Commit Graph

15 Commits

Author SHA1 Message Date
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
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
RealBadAngel
eb3840a3f8 Filmic HDR tone mapping 2016-02-09 02:55:59 -05:00
RealBadAngel
655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +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
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-16 20:54:04 +10:00
Craig Robbins
516f1bcd16 Revert "Optimize bumpmapping mathematics"
This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
2015-01-16 01:30:03 +10:00
Loic Blot
148fffb0f2 Optimize bumpmapping mathematics
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-15 23:12:45 +10:00
RealBadAngel
a0f78659f3 Improved faces shading with and without shaders. 2014-06-17 00:56:17 +02:00
RealBadAngel
6c98fd6658 Unite nodes shaders.
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