Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Fix MSAA stripes (#9247) | HybridDog | 2020-12-04 |
| | | | | | This only works when shaders are enabled. The centroid varying avoids that the textures (which repeat themselves out of bounds) are sampled out of bounds in MSAA. If MSAA (called FSAA in minetest) is disabled, the centroid keyword does nothing. | ||
* | Shaders for Android (GLES 2) (#10506) | Vitaliy | 2020-10-25 |
| | | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de> | ||
* | Remove all bump mapping and parallax occlusion related code. | Lars | 2020-10-17 |
| | |||
* | Remove "generate normal maps" feature (#10313) | hecks | 2020-09-14 |
| | | | | | 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) | mntmn | 2020-08-25 |
| | | | Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver). | ||
* | 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) | ||
* | Fix fog weirdness (#5146) | numberZero | 2017-01-31 |
| | |||
* | 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 |
| | |||
* | Shaders: Remove special handling for liquids. (#4670) | lhofhansl | 2016-10-26 |
| | |||
* | Shaders: Apply tone mapping before fog calculation. | Lars Hofhansl | 2016-10-25 |
| | |||
* | Shaders: Harmonize Irrlicht and shader fog calculations | Lars Hofhansl | 2016-10-24 |
| | |||
* | Use range-based fog instead of z-plane based. | Lars Hofhansl | 2016-10-13 |
| | |||
* | Shaders: fix fog not affecting opaque liquids | RealBadAngel | 2016-02-23 |
| | |||
* | Filmic HDR tone mapping | RealBadAngel | 2016-02-09 |
| | |||
* | Speed up and make more accurate relief mapping | RealBadAngel | 2015-12-10 |
| | | | | using linear + binary search. | ||
* | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | 2015-08-20 |
| | |||
* | Fix relief mapping issues | RealBadAngel | 2015-07-16 |
| | |||
* | Shaders fixes and cleanup relief mapping code. | RealBadAngel | 2015-07-02 |
| | |||
* | Bugfix: variable type mismatch | RealBadAngel | 2015-06-28 |
| | |||
* | Remove textures vertical offset. Fix for area enabling parallax. | RealBadAngel | 2015-06-21 |
| | |||
* | Improved parallax mapping. Generate heightmaps on the fly. | RealBadAngel | 2015-06-14 |
| | |||
* | 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 | ||
* | Improved faces shading with and without shaders. | RealBadAngel | 2014-06-17 |
| | |||
* | 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. |