1
0
mirror of https://github.com/minetest/minetest.git synced 2025-06-30 15:10:23 +02:00
Commit Graph

56 Commits

Author SHA1 Message Date
42e1a12714 Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.

Derived from a PR by t0ny2.
2019-03-27 00:18:43 +00:00
1c4c0d4673 Shaders: Fix comment line (#7668)
Fixed comment as finalColorBlend() does not exist in the code base.
2018-08-30 20:32:17 +02:00
28841961ba Rewrite rendering engine (#6253)
* Clean draw_*() arguments

* Split rendering core

* Add anaglyph 3D

* Interlaced 3D

* Drop obsolete methods
2017-10-31 19:27:10 +01:00
3342dcc4bc Shaders: Remove unused water surface shader
Also remove hardcoded MTGame node.

The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
2017-05-08 05:58:59 +01:00
74afe6fe6b Fix fog weirdness (#5146) 2017-01-31 08:42:39 +01:00
d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
923a8f1983 Shaders: Remove unnecessary 'if' statements
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating
it for each fragment.
Remove if (fogDistance != 0.0).
2016-12-24 00:22:16 +00:00
075833e393 Fog: Make fraction of visible distance at which fog starts configurable
Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
2016-12-07 04:07:54 +00:00
5f0dc8e78a Fix unexplained shader issue (glsl compiler bug??) (#4757) 2016-11-17 02:56:05 +10:00
6bb4347208 Remove unused shader matrices. (#4723) 2016-11-04 18:12:45 +01:00
198ed60cab Shaders: Remove special handling for liquids. (#4670) 2016-10-26 16:24:45 +02:00
98176481c1 Shaders: Apply tone mapping before fog calculation. 2016-10-25 07:49:19 +02:00
779d2c5f64 Shaders: Harmonize Irrlicht and shader fog calculations 2016-10-24 07:41:00 +01:00
0ad40fd484 Use range-based fog instead of z-plane based. 2016-10-13 23:30:15 +02:00
597c1d73da Nodes shader: Decrease amplitude of waving leaves and plants
Fix initialisation of variable 'disp'
Fix a few minor code style issues
Add independent X motion combining 2 prime frequencies
2016-03-30 01:53:22 +01:00
205e38f5b8 Replace CRLF with LF in shader files 2016-03-25 15:57:18 +01:00
e8a3d22cbe Shaders: fix fog not affecting opaque liquids 2016-02-23 23:51:41 +00:00
eb3840a3f8 Filmic HDR tone mapping 2016-02-09 02:55:59 -05:00
b44da4916a Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
a64d78a37e Speed up and make more accurate relief mapping
using linear + binary search.
2015-12-10 18:24:11 +01:00
0b87556048 Shaders: use triple-frequency waving for leaves and plants 2015-09-07 21:52:36 +02:00
8b8d17b22b Remove use of engine sent texture tiling flags - theyre no longer needed 2015-08-20 02:41:40 +02:00
60350699c7 Add wielded (and CAOs) shader 2015-07-21 23:56:41 +02:00
655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
8a85e5e58d Shaders fixes and cleanup relief mapping code. 2015-07-02 21:36:45 +02:00
1455267c9e Bugfix: variable type mismatch 2015-06-28 21:11:54 +02:00
ffd16e3fec Add minimap feature 2015-06-27 03:42:01 +02:00
53efe2ef42 Remove textures vertical offset. Fix for area enabling parallax. 2015-06-21 00:11:09 +02:00
ee38bcd307 Automated whitespace error fix for last commit 2015-06-14 23:15:20 +02:00
43fcfbfe05 Improved parallax mapping. Generate heightmaps on the fly. 2015-06-14 21:13:36 +02:00
46821f1156 Optimize bumpmapping mathematics
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-16 20:54:04 +10:00
516f1bcd16 Revert "Optimize bumpmapping mathematics"
This reverts commit 148fffb0f2.
2015-01-16 01:30:03 +10:00
148fffb0f2 Optimize bumpmapping mathematics
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-15 23:12:45 +10:00
535c473103 Restore finalColorBlend implementation in shaders. 2014-12-07 11:05:00 +01:00
bf91d623c8 Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders. 2014-08-16 14:48:52 +02:00
5e54bf1472 Make faces shading correct for all possible modes.
Skip shading for lightsources and top of the nodes.
Fixes liquid sources and flowing surfaces having different brightness.
2014-08-14 06:43:47 +02:00
c9ba92c4ad Faces shading fixes 2014-07-07 18:06:20 +02:00
a0f78659f3 Improved faces shading with and without shaders. 2014-06-17 00:56:17 +02:00
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
db60ae0459 Fix invalid liquid lighting. 2014-04-16 16:56:54 +02:00
0dc1aec509 Normal maps generation on the fly.
Parallax mapping with slope information.
Overriding normal maps.
2014-03-21 01:32:00 +01:00
dae03382bf Optimize shaders code. Add settings at compile time. 2013-12-09 13:28:50 +01:00
206565d965 Fix shaders on some GPUs 2013-12-08 08:01:20 +01:00
2330267d22 Shaders rework. 2013-12-03 18:55:25 +01:00
44eb01695a Fix texture bumpmapping on some GPUs 2013-08-04 21:49:48 +02:00
3f6f327cb9 Add texture bumpmapping feature. 2013-07-04 02:36:32 +02:00
d7395cd2ab Actually fix shader3 alpha this time 2013-04-27 23:04:52 -04:00
ddd2b18321 Transform alpha channel as well in shader 2013-04-25 12:30:01 -04:00
770305e28d Add option to use texture alpha channel 2013-04-23 22:15:51 -04:00
c00c8832c6 Fix new_style_water 2013-03-17 11:28:43 -04:00