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<title>minetest.git/client/shaders/shadow_shaders, branch mirror_hands</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=mirror_hands</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=mirror_hands'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/'/>
<updated>2022-04-14T20:49:30+00:00</updated>
<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/minetest.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>Adjust shadowmap distortion to use entire SM texture (#12166)</title>
<updated>2022-04-07T20:13:50+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-04-07T20:13:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=48f7c5603e5b2dfca941d228e76e452bc269a1fa'/>
<id>urn:sha1:48f7c5603e5b2dfca941d228e76e452bc269a1fa</id>
<content type='text'>
</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/minetest.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>Apply texture matrix when rendering shadowmap</title>
<updated>2022-03-07T22:45:26+00:00</updated>
<author>
<name>Dmitry Kostenko</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2022-02-11T22:00:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=97cb4048225969863365d3520657d64adf7040e3'/>
<id>urn:sha1:97cb4048225969863365d3520657d64adf7040e3</id>
<content type='text'>
Fixes shadows of animated sprite entities
</content>
</entry>
<entry>
<title>Apply shadow only to the naturally lit part of the fragment color (#11722)</title>
<updated>2021-10-31T18:18:30+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-10-31T18:18:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=cef016d393959e989df259aeacd055fc702a55ca'/>
<id>urn:sha1:cef016d393959e989df259aeacd055fc702a55ca</id>
<content type='text'>
Fragment color for nodes is now calculated from:

 * Texture color, highlighted by artificial light if present (light color conveyed via vertex color).
 * Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow.
 * Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.

</content>
</entry>
<entry>
<title>Improvements to colored shadows (#11516)</title>
<updated>2021-10-01T14:21:53+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-10-01T14:21:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=982e03f60dc95cb2605a4a1c6520b604f85dd1d0'/>
<id>urn:sha1:982e03f60dc95cb2605a4a1c6520b604f85dd1d0</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/minetest.git/commit/?id=c47313db65f968559711ac1b505ef341a9872017'/>
<id>urn:sha1:c47313db65f968559711ac1b505ef341a9872017</id>
<content type='text'>


Co-authored-by: x2048 &lt;codeforsmile@gmail.com&gt;</content>
</entry>
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