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* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-2512-65/+82
| | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-174-201/+2
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* Remove "generate normal maps" feature (#10313)hecks2020-09-142-76/+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)mntmn2020-08-252-0/+16
| | | Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
* Make shading of CAOs optional (#10033)Danila Shutov2020-06-161-0/+4
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* Fix broken coloring of wielditems (#9969)Danila Shutov2020-06-092-2/+9
| | | Fixes a regression that appeared in 5.3.0-dev.
* Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)Danila Shutov2020-04-192-159/+0
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* Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker2020-04-181-2/+2
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* Add tone mapping for entities (#9521)Danila Shutov2020-04-061-0/+37
| | | fixes #9301
* Transform texture UVs with provided tex. matrix (#9515)Danila Shutov2020-03-161-1/+1
| | | fixes #9481
* Basic model shading (#9374)Danila Shutov2020-02-162-0/+175
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* Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker2020-02-161-8/+6
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* Waves generated with Perlin-type noise #8994Lars Hofhansl2019-11-191-6/+53
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* Simple shader fixes. (#8991)lhofhansl2019-09-262-0/+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)Paramat2019-03-271-1/+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)xzcx2018-08-301-1/+1
| | | Fixed comment as finalColorBlend() does not exist in the code base.
* Rewrite rendering engine (#6253)Vitaliy2017-10-312-0/+27
| | | | | | | | | | | | * Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods
* Shaders: Remove unused water surface shaderparamat2017-05-082-313/+0
| | | | | | | | | | Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour.
* Fix fog weirdness (#5146)numberZero2017-01-311-1/+1
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* Add hardware node coloring. Includes:Dániel Juhász2017-01-233-50/+39
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-243-46/+46
| | | | | | 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 configurableLars Hofhansl2016-12-073-3/+3
| | | | | | 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-52016-11-173-6/+42
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* Remove unused shader matrices. (#4723)lhofhansl2016-11-044-8/+0
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* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-262-18/+0
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* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-252-8/+8
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* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-243-10/+10
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* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-133-5/+5
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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 filesest312016-03-255-273/+273
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* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-231-1/+1
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* Filmic HDR tone mappingRealBadAngel2016-02-092-14/+86
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-084-0/+31
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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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* Add wielded (and CAOs) shaderRealBadAngel2015-07-212-0/+149
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* Fix relief mapping issuesRealBadAngel2015-07-163-32/+106
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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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* Add minimap featureRealBadAngel2015-06-272-0/+43
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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 commitest312015-06-142-50/+50
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-144-98/+156
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* Optimize bumpmapping mathematicsLoic Blot2015-01-164-17/+58
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-164-61/+20
| | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
* Optimize bumpmapping mathematicsLoic Blot2015-01-154-20/+61
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-072-6/+58
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* Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel2014-08-162-54/+2
| | | | 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.