norm_eye = (view * vec4 (vertex_normal, 0.0)).xyz;; pos_eye = (view * vec4 (vertex_position, 1.0)).xyz; ...
When it comes to making things that glow, there are two ways to stand out from the crowd. You can make something very big, or something very small. [DIY GUY Chris] has done the latter, producing a ...
#include "shader_recompiler/backend/glasm/emit_glasm.h" #include "shader_recompiler/backend/glsl/emit_glsl.h" #include "shader_recompiler/backend/spirv/emit_spirv.h ...
The Division games scratch a very specific itch for me. Ubisoft's mix of cover-based combat, loot goblin behavior, and a gritty open world is something many other games have tried to copy, but few ...