| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | 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. | |||
