Age | Commit message (Collapse) | Author |
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LF, and trim trailing whitespaces as needed
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exposure controls not persist, limit exposure range, and do a debug gl pass.
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wrong color space.
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is off.
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can be differentiated in nSight while debugging.
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obey vertex alpha
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lighting/materials enabled.
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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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"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
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some drivers (prune shader tree of unused shaders while we're at it)
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