solvespace/res/shaders
whitequark e9b9dca2ca Win32: use native OpenGL drivers, if available.
After this commit, if the target system does have modern OpenGL
drivers installed, ANGLE is configured to use them, bypassing most
translation (shaders still have to be translated from ESSL to GLSL).

If there are no OpenGL drivers, such as if the graphics drivers were
installed via Windows Update, DirectX translation is still used. This
results in a very noticeable startup delay and minor performance
degradation.

In addition it is no longer necessary to build with -DOPENGL=1 to be
able to run the binary in wine; everything works out of the box.
Before, wine's incomplete HLSL translator would crash.

This change required renaming the variable `texture` in shaders,
since it shadows the Core GLSL function with the same name, and ANGLE
translates texture2D() calls to texture() calls.
2019-05-23 10:58:31 +00:00
..
edge.frag Misc. typos 2018-09-19 18:52:11 +00:00
edge.vert Avoid using `tan` as identifier in shaders. 2018-07-12 11:40:51 +00:00
imesh.frag Win32: use native OpenGL drivers, if available. 2019-05-23 10:58:31 +00:00
imesh.vert Except when using OpenGL ES 2, use OpenGL 3.2+ Core profile. 2017-01-13 23:43:02 +00:00
imesh_point.frag Clean up unused shader variables. 2018-07-12 11:43:25 +00:00
imesh_point.vert Clean up unused shader variables. 2018-07-12 11:43:25 +00:00
imesh_tex.frag Win32: use native OpenGL drivers, if available. 2019-05-23 10:58:31 +00:00
imesh_tex.vert Except when using OpenGL ES 2, use OpenGL 3.2+ Core profile. 2017-01-13 23:43:02 +00:00
imesh_texa.frag Win32: use native OpenGL drivers, if available. 2019-05-23 10:58:31 +00:00
mesh.frag Except when using OpenGL ES 2, use OpenGL 3.2+ Core profile. 2017-01-13 23:43:02 +00:00
mesh.vert Except when using OpenGL ES 2, use OpenGL 3.2+ Core profile. 2017-01-13 23:43:02 +00:00
mesh_fill.frag Win32: use native OpenGL drivers, if available. 2019-05-23 10:58:31 +00:00
mesh_fill.vert Except when using OpenGL ES 2, use OpenGL 3.2+ Core profile. 2017-01-13 23:43:02 +00:00
outline.vert Avoid using `tan` as identifier in shaders. 2018-07-12 11:40:51 +00:00