virtualx-engine/drivers/gles2/shaders
Hugo Locurcio 4fefb136ea
Backport DirectionalLight fade_start property to 3.x
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2023-11-20 12:41:55 +01:00
..
canvas.glsl Convert output of GLES2 to linear color space if keep_3d_linear is enabled 2021-08-23 15:59:56 +10:00
canvas_shadow.glsl Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
copy.glsl clang-format: Disable alignment of operands, too unreliable 2021-10-28 13:23:38 +02:00
cube_to_dp.glsl Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
cubemap_filter.glsl Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
effect_blur.glsl fix post procressing with transparent bg and keep alpha channel of the tonemap shader output 2022-05-12 16:32:31 +08:00
lens_distorted.glsl Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
scene.glsl Backport DirectionalLight fade_start property to 3.x 2023-11-20 12:41:55 +01:00
SCsub SCons: Properly track codegen script dependency for generated GLES headers 2022-07-02 15:52:42 +02:00
stdlib.glsl Trunc shader function fixed 2021-12-18 17:50:58 -03:00
tonemap.glsl Fixed Whitescreen Issue in GLES2.0 Glow Setting 2023-03-15 18:13:57 +01:00