mntmn
44c98089cf
shaders: Fix transparency on GC7000L ( #10036 )
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Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
2020-08-25 20:49:51 +02:00
SmallJoker
c87d52a5fa
Shaders: Complete 478e753. OpenGL 4.3 compatiblity
2020-04-18 18:36:47 +02:00
SmallJoker
478e753298
Shaders: Fix OpenGL < 4.3 compatibility
2020-02-16 14:14:34 +01:00
Lars Hofhansl
60bff1e6cb
Waves generated with Perlin-type noise #8994
2019-11-19 19:42:52 -08:00
lhofhansl
5fde69798c
Simple shader fixes. ( #8991 )
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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)
2019-09-26 13:57:39 -07:00
Paramat
42e1a12714
Require 'waving = 3' in a nodedef to apply the liquid waving shader ( #8418 )
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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.
2019-03-27 00:18:43 +00:00
xzcx
1c4c0d4673
Shaders: Fix comment line ( #7668 )
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Fixed comment as finalColorBlend() does not exist in the code base.
2018-08-30 20:32:17 +02:00
numberZero
74afe6fe6b
Fix fog weirdness ( #5146 )
2017-01-31 08:42:39 +01:00
Dániel Juhász
d04d8aba70
Add hardware node coloring. Includes:
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- 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
923a8f1983
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
075833e393
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
5f0dc8e78a
Fix unexplained shader issue (glsl compiler bug??) ( #4757 )
2016-11-17 02:56:05 +10:00
lhofhansl
6bb4347208
Remove unused shader matrices. ( #4723 )
2016-11-04 18:12:45 +01:00
lhofhansl
198ed60cab
Shaders: Remove special handling for liquids. ( #4670 )
2016-10-26 16:24:45 +02:00
Lars Hofhansl
98176481c1
Shaders: Apply tone mapping before fog calculation.
2016-10-25 07:49:19 +02:00
Lars Hofhansl
779d2c5f64
Shaders: Harmonize Irrlicht and shader fog calculations
2016-10-24 07:41:00 +01:00
Lars Hofhansl
0ad40fd484
Use range-based fog instead of z-plane based.
2016-10-13 23:30:15 +02:00
paramat
597c1d73da
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
205e38f5b8
Replace CRLF with LF in shader files
2016-03-25 15:57:18 +01:00
RealBadAngel
e8a3d22cbe
Shaders: fix fog not affecting opaque liquids
2016-02-23 23:51:41 +00:00
RealBadAngel
eb3840a3f8
Filmic HDR tone mapping
2016-02-09 02:55:59 -05:00
RealBadAngel
a64d78a37e
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
0b87556048
Shaders: use triple-frequency waving for leaves and plants
2015-09-07 21:52:36 +02:00
RealBadAngel
8b8d17b22b
Remove use of engine sent texture tiling flags - theyre no longer needed
2015-08-20 02:41:40 +02:00
RealBadAngel
655fc6010f
Fix relief mapping issues
2015-07-16 15:36:48 +02:00
RealBadAngel
8a85e5e58d
Shaders fixes and cleanup relief mapping code.
2015-07-02 21:36:45 +02:00
RealBadAngel
1455267c9e
Bugfix: variable type mismatch
2015-06-28 21:11:54 +02:00
RealBadAngel
53efe2ef42
Remove textures vertical offset. Fix for area enabling parallax.
2015-06-21 00:11:09 +02:00
est31
ee38bcd307
Automated whitespace error fix for last commit
2015-06-14 23:15:20 +02:00
RealBadAngel
43fcfbfe05
Improved parallax mapping. Generate heightmaps on the fly.
2015-06-14 21:13:36 +02:00
Loic Blot
46821f1156
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
516f1bcd16
Revert "Optimize bumpmapping mathematics"
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This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
2015-01-16 01:30:03 +10:00
Loic Blot
148fffb0f2
Optimize bumpmapping mathematics
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OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-15 23:12:45 +10:00
RealBadAngel
535c473103
Restore finalColorBlend implementation in shaders.
2014-12-07 11:05:00 +01:00
RealBadAngel
bf91d623c8
Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.
2014-08-16 14:48:52 +02:00
RealBadAngel
5e54bf1472
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
c9ba92c4ad
Faces shading fixes
2014-07-07 18:06:20 +02:00
RealBadAngel
a0f78659f3
Improved faces shading with and without shaders.
2014-06-17 00:56:17 +02:00
RealBadAngel
6c98fd6658
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