GLSL shader per pixel lighting implemented (with optimized permutations)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 23 Jan 2005 22:16:33 +0000 (22:16 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 23 Jan 2005 22:16:33 +0000 (22:16 +0000)
commit4360acf7852bad0dc319661bba58abc3ea6cd4b9
tree9ef5c99c63aff8a021b01a6f07e4df6e06c00708
parent4495963f0896297db35e2ccb94dd70a9141b8520
GLSL shader per pixel lighting implemented (with optimized permutations)
offset mapping implemented in GLSL lighting shader (looks really cool if a little slow, enabled by default)
cleaned up some internal handling ambientscale/diffusescale/specularscale/gloss mode design issues in R_Shadow_RenderLighting

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4954 d7cf8633-e32d-0410-b094-e92efae38249
r_shadow.c