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renderer: revive liquid shader (currently disabled because it is broken) #256
By making this code live again, we make easier to not introduce bugs in this code.
A cvar is available for adventurous people to debug the feature, named
The specular code is refactored against the one in
The glsl code itself seems to not be broken, I don't know if the glsl compute is correct, but the glsl shader is not broken.
The glsl shader produce garbage because it receives undefined content as input, from there:
Instead of “current color buffer” this code captures some random video memory (likely to be filled with leftovers, even from the desktop):
When some dummy colors and normal maps are given to glsl shader but the