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* Improve shadow filters (#12195)x20482022-05-214-221/+127
* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-146-107/+171
* Spacing fixesShadowNinja2022-04-082-3/+3
* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-074-51/+83
* Tune shadow perspective distortion (#12146)x20482022-03-316-36/+36
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-264-136/+146
* Reuse normal offset calculation for nodesDmitry Kostenko2022-03-072-5/+16
* Correct normal bias for entitiesDmitry Kostenko2022-03-071-3/+7
* Change normal bias for entities to avoid shadow acneDmitry Kostenko2022-03-072-11/+12
* Remove debugging codeDmitry Kostenko2022-03-072-4/+0
* Ensure nightRatio is greater than zero in object shaderDmitry Kostenko2022-03-071-1/+1
* Apply texture matrix when rendering shadowmapDmitry Kostenko2022-03-071-1/+1
* Fix shadow rendering with filtering disabledDmitry Kostenko2022-03-072-0/+6
* Improve lighting of entities.Dmitry Kostenko2022-03-072-7/+25
* Improve self-shadowing based on light/normal angleDmitry Kostenko2022-03-072-4/+12
* Copy shadow mapping shader from nodes to objectsDmitry Kostenko2022-03-072-82/+235
* Make sure nightRatio is always greater than zero.Dmitry Kostenko2022-01-221-1/+1
* Fix shadow mapping when PCF is disabled (#11888)x20482022-01-021-0/+1
* Apply shadow only to the naturally lit part of the fragment color (#11722)x20482021-10-312-10/+22
* Improvements to colored shadows (#11516)x20482021-10-014-4/+25
* Fix GLES2 discard behaviour (texture transparency)sfan52021-09-172-6/+12
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-251-5/+5
* Add smooth light-shadow transition at noon (#11430)x20482021-07-251-2/+2
* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-111-6/+10
* Shadow mapping render pass (#11244)Liso2021-06-0610-12/+956
* Fix swapped vertex colors on GLES2sfan52021-05-115-3/+23
* Use vec4 for varTexCoord in interlaced shader (#11004)Muhammad Rifqi Priyo Susanto2021-03-012-2/+2
* Fix GLES shader support after #9247 (#10727)Vitaliy2020-12-224-4/+20
* Cleanup shader generation code (#10663)Vitaliy2020-12-192-4/+4
* Fix MSAA stripes (#9247)HybridDog2020-12-044-8/+11
* Sky: support GLES2numzero2020-11-262-0/+10
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-2512-65/+82
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-174-201/+2
* Remove "generate normal maps" feature (#10313)hecks2020-09-142-76/+2
* shaders: Fix transparency on GC7000L (#10036)mntmn2020-08-252-0/+16
* Make shading of CAOs optional (#10033)Danila Shutov2020-06-161-0/+4
* Fix broken coloring of wielditems (#9969)Danila Shutov2020-06-092-2/+9
* Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)Danila Shutov2020-04-192-159/+0
* Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker2020-04-181-2/+2
* Add tone mapping for entities (#9521)Danila Shutov2020-04-061-0/+37
* Transform texture UVs with provided tex. matrix (#9515)Danila Shutov2020-03-161-1/+1
* Basic model shading (#9374)Danila Shutov2020-02-162-0/+175
* Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker2020-02-161-8/+6
* Waves generated with Perlin-type noise #8994Lars Hofhansl2019-11-191-6/+53
* Simple shader fixes. (#8991)lhofhansl2019-09-262-0/+17
* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-271-1/+1
* Shaders: Fix comment line (#7668)xzcx2018-08-301-1/+1
* Rewrite rendering engine (#6253)Vitaliy2017-10-312-0/+27
* Shaders: Remove unused water surface shaderparamat2017-05-082-313/+0
* Fix fog weirdness (#5146)numberZero2017-01-311-1/+1