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* 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
* Add hardware node coloring. Includes:Dániel Juhász2017-01-233-50/+39
* Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-243-46/+46
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-073-3/+3
* Fix unexplained shader issue (glsl compiler bug??) (#4757)Rogier-52016-11-173-6/+42
* Remove unused shader matrices. (#4723)lhofhansl2016-11-044-8/+0
* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-262-18/+0
* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-252-8/+8
* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-243-10/+10
* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-133-5/+5
* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-301-11/+15
* Replace CRLF with LF in shader filesest312016-03-255-273/+273
* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-231-1/+1
* Filmic HDR tone mappingRealBadAngel2016-02-092-14/+86
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-084-0/+31
* Speed up and make more accurate relief mappingRealBadAngel2015-12-101-5/+19
* Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-071-25/+23
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-202-55/+4
* Add wielded (and CAOs) shaderRealBadAngel2015-07-212-0/+149
* Fix relief mapping issuesRealBadAngel2015-07-163-32/+106
* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-022-44/+29