199 Commits
Author SHA1 Message Date
proller 632662281b Merge tag '5.12.0' into wip5.12.0
5.12.0
2025-05-25 04:18:27 +02:00
sfan5 03affa1bbb Some minor code cleanups 2025-04-08 22:24:37 +02:00
proller 069677c93d Merge tag '5.11.0' into wip5.11.0
5.11.0
2025-03-23 17:12:49 +01:00
sfan5 b5e084c9a5 Update github URL references (#15705) 2025-01-24 16:50:39 +01:00
DS 2bfcd45b35 Fix always waving semitransparent liquid regression 2025-01-13 09:39:20 +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
SmallJoker 35bc217ba8 IrrlichtMt: Move OpenGL 3+ transformation matrix to shaders (#15591)
This replaces annoying calculations on C++-side and eases the
implementation of 2D geometry batch rendering a lot.
2024-12-28 22:04:05 +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
lhofhansl 8c56434bd3 Clamp pre-bloom color to valid range (#15453)
That avoids flashing artifacts when combining MSAA and bloom.
2024-11-25 11:56:32 -08:00
proller 60bda83c1b Merge tag '5.10.0-rc1' into wip5.10.0 2024-11-10 16:41:17 +01:00
proller 09a2556572 Merge tag '5.9.1' into wip5.9.1
5.9.1
2024-11-03 18:12:15 +01:00
proller 1316346fce Merge 5.9.0 2024-11-03 17:00:40 +01:00
sfan5 d6da80fe24 Fix vertex color on OpenGL 3
closes #14985
2024-09-28 12:09:58 +02:00
GefullteTaubenbrust2andsfan5 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
grorp 70e169f165 Drop fixed pipeline lighting stuff (#15165) 2024-09-18 12:18:28 +02:00
sfan5 6f275e2ba0 Remove dead code in COpenGL3MaterialBaseCB 2024-09-16 23:12:52 +02:00
sfan5 e27757fa3a Fix texture matrix handling in our shaders 2024-09-08 20:31:35 +02:00
sfan5 93ac2ed894 [no sq] Move shaders & remove dead Irrlicht tests (#15006)
* Move irrlicht shaders to correct place

* Remove unused Irrlicht tests
2024-09-08 20:14:39 +02:00
sfan5 e90ef85e7d Fix texture matrix handling in our shaders 2024-09-07 14:23:37 +02:00
sfan5 b010714426 [no sq] Move shaders & remove dead Irrlicht tests (#15006)
* Move irrlicht shaders to correct place

* Remove unused Irrlicht tests
2024-08-19 09:17:52 +02:00
cx384 03e600a721 Fix whitespaces 2024-08-17 21:02:54 +02:00
grorp 6c0b8229ec Fix artifacts with bloom + tonemapping on ogles2 (#14688) 2024-05-23 20:36:13 +02:00
sfan5 a9a0f1e129 Fix GLES shader precision issues (#14516) 2024-04-05 13:00:10 +02:00
sfan5 ff88ed7c75 Add symlink for Irrlicht shaders 2024-04-03 13:56:27 +02:00
sfan5 bb7f57b095 VBO-related optimizations and improvements (#14395) 2024-02-29 17:20:57 +01:00
sfan5 9e3a11534f Allow fog color to be overriden properly (#14296) 2024-01-23 22:33:33 +01:00
DS e9233bc169 Fix typo in minimap bumpmapping shader (#14280) 2024-01-20 15:36:53 +01:00
Vitaliy 8093044f07 Support OpenGL 3 (#13321) 2024-01-16 21:09:18 +01:00
ROllerozxa 8e9d7611ae Apply saturation even if tonemapping is disabled 2024-01-03 21:55:53 +01:00
ROllerozxa de4cc5c20a Fix tonemapping effect 2024-01-03 21:55:53 +01:00
Lars e0d4a9d575 Make volumetric light effect strength server controllable
- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom
2023-12-21 16:21:01 -08:00
x2048 04f0d545da Initial implementation of 'Godrays' 2023-12-21 16:21:01 -08:00
HybridDog b1aec1b5c8 Add dithering (#9014) 2023-12-19 20:18:11 +01:00
proller 21f540a376 Merge tag '5.8.0' into wip5.8.0
5.8.0
2023-12-09 05:04:50 +01:00
proller 15f6561734 Merge tag '5.7.0' into wip5.7.0
5.7.0
2023-07-28 04:56:45 +03:00
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
x2048 c09a3a52ac Add antialiasing filters (FXAA, SSAA) (#13253) 2023-06-28 05:30:08 +02:00
Thresher 180ec92ef9 Remove trailing whitespace (#13505) 2023-05-18 20:34:18 +02:00
proller ccb9ab5952 Merge commit 'b8aaad4f1' into wip5.7.0 2023-03-25 17:56:12 +03:00
x2048 1de8a1e962 Fix missing shadows when sun tilt is zero 2023-03-11 13:49:40 +01:00
x2048 4cd6b773bb Fix no color values on bloom texture (#13197)
Align meaning of 'exposure' variable across different stages
Put 'exposure' variable behind ENABLE_AUTO_EXPOSURE
2023-02-10 21:04:37 +01:00
x2048 6d45c243f8 Add dynamic exposure correction (#12959)
* Add uniform for frame delta time
* Adjust exposure in logarithmic (EV) space
* Add network support and LUA API
* Add testing mod
2023-01-06 22:33:25 +01:00
7bf64fc61a Add configurable saturation (#12865)
* Add configurable saturation

Co-authored-by: Pevernow <3450354617@qq.com>
Co-authored-by: x2048 <codeforsmile@gmail.com>

Author:    Lars <larsh@apache.org>
2022-11-18 11:49:52 -08:00
Abdou-31 d1b80b462e Fix typos and en_US/en_GB inconsistency in various files (#12902) 2022-11-09 11:57:19 -05:00
x2048 957a3e52fe Return correct variable when debugging bloom.
Fixes #12922
2022-11-03 08:43:31 +01:00
x2048 9b24041394 Improve bloom effect (#12916)
* Remove the built-in exposure factor of 2.5
* Add physics-based bloom (https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom)
* Add luminance scaling for bloom layer to simulate HDR
* Add setting to control bloom strength
2022-11-02 09:09:48 +01:00
sfan5 7a28f2c4fa Fix tone mapping being always enabled
broke in 579fc93c24
2022-10-09 19:11:04 +02:00
x2048andMuhammad Rifqi Priyo Susanto 579fc93c24 Make bloom shaders compatible with GLES2 (#12834)
Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
2022-10-04 13:52:56 +01:00
x2048 9df79a4b2d Bloom (#12791)
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
2022-09-29 20:34:05 +02:00
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