Commit message (Collapse) | Author | Age | |
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* | 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 |
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* | 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 |
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* | 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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* | 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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* | 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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* | 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 |
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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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* | Remove textures vertical offset. Fix for area enabling parallax. | RealBadAngel | 2015-06-21 |
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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 | ||
* | 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. |