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