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71a8ac41fbea5bb97c25d66e17c06e8dfff4ebf1
godot
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servers
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rendering
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renderer_rd
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forward_clustered
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clayjohn
04846c1d6d
Avoid default fallback material when using world_vertex_coords
...
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
..
render_forward_clustered.cpp
Avoid default fallback material when using world_vertex_coords
2023-10-05 19:11:48 -06:00
render_forward_clustered.h
Vertex and attribute compression to reduce the size of the vertex format.
2023-10-05 12:02:23 -06:00
scene_shader_forward_clustered.cpp
Avoid default fallback material when using world_vertex_coords
2023-10-05 19:11:48 -06:00
scene_shader_forward_clustered.h
Vertex and attribute compression to reduce the size of the vertex format.
2023-10-05 12:02:23 -06:00
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