Search found 35 matches

by visvaldas
10 Apr 2017, 22:31
Forum: Support
Topic: Is it Possible to Make Water More Murky?
Replies: 21
Views: 8794

Re: Is it Possible to Make Water More Murky?

screenshot287.png How about that? --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -34,7 +34,8 @@ const float SPEC_HARDNESS = 256.0; // specular highlights hardne const vec2 WIND_DIR = vec2(0.5f, -0.8f); const float WIND_SPEED = 0.2f; -const vec3 WATER_COLOR = vec3...
by visvaldas
10 Apr 2017, 12:12
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

magamo wrote:That looks pretty awesome. Sadly I'm not finding the calculation you mentioned in the currently available shader. I'm assuming this is in your indev file. Can't wait to see it!
Yes, this isn't yet in the uploaded shader.
Some more previews:
screenshot286.png
screenshot280.png
by visvaldas
09 Apr 2017, 17:17
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

One thing that I've struggled with, is that I feel that this Shaffer works a little too intensely close up, meaning that you always travel in fog, and even in your latest screenshot, it obscures the local and world maps. Once those are resolved, this is pretty awesome! The map piece may be a bug in...
by visvaldas
30 Mar 2017, 08:18
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

screenshot278.png
by visvaldas
04 Feb 2017, 14:54
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

Just saw that :)

EDIT: ah, you saw that I saw it :D
by visvaldas
04 Feb 2017, 14:52
Forum: General Development
Topic: Advanced rendering
Replies: 26
Views: 8169

Re: Advanced rendering

Last I heard, Damiel was working on it too. A big part of the problem is that the shader really wasn't designed to be used on close ranges, and is probably something worth looking at when distant terrain is reimplemented. For me, that fog shader to cover long distances with distant terrain would be...
by visvaldas
04 Feb 2017, 14:42
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

I'm sorry for the silence - I guess I got stuck, being to perfectionist.
I still intend to clean up what I have and bring it to a mergeable state.
by visvaldas
09 Apr 2016, 16:53
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

Current WIP:
screenshot271.jpg
screenshot264.jpg
screenshot266.jpg
screenshot254.jpg
by visvaldas
08 Apr 2016, 15:10
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

Kudos for doing this! How would you rate the ease of use / extensibility of the new shader system compared to the Ogre based one? It took me some time to get used to the lack of the "auto parameters" system, but I've found that the end result was often a cleaner and more efficient shader. I definit...
by visvaldas
15 Mar 2016, 11:10
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 59158

Re: [patch] new fog shader

Hi, could you please post a few screenshots of new shader ported to OSG? There you go :) @visvaldas: make a pull request on github instead of posting patches here. it is easier to review and give comments there. :) Will do, I just need to setup an account first. Currently there are a number of hard...