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

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;