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path: root/client/shaders/nodes_shader/opengl_fragment.glsl (follow)
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* Improve shadow filters (#12195)x20482022-05-211-109/+61
* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-141-29/+7
* Spacing fixesShadowNinja2022-04-081-1/+1
* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-071-11/+14
* Tune shadow perspective distortion (#12146)x20482022-03-311-9/+9
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-261-41/+44
* Reuse normal offset calculation for nodesDmitry Kostenko2022-03-071-2/+1
* Remove debugging codeDmitry Kostenko2022-03-071-2/+0
* Fix shadow rendering with filtering disabledDmitry Kostenko2022-03-071-0/+3
* Improve self-shadowing based on light/normal angleDmitry Kostenko2022-03-071-2/+6
* Make sure nightRatio is always greater than zero.Dmitry Kostenko2022-01-221-1/+1
* Fix shadow mapping when PCF is disabled (#11888)x20482022-01-021-0/+1
* Apply shadow only to the naturally lit part of the fragment color (#11722)x20482021-10-311-7/+20
* Improvements to colored shadows (#11516)x20482021-10-011-2/+7
* Fix GLES2 discard behaviour (texture transparency)sfan52021-09-171-3/+6
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-251-5/+5
* Add smooth light-shadow transition at noon (#11430)x20482021-07-251-2/+2
* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-111-6/+10
* Shadow mapping render pass (#11244)Liso2021-06-061-2/+429
* Fix GLES shader support after #9247 (#10727)Vitaliy2020-12-221-1/+5
* Cleanup shader generation code (#10663)Vitaliy2020-12-191-2/+2
* Fix MSAA stripes (#9247)HybridDog2020-12-041-3/+3
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-251-6/+7
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-171-99/+0
* Remove "generate normal maps" feature (#10313)hecks2020-09-141-45/+2
* shaders: Fix transparency on GC7000L (#10036)mntmn2020-08-251-0/+8
* Simple shader fixes. (#8991)lhofhansl2019-09-261-0/+9
* Fix fog weirdness (#5146)numberZero2017-01-311-1/+1
* Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-241-16/+15
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-071-1/+1
* Fix unexplained shader issue (glsl compiler bug??) (#4757)Rogier-52016-11-171-2/+14
* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-261-9/+0
* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-251-4/+4
* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-241-4/+4
* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-131-2/+2
* Shaders: fix fog not affecting opaque liquidsRealBadAngel2016-02-231-1/+1
* Filmic HDR tone mappingRealBadAngel2016-02-091-6/+42
* Speed up and make more accurate relief mappingRealBadAngel2015-12-101-5/+19
* Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel2015-08-201-54/+3
* Fix relief mapping issuesRealBadAngel2015-07-161-19/+75
* Shaders fixes and cleanup relief mapping code.RealBadAngel2015-07-021-39/+24
* Bugfix: variable type mismatchRealBadAngel2015-06-281-1/+1
* Remove textures vertical offset. Fix for area enabling parallax.RealBadAngel2015-06-211-4/+4
* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-141-39/+95
* Optimize bumpmapping mathematicsLoic Blot2015-01-161-1/+6
* Revert "Optimize bumpmapping mathematics"Craig Robbins2015-01-161-6/+1
* Optimize bumpmapping mathematicsLoic Blot2015-01-151-1/+6
* Improved faces shading with and without shaders.RealBadAngel2014-06-171-12/+0
* Unite nodes shaders.RealBadAngel2014-06-151-0/+128