aboutsummaryrefslogtreecommitdiff
path: root/assets/blender/mbb/signal2.png
diff options
context:
space:
mode:
Diffstat (limited to 'assets/blender/mbb/signal2.png')
0 files changed, 0 insertions, 0 deletions
and parallax occlusion related code.Lars2020-10-17 | * Remove "generate normal maps" feature (#10313)hecks2020-09-14 | | | | | Erase all traces of normal "generation" from fragment shaders Remove the "feature" from the engine and default config Remove any leftover documentation of it * shaders: Fix transparency on GC7000L (#10036)mntmn2020-08-25 | | | Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver). * Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker2020-04-18 | * Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker2020-02-16 | * Waves generated with Perlin-type noise #8994Lars Hofhansl2019-11-19 | * Simple shader fixes. (#8991)lhofhansl2019-09-26 | | | | | 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)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. * 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 | * 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 | * Fix relief mapping issuesRealBadAngel2015-07-16 | * Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02 | * Bugfix: variable type mismatchRealBadAngel2015-06-28 | * 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.