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GLSL cleanup: make var_FadeDepth a scalar

Open slipher opened this issue 1 year ago • 1 comments

Divide out the w coordinate in the vertex shader instead of the fragment shader.

Also add comment about hacky depth fraction calc.

slipher avatar Oct 03 '24 09:10 slipher

Retargeted this to 0.55 to avoid future merge conflicts.

slipher avatar Oct 08 '24 00:10 slipher