anisotropic filtering (#1641)
2025-06-26 20:14:54 +02:00
chunk_vertex.vert
Use world-space dithering as well as a better dither matrix to handle transparency in mipmapping/anisotropic filtering (#1641)
2025-06-26 20:14:54 +02:00
fillIndirectBuffer.comp
Compile shaders in the CI, to validate that their syntax is correct (#1427)
2025-05-10 12:32:51 +02:00
occlusionTestFragment.frag
Compile shaders in the CI, to validate that their syntax is correct (#1427)
2025-05-10 12:32:51 +02:00
occlusionTestVertex.vert
Compile shaders in the CI, to validate that their syntax is correct (#1427)
2025-05-10 12:32:51 +02:00
transparent_fragment.frag
Use world-space dithering as well as a better dither matrix to handle transparency in mipmapping/anisotropic filtering (#1641)
2025-06-26 20:14:54 +02:00
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