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authorhachem <im@hachem.wtf>2026-08-24 17:07:54 +0200
committerhachem <im@hachem.wtf>2026-08-24 17:07:54 +0200
commit06398a7a176e123506de6e8851866a8bec0b3427 (patch)
tree7167ef4818f2c224840122961882efb5ec26c80b /docs/README.md
parent1c85c2ecaa826afd8bf80f93741cf1b2deba5798 (diff)
[chore]: cleanup shaders
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@@ -16,7 +16,7 @@ go into how it actually works.
layering (Application / Scene / RenderPath / UILayer), the portable RHI that lets
the same rendering run on OpenGL and Vulkan, the frame loop, the unified
scene-and-simulation world, the rendering pipeline (progressive resolution,
- supersampling, environment lighting, tone-mapping), the tabs, the export
+ supersampling, environment lighting, tone-mapping), the docking UI, the export
pipeline, and the build system.
For each pixel, Donut casts a ray from the camera and follows it backward through