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66 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
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
632bd7a5f7 Apply suggested changes 2025-01-14 20:28:54 +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
cb5d97e751 Apply suggestions 2024-12-28 10:47:57 +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
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
b6c099073f Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2 2024-10-11 20:44:12 +02:00
sfan5
d6da80fe24 Fix vertex color on OpenGL 3
closes #14985
2024-09-28 12:09:58 +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
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
Vitaliy
8093044f07
Support OpenGL 3 (#13321) 2024-01-16 21:09:18 +01:00
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)
* 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
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
Liso
c47313db65
Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-06-06 18:51:21 +02:00
sfan5
69c70dd319 Fix swapped vertex colors on GLES2 2021-05-11 21:15:39 +02:00
Vitaliy
03540e7140
Fix GLES shader support after #9247 (#10727) 2020-12-22 14:53:52 +01:00
HybridDog
e73c5d4585
Fix MSAA stripes (#9247)
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.
2020-12-04 20:16:12 +01:00
Vitaliy
707c8c1e95
Shaders for Android (GLES 2) (#10506)
Shader support for OpenGL ES 2 devices (Android)

Co-authored-by: sfan5 <sfan5@live.de>
2020-10-25 18:01:03 +01:00
Lars
ed22260822 Remove all bump mapping and parallax occlusion related code. 2020-10-17 13:09:16 -07:00
SmallJoker
c87d52a5fa Shaders: Complete 478e753. OpenGL 4.3 compatiblity 2020-04-18 18:36:47 +02:00
SmallJoker
478e753298 Shaders: Fix OpenGL < 4.3 compatibility 2020-02-16 14:14:34 +01:00
Lars Hofhansl
60bff1e6cb Waves generated with Perlin-type noise #8994 2019-11-19 19:42:52 -08:00
lhofhansl
5fde69798c
Simple shader fixes. (#8991)
1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
2019-09-26 13:57:39 -07:00
Paramat
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
xzcx
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
Dániel Juhász
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
lhofhansl
6bb4347208 Remove unused shader matrices. (#4723) 2016-11-04 18:12:45 +01:00
paramat
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
est31
205e38f5b8 Replace CRLF with LF in shader files 2016-03-25 15:57:18 +01:00