Commit graph

12 commits

Author SHA1 Message Date
Twinaphex 7155843594
Create reinder-wolfenstein3d.slang 2018-02-23 17:07:10 +01:00
Twinaphex 812cf9175f
Create hlorenzi-mariobros.slang 2018-02-23 16:56:40 +01:00
Twinaphex 70b920b9f9
Create hlorenzi-zelda.slang 2018-02-23 16:56:16 +01:00
Twinaphex 142429a850
Create shane-quasi-infinite-zoom-voronoi.slang 2018-02-23 16:36:46 +01:00
rz5 417f24a968 Update mudlord-emeraldenvy4.slang 2016-09-28 22:29:47 +01:00
rz5 b29741ca06 Update mudlord-emeraldenvy4.slang 2016-09-28 22:18:46 +01:00
rz5 675de2b5c2 Update mudlord-emeraldenvy4.slang 2016-09-28 22:16:51 +01:00
rz5 0edde43422 Update mudlord-emeraldenvy4.slang 2016-09-28 22:12:43 +01:00
mudlord 915132eb93 Added 2 more example raymarch shaders. 2016-07-29 16:10:55 +10:00
mudlord 72aee76479 Ported a tunnel shader that describes how to render a tunnel procedurally. 2016-07-29 15:04:42 +10:00
mudlord 9a81f4db05 Heh. 2016-07-29 13:26:31 +10:00
mudlord 35227f6dff Added some proof of concept procedural graphics shaders.
These do not postprocess per se, but render entirely new graphics.
This is purely an abuse of the postprocess system. Would be ideal
with async compute, but what the hell :D
2016-07-29 13:25:23 +10:00