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Mike Erwin 8d7b98bfd3 OpenGL: cleanup material shader GLSL
prefer vector math over scalar
prefer * over /
shorten vec3(x, x, x) to vec3(x)
use clamp, max, etc. instead of custom logic
declare loop vars as part of for loop
spacing
2017-05-19 14:20:37 -04:00
2017-04-29 16:32:30 +10:00
2017-05-01 15:20:19 +02:00
2010-10-13 14:44:22 +00:00
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Archive of Blender with old branches
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