virtualx-engine/servers/rendering/renderer_rd/forward_clustered
clayjohn 04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
..
render_forward_clustered.cpp Avoid default fallback material when using world_vertex_coords 2023-10-05 19:11:48 -06:00
render_forward_clustered.h
scene_shader_forward_clustered.cpp Avoid default fallback material when using world_vertex_coords 2023-10-05 19:11:48 -06:00
scene_shader_forward_clustered.h
SCsub