- 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. |
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globallight.vs | ||
instancing_base.vs | ||
instancing_light.vs | ||
instancing_light.xml | ||
instancing.vs | ||
instancing.xml | ||
model_light.vs | ||
model_light.xml |