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polishing: unify the way glsl shaders are written #263

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merged 3 commits into from Jan 15, 2020

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illwieckz commented Jan 7, 2020

unify the way glsl shaders are written:

  • make easier to compare them while looking for bugs
  • make factorisation or merge easier

This is the way I fixed #247

This makes easier to merge vertex entity and vertex world shaders as one, and maybe merge the lightmapping one too, one day. This would be good to avoid duplicates of code living their own life with their own bugs.

@illwieckz illwieckz changed the title ppolishing: unify the way glsl shaders are written polishing: unify the way glsl shaders are written Jan 7, 2020
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illwieckz commented Jan 8, 2020

In fact the best way to review this is to do things like that:

meld lightMapping_fp.glsl \
     vertexLighting_DBS_entity_fp.glsl \
     vertexLighting_DBS_world_fp.glsl

but that's not supported by GitHub.

@illwieckz illwieckz force-pushed the illwieckz:polishing branch from 31c3f66 to e7df381 Jan 9, 2020
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slipher commented Jan 15, 2020

LGTM

illwieckz added 3 commits Dec 17, 2019
unify the way glsl shaders are written:

- make easier to compare them while looking for bugs
- make factorisation or merge easier
there would be a bug if reflective specular is not enabled
@illwieckz illwieckz force-pushed the illwieckz:polishing branch from e7df381 to 11af2df Jan 15, 2020
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illwieckz commented Jan 15, 2020

Thanks for the review!

@illwieckz illwieckz merged commit 63f9653 into DaemonEngine:master Jan 15, 2020
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@illwieckz illwieckz deleted the illwieckz:polishing branch Jan 15, 2020
@illwieckz illwieckz added the cleanup label Jan 21, 2020
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