norm_eye = (view * vec4 (vertex_normal, 0.0)).xyz;; pos_eye = (view * vec4 (vertex_position, 1.0)).xyz; ...
#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 ...
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