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path: root/client/shaders/water_surface_shader/opengl_fragment.glsl (follow)
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* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-261-9/+0
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* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-251-4/+4
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* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-241-4/+4
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* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-131-2/+2
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* Filmic HDR tone mappingRealBadAngel2016-02-091-8/+44
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* Fix relief mapping issuesRealBadAngel2015-07-161-12/+30
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-141-13/+11
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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.