Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Generate interface block using shaders/data.hHEADmaster | Tomasz Kramkowski | 2022-10-16 | 3 | -17/+10 |
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* | Use shaders/data.h to generate material code | Tomasz Kramkowski | 2018-10-22 | 1 | -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 neatness | Tomasz Kramkowski | 2018-10-22 | 2 | -17/+21 |
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* | Switch to shader version 1.5 to match OpenGL 3.2 requirement | Tomasz Kramkowski | 2018-10-22 | 1 | -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 mapping | Tomasz Kramkowski | 2018-10-19 | 2 | -6/+8 |
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* | Fix fragment shader lighting calculation | Tomasz Kramkowski | 2018-10-19 | 1 | -3/+3 |
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* | Allow multiple shaders while reducing duplication | Tomasz Kramkowski | 2018-10-19 | 3 | -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. |