| Commit message (Collapse) | Author | Age |
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formats
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The initial texture render covers the whole screen anyway
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16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in
a delayed render.
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Generated when the directional light is specified in the environment call, passed to the directional
light shader pass to conditionally illuminate each pixel.
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Lots of hard coding, buggy in places, far from great, but the basics
work.
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Updates all shaders to 330 core too.
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Needs a tidy-up
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Tidy-up required.
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something
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This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
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