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									 AnyOldName3 | 44b2cf2b7f | Merge upstream. | 2018-05-11 19:15:04 +01:00 |  | 
				
					
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									 Capostrophic | b08d7b4a3b | Use centroid interpolation for shader lighting (fixes #4143) | 2018-04-14 00:30:28 +03:00 |  | 
				
					
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									 AnyOldName3 | 590531595b | Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp | 2017-11-10 02:02:27 +00:00 |  | 
				
					
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									 AnyOldName3 | 715f29165b | Dynamically adjust shaders to have the required number of shadow maps. | 2017-11-07 20:22:45 +00:00 |  | 
				
					
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									 AnyOldName3 | 56fa33af66 | Enable parallel split shadow maps | 2017-11-07 00:32:04 +00:00 |  | 
				
					
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									 AnyOldName3 | 26a7b48d69 | Attempt to make a VDSM work, and also to set up a debug HUD, but without success. | 2017-10-13 18:19:29 +01:00 |  | 
				
					
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									 AnyOldName3 | ebd3dcf2b3 | Remove unnecessary preprocessor variable in shaders | 2017-10-03 02:58:25 +01:00 |  | 
				
					
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									 AnyOldName3 | 26ecf2088b | Make shadows play nicely with per-vertex lighting | 2017-09-21 01:59:02 +01:00 |  | 
				
					
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									 AnyOldName3 | f50063402d | Adjust shaders to support shadows | 2017-09-21 00:25:48 +01:00 |  | 
				
					
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									 scrawl | f291aabc4b | Fix shader compile error for objects without diffuse map | 2016-08-09 01:04:02 +02:00 |  | 
				
					
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									 scrawl | bc04989448 | Remove unused uniforms | 2016-06-17 00:20:53 +02:00 |  | 
				
					
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									 scrawl | 8e23c37668 | Flip the parallax offset Y component based on tangent parity (Bug #3440) | 2016-06-16 18:07:10 +02:00 |  | 
				
					
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									 scrawl | 6f5b68859f | Comment out UV test that is not working | 2016-06-16 17:33:54 +02:00 |  | 
				
					
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									 scrawl | 6a1fd05074 | Fix the coordinate frame for eyeDir, minor cleanup (Bug #3440) | 2016-06-16 17:32:27 +02:00 |  | 
				
					
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									 scrawl | 6f31b3d79f | Add parallax mapping for objects | 2016-03-22 21:46:15 +01:00 |  | 
				
					
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									 scrawl | b4dda045a6 | Pass the tangent in object space | 2016-03-22 21:46:15 +01:00 |  | 
				
					
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									 scrawl | 6e7c6fdd7e | Implement NiTexturingProperty::DecalTexture | 2016-03-01 18:41:36 +01:00 |  | 
				
					
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									 scrawl | 5e105da3ba | Generate texture coordinates per-pixel when normal map + environment map are used | 2016-02-24 21:28:55 +01:00 |  | 
				
					
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									 scrawl | f01e8a6950 | Add specular mapping for objects | 2016-02-20 19:55:08 +01:00 |  | 
				
					
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									 scrawl | 5e12a1b4ef | Add enchanted item glow to the shader | 2016-02-18 23:05:44 +01:00 |  | 
				
					
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									 scrawl | a73512afb7 | Add shader settings to settings.cfg | 2016-02-18 19:38:34 +01:00 |  | 
				
					
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									 scrawl | e5a37a7023 | Add normal map code | 2016-02-18 19:37:59 +01:00 |  | 
				
					
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									 scrawl | 18e80d5627 | Add per-pixel lighting code | 2016-02-18 19:37:59 +01:00 |  | 
				
					
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									 scrawl | 456816f707 | Use diffuse.a / vertex.a, use material emission | 2016-02-18 19:37:58 +01:00 |  | 
				
					
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									 scrawl | 5fd84074c5 | Reimplement detailMap, darkMap and emissiveMap | 2016-02-18 19:37:58 +01:00 |  | 
				
					
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									 scrawl | 9376811213 | Vertex lighting shader | 2016-02-18 19:37:57 +01:00 |  | 
				
					
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									 scrawl | 044e0a829a | Add fog | 2016-02-18 19:37:57 +01:00 |  | 
				
					
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									 scrawl | a9ad1b09e2 | Introduce ShaderManager & ShaderVisitor Actual shaders still to be written. | 2016-02-18 19:37:56 +01:00 |  |