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Commit message (Expand)AuthorAge
* 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 swapped vertex colors on GLES2sfan52021-05-11
* 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
* Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker2020-04-18
* Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker2020-02-16
* Waves generated with Perlin-type noise #8994Lars Hofhansl2019-11-19
* Simple shader fixes. (#8991)lhofhansl2019-09-26
* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
* Shaders: Fix comment line (#7668)xzcx2018-08-30
* Fix fog weirdness (#5146)numberZero2017-01-31
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* 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
* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
* 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
* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-30
* Replace CRLF with LF in shader filesest312016-03-25
* 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
* 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
* Bugfix: variable type mismatchRealBadAngel2015-06-28
* 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