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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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| .. | ||
| shadermanager.cpp | ||
| shadermanager.hpp | ||
| shadervisitor.cpp | ||
| shadervisitor.hpp | ||