cody glassman
276cb6f170
clamp vertex lighting in fragment shader properly
2022-04-28 20:02:13 -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
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
AnyOldName3
34af58f53f
Use correct extension name.
...
Like 0068c7bb25
, but for other shaders, too
2021-03-13 23:02:48 +00:00
AnyOldName3
3103266406
Add correct preprocessor check when enabling extension
2021-03-13 01:31:35 +00:00
AnyOldName3
b8ee32e317
Support A2C for groundcover
2021-02-14 23:32:04 +00:00
Andrei Kortunov
e3490c8606
Remove dead code
2021-01-26 22:29:41 +04:00
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
2021-01-26 22:29:41 +04:00