cnq3/code/renderer/hlsl
myT 718b966414 depth fade fixes and improvements
- renamed r_softSprites to r_depthFade
  the term's more descriptive and it helps that UE4 uses it
- fixed the GL3 fragment shader halving the depth bias
- fixed the D3D11 pixel shader only fetching depth sample 0
  not fixed for GL3 yet, see the code comments for that
- added support for more blend states
- added the q3map_cnq3_depthFade general shader directive
2020-04-26 16:32:51 +02:00
..
dl.hlsl dynamic lights apply to even more surfaces and have a nicer fall-off 2020-02-21 08:26:12 +01:00
generic.hlsl fixed A2C by making sure we use the absolute values of the derivatives 2019-12-26 16:26:12 +01:00
mip_end.hlsl added OpenGL 3.2 and Direct3D 11 renderer back-ends 2019-09-25 05:25:59 +02:00
mip_pass.hlsl added OpenGL 3.2 and Direct3D 11 renderer back-ends 2019-09-25 05:25:59 +02:00
mip_start.hlsl added OpenGL 3.2 and Direct3D 11 renderer back-ends 2019-09-25 05:25:59 +02:00
post.hlsl added OpenGL 3.2 and Direct3D 11 renderer back-ends 2019-09-25 05:25:59 +02:00
sprite.hlsl depth fade fixes and improvements 2020-04-26 16:32:51 +02:00