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Previously we always discarded shadow map fragments if the alpha channel of the output would have been low, but there were some (modded) assets that have non-one alpha but have testing or blending disabled so end up opaque anyway. This lets the shadows of those objects match. |
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| .. | ||
| CMakeLists.txt | ||
| lighting.glsl | ||
| objects_fragment.glsl | ||
| objects_vertex.glsl | ||
| parallax.glsl | ||
| s360_fragment.glsl | ||
| s360_vertex.glsl | ||
| shadowcasting_fragment.glsl | ||
| shadowcasting_vertex.glsl | ||
| shadows_fragment.glsl | ||
| shadows_vertex.glsl | ||
| terrain_fragment.glsl | ||
| terrain_vertex.glsl | ||
| water_fragment.glsl | ||
| water_nm.png | ||
| water_vertex.glsl | ||