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* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-14
| | | | | | | | * Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
* Spacing fixesShadowNinja2022-04-08
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* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-07
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* Tune shadow perspective distortion (#12146)x20482022-03-31
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Reuse normal offset calculation for nodesDmitry Kostenko2022-03-07
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* Remove debugging codeDmitry Kostenko2022-03-07
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* Fix shadow rendering with filtering disabledDmitry Kostenko2022-03-07
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* Improve self-shadowing based on light/normal angleDmitry Kostenko2022-03-07
| | | | Add compatibility with colored shadows.
* 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
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* 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
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* Fix GLES2 discard behaviour (texture transparency)sfan52021-09-17
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* 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 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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* 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
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* 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).
* 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.
* Fix fog weirdness (#5146)numberZero2017-01-31
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* 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"
* 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
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* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
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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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* 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: 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.
* 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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