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path: root/client/shaders/nodes_shader/opengl_vertex.glsl
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* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-30
* Replace CRLF with LF in shader filesest312016-03-25
* Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-07
* 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
* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21
* Automated whitespace error fix for last commitest312015-06-14
* 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
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-07
* Let lighting be done only CPU side. Remove finalColorBlend implementation fro...RealBadAngel2014-08-16
* Make faces shading correct for all possible modes.RealBadAngel2014-08-14
* Faces shading fixesRealBadAngel2014-07-07
* Improved faces shading with and without shaders.RealBadAngel2014-06-17
* Unite nodes shaders.RealBadAngel2014-06-15
ss="hl opt">); // send_respawn() static int l_send_respawn(lua_State *L); // disconnect() static int l_disconnect(lua_State *L); // gettext(text) static int l_gettext(lua_State *L); // get_last_run_mod(n) static int l_get_last_run_mod(lua_State *L); // set_last_run_mod(modname) static int l_set_last_run_mod(lua_State *L); // get_node(pos) static int l_get_node(lua_State *L); // get_node_or_nil(pos) static int l_get_node_or_nil(lua_State *L); // get_wielded_item() static int l_get_wielded_item(lua_State *L); // get_meta(pos) static int l_get_meta(lua_State *L); static int l_sound_play(lua_State *L); static int l_sound_stop(lua_State *L); // get_server_info() static int l_get_server_info(lua_State *L); // get_item_def(itemstring) static int l_get_item_def(lua_State *L); // get_node_def(nodename) static int l_get_node_def(lua_State *L); // take_screenshot() static int l_take_screenshot(lua_State *L); // get_privilege_list() static int l_get_privilege_list(lua_State *L); public: static void Initialize(lua_State *L, int top); }; #endif