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<title>faqe/shaders, branch master</title>
<subtitle>A simple quake clone game (WIP)</subtitle>
<id>https://the-tk.com/cgit/faqe/atom/shaders?h=master</id>
<link rel='self' href='https://the-tk.com/cgit/faqe/atom/shaders?h=master'/>
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<updated>2022-10-16T18:31:21Z</updated>
<entry>
<title>Generate interface block using shaders/data.h</title>
<updated>2022-10-16T18:31:21Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tomasz@kramkow.ski</email>
</author>
<published>2022-10-16T18:31:21Z</published>
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<id>urn:sha1:a59203b2ebc4f8671d04b743f0c9eb4f40170f3e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use shaders/data.h to generate material code</title>
<updated>2018-10-22T13:08:06Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-10-22T13:08:06Z</published>
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<id>urn:sha1:adbc72e159d48e6b1ad091e6ac19fd1cd6d5f798</id>
<content type='text'>
There is enough information to generate some of the material loading
code from shaders/data.h.
</content>
</entry>
<entry>
<title>main shader: Use an interface block for neatness</title>
<updated>2018-10-21T22:47:07Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-10-21T22:47:07Z</published>
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<id>urn:sha1:accfd0b069897c1a07b7ee7dd1f35a345fb76c30</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Switch to shader version 1.5 to match OpenGL 3.2 requirement</title>
<updated>2018-10-21T22:45:13Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-10-21T22:45:13Z</published>
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<id>urn:sha1:06d028e6a6b7d32de7201b2acfec7e54d08103dc</id>
<content type='text'>
OpenGL 3.3 was the first version of OpenGL where the shader program
versioning scheme was made to follow the GL versioning scheme.

Now that we have vulkan, it's mismatched again.

That's all irrelevant, the correct version of GLSL for OpenGL 3.2 is not
3.3 or 3.2 but actually 1.5.
</content>
</entry>
<entry>
<title>Implement specular mapping</title>
<updated>2018-10-19T20:42:59Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-10-19T20:42:59Z</published>
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<id>urn:sha1:a5262a9504d0ad264d93e1761f5a4123e524cc87</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix fragment shader lighting calculation</title>
<updated>2018-10-19T20:34:16Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-10-19T20:34:16Z</published>
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<id>urn:sha1:63a4ed57bae7a7ff8c497380cd3353badea15806</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Allow multiple shaders while reducing duplication</title>
<updated>2018-10-19T20:30:23Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-10-19T20:22:07Z</published>
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<id>urn:sha1:7c1edef3ac501d40e3de495b9434df71f535e9bc</id>
<content type='text'>
This change also stops using bie as eventually it will be replaced with
a more sophisticated asset handling system which will also allow custom
shaders.
</content>
</entry>
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