forked from Mirrorlandia_minetest/minetest
a5d29fa1d4
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders |
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opengl_fragment.glsl | ||
opengl_vertex.glsl |