Oni @oni.team-nutshell.dev · Mar 28

Custom fragment shaders are going well, on the left, a Vulkan renderer and on the right, the editor's renderer in OpenGL, using the same user-written fragment shader.

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Oni · Mar 30

Now integrated into Sirius (the graphics engine used in games). I also expanded frustum culling to allow some objects to always fail or always pass, which will also be useful to make some objects not cast shadows.