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<title>pugl/shaders, branch master</title>
<subtitle>Personal pugl branch for bug fixes and opening up to allow other render backends</subtitle>
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<entry>
<title>Shader Demo: Support both GL 3 and 4</title>
<updated>2020-04-04T11:36:47+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2020-04-04T11:36:47+00:00</published>
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</entry>
<entry>
<title>Shader Demo: Use a UBO</title>
<updated>2020-04-04T11:36:46+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2020-04-04T11:36:46+00:00</published>
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</entry>
<entry>
<title>Shader Demo: Factor out version-dependent GLSL header</title>
<updated>2020-04-04T11:36:45+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2020-04-04T11:36:45+00:00</published>
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</entry>
<entry>
<title>GL3 Test: Use instancing</title>
<updated>2019-12-11T22:18:51+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2019-12-07T20:42:52+00:00</published>
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<entry>
<title>GL3 Test: Use core profile in shaders</title>
<updated>2019-12-11T22:09:46+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2019-12-07T17:32:29+00:00</published>
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<entry>
<title>GL3 Test: Use camel case for shader variables</title>
<updated>2019-12-11T22:09:26+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2019-12-11T22:09:26+00:00</published>
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<entry>
<title>GL3 Test: Calculate border color on the GPU</title>
<updated>2019-12-11T22:06:47+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2019-12-07T17:30:28+00:00</published>
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</entry>
<entry>
<title>GL3 Test: Move shaders to separate files</title>
<updated>2019-12-11T21:59:50+00:00</updated>
<author>
<name>David Robillard</name>
<email>d@drobilla.net</email>
</author>
<published>2019-12-07T14:54:01+00:00</published>
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