Commit Graph

14 Commits

Author SHA1 Message Date
Lars Hofhansl
0ad40fd484 Use range-based fog instead of z-plane based. 2016-10-13 23:30:15 +02:00
est31
205e38f5b8 Replace CRLF with LF in shader files 2016-03-25 15:57:18 +01:00
RealBadAngel
eb3840a3f8 Filmic HDR tone mapping 2016-02-09 02:55:59 -05:00
RealBadAngel
655fc6010f Fix relief mapping issues 2015-07-16 15:36:48 +02:00
est31
ee38bcd307 Automated whitespace error fix for last commit 2015-06-14 23:15:20 +02:00
RealBadAngel
43fcfbfe05 Improved parallax mapping. Generate heightmaps on the fly. 2015-06-14 21:13:36 +02:00
Loic Blot
46821f1156 Optimize bumpmapping mathematics
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-16 20:54:04 +10:00
Craig Robbins
516f1bcd16 Revert "Optimize bumpmapping mathematics"
This reverts commit 148fffb0f2.
2015-01-16 01:30:03 +10:00
Loic Blot
148fffb0f2 Optimize bumpmapping mathematics
OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
2015-01-15 23:12:45 +10:00
RealBadAngel
535c473103 Restore finalColorBlend implementation in shaders. 2014-12-07 11:05:00 +01:00
RealBadAngel
bf91d623c8 Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders. 2014-08-16 14:48:52 +02:00
RealBadAngel
c9ba92c4ad Faces shading fixes 2014-07-07 18:06:20 +02:00
RealBadAngel
a0f78659f3 Improved faces shading with and without shaders. 2014-06-17 00:56:17 +02:00
RealBadAngel
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