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84 commits

Author SHA1 Message Date
Gefüllte Taubenbrust
51cb37570a Various changes and fixes
Hopefully this works, I haven't yet checked in detail for any problems.
2025-05-20 21:40:19 +02:00
Gefüllte Taubenbrust
282b9ad7c5 Fix stuff 2025-04-13 14:56:08 +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)
* Mark varColor and nightratio as centroids
* Leave old workaround in place for GLES
2025-01-01 14:18:05 -08:00
Gefüllte Taubenbrust
e8f486f3cc Fix trailing whitespace 2024-12-22 20:28:13 +01:00
Gefüllte Taubenbrust
91f614cbee Various fixes
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
`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
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
1bf1d0b2ff Remove volumetrics stuff and some changes 2024-10-01 20:00:24 +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)
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
some redundant stuff in vertex shaders needs fixing
2024-05-12 14:44:13 +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
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
x2048
dc45b85a54
Improve shadow filters (#12195)
* 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)
* 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)
* 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)
* 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
Dmitry Kostenko
a684a91bf5 Fix shadow rendering with filtering disabled 2022-03-07 23:45:26 +01:00
Dmitry Kostenko
f2cccf8da7 Improve self-shadowing based on light/normal angle
Add compatibility with colored shadows.
2022-03-07 23:45:26 +01:00
Dmitry Kostenko
71317b8579 Make sure nightRatio is always greater than zero.
To avoid underfined behavior of GLSL pow()
2022-01-22 18:52:12 +01:00
x2048
835524654e
Fix shadow mapping when PCF is disabled (#11888) 2022-01-02 13:45:55 -08:00
x2048
cef016d393
Apply shadow only to the naturally lit part of the fragment color (#11722)
Fragment color for nodes is now calculated from:

 * Texture color, highlighted by artificial light if present (light color conveyed via vertex color).
 * Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow.
 * Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.
2021-10-31 19:18:30 +01:00
x2048
982e03f60d
Improvements to colored shadows (#11516) 2021-10-01 16:21:53 +02:00
sfan5
ea250ff5c5 Fix GLES2 discard behaviour (texture transparency) 2021-09-17 18:13:50 +02:00