Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Simple shader fixes. (#8991) | lhofhansl | 2019-09-26 | 1 | -0/+9 |
| | | | | | 1. Pass current camera offset to shader, so shader have access to the global coordinates 2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader 3. Delay animation timer wrap-around (from 100s to about 16 minutes) | ||||
* | Fix fog weirdness (#5146) | numberZero | 2017-01-31 | 1 | -1/+1 |
| | |||||
* | Shaders: Remove unnecessary 'if' statements | Lars Hofhansl | 2016-12-24 | 1 | -16/+15 |
| | | | | | | Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0). | ||||
* | Fog: Make fraction of visible distance at which fog starts configurable | Lars Hofhansl | 2016-12-07 | 1 | -1/+1 |
| | | | | | | Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'. | ||||
* | Fix unexplained shader issue (glsl compiler bug??) (#4757) | Rogier-5 | 2016-11-17 | 1 | -2/+14 |
| | |||||
* | Shaders: Remove special handling for liquids. (#4670) | lhofhansl | 2016-10-26 | 1 | -9/+0 |
| | |||||
* | Shaders: Apply tone mapping before fog calculation. | Lars Hofhansl | 2016-10-25 | 1 | -4/+4 |
| | |||||
* | Shaders: Harmonize Irrlicht and shader fog calculations | Lars Hofhansl | 2016-10-24 | 1 | -4/+4 |
| | |||||
* | Use range-based fog instead of z-plane based. | Lars Hofhansl | 2016-10-13 | 1 | -2/+2 |
| | |||||
* | Shaders: fix fog not affecting opaque liquids | RealBadAngel | 2016-02-23 | 1 | -1/+1 |
| | |||||
* | Filmic HDR tone mapping | RealBadAngel | 2016-02-09 | 1 | -6/+42 |
| | |||||
* | Speed up and make more accurate relief mapping | RealBadAngel | 2015-12-10 | 1 | -5/+19 |
| | | | | using linear + binary search. | ||||
* | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | 2015-08-20 | 1 | -54/+3 |
| | |||||
* | Fix relief mapping issues | RealBadAngel | 2015-07-16 | 1 | -19/+75 |
| | |||||
* | Shaders fixes and cleanup relief mapping code. | RealBadAngel | 2015-07-02 | 1 | -39/+24 |
| | |||||
* | Bugfix: variable type mismatch | RealBadAngel | 2015-06-28 | 1 | -1/+1 |
| | |||||
* | Remove textures vertical offset. Fix for area enabling parallax. | RealBadAngel | 2015-06-21 | 1 | -4/+4 |
| | |||||
* | Improved parallax mapping. Generate heightmaps on the fly. | RealBadAngel | 2015-06-14 | 1 | -39/+95 |
| | |||||
* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-16 | 1 | -1/+6 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||||
* | Revert "Optimize bumpmapping mathematics" | Craig Robbins | 2015-01-16 | 1 | -6/+1 |
| | | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. | ||||
* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-15 | 1 | -1/+6 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||||
* | Improved faces shading with and without shaders. | RealBadAngel | 2014-06-17 | 1 | -12/+0 |
| | |||||
* | Unite nodes shaders. | RealBadAngel | 2014-06-15 | 1 | -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. |