mirror of
https://bitbucket.org/CPMADevs/cnq3
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85583acc9c
- ditched vertex colors (not wanted) and alpha tests (not needed) in the shaders - using a Bezier fall-off to get much softer edges - added no-depth-write transparent surfaces support by adjusting the depth test - multiplying the diffuse texture's color by its alpha in non-opaque passes - fixed triangle rejection based on cull type and normal direction - reflecting normals in shaders to support two-sided surfaces - rejecting surfaces with no diffuse stage or bad blend states as early as possible - liquids get lit weaker than other surfaces |
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.. | ||
dl.hlsl | ||
generic.hlsl | ||
mip_end.hlsl | ||
mip_pass.hlsl | ||
mip_start.hlsl | ||
post.hlsl | ||
sprite.hlsl |