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>
Before this change, if the shaders are broken, only an error message is shown and the player enters the world nonetheless, where he/she sees broken graphics.
Before this change,
the member type and member name are at one place,
and the member name and uniform name are at another place.
If the uniform name is written directly at the member declaration,
the member type, member name and uniform name are all at one place,
which leads to shorter code and may be easier to read.
- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom
ENABLE_GLES predates forking Irrlicht. Its primary use was to distinguish Irrlicht-ogles from upstream version as Minetest could be compiled with either.
That's not necessary anymore and gets in the way sometimes.
* 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
* 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
The dynamic shadows are yet not in the desired state to justify the
inclusion into version 5.5.0. A stable release is long overdue, hence
this allows fixes to continue in 5.6.0-dev to finally release an
acceptable version of the dynamic shadows feature.
Reverting this commit is highly recommended to proceed in development.
* Adjust minimum filter radius for perspective
* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp
* Read shadow_soft_radius setting as float
* Use adaptive filter radius to accomodate for PSM distortion
* Adjust filter radius for texture resolution
Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
the event header seemingly being generic with libevent thus renaming it.
openal and opengl are deprecated on newer mac os releases thus suppressing the build warnings.