Rename "depth fade falloff" to "depth fade threshold" as it makes more sense

This commit is contained in:
nashmuhandes 2024-09-09 17:06:04 +08:00
commit 27058efe85
13 changed files with 19 additions and 19 deletions

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@ -258,7 +258,7 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
pipelineKey.ShaderKey.DepthFadeFalloff = mSurfaceUniforms.uDepthFadeFalloff > 0.0f;
pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
// The way GZDoom handles state is just plain insanity!
int fogset = 0;