Commit Graph

15 Commits

Author SHA1 Message Date
Deve
04d3bfb9a1 Restore previous version of object pass shader.
This one doesn't have sense at all. We should make sure that uniforms are always initialized in c++ code.
2016-07-05 01:10:53 +02:00
Deve
f679078e75 Port some basic shaders to use #stk_include.
Already working race with disabled advanced lighting :)
2016-06-26 16:39:34 +02:00
Vincent Lejeune
08cb4b4297 Fix tangent/bitangent computation
Shouldn't make any difference since we don't rescale that much
2015-01-12 23:01:35 +01:00
Vincent Lejeune
cc43861896 Tangent/Bitangent direction only matters. 2015-01-07 21:51:23 +01:00
Vincent Lejeune
1c05d9ef68 Port colored lines too 2014-12-11 01:44:58 +01:00
Vlj
7fbe529e6f Forget to add Tangent/BiTangent with pre 330 2014-08-15 02:14:30 +02:00
Vincent Lejeune
70b0fce50c Add support for instanced normal map mesh. 2014-08-13 19:20:40 +02:00
Vincent Lejeune
58c094917e Use an header included in every shaders. 2014-08-02 00:50:56 +02:00
vlj
bde17a28d5 Fix for GL 3.1 context 2014-06-27 20:58:52 +02:00
vlj
8e6fba3185 Some fixes 2014-06-24 23:57:29 +02:00
vlj
948c5e8aa2 Use explicit attribute location.
Should help implementing basevertex later, and simplify vao creation a
lot.
2014-06-24 23:17:41 +02:00
vlj
883b39591f Width and height are passed by UBO 2014-05-17 02:39:55 +02:00
Vincent Lejeune
d7eaaf4885 Add a m_ubo_disabled switch in user config file.
This should be used to workaround a bug in intel windows drivers.
2014-04-19 18:38:57 +02:00
vlj
42482e0c41 Some more conversion 2014-04-10 23:03:57 +02:00
vlj
8b652ababb Merge object_pass*.vert 2014-03-26 19:04:46 +01:00