Commit message (Collapse) | Author | Age | |
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* | Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537) | Danila Shutov | 2020-04-19 |
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* | Shaders: Complete 478e753. OpenGL 4.3 compatiblity | SmallJoker | 2020-04-18 |
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* | Add tone mapping for entities (#9521) | Danila Shutov | 2020-04-06 |
| | | | fixes #9301 | ||
* | Transform texture UVs with provided tex. matrix (#9515) | Danila Shutov | 2020-03-16 |
| | | | fixes #9481 | ||
* | Basic model shading (#9374) | Danila Shutov | 2020-02-16 |
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* | Shaders: Fix OpenGL < 4.3 compatibility | SmallJoker | 2020-02-16 |
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* | Waves generated with Perlin-type noise #8994 | Lars Hofhansl | 2019-11-19 |
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* | Simple shader fixes. (#8991) | lhofhansl | 2019-09-26 |
| | | | | | 1. Pass current camera offset to shader, so shader have access to the global coordinates 2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader 3. Delay animation timer wrap-around (from 100s to about 16 minutes) | ||
* | Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418) | Paramat | 2019-03-27 |
| | | | | | | | | 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) | xzcx | 2018-08-30 |
| | | | Fixed comment as finalColorBlend() does not exist in the code base. | ||
* | Rewrite rendering engine (#6253) | Vitaliy | 2017-10-31 |
| | | | | | | | | | | | | * Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods | ||
* | Shaders: Remove unused water surface shader | paramat | 2017-05-08 |
| | | | | | | | | | | 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) | numberZero | 2017-01-31 |
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* | Add hardware node coloring. Includes: | Dániel Juhász | 2017-01-23 |
| | | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" | ||
* | Shaders: Remove unnecessary 'if' statements | Lars Hofhansl | 2016-12-24 |
| | | | | | | 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 configurable | Lars Hofhansl | 2016-12-07 |
| | | | | | | 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-5 | 2016-11-17 |
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* | Remove unused shader matrices. (#4723) | lhofhansl | 2016-11-04 |
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* | Shaders: Remove special handling for liquids. (#4670) | lhofhansl | 2016-10-26 |
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* | Shaders: Apply tone mapping before fog calculation. | Lars Hofhansl | 2016-10-25 |
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* | Shaders: Harmonize Irrlicht and shader fog calculations | Lars Hofhansl | 2016-10-24 |
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* | Use range-based fog instead of z-plane based. | Lars Hofhansl | 2016-10-13 |
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* | Nodes shader: Decrease amplitude of waving leaves and plants | paramat | 2016-03-30 |
| | | | | | | 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 files | est31 | 2016-03-25 |
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* | Shaders: fix fog not affecting opaque liquids | RealBadAngel | 2016-02-23 |
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* | Filmic HDR tone mapping | RealBadAngel | 2016-02-09 |
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* | Cleanup selection mesh code, add shaders for halo and selection boxes | RealBadAngel | 2016-02-08 |
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* | Speed up and make more accurate relief mapping | RealBadAngel | 2015-12-10 |
| | | | | using linear + binary search. | ||
* | Shaders: use triple-frequency waving for leaves and plants | paramat | 2015-09-07 |
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* | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | 2015-08-20 |
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* | Add wielded (and CAOs) shader | RealBadAngel | 2015-07-21 |
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* | Fix relief mapping issues | RealBadAngel | 2015-07-16 |
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* | Shaders fixes and cleanup relief mapping code. | RealBadAngel | 2015-07-02 |
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* | Bugfix: variable type mismatch | RealBadAngel | 2015-06-28 |
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* | Add minimap feature | RealBadAngel | 2015-06-27 |
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* | Remove textures vertical offset. Fix for area enabling parallax. | RealBadAngel | 2015-06-21 |
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* | Automated whitespace error fix for last commit | est31 | 2015-06-14 |
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* | Improved parallax mapping. Generate heightmaps on the fly. | RealBadAngel | 2015-06-14 |
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* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-16 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||
* | Revert "Optimize bumpmapping mathematics" | Craig Robbins | 2015-01-16 |
| | | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. | ||
* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-15 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||
* | Restore finalColorBlend implementation in shaders. | RealBadAngel | 2014-12-07 |
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* | Let lighting be done only CPU side. Remove finalColorBlend implementation ↵ | RealBadAngel | 2014-08-16 |
| | | | | from shaders. | ||
* | Make faces shading correct for all possible modes. | RealBadAngel | 2014-08-14 |
| | | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness. | ||
* | Faces shading fixes | RealBadAngel | 2014-07-07 |
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* | Improved faces shading with and without shaders. | RealBadAngel | 2014-06-17 |
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* | Unite nodes shaders. | RealBadAngel | 2014-06-15 |
| | | | | | | | 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. | RealBadAngel | 2014-04-16 |
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* | Normal maps generation on the fly. | RealBadAngel | 2014-03-21 |
| | | | | | Parallax mapping with slope information. Overriding normal maps. | ||
* | Optimize shaders code. Add settings at compile time. | RealBadAngel | 2013-12-09 |
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