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									 scrawl | c9fefc7f5d | Simpler, more lightweight underwater effect, changed colors to match vanilla better | 2013-03-03 19:28:11 +01:00 |  | 
				
					
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									 scrawl | 6cceb04adf | When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections. | 2013-02-19 03:08:00 +01:00 |  | 
				
					
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									 scrawl | 42883ec64b | cleanup | 2013-02-18 02:33:53 +01:00 |  | 
				
					
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									 scrawl | 15e51b76de | Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth | 2013-02-03 15:46:23 +01:00 |  | 
				
					
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									 scrawl | 111e38ef25 | Revert "fog now distance based instead of depth" This reverts commit 7ee038fdd7. | 2013-01-09 20:18:26 +01:00 |  | 
				
					
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									 scrawl | 7ee038fdd7 | fog now distance based instead of depth | 2012-10-03 12:03:07 +02:00 |  | 
				
					
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									 scrawl | 21728020f6 | fixed the water on local map | 2012-07-20 14:45:42 +02:00 |  | 
				
					
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									 scrawl | b8384162b6 | merge | 2012-07-13 06:16:55 +02:00 |  | 
				
					
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									 scrawl | 71c865e2e9 | let there be light | 2012-07-06 07:10:10 +02:00 |  |