Commit message (Collapse) | Author | Age | |
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* | Shaders: Remove unused water surface shader | paramat | 2017-05-08 |
| | | | | | | | | | | Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour. | ||
* | Add hardware node coloring. Includes: | Dániel Juhász | 2017-01-23 |
| | | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" | ||
* | Shaders: Remove unnecessary 'if' statements | Lars Hofhansl | 2016-12-24 |
| | | | | | | Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0). | ||
* | Fog: Make fraction of visible distance at which fog starts configurable | Lars Hofhansl | 2016-12-07 |
| | | | | | | Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'. | ||
* | Fix unexplained shader issue (glsl compiler bug??) (#4757) | Rogier-5 | 2016-11-17 |
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* | Remove unused shader matrices. (#4723) | lhofhansl | 2016-11-04 |
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* | Shaders: Remove special handling for liquids. (#4670) | lhofhansl | 2016-10-26 |
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* | Shaders: Apply tone mapping before fog calculation. | Lars Hofhansl | 2016-10-25 |
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* | Shaders: Harmonize Irrlicht and shader fog calculations | Lars Hofhansl | 2016-10-24 |
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* | Use range-based fog instead of z-plane based. | Lars Hofhansl | 2016-10-13 |
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* | Replace CRLF with LF in shader files | est31 | 2016-03-25 |
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* | Filmic HDR tone mapping | RealBadAngel | 2016-02-09 |
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* | Fix relief mapping issues | RealBadAngel | 2015-07-16 |
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* | Automated whitespace error fix for last commit | est31 | 2015-06-14 |
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* | Improved parallax mapping. Generate heightmaps on the fly. | RealBadAngel | 2015-06-14 |
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* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-16 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||
* | Revert "Optimize bumpmapping mathematics" | Craig Robbins | 2015-01-16 |
| | | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. | ||
* | Optimize bumpmapping mathematics | Loic Blot | 2015-01-15 |
| | | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | ||
* | Restore finalColorBlend implementation in shaders. | RealBadAngel | 2014-12-07 |
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* | Let lighting be done only CPU side. Remove finalColorBlend implementation ↵ | RealBadAngel | 2014-08-16 |
| | | | | from shaders. | ||
* | Faces shading fixes | RealBadAngel | 2014-07-07 |
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* | Improved faces shading with and without shaders. | RealBadAngel | 2014-06-17 |
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* | Unite nodes shaders. | RealBadAngel | 2014-06-15 |
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader. |