Vitaliy
8093044f07
Support OpenGL 3 ( #13321 )
2024-01-16 21:09:18 +01:00
lhofhansl
0ade097e99
Allow the server to control fog_distance and fog_start via the sky-api ( #13448 )
2023-06-30 19:11:17 -07:00
Thresher
180ec92ef9
Remove trailing whitespace ( #13505 )
2023-05-18 20:34:18 +02:00
x2048
1de8a1e962
Fix missing shadows when sun tilt is zero
2023-03-11 13:49:40 +01:00
x2048
ff6dcfea82
Implement rendering pipeline and post-processing ( #12465 )
...
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
2022-09-06 08:25:18 +02:00
x2048
dc45b85a54
Improve shadow filters ( #12195 )
...
* Rewrite shadow filtering for the new distortion
* Calculate penumbra radius using a single sample
* Avoid peter-panning effect due to filtering of short shadows
* Add adaptive filter quality for soft shadows
* Avoid sharp shadows on surfaces without normals (e.g. plants)
* Increase default and maximum soft shadow radius
* Make line numbers in shader errors match the code
2022-05-21 16:49:30 +02:00
x2048
a5d29fa1d4
Implement shadow offsets for the new SM distortion function ( #12191 )
...
* Move shadow position calculation to vertex shaders
* Animate entire scene before rendering shadows to prevent lagging of shadows
* Remove unnecessary use of PolygonOffsetFactor
* Apply normal offset to both nodes and objects
* Rename getPerspectiveFactor -> applyPerspectiveDistortion
* Remove perspective distortion from fragment shaders
2022-04-14 22:49:30 +02:00
x2048
48f7c5603e
Adjust shadowmap distortion to use entire SM texture ( #12166 )
2022-04-07 22:13:50 +02:00
x2048
31578303a4
Tune shadow perspective distortion ( #12146 )
...
* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
2022-03-31 22:40:06 +02:00
x2048
0f25fa7af6
Add API to control shadow intensity from the game/mod ( #11944 )
...
* Also Disable shadows when sun/moon is hidden. Fixes #11972 .
2022-03-26 16:58:26 +01:00
Dmitry Kostenko
4801bdf45a
Correct normal bias for entities
...
Remove use of magic constants.
Apply cameraOffset
Calculate distance projected on SM plane
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
25c1974e0d
Change normal bias for entities to avoid shadow acne
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
12896b22d8
Remove debugging code
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
e531c59606
Ensure nightRatio is greater than zero in object shader
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
a684a91bf5
Fix shadow rendering with filtering disabled
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
54dccc480e
Improve lighting of entities.
...
Pass correct natural & artificial light to the shaders
Use natural/artificial light ratio for correct rendering of shadows
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
f2cccf8da7
Improve self-shadowing based on light/normal angle
...
Add compatibility with colored shadows.
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
10be033791
Copy shadow mapping shader from nodes to objects
2022-03-07 23:45:26 +01:00
x2048
982e03f60d
Improvements to colored shadows ( #11516 )
2021-10-01 16:21:53 +02:00
sfan5
ea250ff5c5
Fix GLES2 discard behaviour (texture transparency)
2021-09-17 18:13:50 +02:00
Liso
c47313db65
Shadow mapping render pass ( #11244 )
...
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-06-06 18:51:21 +02:00
sfan5
69c70dd319
Fix swapped vertex colors on GLES2
2021-05-11 21:15:39 +02:00
Vitaliy
03540e7140
Fix GLES shader support after #9247 ( #10727 )
2020-12-22 14:53:52 +01:00
Vitaliy
ccbf8029ea
Cleanup shader generation code ( #10663 )
...
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
2020-12-19 20:57:10 +01:00
HybridDog
e73c5d4585
Fix MSAA stripes ( #9247 )
...
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.
2020-12-04 20:16:12 +01:00
Vitaliy
707c8c1e95
Shaders for Android (GLES 2) ( #10506 )
...
Shader support for OpenGL ES 2 devices (Android)
Co-authored-by: sfan5 <sfan5@live.de>
2020-10-25 18:01:03 +01:00
Lars
ed22260822
Remove all bump mapping and parallax occlusion related code.
2020-10-17 13:09:16 -07:00
hecks
fcff9f2911
Remove "generate normal maps" feature ( #10313 )
...
Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
2020-09-14 19:27:25 +02:00
mntmn
44c98089cf
shaders: Fix transparency on GC7000L ( #10036 )
...
Workaround for the missing GL_ALPHA_TEST implementation in Mesa (etnaviv driver).
2020-08-25 20:49:51 +02:00
Danila Shutov
3a6dfda358
Make shading of CAOs optional ( #10033 )
2020-06-16 20:48:31 +01:00
Danila Shutov
fe3e69eb40
Fix broken coloring of wielditems ( #9969 )
...
Fixes a regression that appeared in 5.3.0-dev.
2020-06-09 21:38:09 +02:00
Danila Shutov
661b4a1837
Add tone mapping for entities ( #9521 )
...
fixes #9301
2020-04-06 16:06:40 +02:00
Danila Shutov
ca646487f2
Transform texture UVs with provided tex. matrix ( #9515 )
...
fixes #9481
2020-03-16 22:57:46 +01:00
Danila Shutov
6958071f49
Basic model shading ( #9374 )
2020-02-16 20:37:28 +01:00