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2022-05-21Improve shadow filters (#12195)x2048
* Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
2022-04-14Implement shadow offsets for the new SM distortion function (#12191)x2048
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
2022-03-31Tune shadow perspective distortion (#12146)x2048
* Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
2022-03-26Add API to control shadow intensity from the game/mod (#11944)x2048
* Also Disable shadows when sun/moon is hidden. Fixes #11972.
2022-03-07Correct normal bias for entitiesDmitry Kostenko
Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
2022-03-07Change normal bias for entities to avoid shadow acneDmitry Kostenko
2022-03-07Improve lighting of entities.Dmitry Kostenko
Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
2022-03-07Copy shadow mapping shader from nodes to objectsDmitry Kostenko
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
2020-12-04Fix 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
2020-06-16Make shading of CAOs optional (#10033)Danila Shutov
2020-06-09Fix broken coloring of wielditems (#9969)Danila Shutov
Fixes a regression that appeared in 5.3.0-dev.
2020-03-16Transform texture UVs with provided tex. matrix (#9515)Danila Shutov
fixes #9481
2020-02-16Basic model shading (#9374)Danila Shutov