aboutsummaryrefslogtreecommitdiff
path: root/client/shaders/nodes_shader
Commit message (Collapse)AuthorAge
* 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
|
* 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
| | | | | 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
|
* 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
|
* 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
| | | | | | 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
|
* 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
| | | | using linear + binary search.
* 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
| | | | | | 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
|
* 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
|
* Improved faces shading with and without shaders.RealBadAngel2014-06-17
|
* 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.