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path: root/client/shaders/object_shader/opengl_fragment.glsl
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* Improve shadow filters (#12195)x20482022-05-21
| | | | | | | | | * Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
* 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
* 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.
* Change normal bias for entities to avoid shadow acneDmitry Kostenko2022-03-07
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* Remove debugging codeDmitry Kostenko2022-03-07
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* Ensure nightRatio is greater than zero in object shaderDmitry Kostenko2022-03-07
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* Fix shadow rendering with filtering disabledDmitry Kostenko2022-03-07
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* Improve lighting of entities.Dmitry Kostenko2022-03-07
| | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
* Improve self-shadowing based on light/normal angleDmitry Kostenko2022-03-07
| | | | Add compatibility with colored shadows.
* Copy shadow mapping shader from nodes to objectsDmitry Kostenko2022-03-07
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* 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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* 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