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Commit message (Expand)AuthorAge
* Remove debugging codeDmitry Kostenko2022-03-07
* Ensure nightRatio is greater than zero in object shaderDmitry Kostenko2022-03-07
* Apply texture matrix when rendering shadowmapDmitry Kostenko2022-03-07
* Fix shadow rendering with filtering disabledDmitry Kostenko2022-03-07
* Improve lighting of entities.Dmitry Kostenko2022-03-07
* Improve self-shadowing based on light/normal angleDmitry Kostenko2022-03-07
* Copy shadow mapping shader from nodes to objectsDmitry Kostenko2022-03-07
* Make sure nightRatio is always greater than zero.Dmitry Kostenko2022-01-22
* Fix shadow mapping when PCF is disabled (#11888)x20482022-01-02
* Apply shadow only to the naturally lit part of the fragment color (#11722)x20482021-10-31
* Improvements to colored shadows (#11516)x20482021-10-01
* Fix GLES2 discard behaviour (texture transparency)sfan52021-09-17
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-25
* Add smooth light-shadow transition at noon (#11430)x20482021-07-25
* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-11
* Shadow mapping render pass (#11244)Liso2021-06-06
* Fix swapped vertex colors on GLES2sfan52021-05-11
* Use vec4 for varTexCoord in interlaced shader (#11004)Muhammad Rifqi Priyo Susanto2021-03-01
* Fix GLES shader support after #9247 (#10727)Vitaliy2020-12-22
* Cleanup shader generation code (#10663)Vitaliy2020-12-19
* Fix MSAA stripes (#9247)HybridDog2020-12-04
* Sky: support GLES2numzero2020-11-26
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-25
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-17
* Remove "generate normal maps" feature (#10313)hecks2020-09-14
* shaders: Fix transparency on GC7000L (#10036)mntmn2020-08-25
* Make shading of CAOs optional (#10033)Danila Shutov2020-06-16
* Fix broken coloring of wielditems (#9969)Danila Shutov2020-06-09
* Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)Danila Shutov2020-04-19
* Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker2020-04-18
* Add tone mapping for entities (#9521)Danila Shutov2020-04-06
* Transform texture UVs with provided tex. matrix (#9515)Danila Shutov2020-03-16
* Basic model shading (#9374)Danila Shutov2020-02-16
* Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker2020-02-16
* Waves generated with Perlin-type noise #8994Lars Hofhansl2019-11-19
* Simple shader fixes. (#8991)lhofhansl2019-09-26
* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
* Shaders: Fix comment line (#7668)xzcx2018-08-30
* Rewrite rendering engine (#6253)Vitaliy2017-10-31
* Shaders: Remove unused water surface shaderparamat2017-05-08
* Fix fog weirdness (#5146)numberZero2017-01-31
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
* Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-24
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-07
* Fix unexplained shader issue (glsl compiler bug??) (#4757)Rogier-52016-11-17
* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-26
* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-25
* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-24
* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13