Search found 27 matches

by visvaldas
14 Jul 2018, 15:29
Forum: Development
Topic: [patch] new fog shader
Replies: 119
Views: 35830

Re: [patch] new fog shader

Before this can be mainlined there should to be a way to easily switch between different fog implementations. This is a bit complicated because the fog shader depends on several components I had to modify to make it work. Among those are: lighting calculations: lighting.glsl, mwworld/weather.cpp sky...
by visvaldas
13 Jul 2018, 08:08
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 507

Re: Shader License

It actually is the water shader from which I'm using code ;) Turns out, its just the fresnel and specular calculations. float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) { float c = abs(dot(Incoming, Normal)); float g = eta * eta - 1.0 + c * c; float result; if(g > 0.0) { g = sqrt(g); ...
by visvaldas
11 Jul 2018, 21:23
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 507

Shader License

As far as I can see it is not really clear under which license the shaders are released. According to https://openmw.org/faq/#legal_stuff All fonts, shaders and other assets shipped with OpenMW are licensed under separate terms. Details can be found in the Readme file or in the Wiki. The wiki link t...
by visvaldas
11 Jul 2018, 20:50
Forum: Development
Topic: [patch] new fog shader
Replies: 119
Views: 35830

Re: [patch] new fog shader

screenshot005.png
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by visvaldas
11 Jul 2018, 20:16
Forum: Development
Topic: [patch] new fog shader
Replies: 119
Views: 35830

Re: [patch] new fog shader

Hi!

I'm sorry for the long radio silence.
The code still needs some cleaning up - here is what I have so far:

https://gitlab.com/vrresto/openmw/tree/ ... er-cleanup

It also should be rebased against master I guess.
Not sure when I'll have time for it - so feel free to step in ;)
by visvaldas
20 Sep 2017, 21:44
Forum: Development
Topic: Experiments
Replies: 3
Views: 1473

Re: Experiments

Curious, is this just an import of the world, or are all the creatures and scripts still running here? If the latter, does it break anything? Does the coc command still function properly? Are structures/land formations/cells slightly warped, and if so, is there any effect on the Physics? If I shoot...
by visvaldas
20 Sep 2017, 21:40
Forum: Development
Topic: [patch] new fog shader
Replies: 119
Views: 35830

Re: [patch] new fog shader

Working on sunset appearance ...
screenshot401.png
screenshot405.png
by visvaldas
26 Aug 2017, 21:15
Forum: Development
Topic: Experiments
Replies: 3
Views: 1473

Experiments

What if Morrowind was on a very tiny planet?
With a diameter of 10km.

Then it would look like this:
screenshot380.png
Just playing around a bit with the vertex shader :mrgreen:

Or if the sea level was a bit higher:
screenshot359.png
screenshot361.png
screenshot362.png
by visvaldas
26 Aug 2017, 21:11
Forum: Development
Topic: [patch] new fog shader
Replies: 119
Views: 35830

Re: [patch] new fog shader

After reinstalling an official PPA package of openmw, the appropriate directory on debian based systems is: /usr/share/games/openmw/resources/shaders. You will have to place the contents of that zip file as the root user to get them into the right place. That did it, thank you!!!! This shader is be...
by visvaldas
26 Aug 2017, 21:08
Forum: Support
Topic: Is it Possible to Make Water More Murky?
Replies: 21
Views: 4660

Re: Is it Possible to Make Water More Murky?

magamo wrote:
16 Aug 2017, 19:20
Visvaldis, your work always impresses. When can you commit this (and your fog shaders) to the code base so people can start experiencing it? How close do you think you are to that point?
When it's done ;)
I'm sorry, but I can't give you a more precise answer.