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
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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
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