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path: root/client/shaders/nodes_shader/opengl_fragment.glsl (follow)
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* Speed up and make more accurate relief mappingRealBadAngel2015-12-101-5/+19
| | | | using linear + binary search.
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-201-54/+3
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* Fix relief mapping issuesRealBadAngel2015-07-161-19/+75
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* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-021-39/+24
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* Bugfix: variable type mismatchRealBadAngel2015-06-281-1/+1
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* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-211-4/+4
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-141-39/+95
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* Optimize bumpmapping mathematicsLoic Blot2015-01-161-1/+6
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-161-6/+1
| | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
* Optimize bumpmapping mathematicsLoic Blot2015-01-151-1/+6
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Improved faces shading with and without shaders.RealBadAngel2014-06-171-12/+0
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* Unite nodes shaders.RealBadAngel2014-06-151-0/+128
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.