5
votes
Unity surface shader to blend between adjacent tiles
(Self-answer, and not comprehensive by any measure)
After some consideration and more experimenting, I can offer one insight to this approach. It does not relate to shader code in any way but rather ...
4
votes
2D Real-Time Ray-tracing
It appears that you're doing a ray march when you could be using the https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
If the maximum distance of your ray is 64, why do you need two ...
3
votes
Reviewing of a shader class and a wrapper of it
Looking at Shader_Binder::CreateNewShader and its overloads:
...
3
votes
Accepted
Shader Program OpenGL
Use of std::string_view
I see you are using std::string_view, but unfortunately in a completely incorrect way. A ...
2
votes
Reviewing my shader class for efficient use
Various suggestions:
Use the OpenGL types (e.g. GLuint, GLint) for the variables that need them. It's more portable, and the ...
2
votes
Accepted
Basic GLSL fragment shader with palette lookups and palette shift
This code works, it isn't so bad.
DRY
There's an obvious cleanup of consolidating those px_size multiplies:
...
1
vote
Reviewing my shader class
Naming
In OpenGL terms, your class Shader is not a shader, but a program, which is a collection of shaders, one for each pipeline stage. So I would rename it to <...
1
vote
Accepted
2D Real-Time Ray-tracing
Alright so I am going to give myself and @XorDev on Twitter kudos on this one. We worked together to optimize and simplify the process of ray-tracing the lights and removed a bunch of redundant code. ...
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