fea48cdfc6
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size. |
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canvas_shadow.glsl | ||
canvas_uniforms_inc.glsl | ||
canvas.glsl | ||
copy.glsl | ||
cube_to_dp.glsl | ||
cubemap_filter.glsl | ||
effect_blur.glsl | ||
lens_distorted.glsl | ||
scene.glsl | ||
SCsub | ||
sky.glsl | ||
stdlib_inc.glsl | ||
tonemap_inc.glsl | ||
tonemap.glsl |