Tim Angus
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f6fb9eb602
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
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James Canete
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082ecc4d6c
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Only declare var_SampleToView in lightall shader when it is actually used.
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2012-12-15 00:39:17 +00:00 |
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James Canete
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f4a0a78b43
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Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813.
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2012-12-10 22:35:57 +00:00 |
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James Canete
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374c551404
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#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
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2012-12-06 01:55:45 +00:00 |
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James Canete
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736e1d5170
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Oops, fix line endings in new files in previous commit
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2012-12-04 03:05:34 +00:00 |
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James Canete
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edb414b34a
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#5808 - Include and use .glsl in source (rend2)
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2012-12-04 01:56:52 +00:00 |
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