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<title>minetest.git/client/shaders, branch physics</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=physics</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=physics'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/'/>
<updated>2021-10-31T18:18:30+00:00</updated>
<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>Fix GLES2 discard behaviour (texture transparency)</title>
<updated>2021-09-17T16:13:50+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2021-09-10T19:59:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=ea250ff5c57301b6ea3e529c811484c743c1fde1'/>
<id>urn:sha1:ea250ff5c57301b6ea3e529c811484c743c1fde1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Distribute shadow map update over multiple frames to reduce stutter (#11422)</title>
<updated>2021-07-25T10:36:23+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-07-25T10:36:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=bf3acbf388406f736286d990adb5f35a9023c390'/>
<id>urn:sha1:bf3acbf388406f736286d990adb5f35a9023c390</id>
<content type='text'>
Reduces stutter and freezes when playing.

 * Maintains double SM and SM Color textures
 * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures.
 * Every incremental update renders a portion of the shadow draw list (split equally).
 * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen.

Co-authored-by: sfan5 &lt;sfan5@live.de&gt;</content>
</entry>
<entry>
<title>Add smooth light-shadow transition at noon (#11430)</title>
<updated>2021-07-25T10:35:12+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-07-25T10:35:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=ff2d2a6e93d75d24b3f69f2b3690bcac6440961e'/>
<id>urn:sha1:ff2d2a6e93d75d24b3f69f2b3690bcac6440961e</id>
<content type='text'>
Node faces with normals pointing East/West (+X/-X) will transition between light
and shadow at noon. This code makes the transition smooth.</content>
</entry>
<entry>
<title>Improve shadow rendering with non-default camera FOV (#11385)</title>
<updated>2021-07-11T15:15:19+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-07-11T15:15:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=f5706d444b02ccc1fcd854968087172d50cfcca2'/>
<id>urn:sha1:f5706d444b02ccc1fcd854968087172d50cfcca2</id>
<content type='text'>
* Adjust minimum filter radius for perspective

* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp

* Read shadow_soft_radius setting as float

* Use adaptive filter radius to accomodate for PSM distortion

* Adjust filter radius for texture resolution</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>
<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/minetest.git/commit/?id=69c70dd319532f7860f211f4a527a902b0386e49'/>
<id>urn:sha1:69c70dd319532f7860f211f4a527a902b0386e49</id>
<content type='text'>
</content>
</entry>
<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>
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<id>urn:sha1:03540e7140fc5d54e7b8406415b53e708c7b0bea</id>
<content type='text'>
</content>
</entry>
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