Gefüllte Taubenbrust
282b9ad7c5
Fix stuff
2025-04-13 14:56:08 +02:00
Gefüllte Taubenbrust
fa212d19f7
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
2025-04-13 11:33:37 +02:00
sfan5
03affa1bbb
Some minor code cleanups
2025-04-08 22:24:37 +02:00
Gefüllte Taubenbrust
68a202a5f5
Update opengl_fragment.glsl
2025-01-15 15:32:35 +01:00
Gefüllte Taubenbrust
6b1785eb2c
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
2025-01-14 20:31:26 +01:00
Gefüllte Taubenbrust
632bd7a5f7
Apply suggested changes
2025-01-14 20:28:54 +01:00
DS
2bfcd45b35
Fix always waving semitransparent liquid regression
2025-01-13 09:39:20 +01:00
Gefüllte Taubenbrust
7fdad3600e
Update opengl_fragment.glsl
2025-01-10 22:23:14 +01:00
Gefüllte Taubenbrust
dac9ff7096
Remove clipping
2025-01-04 11:59:36 +01:00
Gefüllte Taubenbrust
78de371f2d
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
2025-01-04 11:19:11 +01:00
lhofhansl
2db4ad8c77
Fix MSAA and bloom flashing artifacts ( #15610 )
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* Mark varColor and nightratio as centroids
* Leave old workaround in place for GLES
2025-01-01 14:18:05 -08:00
Gefüllte Taubenbrust
cb5d97e751
Apply suggestions
2024-12-28 10:47:57 +01:00
Gefüllte Taubenbrust
e8f486f3cc
Fix trailing whitespace
2024-12-22 20:28:13 +01:00
Gefüllte Taubenbrust
91f614cbee
Various fixes
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Fix binormal and tangent
Fix inconsistent sunrise/sunset timings and bright foliage at night
2024-12-22 20:26:41 +01:00
Gefüllte Taubenbrust
e7c7441429
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
2024-12-22 19:08:52 +01:00
sfan5
a6293b9861
Initial refactoring on shader usage and generation
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`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
2024-12-20 15:04:08 +01:00
Gefüllte Taubenbrust
b3710a982e
Fixes and Lua control
2024-12-20 15:00:01 +01:00
Gefüllte Taubenbrust
45289b6919
Remove redundant stuff and other small fixes
2024-12-02 18:00:59 +01:00
Gefüllte Taubenbrust
1fa9731172
Fix whitespace pls :(
2024-12-01 12:15:05 +01:00
Gefüllte Taubenbrust
f0407080ac
Fix vignette and whitespace
2024-12-01 12:11:29 +01:00
Gefüllte Taubenbrust
364ca57819
Remove bumpmapping and make requested changes
2024-11-30 18:18:06 +01:00
Gefüllte Taubenbrust
d8a6155029
Fix trailing whitespace
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i hate this
2024-11-11 17:10:17 +01:00
Gefüllte Taubenbrust
2fd22c1850
Fixes and proper tangent space
2024-11-11 17:07:52 +01:00
Gefüllte Taubenbrust
4b88a32c1c
Various changes, fixes and features
2024-10-27 21:36:40 +01:00
Gefüllte Taubenbrust
b6c099073f
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
2024-10-11 20:44:12 +02:00
Gefüllte Taubenbrust
1bf1d0b2ff
Remove volumetrics stuff and some changes
2024-10-01 20:00:24 +02:00
sfan5
d6da80fe24
Fix vertex color on OpenGL 3
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closes #14985
2024-09-28 12:09:58 +02:00
Gefüllte Taubenbrust
da1a688493
Fix stuff and slight changes
2024-09-25 21:45:13 +02:00
Gefüllte Taubenbrust
71e648a776
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
2024-09-25 20:53:09 +02:00
GefullteTaubenbrust2
d8f1daac25
Visual Effects Vol. 1 ( #14610 )
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This PR adds a variety of effects to enhance the visual experience.
"soft" clouds look
Tinted shadows
Crude water reflections (sky and sun) and waves
Translucent foliage
Node specular highlights
Adjusted fog color (more saturated where the fog is lighter)
Minor changes to volumetric lighting (crudely simulates the effect of depth)
Co-authored-by: sfan5 <sfan5@live.de>
2024-09-24 11:14:27 -07:00
Gefüllte Taubenbrust
e5afca89f7
Minor changes
2024-08-18 16:11:30 +02:00
Gefüllte Taubenbrust
ca4f04ecab
Lots of changes
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some redundant stuff in vertex shaders needs fixing
2024-05-12 14:44:13 +02:00
Gefüllte Taubenbrust
ded1b09838
Add artificial light control
2024-05-09 18:38:29 +02:00
sfan5
a9a0f1e129
Fix GLES shader precision issues ( #14516 )
2024-04-05 13:00:10 +02:00
sfan5
9e3a11534f
Allow fog color to be overriden properly ( #14296 )
2024-01-23 22:33:33 +01:00
Vitaliy
8093044f07
Support OpenGL 3 ( #13321 )
2024-01-16 21:09:18 +01:00
lhofhansl
0ade097e99
Allow the server to control fog_distance and fog_start via the sky-api ( #13448 )
2023-06-30 19:11:17 -07:00
Thresher
180ec92ef9
Remove trailing whitespace ( #13505 )
2023-05-18 20:34:18 +02:00
x2048
1de8a1e962
Fix missing shadows when sun tilt is zero
2023-03-11 13:49:40 +01:00
Abdou-31
d1b80b462e
Fix typos and en_US/en_GB inconsistency in various files ( #12902 )
2022-11-09 11:57:19 -05:00
x2048
ff6dcfea82
Implement rendering pipeline and post-processing ( #12465 )
...
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
2022-09-06 08:25:18 +02:00
DS
df1d215f48
Node vertex shader: Properly use the waved world position ( #12665 )
2022-08-10 18:04:12 +02:00
x2048
dc45b85a54
Improve shadow filters ( #12195 )
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* 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
2022-05-21 16:49:30 +02:00
x2048
a5d29fa1d4
Implement shadow offsets for the new SM distortion function ( #12191 )
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* 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
2022-04-14 22:49:30 +02:00
ShadowNinja
7993909fab
Spacing fixes
2022-04-08 14:55:21 +01:00
x2048
48f7c5603e
Adjust shadowmap distortion to use entire SM texture ( #12166 )
2022-04-07 22:13:50 +02:00
x2048
31578303a4
Tune shadow perspective distortion ( #12146 )
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* 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
2022-03-31 22:40:06 +02:00
x2048
0f25fa7af6
Add API to control shadow intensity from the game/mod ( #11944 )
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* Also Disable shadows when sun/moon is hidden. Fixes #11972 .
2022-03-26 16:58:26 +01:00
Dmitry Kostenko
b651bbf446
Reuse normal offset calculation for nodes
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
12896b22d8
Remove debugging code
2022-03-07 23:45:26 +01:00