| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-06-27 | Reorganize shaders to respective folders | raysan5 | |
| 2016-05-31 | Review text formatting (spacing, tabs...) | raysan5 | |
| 2016-05-31 | Removed colTint, tint color is colDiffuse | raysan5 | |
| Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about... | |||
| 2016-05-30 | Standard Lighting (3/3) | victorfisac | |
| - Added normal and specular maps to standard shader. - Added full tint attribute to standard shader and material data type. - Changed point light attenuation to radius. | |||
| 2016-05-21 | Fix small bug and spacing | victorfisac | |
| 2016-05-21 | Add standard lighting (2/3) | victorfisac | |
| - 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl. | |||
