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<title>zittrig-4/src/rend2/glsl, branch master</title>
<subtitle>The server software used for the Der Bunker Tremulous servers.
</subtitle>
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<entry>
<title>renderer -&gt; renderergl1, rend2 -&gt; renderergl2</title>
<updated>2013-02-16T21:55:58+00:00</updated>
<author>
<name>Tim Angus</name>
<email>tim@ngus.net</email>
</author>
<published>2013-02-15T23:46:37+00:00</published>
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<entry>
<title>Only declare var_SampleToView in lightall shader when it is actually used.</title>
<updated>2013-01-12T21:26:41+00:00</updated>
<author>
<name>James Canete</name>
<email>use.less01@gmail.com</email>
</author>
<published>2012-12-15T00:39:17+00:00</published>
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<entry>
<title>Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813.</title>
<updated>2013-01-12T21:24:55+00:00</updated>
<author>
<name>James Canete</name>
<email>use.less01@gmail.com</email>
</author>
<published>2012-12-10T22:35:57+00:00</published>
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<entry>
<title>#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.</title>
<updated>2013-01-12T21:24:54+00:00</updated>
<author>
<name>James Canete</name>
<email>use.less01@gmail.com</email>
</author>
<published>2012-12-06T01:55:45+00:00</published>
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<entry>
<title>#5808 - Include and use .glsl in source (rend2)</title>
<updated>2013-01-12T21:24:53+00:00</updated>
<author>
<name>James Canete</name>
<email>use.less01@gmail.com</email>
</author>
<published>2012-12-04T01:56:52+00:00</published>
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