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2021-10-31Apply shadow only to the naturally lit part of the fragment color (#11722)x2048
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.
2021-10-01Improvements to colored shadows (#11516)x2048
2021-09-17Fix GLES2 discard behaviour (texture transparency)sfan5
2021-07-25Distribute shadow map update over multiple frames to reduce stutter (#11422)x2048
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 <sfan5@live.de>
2021-07-25Add smooth light-shadow transition at noon (#11430)x2048
Node faces with normals pointing East/West (+X/-X) will transition between light and shadow at noon. This code makes the transition smooth.
2021-07-11Improve shadow rendering with non-default camera FOV (#11385)x2048
* 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
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-05-11Fix swapped vertex colors on GLES2sfan5
2020-12-22Fix GLES shader support after #9247 (#10727)Vitaliy
2020-12-19Cleanup shader generation code (#10663)Vitaliy
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
2020-12-04Fix MSAA stripes (#9247)HybridDog
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.
2020-10-25Shaders for Android (GLES 2) (#10506)Vitaliy
Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
2020-10-17Remove all bump mapping and parallax occlusion related code.Lars
2020-09-14Remove "generate normal maps" feature (#10313)hecks
Erase all traces of normal "generation" from fragment shaders Remove the "feature" from the engine and default config Remove any leftover documentation of it
2020-08-25shaders: Fix transparency on GC7000L (#10036)mntmn
Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
2020-04-18Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker
2020-02-16Shaders: Fix OpenGL < 4.3 compatibilitySmallJoker
2019-11-19Waves generated with Perlin-type noise #8994Lars Hofhansl
2019-09-26Simple shader fixes. (#8991)lhofhansl
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)
2019-03-27Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat
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.
2018-08-30Shaders: Fix comment line (#7668)xzcx
Fixed comment as finalColorBlend() does not exist in the code base.
2017-01-31Fix fog weirdness (#5146)numberZero
2017-01-23Add hardware node coloring. Includes:Dániel Juhász
- Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
2016-12-24Shaders: Remove unnecessary 'if' statementsLars Hofhansl
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
2016-12-07Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl
Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
2016-11-17Fix unexplained shader issue (glsl compiler bug??) (#4757)Rogier-5
2016-11-04Remove unused shader matrices. (#4723)lhofhansl
2016-10-26Shaders: Remove special handling for liquids. (#4670)lhofhansl
2016-10-25Shaders: Apply tone mapping before fog calculation.Lars Hofhansl
2016-10-24Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl
2016-10-13Use range-based fog instead of z-plane based.Lars Hofhansl
2016-03-30Nodes shader: Decrease amplitude of waving leaves and plantsparamat
Fix initialisation of variable 'disp' Fix a few minor code style issues Add independent X motion combining 2 prime frequencies
2016-03-25Replace CRLF with LF in shader filesest31
2016-02-23Shaders: fix fog not affecting opaque liquidsRealBadAngel
2016-02-09Filmic HDR tone mappingRealBadAngel
2015-12-10Speed up and make more accurate relief mappingRealBadAngel
using linear + binary search.
2015-09-07Shaders: use triple-frequency waving for leaves and plantsparamat
2015-08-20Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel
2015-07-16Fix relief mapping issuesRealBadAngel
2015-07-02Shaders fixes and cleanup relief mapping code.RealBadAngel
2015-06-28Bugfix: variable type mismatchRealBadAngel
2015-06-21Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel
2015-06-14Automated whitespace error fix for last commitest31
2015-06-14Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel
2015-01-16Optimize bumpmapping mathematicsLoic Blot
OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
2015-01-16Revert "Optimize bumpmapping mathematics"Craig Robbins
This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
2015-01-15Optimize bumpmapping mathematicsLoic Blot
OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
2014-12-07Restore finalColorBlend implementation in shaders.RealBadAngel
2014-08-16Let lighting be done only CPU side. Remove finalColorBlend implementation ↵RealBadAngel
from shaders.
2014-08-14Make faces shading correct for all possible modes.RealBadAngel
Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.