Age | Commit message (Collapse) | Author |
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variable in the outer scope..)
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Instead, read it in as a uniform, so that the same shader can be reused
with different density values.
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Fog support for immediate mode
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This makes the fog a bit more precise, and matches how native OpenGL
calculates the fog value. But it also means that it would be a bit more
expensive to calculate because it is calculated once per pixel.
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The length of the vector should give us more precise fogs, but ancient
OpenGL only uses the z component, so that's what we need to use here as
well.
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This prevents a bunch of warning messages for things which we don't
support.
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