| 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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Remove use of magic constants.
Apply cameraOffset
Calculate distance projected on SM plane
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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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Co-authored-by: x2048 <codeforsmile@gmail.com>
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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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Fixes a regression that appeared in 5.3.0-dev.
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fixes #9481
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