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path: root/client/shaders/nodes_shader/opengl_vertex.glsl (follow)
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* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-301-11/+15
| | | | | | Fix initialisation of variable 'disp' Fix a few minor code style issues Add independent X motion combining 2 prime frequencies
* Replace CRLF with LF in shader filesest312016-03-251-86/+86
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* Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-071-25/+23
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* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-201-1/+1
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* Fix relief mapping issuesRealBadAngel2015-07-161-1/+1
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* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-021-5/+5
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* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-211-8/+12
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* Automated whitespace error fix for last commitest312015-06-141-40/+40
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-141-39/+40
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* Optimize bumpmapping mathematicsLoic Blot2015-01-161-7/+24
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-161-24/+7
| | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
* Optimize bumpmapping mathematicsLoic Blot2015-01-151-7/+24
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-071-3/+29
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* Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel2014-08-161-27/+1
| | | | from shaders.
* Make faces shading correct for all possible modes.RealBadAngel2014-08-141-1/+1
| | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.
* Faces shading fixesRealBadAngel2014-07-071-14/+0
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* Improved faces shading with and without shaders.RealBadAngel2014-06-171-7/+13
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* Unite nodes shaders.RealBadAngel2014-06-151-0/+135
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.