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authorx2048 <codeforsmile@gmail.com>2022-05-21 16:49:30 +0200
committerGitHub <noreply@github.com>2022-05-21 16:49:30 +0200
commitdc45b85a543b4c8ad72f69a554ecfe7f0a60c533 (patch)
tree348a20f17c19d8e886ca669e339a7f4875aa7778 /src/client/clientmap.cpp
parenta4ef62f5b215fe0f23e3e50672f1538854db4ed9 (diff)
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Improve shadow filters (#12195)
* 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
Diffstat (limited to 'src/client/clientmap.cpp')
-rw-r--r--src/client/clientmap.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp
index 10967c0cb..46cb115aa 100644
--- a/src/client/clientmap.cpp
+++ b/src/client/clientmap.cpp
@@ -489,6 +489,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Do not enable filter on shadow texture to avoid visual artifacts
// with colored shadows.
// Filtering is done in shader code anyway
+ layer.BilinearFilter = false;
+ layer.AnisotropicFilter = false;
layer.TrilinearFilter = false;
}
driver->setMaterial(material);