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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
commit5c8a5cd96ec369cdb5f61a31b4004c1f412cec09 (patch)
treeb7da1356a85b690d864f3f4d1b3772ba9f7c4777 /docs/README.md
parentb7ec681e34c68b97976508fa26f8d5f4916de459 (diff)
chore: cleanup shaders
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diff --git a/docs/README.md b/docs/README.md
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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