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Author
Age
*
Add API to control shadow intensity from the game/mod (#11944)
x2048
2022-03-26
*
Reuse normal offset calculation for nodes
Dmitry Kostenko
2022-03-07
*
Correct normal bias for entities
Dmitry Kostenko
2022-03-07
*
Change normal bias for entities to avoid shadow acne
Dmitry Kostenko
2022-03-07
*
Remove debugging code
Dmitry Kostenko
2022-03-07
*
Ensure nightRatio is greater than zero in object shader
Dmitry Kostenko
2022-03-07
*
Apply texture matrix when rendering shadowmap
Dmitry Kostenko
2022-03-07
*
Fix shadow rendering with filtering disabled
Dmitry Kostenko
2022-03-07
*
Improve lighting of entities.
Dmitry Kostenko
2022-03-07
*
Improve self-shadowing based on light/normal angle
Dmitry Kostenko
2022-03-07
*
Copy shadow mapping shader from nodes to objects
Dmitry Kostenko
2022-03-07
*
Make sure nightRatio is always greater than zero.
Dmitry Kostenko
2022-01-22
*
Fix shadow mapping when PCF is disabled (#11888)
x2048
2022-01-02
*
Apply shadow only to the naturally lit part of the fragment color (#11722)
x2048
2021-10-31
*
Improvements to colored shadows (#11516)
x2048
2021-10-01
*
Fix GLES2 discard behaviour (texture transparency)
sfan5
2021-09-17
*
Distribute shadow map update over multiple frames to reduce stutter (#11422)
x2048
2021-07-25
*
Add smooth light-shadow transition at noon (#11430)
x2048
2021-07-25
*
Improve shadow rendering with non-default camera FOV (#11385)
x2048
2021-07-11
*
Shadow mapping render pass (#11244)
Liso
2021-06-06
*
Fix swapped vertex colors on GLES2
sfan5
2021-05-11
*
Use vec4 for varTexCoord in interlaced shader (#11004)
Muhammad Rifqi Priyo Susanto
2021-03-01
*
Fix GLES shader support after #9247 (#10727)
Vitaliy
2020-12-22
*
Cleanup shader generation code (#10663)
Vitaliy
2020-12-19
*
Fix MSAA stripes (#9247)
HybridDog
2020-12-04
*
Sky: support GLES2
numzero
2020-11-26
*
Shaders for Android (GLES 2) (#10506)
Vitaliy
2020-10-25
*
Remove all bump mapping and parallax occlusion related code.
Lars
2020-10-17
*
Remove "generate normal maps" feature (#10313)
hecks
2020-09-14
*
shaders: Fix transparency on GC7000L (#10036)
mntmn
2020-08-25
*
Make shading of CAOs optional (#10033)
Danila Shutov
2020-06-16
*
Fix broken coloring of wielditems (#9969)
Danila Shutov
2020-06-09
*
Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)
Danila Shutov
2020-04-19
*
Shaders: Complete 478e753. OpenGL 4.3 compatiblity
SmallJoker
2020-04-18
*
Add tone mapping for entities (#9521)
Danila Shutov
2020-04-06
*
Transform texture UVs with provided tex. matrix (#9515)
Danila Shutov
2020-03-16
*
Basic model shading (#9374)
Danila Shutov
2020-02-16
*
Shaders: Fix OpenGL < 4.3 compatibility
SmallJoker
2020-02-16
*
Waves generated with Perlin-type noise #8994
Lars Hofhansl
2019-11-19
*
Simple shader fixes. (#8991)
lhofhansl
2019-09-26
*
Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Paramat
2019-03-27
*
Shaders: Fix comment line (#7668)
xzcx
2018-08-30
*
Rewrite rendering engine (#6253)
Vitaliy
2017-10-31
*
Shaders: Remove unused water surface shader
paramat
2017-05-08
*
Fix fog weirdness (#5146)
numberZero
2017-01-31
*
Add hardware node coloring. Includes:
Dániel Juhász
2017-01-23
*
Shaders: Remove unnecessary 'if' statements
Lars Hofhansl
2016-12-24
*
Fog: Make fraction of visible distance at which fog starts configurable
Lars Hofhansl
2016-12-07
*
Fix unexplained shader issue (glsl compiler bug??) (#4757)
Rogier-5
2016-11-17
*
Remove unused shader matrices. (#4723)
lhofhansl
2016-11-04
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