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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 13:45:07 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 13:45:07 +0100 |
| commit | fc4c3a907ebe73169d9b869bc9d559645a23cbe9 (patch) | |
| tree | 80f357f9479d31d00017ab8a669991cbea5ac66b /assets | |
| parent | 90f55a5dcb115cc6489cf8b25fe23fe71071a559 (diff) | |
feat(3d): Unify shadow calculations in shader
- Refactored the fragment shader to calculate raymarched shadows for all fragments, not just SDF objects.
- This enables rasterized objects (like the floor) to receive shadows from SDF objects, fixing the missing shadows in the test scene.
- This serves as a proof-of-concept for a unified lighting pipeline.
Diffstat (limited to 'assets')
0 files changed, 0 insertions, 0 deletions
