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<title>minetest.git/client/shaders, branch hud_font_style</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=hud_font_style</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=hud_font_style'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/'/>
<updated>2021-03-01T12:37:32+00:00</updated>
<entry>
<title>Use vec4 for varTexCoord in interlaced shader (#11004)</title>
<updated>2021-03-01T12:37:32+00:00</updated>
<author>
<name>Muhammad Rifqi Priyo Susanto</name>
<email>muhammadrifqipriyosusanto@gmail.com</email>
</author>
<published>2021-03-01T12:37:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=1abb83b1abde10632442554c90549d81d1b39cd7'/>
<id>urn:sha1:1abb83b1abde10632442554c90549d81d1b39cd7</id>
<content type='text'>
Somewhen in the past, inTexCoord0 was a vec2. Now, it is a vec4.</content>
</entry>
<entry>
<title>Fix GLES shader support after #9247 (#10727)</title>
<updated>2020-12-22T13:53:52+00:00</updated>
<author>
<name>Vitaliy</name>
<email>numzer0@yandex.ru</email>
</author>
<published>2020-12-22T13:53:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=03540e7140fc5d54e7b8406415b53e708c7b0bea'/>
<id>urn:sha1:03540e7140fc5d54e7b8406415b53e708c7b0bea</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Cleanup shader generation code (#10663)</title>
<updated>2020-12-19T19:57:10+00:00</updated>
<author>
<name>Vitaliy</name>
<email>numzer0@yandex.ru</email>
</author>
<published>2020-12-19T19:57:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff'/>
<id>urn:sha1:ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff</id>
<content type='text'>
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.</content>
</entry>
<entry>
<title>Fix MSAA stripes (#9247)</title>
<updated>2020-12-04T19:16:12+00:00</updated>
<author>
<name>HybridDog</name>
<email>3192173+HybridDog@users.noreply.github.com</email>
</author>
<published>2020-12-04T19:16:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=e73c5d45858b35dde782b23677495c6eda3f8253'/>
<id>urn:sha1:e73c5d45858b35dde782b23677495c6eda3f8253</id>
<content type='text'>
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.</content>
</entry>
<entry>
<title>Sky: support GLES2</title>
<updated>2020-11-26T20:49:10+00:00</updated>
<author>
<name>numzero</name>
<email>numzer0@yandex.ru</email>
</author>
<published>2020-11-22T15:25:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=cdcf7dca7c9afb329d49f2016964f77ac379ed67'/>
<id>urn:sha1:cdcf7dca7c9afb329d49f2016964f77ac379ed67</id>
<content type='text'>
IrrLicht built-in shader is broken, have to write my own
</content>
</entry>
<entry>
<title>Shaders for Android (GLES 2) (#10506)</title>
<updated>2020-10-25T17:01:03+00:00</updated>
<author>
<name>Vitaliy</name>
<email>numzer0@yandex.ru</email>
</author>
<published>2020-10-25T17:01:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=707c8c1e95d8db2d84909e7957b4dc9138e05599'/>
<id>urn:sha1:707c8c1e95d8db2d84909e7957b4dc9138e05599</id>
<content type='text'>
Shader support for OpenGL ES 2 devices (Android)

Co-authored-by: sfan5 &lt;sfan5@live.de&gt;</content>
</entry>
<entry>
<title>Remove all bump mapping and parallax occlusion related code.</title>
<updated>2020-10-17T20:09:16+00:00</updated>
<author>
<name>Lars</name>
<email>larsh@apache.org</email>
</author>
<published>2020-10-12T20:29:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=ed22260822086f84016aa8384c3174bfc6d1739d'/>
<id>urn:sha1:ed22260822086f84016aa8384c3174bfc6d1739d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove "generate normal maps" feature (#10313)</title>
<updated>2020-09-14T17:27:25+00:00</updated>
<author>
<name>hecks</name>
<email>42101236+hecktest@users.noreply.github.com</email>
</author>
<published>2020-09-14T17:27:25+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=fcff9f291103411af6d8f946fbb275b6fa0583b9'/>
<id>urn:sha1:fcff9f291103411af6d8f946fbb275b6fa0583b9</id>
<content type='text'>
Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it</content>
</entry>
<entry>
<title>shaders: Fix transparency on GC7000L (#10036)</title>
<updated>2020-08-25T18:49:51+00:00</updated>
<author>
<name>mntmn</name>
<email>lukas@mnt.mn</email>
</author>
<published>2020-08-25T18:49:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=44c98089cf923fda924902bceec4edb01f36ce2c'/>
<id>urn:sha1:44c98089cf923fda924902bceec4edb01f36ce2c</id>
<content type='text'>
Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).</content>
</entry>
<entry>
<title>Make shading of CAOs optional (#10033)</title>
<updated>2020-06-16T19:48:31+00:00</updated>
<author>
<name>Danila Shutov</name>
<email>dcbrwn2@gmail.com</email>
</author>
<published>2020-06-16T19:48:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=3a6dfda358112e2fb5d6f887a1a1e936eacddadd'/>
<id>urn:sha1:3a6dfda358112e2fb5d6f887a1a1e936eacddadd</id>
<content type='text'>
</content>
</entry>
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