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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 |