[patch] new fog shader

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visvaldas
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Re: [patch] new fog shader

Post by visvaldas » 11 Jul 2018, 20:50

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lysol
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Re: [patch] new fog shader

Post by lysol » 11 Jul 2018, 21:52

zomg
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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psi29a
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Re: [patch] new fog shader

Post by psi29a » 11 Jul 2018, 22:05

Send a PR when ready ;)

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drummyfish
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Re: [patch] new fog shader

Post by drummyfish » 11 Jul 2018, 22:15

I wouldn't believe fog can make such a huge difference, Amazing.

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raevol
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Re: [patch] new fog shader

Post by raevol » 11 Jul 2018, 22:27

So excited for this!!

magamo
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Re: [patch] new fog shader

Post by magamo » 12 Jul 2018, 14:07

This is looking really good! It still affects the minimap, but it's usable, unlike with the old version. This is fantastic work!

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Thunderforge
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Re: [patch] new fog shader

Post by Thunderforge » 12 Jul 2018, 21:52

magamo wrote:
12 Jul 2018, 14:07
It still affects the minimap, but it's usable, unlike with the old version.
Fog on the minimap (and overhead map in general) might actually be a cool feature that roleplayers would enjoy. Maybe it's worth considering as an optional setting?

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Jemolk
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Re: [patch] new fog shader

Post by Jemolk » 13 Jul 2018, 00:48

Beautiful! When we can haz new fog shader in or compatible with nightlies???

visvaldas
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Joined: 24 May 2015, 20:31

Re: [patch] new fog shader

Post by visvaldas » 14 Jul 2018, 15:29

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 rendering: the fog effect has to be applied to the sky too, to avoid artifacts. Therefore extensive changes are needed in mwrender/sky.cpp.
    Maybe the sky manager can be subclassed to allow different implementations.

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