x2048
ff2d2a6e93
Add smooth light-shadow transition at noon ( #11430 )
...
Node faces with normals pointing East/West (+X/-X) will transition between light
and shadow at noon. This code makes the transition smooth.
2021-07-25 12:35:12 +02:00
x2048
f5706d444b
Improve shadow rendering with non-default camera FOV ( #11385 )
...
* Adjust minimum filter radius for perspective
* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp
* Read shadow_soft_radius setting as float
* Use adaptive filter radius to accomodate for PSM distortion
* Adjust filter radius for texture resolution
2021-07-11 08:15:19 -07:00
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
Muhammad Rifqi Priyo Susanto
1abb83b1ab
Use vec4 for varTexCoord in interlaced shader ( #11004 )
...
Somewhen in the past, inTexCoord0 was a vec2. Now, it is a vec4.
2021-03-01 13:37:32 +01:00
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
numzero
cdcf7dca7c
Sky: support GLES2
...
IrrLicht built-in shader is broken, have to write my own
2020-11-26 12:49:10 -08:00
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
cdbe3c5e57
Reuse object_shader for "wielditem" and "item" entity drawtypes ( #9537 )
2020-04-19 18:47:13 +02:00
SmallJoker
c87d52a5fa
Shaders: Complete 478e753. OpenGL 4.3 compatiblity
2020-04-18 18:36:47 +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
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 )
...
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 )
...
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 )
...
Fixed comment as finalColorBlend() does not exist in the code base.
2018-08-30 20:32:17 +02:00
Vitaliy
28841961ba
Rewrite rendering engine ( #6253 )
...
* Clean draw_*() arguments
* Split rendering core
* Add anaglyph 3D
* Interlaced 3D
* Drop obsolete methods
2017-10-31 19:27:10 +01:00
paramat
3342dcc4bc
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
74afe6fe6b
Fix fog weirdness ( #5146 )
2017-01-31 08:42:39 +01:00
Dániel Juhász
d04d8aba70
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
923a8f1983
Shaders: Remove unnecessary 'if' statements
...
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
...
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
...
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
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
...
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