RealBadAngel
b44da4916a
Cleanup selection mesh code, add shaders for halo and selection boxes
2016-02-08 03:57:42 -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
60350699c7
Add wielded (and CAOs) shader
2015-07-21 23:56:41 +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
ffd16e3fec
Add minimap feature
2015-06-27 03:42:01 +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
RealBadAngel
db60ae0459
Fix invalid liquid lighting.
2014-04-16 16:56:54 +02:00
RealBadAngel
0dc1aec509
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
dae03382bf
Optimize shaders code. Add settings at compile time.
2013-12-09 13:28:50 +01:00
Novatux
206565d965
Fix shaders on some GPUs
2013-12-08 08:01:20 +01:00
RealBadAngel
2330267d22
Shaders rework.
2013-12-03 18:55:25 +01:00
Zeg9
44eb01695a
Fix texture bumpmapping on some GPUs
2013-08-04 21:49:48 +02:00
RealBadAngel
3f6f327cb9
Add texture bumpmapping feature.
2013-07-04 02:36:32 +02:00
kwolekr
d7395cd2ab
Actually fix shader3 alpha this time
2013-04-27 23:04:52 -04:00
kwolekr
ddd2b18321
Transform alpha channel as well in shader
2013-04-25 12:30:01 -04:00
kwolekr
770305e28d
Add option to use texture alpha channel
2013-04-23 22:15:51 -04:00
PilzAdam
c00c8832c6
Fix new_style_water
2013-03-17 11:28:43 -04:00
Perttu Ahola
ec54e35757
Tweak shader randomly a bit
2012-12-02 23:47:53 +02:00
Perttu Ahola
cd1f604ffe
Handle day-night transition in shader and make light sources brighter when shaders are used
2012-12-02 14:24:58 +02:00
Perttu Ahola
d0b9b10ee0
Remove accidental vim swap file
2012-12-02 01:42:03 +02:00
Perttu Ahola
27373919f4
Implement a global shader parameter passing system and useful shaders
2012-12-02 00:46:18 +02:00
Kahrl
22e6fb7056
ShaderSource and silly example shaders
2012-12-02 00:46:18 +02:00