minetest/client/shaders
sfan5 a6293b9861 Initial refactoring on shader usage and generation
`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
2024-12-20 15:04:08 +01:00
..
3d_interlaced_merge Use vec4 for varTexCoord in interlaced shader (#11004) 2021-03-01 13:37:32 +01:00
bloom_downsample Improve bloom effect (#12916) 2022-11-02 09:09:48 +01:00
bloom_upsample Improve bloom effect (#12916) 2022-11-02 09:09:48 +01:00
blur_h Support OpenGL 3 (#13321) 2024-01-16 21:09:18 +01:00
blur_v Support OpenGL 3 (#13321) 2024-01-16 21:09:18 +01:00
cloud_shader Fix vertex color on OpenGL 3 2024-09-28 12:09:58 +02:00
extract_bloom Clamp pre-bloom color to valid range (#15453) 2024-11-25 11:56:32 -08:00
fxaa Fix whitespaces 2024-08-17 21:02:54 +02:00
Irrlicht Remove dead code in COpenGL3MaterialBaseCB 2024-09-16 23:12:52 +02:00
minimap_shader Fix vertex color on OpenGL 3 2024-09-28 12:09:58 +02:00
nodes_shader Initial refactoring on shader usage and generation 2024-12-20 15:04:08 +01:00
object_shader Fix vertex color on OpenGL 3 2024-09-28 12:09:58 +02:00
second_stage Fix artifacts with bloom + tonemapping on ogles2 (#14688) 2024-05-23 20:36:13 +02:00
selection_shader Fix vertex color on OpenGL 3 2024-09-28 12:09:58 +02:00
shadow_shaders Implement shadow offsets for the new SM distortion function (#12191) 2022-04-14 22:49:30 +02:00
stars_shader Drop fixed pipeline lighting stuff (#15165) 2024-09-18 12:18:28 +02:00
update_exposure Add dynamic exposure correction (#12959) 2023-01-06 22:33:25 +01:00
volumetric_light Visual Effects Vol. 1 (#14610) 2024-09-24 11:14:27 -07:00