prefect
7dee30e24c
- explicitly split ambient and diffuse - add renderer.shadowZBias to bias depths in the depth texture and avoid flickering artifacts caused by Z fighting - cantabrian_generated uses new light values so that shadows aren't pitch black This was SVN commit r3508.
10 lines
303 B
XML
10 lines
303 B
XML
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
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<Program>
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<Shaders>
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<Shader type="VERTEX_SHADER">shaders/instancing_light.vs</Shader>
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<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
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<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
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</Shaders>
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</Program>
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