Skip to content

Instantly share code, notes, and snippets.

View AlexAegis's full-sized avatar
🦔
ʕ•ᴥ•ʔ

Sandor AlexAegis

🦔
ʕ•ᴥ•ʔ
View GitHub Profile
use tokio::{runtime::Builder, sync::{mpsc}};
use winit::{event::{Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}};
pub struct Gpu {
pub surface: wgpu::Surface,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub sc_desc: wgpu::SwapChainDescriptor,
pub swap_chain: wgpu::SwapChain,
@h3r2tic
h3r2tic / raymarch.hlsl
Last active April 29, 2025 19:17
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"