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This is necessary for GLSL 1.30+ shadow sampling functions, which return a single float rather than splatting the value to a vec4 based on GL_DEPTH_TEXTURE_MODE. |
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| .. | ||
| generate_builtins.py | ||
| generate_matrixCompMultGLSL.py | ||
| generate_outerProductGLSL.py | ||
| generate_transposeGLSL.py | ||
| texture_builtins.py | ||