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path: root/client/shaders/nodes_shader/opengl_vertex.glsl
Commit message (Collapse)AuthorAge
* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
| | | | | | | | 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)xzcx2018-08-30
| | | Fixed comment as finalColorBlend() does not exist in the code base.
* 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"
* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
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* 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
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* Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-07
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* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20
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* Fix relief mapping issuesRealBadAngel2015-07-16
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* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02
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* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21
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* Automated whitespace error fix for last commitest312015-06-14
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
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* 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
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* 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
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* Improved faces shading with and without shaders.RealBadAngel2014-06-17
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* 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.