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 |