godot/servers/rendering/renderer_rd/forward_clustered
Allen Pestaluky 4e19f34856 Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers
The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.

Fixes #77448
2023-05-26 10:50:35 -04:00
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SCsub
render_forward_clustered.cpp (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 2023-05-19 19:22:10 +02:00
render_forward_clustered.h (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 2023-05-19 19:22:10 +02:00
scene_shader_forward_clustered.cpp Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers 2023-05-26 10:50:35 -04:00
scene_shader_forward_clustered.h Re-implement the PSSM_SPLITS debug option 2023-04-28 17:53:56 -07:00