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path: root/client/shaders/object_shader/opengl_fragment.glsl
AgeCommit message (Collapse)Author
2021-10-01Improvements to colored shadows (#11516)x2048
2021-09-17Fix GLES2 discard behaviour (texture transparency)sfan5
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>
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).
2020-06-09Fix broken coloring of wielditems (#9969)Danila Shutov
Fixes a regression that appeared in 5.3.0-dev.
2020-04-06Add tone mapping for entities (#9521)Danila Shutov
fixes #9301
2020-02-16Basic model shading (#9374)Danila Shutov