Commit History

Author SHA1 Message Date
  Lasse Öörni c3425334a3 Switch 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
  primitivewaste d4fb9a9450 Add Zone height fog support, HeightFog shader option and techniques. 12 years ago
  Lasse Öörni 04c3a45d92 Fixed vegetation wind effect on billboards. 12 years ago
  Lasse Öörni 7d4ee02f53 Compile only Vegatation vertex shaders, combine with LitSolid pixel shaders. 12 years ago
  Lasse Öörni a698776a66 Added simple swaying vegetation example shader. 12 years ago