.. |
Makefile
|
Replace the individual tile shaders with an ubershader
|
2020-03-25 21:59:51 -07:00 |
blit.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
blit.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
debug_solid.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
debug_solid.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
debug_texture.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
debug_texture.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
demo_ground.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
demo_ground.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
fill.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
fill.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
reproject.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
reproject.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
stencil.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
stencil.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
tile.fs.glsl
|
Switch back to instanced drawing for tiles.
|
2020-04-08 17:16:54 -07:00 |
tile.vs.glsl
|
Switch back to instanced drawing for tiles.
|
2020-04-08 17:16:54 -07:00 |
tile_copy.fs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |
tile_copy.vs.glsl
|
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
|
2020-03-27 14:53:00 -07:00 |