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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
..
2021-04-16 11:55:40 -07:00
2019-09-17 21:26:06 +03:00
2019-09-17 21:26:06 +03:00