Back out the last change.
Effect-independent normals.
Minor
Preparation for effect-independent computation of the nermal vectors.
Some fixes for issues discovered by the Multiblur app.
Beginnings of the 'Multiblur' app.
BLUR: implemented caching of the BLUR kernels.
Minor progress with Gaussian. Still need to cache the Weights and Offests tables.
Separable Gaussian Blur with linear sampling done.
Linear sampling implemented - i.e. blurring by a (2N+1)x(2N+1) gaussian kernel (centeral pixel + N pixels in each direction) requires exactly 2N + (N%2==1 ? 4:2) texture fetches.
Precompute the standard normal distribution.
minor.
Separable Box blur fully works now!
Separable Box blur (almost) works.
Small progress with Blur.
Define float precision in Vertex Shaders to the same like in Fragment Shaders.
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)
Manifest: require OpenGL ES 3.0.
Minor.
Still one more problem in boundingVertices.
improve Postprocessing; new icon; minor things.
Postprocessing effects: remove support for Center
boundingVertices fully work now!
Debugging
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
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