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path: root/src/rend2/glsl/lightall_fp.glsl
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2013-01-12Only declare var_SampleToView in lightall shader when it is actually used.James Canete
2013-01-12Split light sample into direct and ambient parts when using deluxemaps or ↵James Canete
per-vertex light vectors. Fixes #5813.
2013-01-12#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and ↵James Canete
separate depth texture and screen texture coordinates in glsl shaders.
2013-01-12#5808 - Include and use .glsl in source (rend2)James Canete