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
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
RealBadAngel
ead025fb02
Filmic HDR tone mapping
2016-02-09 02:55:59 -05:00
RealBadAngel
dd9ca2e7ed
Fix relief mapping issues
2015-07-16 15:36:48 +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
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