RtB/data/shaders/100
kts 27624848bd Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
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default_fs.glsl Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
default_vs.glsl Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
fb_fs.glsl Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00
fb_vs.glsl Added much dodgy code. Fixed bug in Android wherein if AAsset directory did not exist, a close directory call was still made (thereby exploding everything). Added bad mojo for getting user paths for OS X and Linux (USER/Library/Application Support/RtB on OS X and HOME/.RtB/ on Linux). GLSL shaders now reside in their own directories for different versions (e.g., 'data/shaders/100/default_vs.glsl'). Core now supplies getTexture and getMesh functions - these do not yet account for additions to the Asset Caches or similar, as if they successfully load once, they'll forever reference that same object. Added lots of bad stuff to the GUI, including indecision. I want GUI elements to render to a special context so that you can easily have scrolled content (or, perhaps in the future, an embedded browser for embedding HTML content). At the moment it is unused, but a RenderView is created for each GuiElement created. Ideally this RenderView FBO would only be updated whenever a change occurs to the GuiElement, so as to not consume too much. Gui rendering does exist now, although it's prone to change. RenderViews can now be created with a predefined FBO - this sets the STATIC_FBO flag which indicates not to create nor destroy any framebuffers. Additionally, Core now provides a RenderView for the default window fbo, v_fbo. Something is also distinctly screwed up with the RenderCamera/matrix/etc. - I believe an incorrect transformation is happening at some point, as the face culling seems to be reversed. 2015-03-05 03:13:25 -08:00