c3425334a3Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276.
11 years ago
Lasse Öörni
a77018bb6aAllow the Unlit shader to properly write the G-buffer. Fixed missing passes in Unlit techniques.
12 years ago
Lasse Öörni
0bcb95e6a2Refactored techniques + more GLSL & HLSL shaders. Fixed shader code loading for cases where only vertex or pixel shader source is present.