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* Improve shadow filters (#12195)x20482022-05-211-0/+2
| | | | | | | | | * Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
* Fix compiler warningsShadowNinja2022-04-081-5/+5
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* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-071-0/+6
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* Tune shadow perspective distortion (#12146)x20482022-03-311-13/+35
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Use Irrlicht bindings for GL callsfan52022-03-091-18/+11
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* Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)rubenwardy2022-01-311-1/+1
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* Disable dynamic shadows for the 5.5.0 releaseSmallJoker2022-01-291-1/+1
| | | | | | | | | The dynamic shadows are yet not in the desired state to justify the inclusion into version 5.5.0. A stable release is long overdue, hence this allows fixes to continue in 5.6.0-dev to finally release an acceptable version of the dynamic shadows feature. Reverting this commit is highly recommended to proceed in development.
* Fix GLES2 discard behaviour (texture transparency)sfan52021-09-171-2/+6
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* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-111-1/+1
| | | | | | | | | | | * Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
* Shadow mapping render pass (#11244)Liso2021-06-061-0/+64
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* GLES fixes (#11205)sfan52021-04-181-5/+7
| | | | | * Consistently set float precision for GLES * Enable DPI scaling on Windows+GLES
* Cleanup shader generation code (#10663)Vitaliy2020-12-191-351/+142
| | | Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
* Allow missing shadersnumzero2020-11-261-1/+1
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* Fix integer-string conversion for shaderssfan52020-11-051-4/+4
| | | | closes #10605
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-251-46/+136
| | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-171-29/+0
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* Remove "generate normal maps" feature (#10313)hecks2020-09-141-28/+0
| | | | | Erase all traces of normal "generation" from fragment shaders Remove the "feature" from the engine and default config Remove any leftover documentation of it
* Darwin platform build fix (#10376)David CARLIER2020-09-091-0/+5
| | | | the event header seemingly being generic with libevent thus renaming it. openal and opengl are deprecated on newer mac os releases thus suppressing the build warnings.
* shaders: Fix transparency on GC7000L (#10036)mntmn2020-08-251-0/+18
| | | Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
* Make shading of CAOs optional (#10033)Danila Shutov2020-06-161-1/+5
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* Basic model shading (#9374)Danila Shutov2020-02-161-1/+7
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* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-271-2/+8
| | | | | | | | 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.
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-281-0/+873
Update Android.mk Remove 'src/client' from include_directories