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path: root/client/shaders/nodes_shader/opengl_fragment.glsl
Commit message (Collapse)AuthorAge
* 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
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* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-26
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* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-25
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* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-24
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* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13
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* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-23
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* Filmic HDR tone mappingRealBadAngel2016-02-09
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* 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
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* Fix relief mapping issuesRealBadAngel2015-07-16
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* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02
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* Bugfix: variable type mismatchRealBadAngel2015-06-28
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* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
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* 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
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* 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.