Age | Commit message (Collapse) | Author |
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before alpha masking (we don't actually support this and the vertex color alpha is sometimes zero when you think it ought not be).
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can be differentiated in nSight while debugging.
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lighting/materials enabled.
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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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"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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