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path: root/client/shaders/object_shader/opengl_fragment.glsl
Commit message (Collapse)AuthorAge
* Fix GLES2 discard behaviour (texture transparency)sfan52021-09-17
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* Shadow mapping render pass (#11244)Liso2021-06-06
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* 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).
* Fix broken coloring of wielditems (#9969)Danila Shutov2020-06-09
| | | Fixes a regression that appeared in 5.3.0-dev.
* Add tone mapping for entities (#9521)Danila Shutov2020-04-06
| | | fixes #9301
* Basic model shading (#9374)Danila Shutov2020-02-16