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* Generate interface block using shaders/data.hHEADmasterTomasz Kramkowski2022-10-163-17/+10
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* Use shaders/data.h to generate material codeTomasz Kramkowski2018-10-221-2/+2
| | | | | There is enough information to generate some of the material loading code from shaders/data.h.
* main shader: Use an interface block for neatnessTomasz Kramkowski2018-10-222-17/+21
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* Switch to shader version 1.5 to match OpenGL 3.2 requirementTomasz Kramkowski2018-10-221-1/+1
| | | | | | | | | | 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.
* Implement specular mappingTomasz Kramkowski2018-10-192-6/+8
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* Fix fragment shader lighting calculationTomasz Kramkowski2018-10-191-3/+3
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* Allow multiple shaders while reducing duplicationTomasz Kramkowski2018-10-193-0/+79
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.