Simplify shaders.
Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.
Upgrade from GLSL 1.00 to GLSL 3.00 ESIntroduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)
Minor
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
Preparation for shader optimization
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
small improvements in DISTORT
Remove the MACROBLOCK Effect altogether.
Fix for Bug #16: When rotated at an angle, surfaces get increasingly transparent.
This also fixes the saturation, chroma, alpha + contrast effects, while completely breaking macroblocks :)
revert latest changes to the fragment shader.small things in DistortedObjects.
some improvements for the way we test DistortedObjects.
fix fragment effects :)
remove the 'Color' vertex attribute.
switch precision to low in fragment shader
Progress with Vertex3D
Major push towards simplifying DistortedObject's public API.All Fragment effects are using the new API - the 'DataND' marker interfaces.
Add license
Initial commit