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https://bitbucket.org/CPMADevs/cnq3
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718b966414
- 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 |
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.. | ||
dl.hlsl | ||
generic.hlsl | ||
mip_end.hlsl | ||
mip_pass.hlsl | ||
mip_start.hlsl | ||
post.hlsl | ||
sprite.hlsl |