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sydney/q3-sydney-qvm
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50475fc37b5f5a8da80a02e20e11ecd2da021d4e
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4 Commits
Author SHA1 Message Date
James Canete f4a0a78b43 Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813. 2012-12-10 22:35:57 +00:00
James Canete 374c551404 #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. 2012-12-06 01:55:45 +00:00
James Canete 736e1d5170 Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
James Canete edb414b34a #5808 - Include and use .glsl in source (rend2) 2012-12-04 01:56:52 +00:00
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