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highlight'>| | | | | | | | | | | | * Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods * Shaders: Remove unused water surface shaderparamat2017-05-08 | | | | | | | | | | 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)numberZero2017-01-31 | * Add hardware node coloring. Includes:Dániel Juhász2017-01-23 | | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" * Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-24 | | | | | | 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 Hofhansl2016-12-07 | | | | | | 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-52016-11-17 | * Remove unused shader matrices. (#4723)lhofhansl2016-11-04 | * Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-26 | * Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-25 | * Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-24 | * Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13 | * Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-30 | | | | | | 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 filesest312016-03-25 | * Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-23 | * Filmic HDR tone mappingRealBadAngel2016-02-09 | * Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08 | * Speed up and make more accurate relief mappingRealBadAngel2015-12-10 | | | | using linear + binary search. * Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-07 | * Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20 | * Add wielded (and CAOs) shaderRealBadAngel2015-07-21 | * Fix relief mapping issuesRealBadAngel2015-07-16 | * Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02 | * Bugfix: variable type mismatchRealBadAngel2015-06-28 | * Add minimap featureRealBadAngel2015-06-27 | * Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21 | * Automated whitespace error fix for last commitest312015-06-14 | * Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14 | * Optimize bumpmapping mathematicsLoic Blot2015-01-16 | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes * Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-16 | | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. * Optimize bumpmapping mathematicsLoic Blot2015-01-15 | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes * Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-07 | * Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel2014-08-16 | | | | from shaders. * Make faces shading correct for all possible modes.RealBadAngel2014-08-14 | | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness. * Faces shading fixesRealBadAngel2014-07-07 | * Improved faces shading with and without shaders.RealBadAngel2014-06-17 | * Unite nodes shaders.RealBadAngel2014-06-15 | | | | | | | 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.RealBadAngel2014-04-16 | * Normal maps generation on the fly.RealBadAngel2014-03-21 | | | | | Parallax mapping with slope information. Overriding normal maps. * Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-09 | * Fix shaders on some GPUsNovatux2013-12-08 | *