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authorskal <pascal.massimino@gmail.com>2026-02-02 13:45:07 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 13:45:07 +0100
commitfc4c3a907ebe73169d9b869bc9d559645a23cbe9 (patch)
tree80f357f9479d31d00017ab8a669991cbea5ac66b /src/gpu/gpu.h
parent90f55a5dcb115cc6489cf8b25fe23fe71071a559 (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 'src/gpu/gpu.h')
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