Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-04-06 | Add tone mapping for entities (#9521) | Danila Shutov | |
fixes #9301 | |||
2020-03-16 | Transform texture UVs with provided tex. matrix (#9515) | Danila Shutov | |
fixes #9481 | |||
2020-02-16 | Basic model shading (#9374) | Danila Shutov | |
2020-02-16 | Shaders: Fix OpenGL < 4.3 compatibility | SmallJoker | |
2019-11-19 | Waves generated with Perlin-type noise #8994 | Lars Hofhansl | |
2019-09-26 | Simple 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) | |||
2019-03-27 | Require '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. | |||
2018-08-30 | Shaders: Fix comment line (#7668) | xzcx | |
Fixed comment as finalColorBlend() does not exist in the code base. | |||
2017-10-31 | Rewrite rendering engine (#6253) | Vitaliy | |
* Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods | |||
2017-05-08 | Shaders: Remove unused water surface shader | paramat | |
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. | |||
2017-01-31 | Fix fog weirdness (#5146) | numberZero | |
2017-01-23 | Add hardware node coloring. Includes: | Dániel Juhász | |
- Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" | |||
2016-12-24 | Shaders: Remove unnecessary 'if' statements | Lars Hofhansl | |
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0). | |||
2016-12-07 | Fog: Make fraction of visible distance at which fog starts configurable | Lars Hofhansl | |
Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'. | |||
2016-11-17 | Fix unexplained shader issue (glsl compiler bug??) (#4757) | Rogier-5 | |
2016-11-04 | Remove unused shader matrices. (#4723) | lhofhansl | |
2016-10-26 | Shaders: Remove special handling for liquids. (#4670) | lhofhansl | |
2016-10-25 | Shaders: Apply tone mapping before fog calculation. | Lars Hofhansl | |
2016-10-24 | Shaders: Harmonize Irrlicht and shader fog calculations | Lars Hofhansl | |
2016-10-13 | Use range-based fog instead of z-plane based. | Lars Hofhansl | |
2016-03-30 | Nodes shader: Decrease amplitude of waving leaves and plants | paramat | |
Fix initialisation of variable 'disp' Fix a few minor code style issues Add independent X motion combining 2 prime frequencies | |||
2016-03-25 | Replace CRLF with LF in shader files | est31 | |
2016-02-23 | Shaders: fix fog not affecting opaque liquids | RealBadAngel | |
2016-02-09 | Filmic HDR tone mapping | RealBadAngel | |
2016-02-08 | Cleanup selection mesh code, add shaders for halo and selection boxes | RealBadAngel | |
2015-12-10 | Speed up and make more accurate relief mapping | RealBadAngel | |
using linear + binary search. | |||
2015-09-07 | Shaders: use triple-frequency waving for leaves and plants | paramat | |
2015-08-20 | Remove use of engine sent texture tiling flags - theyre no longer needed | RealBadAngel | |
2015-07-21 | Add wielded (and CAOs) shader | RealBadAngel | |
2015-07-16 | Fix relief mapping issues | RealBadAngel | |
2015-07-02 | Shaders fixes and cleanup relief mapping code. | RealBadAngel | |
2015-06-28 | Bugfix: variable type mismatch | RealBadAngel | |
2015-06-27 | Add minimap feature | RealBadAngel | |
2015-06-21 | Remove textures vertical offset. Fix for area enabling parallax. | RealBadAngel | |
2015-06-14 | Automated whitespace error fix for last commit | est31 | |
2015-06-14 | Improved parallax mapping. Generate heightmaps on the fly. | RealBadAngel | |
2015-01-16 | Optimize bumpmapping mathematics | Loic Blot | |
OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | |||
2015-01-16 | Revert "Optimize bumpmapping mathematics" | Craig Robbins | |
This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. | |||
2015-01-15 | Optimize bumpmapping mathematics | Loic Blot | |
OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes | |||
2014-12-07 | Restore finalColorBlend implementation in shaders. | RealBadAngel | |
2014-08-16 | Let lighting be done only CPU side. Remove finalColorBlend implementation ↵ | RealBadAngel | |
from shaders. | |||
2014-08-14 | Make 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. | |||
2014-07-07 | Faces shading fixes | RealBadAngel | |
2014-06-17 | Improved faces shading with and without shaders. | RealBadAngel | |
2014-06-15 | Unite nodes shaders. | RealBadAngel | |
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader. | |||
2014-04-16 | Fix invalid liquid lighting. | RealBadAngel | |
2014-03-21 | Normal maps generation on the fly. | RealBadAngel | |
Parallax mapping with slope information. Overriding normal maps. | |||
2013-12-09 | Optimize shaders code. Add settings at compile time. | RealBadAngel | |
2013-12-08 | Fix shaders on some GPUs | Novatux | |
2013-12-03 | Shaders rework. | RealBadAngel | |