Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
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13 changed files with 19 additions and 19 deletions
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@ -258,7 +258,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
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pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
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pipelineKey.ShaderKey.DepthFadeFalloff = mSurfaceUniforms.uDepthFadeFalloff > 0.0f;
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pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
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// The way GZDoom handles state is just plain insanity!
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int fogset = 0;
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