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path: root/client/shaders/wielded_shader/opengl_fragment.glsl
Commit message (Expand)AuthorAge
* Fix unexplained shader issue (glsl compiler bug??) (#4757)Rogier-52016-11-17
* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-24
* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
m">This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "content/mods.h" #include <memory> class MetricsBackend; class MetricCounter; class ServerScripting; /** * Manage server mods * * All new calls to this class must be tested in test_servermodmanager.cpp */ class ServerModManager : public ModConfiguration { public: /** * Creates a ServerModManager which targets worldpath * @param worldpath */ ServerModManager(const std::string &worldpath); void loadMods(ServerScripting *script); const ModSpec *getModSpec(const std::string &modname) const; void getModNames(std::vector<std::string> &modlist) const; void getModsMediaPaths(std::vector<std::string> &paths) const; };