Files
test/source/blender
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
..
2016-01-04 14:20:48 +05:00
2017-05-19 14:20:37 -04:00
2017-05-18 17:34:03 +02:00
2017-05-19 14:20:37 -04:00
2016-07-15 02:39:45 +10:00