IntegratedQuantum
9898db654b
Specify the location of all shader in/out parameters.
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also normalized the version and layout formatting
progress towards #1376
2025-05-02 14:53:57 +02:00
IntegratedQuantum
5d37993132
Fix floating point precision issue in the fog gradient calculation, which lead to weird black lines.
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fixes #1034
2025-02-19 19:18:03 +01:00
IntegratedQuantum
1bcd5095da
Fix problem of the post processing shader sampling the fog values at the wrong resolution, leading to stripes at low resolution scales.
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fixes #1065
2025-02-19 19:11:20 +01:00
IntegratedQuantum
6f33963e8c
Check for low z values in the gradient fog integral.
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Also simplified the logic a bit.
might fix #1034
2025-02-13 19:58:25 +01:00
IntegratedQuantum
22488a28ae
CI: Check for trailing spaces and (missing) newlines at the end of the file
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fixes #737
2025-02-12 17:36:44 +01:00
IntegratedQuantum
ee4e2a7015
Add a linear gradient to the atmospheric fog, starting at 100 blocks, reaching 0 at 1000 blocks.
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fixes #961
2025-01-27 18:39:02 +01:00
IntegratedQuantum
9cacd64c4d
Allow downscaling the resolution of the framebuffer.
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fixes #99
2024-06-03 21:45:18 +02:00
IntegratedQuantum
aba651a998
Add a simple python script to check for common formatting errors (tabs and line endings) and fix existing problems.
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a step towards #315
2024-04-16 13:51:22 +02:00
IntegratedQuantum
026e855eaa
Merge the functionality of the bloom upscale shader into the final post processing shader.
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Increases performance by ~300 µs per frame.
Fixes #97
2023-11-08 11:19:33 +01:00
IntegratedQuantum
044ab3bb62
Rework the fog, so it doesn't need the alpha component anymore.
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This also fixes #93 as a side effect
This could also theoretically improve performance due to using a smaller image format, but I couldn't measure a bit difference on my computer, it might be that my driver/hardware just pads the alpha component.
2023-09-29 17:28:38 +02:00
IntegratedQuantum
1951416317
Revert reverse-z-buffer commits, which significantly slowed down the game.
2023-09-13 11:38:04 +02:00
IntegratedQuantum
4a84b862b5
The fog now uses the correct distance instead of only using the z component.
2023-09-12 18:25:42 +02:00
IntegratedQuantum
1b7b213c5a
Render the air-fog through the same mechanism to ensure that they work well together.
2023-09-11 18:07:41 +02:00
IntegratedQuantum
2e5910a9cc
Handle the case that the player is inside the fog.
2023-09-08 20:18:04 +02:00
IntegratedQuantum
6aa11ec1b8
Volumetric Fog. First draft.
2023-09-01 10:42:10 +02:00
IntegratedQuantum
840d62177c
Switch to f16 frame buffers in preparation for volumetric fog.
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Also display some performance data using OpenGL's queries.
2023-08-21 09:41:41 +02:00
IntegratedQuantum
5ca4ab6a9d
Fake reflections and transparency (both absorptive and regular transparency are possible)
2023-07-16 14:09:18 +02:00
IntegratedQuantum
b12e61260c
image loading, chunks/chunk meshes, starting a bit on rendering.
2022-09-02 19:48:16 +02:00