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Anisotropic filtering now queries GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT once and applies via a single applyAnisotropicFiltering() utility, replacing hardcoded calls across all renderers. Fog (sky horizon color, 100-600 range) and Blinn-Phong specular highlights are added to WMO, M2, and character shaders for visual parity with terrain. Shadow sampling plumbing (sampler2DShadow with 3x3 PCF) is wired into all three shaders gated by uShadowEnabled, ready for a future shadow map pass.
829 B
829 B