Work on ShaderGen 1
Work on ShaderGen 2:
*tangentW as vertex input
*Support emulated structs
Work on ShaderGen 2:
*Port shaderGen/GLSL/bumpGLSL
Work on ShaderGen 3:
*Use connectName as varying
Work on ShaderGen:
*Port shaderGen/GLSL/depthGLSL.cpp
Work on ShaderGen:
*Port shaderGen/GLSL/paraboloidGLSL.cpp
Work on ShaderGen:
*Port shaderGen/GLSL/pixSpecularGLSL.cpp
Work on ShaderGen:
*Port lighting/advanced/glsl/gBufferConditionerGLSL.cpp
Work on ShaderGen:
*Port shaderGen/GLSL/shaderFeatureGLSL.cpp
Work on ShaderGen:
*Changes on templates
Work on ShaderGen: Handle HLSL/GLSL matrix
Work on ShaderGen: terrFeatureGLSL
Work on ShaderGen: Fix samplerName on advancedLightingFeaturesGLSL.cpp
Work on ShaderGen: Handle modify of uniform
Work on ShaderGen: windDeformationGLSL
Work on ShaderGen: Finish ShaderGen
OpenGL effect: Water
*CustomMaterial( WaterMat ) check HLSL and port to OpenGL/GLSL
*ShaderData( WaterShader ) check HLSL and port to OpenGL/GLSL
OpenGL Fix: Backbuffer are corrected-Y before end of frame.
OpenGL Water: More fixes
OpenGL fix: PostEffect(PFX_FinalPassthru) is not needed on DX9