Mike Erwin 8d7b98bfd3 OpenGL: cleanup material shader GLSL
prefer vector math over scalar
prefer * over /
shorten vec3(x, x, x) to vec3(x)
use clamp, max, etc. instead of custom logic
declare loop vars as part of for loop
spacing
2017-05-19 14:20:37 -04:00
2017-04-29 16:32:30 +10:00
2017-05-01 15:20:19 +02:00
S
Description
No description provided
925 MiB
Languages
C++ 78%
Python 11%
C 6.3%
GLSL 2.2%
CMake 1.3%
Other 1.1%