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* 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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pass1_fragment.glsl | ||
pass1_trans_fragment.glsl | ||
pass1_trans_vertex.glsl | ||
pass1_vertex.glsl | ||
pass2_fragment.glsl | ||
pass2_vertex.glsl |