glassmancody.info
cad0b151cb
enable shaders path and dehardcode depth formats
2021-08-04 17:39:11 -07:00
glassmancody.info
70fac33940
initial reverse-z depth implementation
2021-08-04 17:39:11 -07:00
glassmancody.info
c48eee4eee
Clamp vertex lighting before interpolation
...
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
2021-04-22 16:53:37 -07:00
AnyOldName3
ce3ed28403
Control stomping via settings.
2021-04-18 21:44:23 +01:00
AnyOldName3
87ce1a7351
Explain stomp constants
2021-04-18 20:31:33 +01:00
AnyOldName3
a81dfe9ccc
MGE XE-like stomping
2021-04-18 20:31:33 +01:00
AnyOldName3
1737f737df
Don't use a vec3 if only two components get read
2021-04-18 20:31:32 +01:00
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
2021-04-13 11:09:19 -07:00
glassmancody.info
dda735c54a
initial commit
2021-04-13 11:06:16 -07:00
Andrei Kortunov
36fc573375
Take in account Z direction for stomping
2021-01-26 22:29:41 +04:00
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
2021-01-26 22:29:41 +04:00