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<title>raylib/shaders, branch 1.4.0</title>
<subtitle>Forked from https://github.com/raysan5/raylib</subtitle>
<link rel='alternate' type='text/html' href='https://git.otimperi.dev/raylib/'/>
<entry>
<title>Replaced deprecated texture2D() function by texture()</title>
<updated>2016-01-16T11:53:48+00:00</updated>
<author>
<name>raysan5</name>
<email>raysan5@gmail.com</email>
</author>
<published>2016-01-16T11:53:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.otimperi.dev/raylib/commit/?id=03c82605a0b1569f0ea4a5333858002abab1bbe5'/>
<id>03c82605a0b1569f0ea4a5333858002abab1bbe5</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Vertex shaders optimization</title>
<updated>2016-01-13T16:13:28+00:00</updated>
<author>
<name>raysan5</name>
<email>raysan5@gmail.com</email>
</author>
<published>2016-01-13T16:13:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.otimperi.dev/raylib/commit/?id=fb6ef2c2f4fe22552908d339cda541453e43faec'/>
<id>fb6ef2c2f4fe22552908d339cda541453e43faec</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Added lighting engine module</title>
<updated>2015-12-21T16:25:22+00:00</updated>
<author>
<name>victorfisac</name>
<email>victorfisac@gmail.com</email>
</author>
<published>2015-12-21T16:25:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.otimperi.dev/raylib/commit/?id=1bcb5ddd505e5c4bdac6f254e931e9c3145be88d'/>
<id>1bcb5ddd505e5c4bdac6f254e931e9c3145be88d</id>
<content type='text'>
- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.

- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).

- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).

Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.

- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).

- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).

Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
</pre>
</div>
</content>
</entry>
<entry>
<title>Added some useful postprocessing shaders</title>
<updated>2015-09-02T00:44:16+00:00</updated>
<author>
<name>raysan5</name>
<email>raysan5@gmail.com</email>
</author>
<published>2015-09-02T00:44:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.otimperi.dev/raylib/commit/?id=b1a90a7f915e7779aad975a70b503788b0a1b228'/>
<id>b1a90a7f915e7779aad975a70b503788b0a1b228</id>
<content type='text'>
Shaders come in two flavours:
- shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX)
- shaders/gles100:  OpenGL ES 2.0 (Android, RPI, HTML5)
</content>
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<pre>
Shaders come in two flavours:
- shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX)
- shaders/gles100:  OpenGL ES 2.0 (Android, RPI, HTML5)
</pre>
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</content>
</entry>
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