with fte, if your shader includes a pass then that pass will be drawn.
rtlights are technically drawn with a different shader over the top (rtworld_lightmaps 0 may simplify the base shader a little, or set lighting values to black), so the two can be configured separately.
incidentilly, I really need to sit down one day and make some proper shader+glsl examples.
rtlights are technically drawn with a different shader over the top (rtworld_lightmaps 0 may simplify the base shader a little, or set lighting values to black), so the two can be configured separately.
incidentilly, I really need to sit down one day and make some proper shader+glsl examples.
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