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* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-231-1/+1
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* Filmic HDR tone mappingRealBadAngel2016-02-091-6/+42
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* Speed up and make more accurate relief mappingRealBadAngel2015-12-101-5/+19
| | | | using linear + binary search.
* 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 neededRealBadAngel2015-08-202-55/+4
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* Fix relief mapping issuesRealBadAngel2015-07-162-20/+76
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* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-022-44/+29
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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.RealBadAngel2015-06-212-12/+16
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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.RealBadAngel2015-06-142-78/+135
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* Optimize bumpmapping mathematicsLoic Blot2015-01-162-8/+30
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-162-30/+8
| | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
* Optimize bumpmapping mathematicsLoic Blot2015-01-152-8/+30
| | | | | | 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.RealBadAngel2014-06-172-19/+13
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* Unite nodes shaders.RealBadAngel2014-06-152-0/+263
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.