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path: root/client/shaders/nodes_shader/opengl_fragment.glsl
Commit message (Expand)AuthorAge
* Improve shadow filters (#12195)x20482022-05-21
* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-14
* Spacing fixesShadowNinja2022-04-08
* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-07
* Tune shadow perspective distortion (#12146)x20482022-03-31
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
* Reuse normal offset calculation for nodesDmitry Kostenko2022-03-07
* Remove debugging codeDmitry Kostenko2022-03-07
* Fix shadow rendering with filtering disabledDmitry Kostenko2022-03-07
* Improve self-shadowing based on light/normal angleDmitry Kostenko2022-03-07
* Make sure nightRatio is always greater than zero.Dmitry Kostenko2022-01-22
* Fix shadow mapping when PCF is disabled (#11888)x20482022-01-02
* Apply shadow only to the naturally lit part of the fragment color (#11722)x20482021-10-31
* Improvements to colored shadows (#11516)x20482021-10-01
* Fix GLES2 discard behaviour (texture transparency)sfan52021-09-17
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-25
* Add smooth light-shadow transition at noon (#11430)x20482021-07-25
* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-11
* Shadow mapping render pass (#11244)Liso2021-06-06
* Fix GLES shader support after #9247 (#10727)Vitaliy2020-12-22
* Cleanup shader generation code (#10663)Vitaliy2020-12-19
* Fix MSAA stripes (#9247)HybridDog2020-12-04
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-25
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-17
* Remove "generate normal maps" feature (#10313)hecks2020-09-14
* shaders: Fix transparency on GC7000L (#10036)mntmn2020-08-25
* Simple shader fixes. (#8991)lhofhansl2019-09-26
* Fix fog weirdness (#5146)numberZero2017-01-31
* Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-24
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-07
* Fix unexplained shader issue (glsl compiler bug??) (#4757)Rogier-52016-11-17
* 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
* 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
* 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
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
* Optimize bumpmapping mathematicsLoic Blot2015-01-16
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-16
* Optimize bumpmapping mathematicsLoic Blot2015-01-15
* Improved faces shading with and without shaders.RealBadAngel2014-06-17
* Unite nodes shaders.RealBadAngel2014-06-15