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().
This commit is contained in:
reduz 2021-04-13 17:01:43 -03:00
parent 8ce0fb0a94
commit d3b49c416a
64 changed files with 415 additions and 804 deletions

View file

@ -7,7 +7,7 @@ triangles = "#define MODE_TRIANGLES";
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"
@ -74,7 +74,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"