Age | Commit message (Collapse) | Author |
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shadows are enabled.
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distance attenuation
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intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
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with nV mobile graphics cards
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applied.
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mobile geforce macs
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breakage in shaders from Mac changes
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bit of extra work (in progress).
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transform so we can store the environment intensity in the blue channel.
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remove banding and not break all shiny objects.
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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glitches with non-fullbright alpha objects.
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outputs -- no more deprecation warnings on nvidia
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texture rendering based on available hardware.
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