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-Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too
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@@ -2393,6 +2393,10 @@ VisualServer::VisualServer() {
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GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
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GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
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GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley", false);
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GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley.mobile", true);
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GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx", false);
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GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true);
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GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
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GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno");
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