| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2013-01-12 | Only declare var_SampleToView in lightall shader when it is actually used. | James Canete | |
| 2013-01-12 | Split 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 | |
