forked from mirrors/principia
Assumedly abbreviation of "global illumination", some kind of alternative to the current way of drawing the shadows. Doesn't work very well when enabled, remove it.
7 lines
79 B
GLSL
7 lines
79 B
GLSL
varying float z;
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void main(void)
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{
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gl_FragColor = vec4(z+SHADOW_BIAS);
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}
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