| Age | Commit message (Collapse) | Author | 
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https://bitbucket.org/lindenlab/viewer-development-materials
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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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normal map texture coordinates.
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with nV mobile graphics cards
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surface color in the vertex shader before passing it to the fragment shader.
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attachments.
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compiles for ifdef sanity
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spotlight lighting
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malarkey
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applied.
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Assume that light attenuation wants to be linearized before we apply gamma correction.
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