Shader integration in FlxSprite. Seems working fine.
Blending and Shader isn't set to default/NORMAL if the following sprite is still using the same Blending/Shader. This will avoid a call of flush() and improves the performance.
BlendModeGL20 class, for blend mode in GLES20.
23 blend modes added. 9/23 doesn't produce different result, 2/23 needs to be verified, 1/23 is defect.
Fixed broken and added new Blend Modes.
24 working
4 artifacts
1 broken
3 missing
3 needs verifying
Implemented Blend Mode in FlxSprite.
Fixed Overlay blend.
Added new blend modes: RGB, CMY, Inverse Color Burn, Inverse Color Dodge.
Documented BlendModeGL20.
Added ShaderLoader, managed the context when lost.
Added FlxShaderProgram, restores the uniforms on resume.
Refactored BlendModeGL20,  made most things generic and moves them over to FlxG.
FlxSprite got renderShader() and renderBlend(), override these to have a control over how the texture must be bind.
FlxG.batchShader variable to apply a shader to the batch. Sprites can ignore this via ignoreBatchShader.
FlxText and B2FlxShape support shader.
BlendMode, ERASE and MULTIPLY are edited. Didn't give the correct result. All blend modes are also for premultiplied alpha.
Fixed GL10 current blend in FlxSprite.
BlendModeGL20 moved callback to the correct method.
Prevent disposing shader if GLES20 is not available and edited doc