libraryexamples
First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.
Simplification in PostprocessEffects
Move all the knowledge about Vertex and Fragment effects to their respective classes.
Progress with support for Effect classes.
Beginnings of the GLOW unit test.
Move on to Stencil on both stages of the BLUR + separate 'blit with depth'.
This works wonders on Nexus 5X ( r=50 quality=HIGHIEST 1,4,8 cubes: 59.3,43.6,41.0 FPS! ) but it somehow fails to clear the DEPTH and STENCIL buffers on Nexus 4....
Move to a new way to detecting depth of postprocessing halos.This switches off stenciling (hopefully temporarily!)
Use Transform Feedback to (optionally) display the Normal vectors.
Dynamic display of bounding rectangles (with coords computed by Vertex Shader and gotten with Transform Feedback) works now.
Major problem: the glMapBufferRange() slows doewn rendering in a major way. Multiblur's FPS:
Nexus5X : 35.4 before -> 12.6 after...
Make the Feedback APP work again.
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