Search found 35 matches
- 10 Apr 2017, 22:31
- Forum: Support
- Topic: Is it Possible to Make Water More Murky?
- Replies: 21
- Views: 16301
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...
- 10 Apr 2017, 12:12
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
Re: [patch] new fog shader
Yes, this isn't yet in the uploaded 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!
Some more previews:
- 09 Apr 2017, 17:17
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
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...
- 30 Mar 2017, 08:18
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
- 04 Feb 2017, 14:54
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
Re: [patch] new fog shader
Just saw that
EDIT: ah, you saw that I saw it
EDIT: ah, you saw that I saw it
- 04 Feb 2017, 14:52
- Forum: General Development
- Topic: Advanced rendering
- Replies: 26
- Views: 15775
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...
- 04 Feb 2017, 14:42
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
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.
I still intend to clean up what I have and bring it to a mergeable state.
- 09 Apr 2016, 16:53
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
Re: [patch] new fog shader
Current WIP:
- 08 Apr 2016, 15:10
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
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....
- 15 Mar 2016, 11:10
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124504
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...