These cannot be implemented with the standard OpenGL blending functions, so we
have to do them manually in a shader, which requires a good deal of machinery
to create intermediate framebuffers and so forth.
The Metal shaders are checked into the repository for convenience, but they
should not be directly edited. Instead, edit the corresponding GLSL shader in
the top-level `shaders/` directory, and rerun `make` in there.
2019-06-05 18:29:25 -07:00
Renamed from resources/shaders/tile_solid.fs.glsl (Browse further)