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path: root/client/shaders/water_surface_shader (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Filmic HDR tone mappingRealBadAngel2016-02-091-8/+44
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* Fix relief mapping issuesRealBadAngel2015-07-161-12/+30
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* Automated whitespace error fix for last commitest312015-06-141-10/+10
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-142-20/+21
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* Optimize bumpmapping mathematicsLoic Blot2015-01-162-9/+28
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-162-31/+12
| | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
* Optimize bumpmapping mathematicsLoic Blot2015-01-152-12/+31
| | | | | | 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.
* 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.