Commit message (Collapse) | Author | Age | |
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* | Improve lighting of entities. | Dmitry Kostenko | 2022-03-07 |
| | | | | | 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 angle | Dmitry Kostenko | 2022-03-07 |
| | | | | Add compatibility with colored shadows. | ||
* | Copy shadow mapping shader from nodes to objects | Dmitry Kostenko | 2022-03-07 |
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* | Improvements to colored shadows (#11516) | x2048 | 2021-10-01 |
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* | Fix GLES2 discard behaviour (texture transparency) | sfan5 | 2021-09-17 |
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* | Shadow mapping render pass (#11244) | Liso | 2021-06-06 |
| | | | Co-authored-by: x2048 <codeforsmile@gmail.com> | ||
* | Fix swapped vertex colors on GLES2 | sfan5 | 2021-05-11 |
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* | Fix GLES shader support after #9247 (#10727) | Vitaliy | 2020-12-22 |
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* | Cleanup shader generation code (#10663) | Vitaliy | 2020-12-19 |
| | | | 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) | HybridDog | 2020-12-04 |
| | | | | | 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) | Vitaliy | 2020-10-25 |
| | | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de> | ||
* | Remove all bump mapping and parallax occlusion related code. | Lars | 2020-10-17 |
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* | Remove "generate normal maps" feature (#10313) | hecks | 2020-09-14 |
| | | | | | 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) | mntmn | 2020-08-25 |
| | | | Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver). | ||
* | Make shading of CAOs optional (#10033) | Danila Shutov | 2020-06-16 |
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* | Fix broken coloring of wielditems (#9969) | Danila Shutov | 2020-06-09 |
| | | | Fixes a regression that appeared in 5.3.0-dev. | ||
* | Add tone mapping for entities (#9521) | Danila Shutov | 2020-04-06 |
| | | | fixes #9301 | ||
* | Transform texture UVs with provided tex. matrix (#9515) | Danila Shutov | 2020-03-16 |
| | | | fixes #9481 | ||
* | Basic model shading (#9374) | Danila Shutov | 2020-02-16 |