Commit Graph

11 Commits

Author SHA1 Message Date
glassmancody.info cad0b151cb enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
glassmancody.info 70fac33940 initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
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
AnyOldName3 ce3ed28403 Control stomping via settings. 2021-04-18 21:44:23 +01:00
AnyOldName3 87ce1a7351 Explain stomp constants 2021-04-18 20:31:33 +01:00
AnyOldName3 a81dfe9ccc MGE XE-like stomping 2021-04-18 20:31:33 +01:00
AnyOldName3 1737f737df Don't use a vec3 if only two components get read 2021-04-18 20:31:32 +01:00
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
Andrei Kortunov 36fc573375 Take in account Z direction for stomping 2021-01-26 22:29:41 +04:00
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 2021-01-26 22:29:41 +04:00