<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dragonfireclient.git/client/shaders/object_shader/opengl_vertex.glsl, branch zoom_priv</title>
<subtitle>luanti cheat client
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/atom?h=zoom_priv</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/atom?h=zoom_priv'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/'/>
<updated>2022-05-21T14:49:30+00:00</updated>
<entry>
<title>Improve shadow filters (#12195)</title>
<updated>2022-05-21T14:49:30+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-05-21T14:49:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=dc45b85a543b4c8ad72f69a554ecfe7f0a60c533'/>
<id>urn:sha1:dc45b85a543b4c8ad72f69a554ecfe7f0a60c533</id>
<content type='text'>
* Rewrite shadow filtering for the new distortion
* Calculate penumbra radius using a single sample
* Avoid peter-panning effect due to filtering of short shadows
* Add adaptive filter quality for soft shadows
* Avoid sharp shadows on surfaces without normals (e.g. plants)
* Increase default and maximum soft shadow radius
* Make line numbers in shader errors match the code</content>
</entry>
<entry>
<title>Implement shadow offsets for the new SM distortion function (#12191)</title>
<updated>2022-04-14T20:49:30+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-04-14T20:49:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=a5d29fa1d4bc6849d7a6529edc522accac8219d2'/>
<id>urn:sha1:a5d29fa1d4bc6849d7a6529edc522accac8219d2</id>
<content type='text'>
* Move shadow position calculation to vertex shaders
* Animate entire scene before rendering shadows to prevent lagging of shadows
* Remove unnecessary use of PolygonOffsetFactor
* Apply normal offset to both nodes and objects
* Rename getPerspectiveFactor -&gt; applyPerspectiveDistortion
* Remove perspective distortion from fragment shaders</content>
</entry>
<entry>
<title>Tune shadow perspective distortion (#12146)</title>
<updated>2022-03-31T20:40:06+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-03-31T20:40:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=31578303a4eab6b6b083e57b6bf8d12ff3b3d991'/>
<id>urn:sha1:31578303a4eab6b6b083e57b6bf8d12ff3b3d991</id>
<content type='text'>
* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance</content>
</entry>
<entry>
<title>Add API to control shadow intensity from the game/mod (#11944)</title>
<updated>2022-03-26T15:58:26+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-03-26T15:58:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=0f25fa7af655b98fa401176a523f269c843d1943'/>
<id>urn:sha1:0f25fa7af655b98fa401176a523f269c843d1943</id>
<content type='text'>
* Also Disable shadows when sun/moon is hidden. Fixes #11972.</content>
</entry>
<entry>
<title>Correct normal bias for entities</title>
<updated>2022-03-07T22:45:26+00:00</updated>
<author>
<name>Dmitry Kostenko</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-02-19T23:04:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=4801bdf45aaaa9238bc52a157e1d25c9d477d81a'/>
<id>urn:sha1:4801bdf45aaaa9238bc52a157e1d25c9d477d81a</id>
<content type='text'>
Remove use of magic constants.
Apply cameraOffset
Calculate distance projected on SM plane
</content>
</entry>
<entry>
<title>Change normal bias for entities to avoid shadow acne</title>
<updated>2022-03-07T22:45:26+00:00</updated>
<author>
<name>Dmitry Kostenko</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-02-14T08:00:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=25c1974e0d734b6e80d128b325e8e6b506a7401b'/>
<id>urn:sha1:25c1974e0d734b6e80d128b325e8e6b506a7401b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Improve lighting of entities.</title>
<updated>2022-03-07T22:45:26+00:00</updated>
<author>
<name>Dmitry Kostenko</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-11-04T02:03:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=54dccc480eb03adcf219a7add58f547284f40f76'/>
<id>urn:sha1:54dccc480eb03adcf219a7add58f547284f40f76</id>
<content type='text'>
Pass correct natural &amp; artificial light to the shaders
Use natural/artificial light ratio for correct rendering of shadows
</content>
</entry>
<entry>
<title>Copy shadow mapping shader from nodes to objects</title>
<updated>2022-03-07T22:45:26+00:00</updated>
<author>
<name>Dmitry Kostenko</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-11-03T22:39:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=10be033791dd71af6ba3120eb6a397f27673c2bb'/>
<id>urn:sha1:10be033791dd71af6ba3120eb6a397f27673c2bb</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Shadow mapping render pass (#11244)</title>
<updated>2021-06-06T16:51:21+00:00</updated>
<author>
<name>Liso</name>
<email>anlismon@gmail.com</email>
</author>
<published>2021-06-06T16:51:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=c47313db65f968559711ac1b505ef341a9872017'/>
<id>urn:sha1:c47313db65f968559711ac1b505ef341a9872017</id>
<content type='text'>


Co-authored-by: x2048 &lt;codeforsmile@gmail.com&gt;</content>
</entry>
<entry>
<title>Fix swapped vertex colors on GLES2</title>
<updated>2021-05-11T19:15:39+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2021-05-08T18:18:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/dragonfire/dragonfireclient.git/commit/?id=69c70dd319532f7860f211f4a527a902b0386e49'/>
<id>urn:sha1:69c70dd319532f7860f211f4a527a902b0386e49</id>
<content type='text'>
</content>
</entry>
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