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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 ...
Misza's user avatar
  • 231
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 ...
butt's user avatar
  • 844
3 votes

Reviewing of a shader class and a wrapper of it

Looking at Shader_Binder::CreateNewShader and its overloads: ...
Chris's user avatar
  • 4,634
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 ...
G. Sliepen's user avatar
  • 69.3k
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 ...
user673679's user avatar
  • 12.2k
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: ...
J_H's user avatar
  • 42.3k
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 <...
G. Sliepen's user avatar
  • 69.3k
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. ...
FatalSleep's user avatar

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