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* Fix MSAA stripes (#9247)HybridDog2020-12-04
| | | | | This only works when shaders are enabled. The centroid varying avoids that the textures (which repeat themselves out of bounds) are sampled out of bounds in MSAA. If MSAA (called FSAA in minetest) is disabled, the centroid keyword does nothing.
* Sky: support GLES2numzero2020-11-26
| | | | IrrLicht built-in shader is broken, have to write my own
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-25
| | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-17
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* Remove "generate normal maps" feature (#10313)hecks2020-09-14
| | | | | Erase all traces of normal "generation" from fragment shaders Remove the "feature" from the engine and default config Remove any leftover documentation of it
* shaders: Fix transparency on GC7000L (#10036)mntmn2020-08-25
| | | Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
* Make shading of CAOs optional (#10033)Danila Shutov2020-06-16
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* Fix broken coloring of wielditems (#9969)Danila Shutov2020-06-09
| | | Fixes a regression that appeared in 5.3.0-dev.
* Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)Danila Shutov2020-04-19
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* Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker2020-04-18
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* Add tone mapping for entities (#9521)Danila Shutov2020-04-06
| | | fixes #9301
* Transform texture UVs with provided tex. matrix (#9515)Danila Shutov2020-03-16
| | | fixes #9481
* Basic model shading (#9374)Danila Shutov2020-02-16
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* Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker2020-02-16
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* Waves generated with Perlin-type noise #8994Lars Hofhansl2019-11-19
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* Simple shader fixes. (#8991)lhofhansl2019-09-26
| | | | | 1. Pass current camera offset to shader, so shader have access to the global coordinates 2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader 3. Delay animation timer wrap-around (from 100s to about 16 minutes)
* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
| | | | | | | | Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
* Shaders: Fix comment line (#7668)xzcx2018-08-30
| | | Fixed comment as finalColorBlend() does not exist in the code base.
* Rewrite rendering engine (#6253)Vitaliy2017-10-31
| | | | | | | | | | | | * Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods
* Shaders: Remove unused water surface shaderparamat2017-05-08
| | | | | | | | | | 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.
* Fix fog weirdness (#5146)numberZero2017-01-31
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* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-24
| | | | | | 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 configurableLars Hofhansl2016-12-07
| | | | | | 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-52016-11-17
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* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
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* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-26
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* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-25
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* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-24
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* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13
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* 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
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* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-23
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* Filmic HDR tone mappingRealBadAngel2016-02-09
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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* 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
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* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-20
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* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
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* Fix relief mapping issuesRealBadAngel2015-07-16
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* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-02
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* Bugfix: variable type mismatchRealBadAngel2015-06-28
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* Add minimap featureRealBadAngel2015-06-27
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* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-21
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* Automated whitespace error fix for last commitest312015-06-14
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
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* 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
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