Commit Graph

8 Commits

Author SHA1 Message Date
glassmancody.info c48eee4eee Clamp vertex lighting before interpolation
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
2021-04-22 16:53:37 -07:00
glassmancody.info 43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info dda735c54a initial commit 2021-04-13 11:06:16 -07:00
AnyOldName3 34af58f53f Use correct extension name.
Like 0068c7bb25, but for other shaders, too
2021-03-13 23:02:48 +00:00
AnyOldName3 3103266406 Add correct preprocessor check when enabling extension 2021-03-13 01:31:35 +00:00
AnyOldName3 b8ee32e317 Support A2C for groundcover 2021-02-14 23:32:04 +00:00
Andrei Kortunov e3490c8606 Remove dead code 2021-01-26 22:29:41 +04:00
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 2021-01-26 22:29:41 +04:00