Spot Light Stuff - #175
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…yMC#168) * Add initial inscattering implementation * Migrate to separate pass - Use separate, 1/4th scale framebuffer to maintain performance - Allow light renderers to have in-scattering as a separate option - Add depth linearization function to space_helper.glsl * Add light guides to the light editor * Correct depth testing * Change blur algorithm
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Jul 30, 2026
* Add DDA occlusion for directional lights (#171) * Add raymarched in-scattering as an option for deferred lights (#168) * Add initial inscattering implementation * Migrate to separate pass - Use separate, 1/4th scale framebuffer to maintain performance - Allow light renderers to have in-scattering as a separate option - Add depth linearization function to space_helper.glsl * Add light guides to the light editor * Correct depth testing * Change blur algorithm * Spot Light (#167) * Add @SInCE tags * Remove duplicate shaders * Spot Light Stuff * Fix incorrect light buffer offsets --------- Co-authored-by: Neddslayer <59270607+Neddslayer@users.noreply.github.com> Co-authored-by: Ocelot <FinntheRaider@gmail.com>
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Inscattering + Wiki fix + Guide