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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 | 3f63ebce77 | Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch) | 2017-11-05 14:37:36 +00:00 |  | 
				
					
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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 | 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 | 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 | 414c19f717 | Fix detailMapUV bug | 2016-03-01 18:40:18 +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 | 1223bca3d4 | Move doLighting to separate file | 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 | e845c576d4 | Use the texture matrix | 2016-02-18 19:37:58 +01:00 |  | 
				
					
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									 scrawl | 3859c58a8a | Assign gl_ClipVertex in the vertex shader to make clip planes work | 2016-02-18 19:37:57 +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 |  |