| Commit message (Collapse) | Author | Age |
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Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
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Invoked by configuring with no attribute member points.
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Works with std::array then too.
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Fixes issue where directional light prevented pointlights from working
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Just so it shows up more clearly in tests
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view is transient to create viewProjection, unview only needed on unproject
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movement
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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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