| Age | Commit message (Collapse) | Author | 
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|  | Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra. | 
|  | format. | 
|  | using DEFINE_GL_FRAGCOLOR for consistency. | 
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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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|  | errors, and shiny environment map errors due to lack of negative Z) | 
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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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|  | outputs -- no more deprecation warnings on nvidia | 
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|  | texture rendering based on available hardware. | 
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