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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 | 5c8a5cd96ec369cdb5f61a31b4004c1f412cec09 (patch) | |
| tree | b7da1356a85b690d864f3f4d1b3772ba9f7c4777 /docs/README.md | |
| parent | b7ec681e34c68b97976508fa26f8d5f4916de459 (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 |
