VReaperV

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So right now shader program binaries go into `glsl/mainShaderName/shader0_macro0_shader1_macro1...`, where `mainShader` is `generic`, `lightMapping` etc, and `shaderx_macrox` are the names of secondary shaders (i. e. they don't have `void main()`)...

> One thing to note here is that dummy gamelogic doesn't (and supposedly can't?) call RE_EndRegistration(). One way to do that would be to have a console command that would...

> The remap shaders are always loaded with the main shader. This is not entirely correct - apparently there's a worldspawn shader remap thing. > Another issue with our shader...

The current `liquid` and `lightMapping` shaders are different enough that it makes sense to keep them separate. Other than that this is reasonable.

I don't get what the change from `stage liquidMap` to ` liquidMap` is supposed to accomplish though, or what `` even is.

Apparently @sweet235 got the same issue recently: ![image](https://github.com/user-attachments/assets/bfb1c760-9e88-4955-8255-1072ad4d79c9) So the bug is still there.

Did we have any changes to the blur/contrast shaders at the time?

> When I try the branch and enable MSAA I get a black screen (AMD Radeon with Mesa radeonsi driver). That's interesting. Can you try with effects that use the...

> Can this be rebased on current `master`? 🙂️ Done... but I haven't tested it after rebase, so I don't know if it still works lol.