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Shaders for Android (GLES 2) (#10506)

Shader support for OpenGL ES 2 devices (Android)

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
Vitaliy 2020-10-25 20:01:03 +03:00 committed by GitHub
parent 33b2c5f5b1
commit 707c8c1e95
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 233 additions and 120 deletions

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@ -127,6 +127,7 @@ minetest.register_node("basenodes:water_source", {
description = "Water Source".."\n"..
"Drowning damage: 1",
drawtype = "liquid",
waving = 3,
tiles = {"default_water.png"},
special_tiles = {
{name = "default_water.png", backface_culling = false},
@ -152,6 +153,7 @@ minetest.register_node("basenodes:water_flowing", {
description = "Flowing Water".."\n"..
"Drowning damage: 1",
drawtype = "flowingliquid",
waving = 3,
tiles = {"default_water_flowing.png"},
special_tiles = {
{name = "default_water_flowing.png", backface_culling = false},
@ -178,6 +180,7 @@ minetest.register_node("basenodes:river_water_source", {
description = "River Water Source".."\n"..
"Drowning damage: 1",
drawtype = "liquid",
waving = 3,
tiles = { "default_river_water.png" },
special_tiles = {
{name = "default_river_water.png", backface_culling = false},
@ -205,6 +208,7 @@ minetest.register_node("basenodes:river_water_flowing", {
description = "Flowing River Water".."\n"..
"Drowning damage: 1",
drawtype = "flowingliquid",
waving = 3,
tiles = {"default_river_water_flowing.png"},
special_tiles = {
{name = "default_river_water_flowing.png", backface_culling = false},