SpaVec
378586c406
Added compatibility with android
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Added util.loadShader - loads shaders and sets uniform variables
Fixed implicit type conversions in shaders
2017-07-17 23:01:13 +02:00
Tim Anema
691da848de
added image stencils for objects so shadows are properly stenciled, and made it so that object that dont cast shadows have shadows cast over them.
2015-01-03 22:18:48 -05:00
Tim Anema
3cafa72684
just a bit of a refactor that should be a bit of an optimizations because I wont be sending a buffer several time for no reason
2014-12-20 00:21:00 -05:00
Tim Anema
7fe549a01a
optimizations to say the least
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-cut out complicated light angle calulations and instead put in a arc
stencil
-stenciled the range of each light to optimize the shader drawing
-refactors postshaders to user proper love variables
-minimized amount of canvases
-added better functionality to my canvas util
-refactored blurring to be in one place
2014-12-19 22:54:29 -05:00
Tim Anema
12b2bd8b32
added back in some options in the short example to give a better refraction example
2014-12-11 21:58:18 -05:00
Tim Anema
66dd1b65f8
added comments to the new shader and got rid of bad methods
2014-11-30 15:11:22 -05:00
Tim Anema
9e59f9ffee
colored shadows now work as expected with attenuated brightness and constant brightness not matter how many lights are present
2014-11-30 14:35:18 -05:00
Tim Anema
117d908ad7
one light now works I need to figure out a way of doing multiple lights
2014-11-29 19:10:15 -05:00
Tim Anema
f56ef4a197
got the start of a shader that will do normal shading and shine at the same time, I will throw in a shadow map there too and it will do it all in one pass
2014-11-29 14:52:05 -05:00