| Commit message (Collapse) | Author | Age |
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* 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
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* 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
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* Also Disable shadows when sun/moon is hidden. Fixes #11972.
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Pass correct natural & artificial light to the shaders
Use natural/artificial light ratio for correct rendering of shadows
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Add compatibility with colored shadows.
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
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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.
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Shader support for OpenGL ES 2 devices (Android)
Co-authored-by: sfan5 <sfan5@live.de>
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Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
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Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
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Fixes a regression that appeared in 5.3.0-dev.
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fixes #9301
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