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AgeCommit message (Collapse)Author
2021-03-01Use vec4 for varTexCoord in interlaced shader (#11004)Muhammad Rifqi Priyo Susanto
Somewhen in the past, inTexCoord0 was a vec2. Now, it is a vec4.
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.
2020-11-26Sky: support GLES2numzero
IrrLicht built-in shader is broken, have to write my own
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).
2020-06-16Make 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.
2020-04-19Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)Danila Shutov
2020-04-18Shaders: Complete 478e753. OpenGL 4.3 compatiblitySmallJoker
2020-04-06Add tone mapping for entities (#9521)Danila Shutov
fixes #9301
2020-03-16Transform texture UVs with provided tex. matrix (#9515)Danila Shutov
fixes #9481
2020-02-16Basic model shading (#9374)Danila Shutov
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.
2017-10-31Rewrite rendering engine (#6253)Vitaliy
* Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods
2017-05-08Shaders: Remove unused water surface shaderparamat
Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour.
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
2016-02-08Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel
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
2015-07-21Add wielded (and CAOs) shaderRealBadAngel
2015-07-16Fix relief mapping issuesRealBadAngel
2015-07-02Shaders fixes and cleanup relief mapping code.RealBadAngel
2015-06-28Bugfix: variable type mismatchRealBadAngel
2015-06-27Add minimap featureRealBadAngel
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