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a616b4d010
Trying to fit it into the fancy monad doesn't really work, so use a more straightforward approach to compute it from the aggregate. Also add yEdge logic (basically copying piet-metal). With a fix to ELEMENT_BINNING_RATIO (which I had simply gotten wrong), the example renders almost correctly, with small bounding box artifacts.
20 lines
501 B
Plaintext
20 lines
501 B
Plaintext
# Build file for shaders.
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# You must have glslangValidator in your path, or patch here.
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glslang_validator = glslangValidator
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rule glsl
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command = $glslang_validator -V -o $out $in
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build image.spv: glsl image.comp | scene.h
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build elements.spv: glsl elements.comp | scene.h state.h annotated.h
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build binning.spv: glsl binning.comp | annotated.h state.h bins.h setup.h
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build coarse.spv: glsl coarse.comp | annotated.h bins.h ptcl.h setup.h
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build kernel4.spv: glsl kernel4.comp | ptcl.h setup.h
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