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* 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.
* Faces shading fixesRealBadAngel2014-07-072-28/+0
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* Improved faces shading with and without shaders.RealBadAngel2014-06-174-38/+26
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* Unite nodes shaders.RealBadAngel2014-06-1515-603/+124
| | | | | | | 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.
* Fix invalid liquid lighting.RealBadAngel2014-04-161-1/+1
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* Normal maps generation on the fly.RealBadAngel2014-03-2110-390/+627
| | | | | Parallax mapping with slope information. Overriding normal maps.
* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-0910-144/+130
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* Fix shaders on some GPUsNovatux2013-12-085-15/+37
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* Shaders rework.RealBadAngel2013-12-0325-477/+712
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* Fix texture bumpmapping on some GPUsZeg92013-08-042-4/+2
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* Add texture bumpmapping feature.RealBadAngel2013-07-046-0/+291
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* Actually fix shader3 alpha this timekwolekr2013-04-271-6/+7
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* Transform alpha channel as well in shaderkwolekr2013-04-251-1/+2
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* Add option to use texture alpha channelkwolekr2013-04-233-0/+75
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* Fix new_style_waterPilzAdam2013-03-171-3/+1
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