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path: root/client/shaders/nodes_shader/opengl_vertex.glsl
Commit message (Collapse)AuthorAge
* Reuse normal offset calculation for nodesDmitry Kostenko2022-03-07
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* Shadow mapping render pass (#11244)Liso2021-06-06
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* Fix swapped vertex colors on GLES2sfan52021-05-11
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* Fix GLES shader support after #9247 (#10727)Vitaliy2020-12-22
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* 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
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* Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker2020-04-18
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* Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker2020-02-16
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* Waves generated with Perlin-type noise #8994Lars Hofhansl2019-11-19
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* 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)
* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
| | | | | | | | Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
* Shaders: Fix comment line (#7668)xzcx2018-08-30
| | | Fixed comment as finalColorBlend() does not exist in the code base.
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
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* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-30
| | | | | | Fix initialisation of variable 'disp' Fix a few minor code style issues Add independent X motion combining 2 prime frequencies
* Replace CRLF with LF in shader filesest312016-03-25
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* Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-07
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* 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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* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21
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* Automated whitespace error fix for last commitest312015-06-14
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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
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-07
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* Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel2014-08-16
| | | | from shaders.
* Make faces shading correct for all possible modes.RealBadAngel2014-08-14
| | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.
* Faces shading fixesRealBadAngel2014-07-07
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* 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.