Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
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@ -10,7 +10,7 @@ light_probes = "#define MODE_LIGHT_PROBES";
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#version 450
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VERSION_DEFINES
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#VERSION_DEFINES
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// One 2D local group focusing in one layer at a time, though all
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// in parallel (no barriers) makes more sense than a 3D local group
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