{"push_id":1270178388,"size":1,"distinct_size":1,"ref":"refs/heads/ogl/shaderRefactor","head":"7b0edf46714f61820c87c23ceb4caa9a3b80e0b7","before":"8a8b3a400bb9a56781507e5eeb6e682f4078c22a","commits":[{"sha":"7b0edf46714f61820c87c23ceb4caa9a3b80e0b7","author":{"name":"asarium","email":"1cdbb8de7480015342d0b84f6f538cd9419610ac@gmail.com"},"message":"Refactor shader handling\n\nThis fixes a few of the bad design descisions of previous shader\niterations. This uses a dedicated class for managing the resources and\nuniform locations of a shader program.\n\nUniforms are also stored in this object which makes a lot more sense\nthan storing them in the OpenGL state where they had to be reset every\ntime a new shader was used.\n\nThere are still a lot of possible enhancments to make, e.g. by using\nuniform blocks and buffers instead of standard uniforms which would make\nuniform location handling easier.\n\nAnother optimization that I will investigate is reducing the amount or\ndifferent compiled shaders by turning some of the current compile-time\ndefines into bool uniforms.","distinct":true,"url":"https://api.github.com/repos/asarium/fs2open.github.com/commits/7b0edf46714f61820c87c23ceb4caa9a3b80e0b7"}]}
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