ebiten/internal/shader
Hajime Hoshi fda0b1cbcb internal/graphicsdriver/directx: reuse a compiled vertex shader if possible
D3DCompile can be a very slow function, and let's skip this if possible.
2022-12-24 17:44:54 +09:00
..
testdata internal/shader: use a return statement in a fragment shader entrypoint 2022-08-17 22:02:13 +09:00
expr.go internal/shader: bug fix: % operators for integer vecs didn't work 2022-11-21 01:39:20 +09:00
shader_test.go internal/graphicsdriver/directx: reuse a compiled vertex shader if possible 2022-12-24 17:44:54 +09:00
shader.go internal/shaderir: rename TextureNum to TextureCount 2022-12-24 15:55:05 +09:00
stmt.go all: update URLs in comments 2022-11-21 01:46:50 +09:00
syntax_test.go all: update URLs in comments 2022-11-21 01:46:50 +09:00
type.go internal/shader: introduce integer vectors (ivec2, ivec3, ivec4) 2022-11-21 00:31:23 +09:00