summaryrefslogtreecommitdiff
path: root/client/shaders/nodes_shader/opengl_fragment.glsl
Commit message (Collapse)AuthorAge
* Make sure nightRatio is always greater than zero.Dmitry Kostenko2022-01-22
| | | | To avoid underfined behavior of GLSL pow()
* 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
| | | | | | | | | Fragment color for nodes is now calculated from: * Texture color, highlighted by artificial light if present (light color conveyed via vertex color). * Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow. * Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.
* 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
| | | | | | | | | | Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
* Add smooth light-shadow transition at noon (#11430)x20482021-07-25
| | | | Node faces with normals pointing East/West (+X/-X) will transition between light and shadow at noon. This code makes the transition smooth.
* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-11
| | | | | | | | | | | * Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
* Shadow mapping render pass (#11244)Liso2021-06-06
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* Fix GLES shader support after #9247 (#10727)Vitaliy2020-12-22
|
* Cleanup shader generation code (#10663)Vitaliy2020-12-19
| | | Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
* Fix MSAA stripes (#9247)HybridDog2020-12-04
| | | | | 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)Vitaliy2020-10-25
| | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
* Remove all bump mapping and parallax occlusion related code.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).
* 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)
* Fix fog weirdness (#5146)numberZero2017-01-31
|
* 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
|
* 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
| | | | using linear + binary search.
* 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
| | | | | | 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
* 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.