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| author | hachem <im@hachem.wtf> | 2026-08-24 17:07:54 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-24 17:07:54 +0200 |
| commit | 06398a7a176e123506de6e8851866a8bec0b3427 (patch) | |
| tree | 7167ef4818f2c224840122961882efb5ec26c80b /docs/README.md | |
| parent | 1c85c2ecaa826afd8bf80f93741cf1b2deba5798 (diff) | |
[chore]: cleanup shaders
Diffstat (limited to 'docs/README.md')
| -rw-r--r-- | docs/README.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/README.md b/docs/README.md index fa5d6ed..57afb1a 100644 --- a/docs/README.md +++ b/docs/README.md @@ -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 |
