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* Improve shadow filters (#12195)x20482022-05-211-0/+2
| | | | | | | | | * Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-141-16/+56
| | | | | | | | * Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
* Tune shadow perspective distortion (#12146)x20482022-03-311-4/+4
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-261-27/+29
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Correct normal bias for entitiesDmitry Kostenko2022-03-071-3/+7
| | | | | | Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
* Change normal bias for entities to avoid shadow acneDmitry Kostenko2022-03-071-2/+11
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* Improve lighting of entities.Dmitry Kostenko2022-03-071-6/+24
| | | | | Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
* Copy shadow mapping shader from nodes to objectsDmitry Kostenko2022-03-071-6/+9
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* Shadow mapping render pass (#11244)Liso2021-06-061-0/+46
| | | Co-authored-by: x2048 <codeforsmile@gmail.com>
* Fix swapped vertex colors on GLES2sfan52021-05-111-0/+4
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* Fix GLES shader support after #9247 (#10727)Vitaliy2020-12-221-1/+5
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* Fix MSAA stripes (#9247)HybridDog2020-12-041-1/+1
| | | | | This only works when shaders are enabled. The centroid varying avoids that the textures (which repeat themselves out of bounds) are sampled out of bounds in MSAA. If MSAA (called FSAA in minetest) is disabled, the centroid keyword does nothing.
* Shaders for Android (GLES 2) (#10506)Vitaliy2020-10-251-12/+13
| | | | | Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
* Remove all bump mapping and parallax occlusion related code.Lars2020-10-171-5/+0
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* Make shading of CAOs optional (#10033)Danila Shutov2020-06-161-0/+4
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* Fix broken coloring of wielditems (#9969)Danila Shutov2020-06-091-1/+6
| | | Fixes a regression that appeared in 5.3.0-dev.
* Transform texture UVs with provided tex. matrix (#9515)Danila Shutov2020-03-161-1/+1
| | | fixes #9481
* Basic model shading (#9374)Danila Shutov2020-02-161-0/+44