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Merge branch 'minetest:master' into master
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DustyBagel authored Jan 2, 2025
2 parents 935b08a + 2db4ad8 commit fdc8d75
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Showing 39 changed files with 454 additions and 818 deletions.
12 changes: 6 additions & 6 deletions builtin/settingtypes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -406,6 +406,7 @@ bilinear_filter (Bilinear filtering) bool false
trilinear_filter (Trilinear filtering) bool false

# Use anisotropic filtering when looking at textures from an angle.
# This provides a significant improvement when used together with mipmapping.
anisotropic_filter (Anisotropic filtering) bool false

# Select the antialiasing method to apply.
Expand Down Expand Up @@ -1884,12 +1885,11 @@ world_aligned_mode (World-aligned textures mode) enum enable disable,enable,forc
# Warning: This option is EXPERIMENTAL!
autoscale_mode (Autoscaling mode) enum disable disable,enable,force

# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# When using bilinear/trilinear filtering, low-resolution textures
# can be blurred, so this option automatically upscales them to preserve
# crisp pixels. This defines the minimum texture size for the upscaled textures;
# higher values look sharper, but require more memory.
# This setting is ONLY applied if any of the mentioned filters are enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
texture_min_size (Base texture size) int 64 1 32768
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5 changes: 5 additions & 0 deletions client/shaders/extract_bloom/opengl_fragment.glsl
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Expand Up @@ -23,7 +23,12 @@ void main(void)
vec2 uv = varTexCoord.st;
vec3 color = texture2D(rendered, uv).rgb;
// translate to linear colorspace (approximate)
#ifdef GL_ES
// clamp color to [0,1] range in lieu of centroids
color = pow(clamp(color, 0.0, 1.0), vec3(2.2));
#else
color = pow(color, vec3(2.2));
#endif

color *= exposureParams.compensationFactor * bloomStrength;

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6 changes: 4 additions & 2 deletions client/shaders/nodes_shader/opengl_fragment.glsl
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Expand Up @@ -39,14 +39,16 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
#ifdef GL_ES
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying float nightRatio;
#else
centroid varying lowp vec4 varColor;
centroid varying vec2 varTexCoord;
centroid varying float nightRatio;
#endif
varying highp vec3 eyeVec;
varying float nightRatio;

#ifdef ENABLE_DYNAMIC_SHADOWS
#if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER)
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6 changes: 4 additions & 2 deletions client/shaders/nodes_shader/opengl_vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -14,14 +14,17 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
// The centroid keyword ensures that after interpolation the texture coordinates
// lie within the same bounds when MSAA is en- and disabled.
// This fixes the stripes problem with nearest-neighbor textures and MSAA.
#ifdef GL_ES
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying float nightRatio;
#else
centroid varying lowp vec4 varColor;
centroid varying vec2 varTexCoord;
centroid varying float nightRatio;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow uniforms
Expand All @@ -44,7 +47,6 @@ centroid varying vec2 varTexCoord;
varying float area_enable_parallax;

varying highp vec3 eyeVec;
varying float nightRatio;
// Color of the light emitted by the light sources.
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
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1 change: 0 additions & 1 deletion doc/lua_api.md
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Expand Up @@ -188,7 +188,6 @@ Mod directory structure
│   ├── models
│   ├── textures
│   │   ├── modname_stuff.png
│   │   ├── modname_stuff_normal.png
│   │   ├── modname_something_else.png
│   │   ├── subfolder_foo
│   │   │ ├── modname_more_stuff.png
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85 changes: 0 additions & 85 deletions irr/include/EShaderTypes.h

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