Cool game engine
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Sky Johnson 994a7be891 Render billboards as soft glowing orbs with radial falloff
Replace flat-colored billboard rectangles with procedural orb shaders.
The fragment shader computes a soft circular glow from UV distance to
center using smoothstep(0.15, 0.5), creating a bright core that fades
to transparent at the edges. Transparent pixels are discarded to avoid
depth buffer artifacts with additive blending.

Matches the gnikoloff reference's particle rendering approach:
smooth circular mask with radial falloff and additive accumulation.
2026-03-26 18:14:17 -05:00
.claude Update local Claude settings with additional permissions 2026-03-25 21:41:10 -05:00
assets Add glTF Sponza model assets and gnikoloff reference demo 2026-03-26 16:33:34 -05:00
examples Add Billboard ECS component with additive rendering pipeline 2026-03-26 18:04:53 -05:00
pkg Add Billboard ECS component with additive rendering pipeline 2026-03-26 18:04:53 -05:00
ref Add glTF Sponza model assets and gnikoloff reference demo 2026-03-26 16:33:34 -05:00
vortex Render billboards as soft glowing orbs with radial falloff 2026-03-26 18:14:17 -05:00
.editorconfig Add .gitattributes and .editorconfig, clean up .gitmodules 2026-03-25 21:35:28 -05:00
.gitattributes Add .gitattributes and .editorconfig, clean up .gitmodules 2026-03-25 21:35:28 -05:00
.gitignore Allow reference source through 2026-03-19 22:52:13 -05:00
.gitmodules Add .gitattributes and .editorconfig, clean up .gitmodules 2026-03-25 21:35:28 -05:00
CLAUDE.md Replace Blinn-Phong with Cook-Torrance PBR rendering 2026-03-21 15:34:42 -05:00
ols.json Use collection-based imports to flatten submodule nesting 2026-03-19 21:05:15 -05:00