+2
Fixed
Flip coordinates left/right-handed for OpenGL refraction
This is a separate writeup following up on an earlier "first impressions" posting.
On non-DirectX renderers, some shaders like refraction need to flip the Y coordinate to work properly. Since non-DirectX means Mac, Android, iOS, and pretty much everything but Microsoft, I hope it gets supported.
When building a project for multiple platforms, will a shader be compiled multiple times? If so, there should be an #ifdef pragma to control shader compiles for feature differences like this.
Answer
Customer support service by UserEcho
This is now fixed in alpha 0.13 :)