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<title>minetest.git/client/shaders, branch 5.2.0</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.2.0</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.2.0'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/'/>
<updated>2020-03-16T21:57:46+00:00</updated>
<entry>
<title>Transform texture UVs with provided tex. matrix (#9515)</title>
<updated>2020-03-16T21:57:46+00:00</updated>
<author>
<name>Danila Shutov</name>
<email>dcbrwn2@gmail.com</email>
</author>
<published>2020-03-16T21:57:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=ca646487f22223ef676d928ba9345e41cff63e43'/>
<id>urn:sha1:ca646487f22223ef676d928ba9345e41cff63e43</id>
<content type='text'>
fixes #9481</content>
</entry>
<entry>
<title>Basic model shading (#9374)</title>
<updated>2020-02-16T19:37:28+00:00</updated>
<author>
<name>Danila Shutov</name>
<email>dcbrwn2@gmail.com</email>
</author>
<published>2020-02-16T19:37:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=6958071f497c8f059429343339ad3818ed3cfed1'/>
<id>urn:sha1:6958071f497c8f059429343339ad3818ed3cfed1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Shaders: Fix OpenGL &lt; 4.3 compatibility</title>
<updated>2020-02-16T13:14:34+00:00</updated>
<author>
<name>SmallJoker</name>
<email>mk939@ymail.com</email>
</author>
<published>2020-02-16T13:08:48+00:00</published>
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<id>urn:sha1:478e7532985320c5ddacc0280f77b67956715a65</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Waves generated with Perlin-type noise #8994</title>
<updated>2019-11-20T03:42:52+00:00</updated>
<author>
<name>Lars Hofhansl</name>
<email>larsh@apache.org</email>
</author>
<published>2019-11-20T03:42:52+00:00</published>
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<id>urn:sha1:60bff1e6cbf56e9a248bc4b0928dfc716cf04131</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Simple shader fixes. (#8991)</title>
<updated>2019-09-26T20:57:39+00:00</updated>
<author>
<name>lhofhansl</name>
<email>lhofhansl@yahoo.com</email>
</author>
<published>2019-09-26T20:57:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=5fde69798c69b26b8f1cc5c3ed5b823d691599fd'/>
<id>urn:sha1:5fde69798c69b26b8f1cc5c3ed5b823d691599fd</id>
<content type='text'>
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)</content>
</entry>
<entry>
<title>Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)</title>
<updated>2019-03-27T00:18:43+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2019-03-27T00:18:43+00:00</published>
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<id>urn:sha1:42e1a127140965cac1be6e51e48192e341c2a29e</id>
<content type='text'>
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.</content>
</entry>
<entry>
<title>Shaders: Fix comment line (#7668)</title>
<updated>2018-08-30T18:32:17+00:00</updated>
<author>
<name>xzcx</name>
<email>nuno360@gmail.com</email>
</author>
<published>2018-08-30T18:32:17+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=1c4c0d46738708676e9b85cdd71d6433a05e5d0a'/>
<id>urn:sha1:1c4c0d46738708676e9b85cdd71d6433a05e5d0a</id>
<content type='text'>
Fixed comment as finalColorBlend() does not exist in the code base.</content>
</entry>
<entry>
<title>Rewrite rendering engine (#6253)</title>
<updated>2017-10-31T18:27:10+00:00</updated>
<author>
<name>Vitaliy</name>
<email>silverunicorn2011@yandex.ru</email>
</author>
<published>2017-10-31T18:27:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=28841961ba91b943b7478704181604fa3e24e81e'/>
<id>urn:sha1:28841961ba91b943b7478704181604fa3e24e81e</id>
<content type='text'>
* Clean draw_*() arguments

* Split rendering core

* Add anaglyph 3D

* Interlaced 3D

* Drop obsolete methods
</content>
</entry>
<entry>
<title>Shaders: Remove unused water surface shader</title>
<updated>2017-05-08T04:58:59+00:00</updated>
<author>
<name>paramat</name>
<email>mat.gregory@virginmedia.com</email>
</author>
<published>2017-05-05T01:12:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=3342dcc4bc6ee573ab0ce7ecff966faf60e09d56'/>
<id>urn:sha1:3342dcc4bc6ee573ab0ce7ecff966faf60e09d56</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>Fix fog weirdness (#5146)</title>
<updated>2017-01-31T07:42:39+00:00</updated>
<author>
<name>numberZero</name>
<email>silverunicorn2011@yandex.ru</email>
</author>
<published>2017-01-31T07:42:39+00:00</published>
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<id>urn:sha1:74afe6fe6bf5bd6eeba3b6f4fbbfbe8758e7f750</id>
<content type='text'>
</content>
</entry>
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