- Calculate AO in flw_light
- Pack block light, sky light, and valid block count into a single uint
when reading the 3x3x3 light volume for a fragment. This saves a
significant amount of memory and integer additions in the shader, but
does require slightly more alu ops overall for the packing/unpacking
- Add pragma optionNV (unroll all) for significant perf boost, may want
to manually unroll to be cross-platform
- Remove redundant flw_light
- Expose light in the shader api
- flw_light - for builtin smooth lighting, faster than can be
implemented by materials alone
- flw_lightFetch - for materials that want to go crazy, access to raw
data
- Clean up texture binder stuff that's no longer needed
- Move all sampler binding to program link time
- Centralize sampler bindings/names to Samplers
- Move diffuse, light, and overlay textures into the api
- Add builder for context shader
- Fix generated_indirect -> generated_instancing
- Add flw_vertexDiffuse and flw_fragDiffuse to glsl api.
- Compute/apply diffuse in the fragment shader.
- Move common glsl between instancing/indirect to common.vert/.frag.
- Add a pittance more documentation to api spec.
- Sneak in a block to build.gradle to always download sources/javadoc.
- Add Model.boundingSphere()
- Fix MaterialRenderState not setting up polygon offset correctly
- Fix GlslSwitch using incorrect indentation for first and last line
- Tweak how instanced crumbling works
- Add CutoutShaders.ONE_TENTH
- Rename Contexts.WORLD to DEFAULT
- Rename Material.baseTexture() to texture
- Rename Transparency.LIGHTING to LIGHTNING
- Rename WriteMask.BOTH to COLOR_DEPTH
- Rename SimpleModel to SingleMeshModel and add new SimpleModel that
stores an arbitrary amount of meshes
- Remove flywheel:flywheel/api/* files and assume appropriate symbols
are automatically defined
- Rename many GLSL variables, functions, and constants
- Reorganize GLSL files
- Add NonExtendable annotation to some API classes
- Rename some Java classes, methods, fields, and variables