aboutsummaryrefslogtreecommitdiff
path: root/client/shaders
Commit message (Collapse)AuthorAge
* 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
|
* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-30
| | | | | | Fix initialisation of variable 'disp' Fix a few minor code style issues Add independent X motion combining 2 prime frequencies
* Replace CRLF with LF in shader filesest312016-03-25
|
* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-23
|
* Filmic HDR tone mappingRealBadAngel2016-02-09
|
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
|
* Speed up and make more accurate relief mappingRealBadAngel2015-12-10
| | | | using linear + binary search.
* Shaders: use triple-frequency waving for leaves and plantsparamat2015-09-07
|
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20
|
* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
|
* Fix relief mapping issuesRealBadAngel2015-07-16
|
* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02
|
* Bugfix: variable type mismatchRealBadAngel2015-06-28
|
* Add minimap featureRealBadAngel2015-06-27
|
* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21
|
* Automated whitespace error fix for last commitest312015-06-14
|
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
|
* Optimize bumpmapping mathematicsLoic Blot2015-01-16
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-16
| | | | This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
* Optimize bumpmapping mathematicsLoic Blot2015-01-15
| | | | | | OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
* Restore finalColorBlend implementation in shaders.RealBadAngel2014-12-07
|
* Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel2014-08-16
| | | | from shaders.
* Make faces shading correct for all possible modes.RealBadAngel2014-08-14
| | | | | Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.
* Faces shading fixesRealBadAngel2014-07-07
|
* Improved faces shading with and without shaders.RealBadAngel2014-06-17
|
* Unite nodes shaders.RealBadAngel2014-06-15
| | | | | | | 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.
* Fix invalid liquid lighting.RealBadAngel2014-04-16
|
* Normal maps generation on the fly.RealBadAngel2014-03-21
| | | | | Parallax mapping with slope information. Overriding normal maps.
* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-09
|
* Fix shaders on some GPUsNovatux2013-12-08
|
* Shaders rework.RealBadAngel2013-12-03
|
* Fix texture bumpmapping on some GPUsZeg92013-08-04
|
* Add texture bumpmapping feature.RealBadAngel2013-07-04
|
* Actually fix shader3 alpha this timekwolekr2013-04-27
|
* Transform alpha channel as well in shaderkwolekr2013-04-25
|
* Add option to use texture alpha channelkwolekr2013-04-23
|
* Fix new_style_waterPilzAdam2013-03-17
|
* Tweak shader randomly a bitPerttu Ahola2012-12-02
|
* Handle day-night transition in shader and make light sources brighter when ↵Perttu Ahola2012-12-02
| | | | shaders are used
* Remove accidental vim swap filePerttu Ahola2012-12-02
|
* Implement a global shader parameter passing system and useful shadersPerttu Ahola2012-12-02
|
* ShaderSource and silly example shadersKahrl2012-12-02