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opengl_fragment.glsl
Commit message (
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Author
Age
*
Improve shadow filters (#12195)
x2048
2022-05-21
*
Implement shadow offsets for the new SM distortion function (#12191)
x2048
2022-04-14
*
Spacing fixes
ShadowNinja
2022-04-08
*
Adjust shadowmap distortion to use entire SM texture (#12166)
x2048
2022-04-07
*
Tune shadow perspective distortion (#12146)
x2048
2022-03-31
*
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
*
Remove debugging code
Dmitry Kostenko
2022-03-07
*
Fix shadow rendering with filtering disabled
Dmitry Kostenko
2022-03-07
*
Improve self-shadowing based on light/normal angle
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 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
*
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
*
Simple shader fixes. (#8991)
lhofhansl
2019-09-26
*
Fix fog weirdness (#5146)
numberZero
2017-01-31
*
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
*
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
*
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
*
Revert "Optimize bumpmapping mathematics"
Craig Robbins
2015-01-16
*
Optimize bumpmapping mathematics
Loic Blot
2015-01-15
*
Improved faces shading with and without shaders.
RealBadAngel
2014-06-17
*
Unite nodes shaders.
RealBadAngel
2014-06-15