Vitaliy
9627563107
Proper fog disabling with and without shaders ( #227 )
2022-01-05 21:22:38 +01:00
numzero
e239d8a6d3
Add object shader
2022-01-05 18:21:29 +01:00
Maksim
03194a3e40
Fix RGB order in shaders on GLES
2020-12-10 18:11:32 +01:00
Maksim
67457532d7
iOS: fix shaders fog issue
2020-11-18 23:10:42 +01:00
Vitaliy
24e388f721
Shaders support for GLES2. Drop bump mapping, parallax occlusion and normal maps support ( #186 )
2020-11-07 19:30:18 +01:00
paramat
7168220988
Shaders: Remove unused water surface shader
...
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.
2017-05-08 05:58:59 +01:00
numberZero
30676f7971
Fix fog weirdness ( #5146 )
2017-01-31 08:42:39 +01:00
Dániel Juhász
d5a0b5283e
Add hardware node coloring. Includes:
...
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
Lars Hofhansl
587e4b23f2
Shaders: Remove unnecessary 'if' statements
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Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating
it for each fragment.
Remove if (fogDistance != 0.0).
2016-12-24 00:22:16 +00:00
Lars Hofhansl
ef6e0d1a52
Fog: Make fraction of visible distance at which fog starts configurable
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Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
2016-12-07 04:07:54 +00:00
Rogier-5
66b8a7e2ac
Fix unexplained shader issue (glsl compiler bug??) ( #4757 )
2016-11-17 02:56:05 +10:00
lhofhansl
fec859fe92
Remove unused shader matrices. ( #4723 )
2016-11-04 18:12:45 +01:00
lhofhansl
ab2315af66
Shaders: Remove special handling for liquids. ( #4670 )
2016-10-26 16:24:45 +02:00
Lars Hofhansl
a1458f75a4
Shaders: Apply tone mapping before fog calculation.
2016-10-25 07:49:19 +02:00
Lars Hofhansl
b1a5c9fe3a
Shaders: Harmonize Irrlicht and shader fog calculations
2016-10-24 07:41:00 +01:00
Lars Hofhansl
921e88f1c3
Use range-based fog instead of z-plane based.
2016-10-13 23:30:15 +02:00
paramat
b595f0fecb
Nodes shader: Decrease amplitude of waving leaves and plants
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Fix initialisation of variable 'disp'
Fix a few minor code style issues
Add independent X motion combining 2 prime frequencies
2016-03-30 01:53:22 +01:00
est31
12bf78b5b2
Replace CRLF with LF in shader files
2016-03-25 15:57:18 +01:00
RealBadAngel
d264deafd8
Shaders: fix fog not affecting opaque liquids
2016-02-23 23:51:41 +00:00
RealBadAngel
ead025fb02
Filmic HDR tone mapping
2016-02-09 02:55:59 -05:00
RealBadAngel
8b602bba0f
Cleanup selection mesh code, add shaders for halo and selection boxes
2016-02-08 03:57:42 -05:00
RealBadAngel
5f9505fcbc
Speed up and make more accurate relief mapping
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using linear + binary search.
2015-12-10 18:24:11 +01:00
paramat
45b6fe3563
Shaders: use triple-frequency waving for leaves and plants
2015-09-07 21:52:36 +02:00
RealBadAngel
5f0aa06221
Remove use of engine sent texture tiling flags - theyre no longer needed
2015-08-20 02:41:40 +02:00
RealBadAngel
35f96637dc
Add wielded (and CAOs) shader
2015-07-21 23:56:41 +02:00
RealBadAngel
dd9ca2e7ed
Fix relief mapping issues
2015-07-16 15:36:48 +02:00
RealBadAngel
f60b0bd911
Shaders fixes and cleanup relief mapping code.
2015-07-02 21:36:45 +02:00
RealBadAngel
921fe9ef26
Bugfix: variable type mismatch
2015-06-28 21:11:54 +02:00
RealBadAngel
15bbb593e4
Add minimap feature
2015-06-27 03:42:01 +02:00
RealBadAngel
4287e8a34e
Remove textures vertical offset. Fix for area enabling parallax.
2015-06-21 00:11:09 +02:00
est31
f9eb909eb2
Automated whitespace error fix for last commit
2015-06-14 23:15:20 +02:00
RealBadAngel
a111a5fbcf
Improved parallax mapping. Generate heightmaps on the fly.
2015-06-14 21:13:36 +02:00
Loic Blot
7aa6708605
Optimize bumpmapping mathematics
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OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-16 20:54:04 +10:00
Craig Robbins
1227b7c07b
Revert "Optimize bumpmapping mathematics"
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This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
2015-01-16 01:30:03 +10:00
Loic Blot
28cf5dd65f
Optimize bumpmapping mathematics
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OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-15 23:12:45 +10:00
RealBadAngel
0e340a5753
Restore finalColorBlend implementation in shaders.
2014-12-07 11:05:00 +01:00
RealBadAngel
eac3364d18
Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.
2014-08-16 14:48:52 +02:00
RealBadAngel
2d97d0619f
Make faces shading correct for all possible modes.
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Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
2014-08-14 06:43:47 +02:00
RealBadAngel
592c5d9a94
Faces shading fixes
2014-07-07 18:06:20 +02:00
RealBadAngel
e1be24b0dc
Improved faces shading with and without shaders.
2014-06-17 00:56:17 +02:00
RealBadAngel
068b1ca61d
Unite nodes shaders.
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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.
2014-06-15 05:40:33 +02:00
RealBadAngel
24ae76ed5c
Fix invalid liquid lighting.
2014-04-16 16:56:54 +02:00
RealBadAngel
9cf4f96fa7
Normal maps generation on the fly.
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Parallax mapping with slope information.
Overriding normal maps.
2014-03-21 01:32:00 +01:00
RealBadAngel
9d6015b41d
Optimize shaders code. Add settings at compile time.
2013-12-09 13:28:50 +01:00
Novatux
d1f08635ac
Fix shaders on some GPUs
2013-12-08 08:01:20 +01:00
RealBadAngel
c18af13697
Shaders rework.
2013-12-03 18:55:25 +01:00
Zeg9
3fe3894256
Fix texture bumpmapping on some GPUs
2013-08-04 21:49:48 +02:00
RealBadAngel
e0d877e097
Add texture bumpmapping feature.
2013-07-04 02:36:32 +02:00
kwolekr
2920be01cb
Actually fix shader3 alpha this time
2013-04-27 23:04:52 -04:00
kwolekr
94da56494b
Transform alpha channel as well in shader
2013-04-25 12:30:01 -04:00