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.
[patch] new fog shader
Re: [patch] new fog shader
Hey,
great to see you back, one thing pls note this post: viewtopic.php?f=6&t=4108&p=45490#p45490
I did a pull request with parts of your work, to be more specific the handlling of shader loading in water.cpp, so you dont have to take care of this anymore, just the fog shader itself
EDIT
I see you already saw this, disregard my babling then
great to see you back, one thing pls note this post: viewtopic.php?f=6&t=4108&p=45490#p45490
I did a pull request with parts of your work, to be more specific the handlling of shader loading in water.cpp, so you dont have to take care of this anymore, just the fog shader itself
EDIT
I see you already saw this, disregard my babling then
Re: [patch] new fog shader
Just saw that
EDIT: ah, you saw that I saw it
EDIT: ah, you saw that I saw it
Re: [patch] new fog shader
Awesome, good to see you, visvaldis!
Re: [patch] new fog shader
Is there a way to get this working currently? Would love to use it with the distant terrain we just got...
Re: [patch] new fog shader
The modified patch that I posted as it currently stands patches cleanly against the current codebase. I recommend turning 'force shaders = true' on in your settings.cfg so that the fog gets applied to all statics. It looks really good in the distance, less so up close.
Re: [patch] new fog shader
So we'll need to recompile to use it? Not all of the patches got merged?
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 the code. I don't think we want shaders to affect it
Once those are resolved, this is pretty awesome! The map piece may be a bug in the code. I don't think we want shaders to affect it
Re: [patch] new fog shader
I haven't yet looked into how the map is affected by shaders.magamo wrote: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 the code. I don't think we want shaders to affect it
The visibility is calculated by a function which can be easily changed.
So far I have used
Code: Select all
visibility = exp(-fogAmount)
Code: Select all
visibility = exp(-fogAmount^2)