Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Shaders for Android (GLES 2) (#10506) | Vitaliy | 2020-10-25 | 2 | -27/+28 |
| | | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de> | ||||
* | Remove all bump mapping and parallax occlusion related code. | Lars | 2020-10-17 | 2 | -142/+2 |
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* | Remove "generate normal maps" feature (#10313) | hecks | 2020-09-14 | 1 | -45/+2 |
| | | | | | Erase all traces of normal "generation" from fragment shaders Remove the "feature" from the engine and default config Remove any leftover documentation of it | ||||
* | shaders: Fix transparency on GC7000L (#10036) | mntmn | 2020-08-25 | 1 | -0/+8 |
| | | | Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver). | ||||
* | Shaders: Complete 478e753. OpenGL 4.3 compatiblity | SmallJoker | 2020-04-18 | 1 | -2/+2 |
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* | Shaders: Fix OpenGL < 4.3 compatibility | SmallJoker | 2020-02-16 | 1 | -8/+6 |
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* | Waves generated with Perlin-type noise #8994 | Lars Hofhansl | 2019-11-19 | 1 | -6/+53 |
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* | Simple shader fixes. (#8991) | lhofhansl | 2019-09-26 | 2 | -0/+17 |
| | | | | | 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) | ||||
* | Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418) | Paramat | 2019-03-27 | 1 | -1/+1 |
| | | | | | | | | Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2. | ||||
* | Shaders: Fix comment line (#7668) | xzcx | 2018-08-30 | 1 | -1/+1 |
| | | | Fixed comment as finalColorBlend() does not exist in the code base. | ||||
* | Fix fog weirdness (#5146) | numberZero | 2017-01-31 | 1 | -1/+1 |
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* | Add hardware node coloring. Includes: | Dániel Juhász | 2017-01-23 | 1 | -24/+19 |
| | | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" | ||||
* | 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 |
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* | Remove unused shader matrices. (#4723) | lhofhansl | 2016-11-04 | 1 | -2/+0 |
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* | Shaders: Remove special handling for liquids. (#4670) | lhofhansl | 2016-10-26 | 1 | -9/+0 |
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* | Shaders: Apply tone mapping before fog calculation. | Lars Hofhansl | 2016-10-25 | 1 | -4/+4 |
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* | Shaders: Harmonize Irrlicht and shader fog calculations | Lars Hofhansl | 2016-10-24 | 1 | -4/+4 |
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* | Use range-based fog instead of z-plane based. | Lars Hofhansl | 2016-10-13 | 1 | -2/+2 |
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* | Nodes shader: Decrease amplitude of waving leaves and plants | paramat | 2016-03-30 | 1 | -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 files | est31 | 2016-03-25 | 1 | -86/+86 |
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* | Shaders: fix fog not affecting opaque liquids | RealBadAngel | 2016-02-23 | 1 | -1/+1 |
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* | Filmic HDR tone mapping | RealBadAngel | 2016-02-09 | 1 | -6/+42 |
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* | Speed up and make more accurate relief mapping | RealBadAngel | 2015-12-10 | 1 | -5/+19 |
| | | | | using linear + binary search. | ||||
* | Shaders: use triple-frequency waving for leaves and plants | paramat | 2015-09-07 | 1 | -25/+23 |
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* | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | 2015-08-20 | 2 | -55/+4 |
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* | Fix relief mapping issues | RealBadAngel | 2015-07-16 | 2 | -20/+76 |
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* | Shaders fixes and cleanup relief mapping code. | RealBadAngel | 2015-07-02 | 2 | -44/+29 |
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* | Bugfix: variable type mismatch | RealBadAngel | 2015-06-28 | 1 | -1/+1 |
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* | Remove textures vertical offset. Fix for area enabling parallax. | RealBadAngel | 2015-06-21 | 2 | -12/+16 |
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* | Automated whitespace error fix for last commit | est31 | 2015-06-14 | 1 | -40/+40 |
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* | Improved parallax mapping. Generate heightmaps on the fly. | RealBadAngel | 2015-06-14 | 2 | -78/+135 |
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* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-16 | 2 | -8/+30 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||||
* | Revert "Optimize bumpmapping mathematics" | Craig Robbins | 2015-01-16 | 2 | -30/+8 |
| | | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. | ||||
* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-15 | 2 | -8/+30 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||||
* | Restore finalColorBlend implementation in shaders. | RealBadAngel | 2014-12-07 | 1 | -3/+29 |
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* | Let lighting be done only CPU side. Remove finalColorBlend implementation ↵ | RealBadAngel | 2014-08-16 | 1 | -27/+1 |
| | | | | from shaders. | ||||
* | Make faces shading correct for all possible modes. | RealBadAngel | 2014-08-14 | 1 | -1/+1 |
| | | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness. | ||||
* | Faces shading fixes | RealBadAngel | 2014-07-07 | 1 | -14/+0 |
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* | Improved faces shading with and without shaders. | RealBadAngel | 2014-06-17 | 2 | -19/+13 |
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* | Unite nodes shaders. | RealBadAngel | 2014-06-15 | 2 | -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. |