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Server-optimized Minetest 5.6.0
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Author
Age
Files
Lines
*
Improve shadow filters (#12195)
x2048
2022-05-21
1
-109
/
+61
*
Implement shadow offsets for the new SM distortion function (#12191)
x2048
2022-04-14
1
-29
/
+7
*
Spacing fixes
ShadowNinja
2022-04-08
1
-1
/
+1
*
Adjust shadowmap distortion to use entire SM texture (#12166)
x2048
2022-04-07
1
-11
/
+14
*
Tune shadow perspective distortion (#12146)
x2048
2022-03-31
1
-9
/
+9
*
Add API to control shadow intensity from the game/mod (#11944)
x2048
2022-03-26
1
-41
/
+44
*
Reuse normal offset calculation for nodes
Dmitry Kostenko
2022-03-07
1
-2
/
+1
*
Remove debugging code
Dmitry Kostenko
2022-03-07
1
-2
/
+0
*
Fix shadow rendering with filtering disabled
Dmitry Kostenko
2022-03-07
1
-0
/
+3
*
Improve self-shadowing based on light/normal angle
Dmitry Kostenko
2022-03-07
1
-2
/
+6
*
Make sure nightRatio is always greater than zero.
Dmitry Kostenko
2022-01-22
1
-1
/
+1
*
Fix shadow mapping when PCF is disabled (#11888)
x2048
2022-01-02
1
-0
/
+1
*
Apply shadow only to the naturally lit part of the fragment color (#11722)
x2048
2021-10-31
1
-7
/
+20
*
Improvements to colored shadows (#11516)
x2048
2021-10-01
1
-2
/
+7
*
Fix GLES2 discard behaviour (texture transparency)
sfan5
2021-09-17
1
-3
/
+6
*
Distribute shadow map update over multiple frames to reduce stutter (#11422)
x2048
2021-07-25
1
-5
/
+5
*
Add smooth light-shadow transition at noon (#11430)
x2048
2021-07-25
1
-2
/
+2
*
Improve shadow rendering with non-default camera FOV (#11385)
x2048
2021-07-11
1
-6
/
+10
*
Shadow mapping render pass (#11244)
Liso
2021-06-06
1
-2
/
+429
*
Fix GLES shader support after #9247 (#10727)
Vitaliy
2020-12-22
1
-1
/
+5
*
Cleanup shader generation code (#10663)
Vitaliy
2020-12-19
1
-2
/
+2
*
Fix MSAA stripes (#9247)
HybridDog
2020-12-04
1
-3
/
+3
*
Shaders for Android (GLES 2) (#10506)
Vitaliy
2020-10-25
1
-6
/
+7
*
Remove all bump mapping and parallax occlusion related code.
Lars
2020-10-17
1
-99
/
+0
*
Remove "generate normal maps" feature (#10313)
hecks
2020-09-14
1
-45
/
+2
*
shaders: Fix transparency on GC7000L (#10036)
mntmn
2020-08-25
1
-0
/
+8
*
Simple shader fixes. (#8991)
lhofhansl
2019-09-26
1
-0
/
+9
*
Fix fog weirdness (#5146)
numberZero
2017-01-31
1
-1
/
+1
*
Shaders: Remove unnecessary 'if' statements
Lars Hofhansl
2016-12-24
1
-16
/
+15
*
Fog: Make fraction of visible distance at which fog starts configurable
Lars Hofhansl
2016-12-07
1
-1
/
+1
*
Fix unexplained shader issue (glsl compiler bug??) (#4757)
Rogier-5
2016-11-17
1
-2
/
+14
*
Shaders: Remove special handling for liquids. (#4670)
lhofhansl
2016-10-26
1
-9
/
+0
*
Shaders: Apply tone mapping before fog calculation.
Lars Hofhansl
2016-10-25
1
-4
/
+4
*
Shaders: Harmonize Irrlicht and shader fog calculations
Lars Hofhansl
2016-10-24
1
-4
/
+4
*
Use range-based fog instead of z-plane based.
Lars Hofhansl
2016-10-13
1
-2
/
+2
*
Shaders: fix fog not affecting opaque liquids
RealBadAngel
2016-02-23
1
-1
/
+1
*
Filmic HDR tone mapping
RealBadAngel
2016-02-09
1
-6
/
+42
*
Speed up and make more accurate relief mapping
RealBadAngel
2015-12-10
1
-5
/
+19
*
Remove use of engine sent texture tiling flags - theyre no longer needed
RealBadAngel
2015-08-20
1
-54
/
+3
*
Fix relief mapping issues
RealBadAngel
2015-07-16
1
-19
/
+75
*
Shaders fixes and cleanup relief mapping code.
RealBadAngel
2015-07-02
1
-39
/
+24
*
Bugfix: variable type mismatch
RealBadAngel
2015-06-28
1
-1
/
+1
*
Remove textures vertical offset. Fix for area enabling parallax.
RealBadAngel
2015-06-21
1
-4
/
+4
*
Improved parallax mapping. Generate heightmaps on the fly.
RealBadAngel
2015-06-14
1
-39
/
+95
*
Optimize bumpmapping mathematics
Loic Blot
2015-01-16
1
-1
/
+6
*
Revert "Optimize bumpmapping mathematics"
Craig Robbins
2015-01-16
1
-6
/
+1
*
Optimize bumpmapping mathematics
Loic Blot
2015-01-15
1
-1
/
+6
*
Improved faces shading with and without shaders.
RealBadAngel
2014-06-17
1
-12
/
+0
*
Unite nodes shaders.
RealBadAngel
2014-06-15
1
-0
/
+128