Search found 59 matches

by Laicus
01 Apr 2020, 07:33
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Same with fog, not only water without shader is broken, but glowing windows too when using that mod. and about water reflection, it broke even with normal shaders when enabling terrain or object shader. Also terrain texture is still little misplaced when using terrain shader, probably cannot be fix...
by Laicus
31 Mar 2020, 21:53
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Sisah wrote:
31 Mar 2020, 07:58
Little update, more working mods and can set gamma in settings.glsl
Excellent! Thank you so much! Now it works almost perfectly, only small errors in the transitions of landscape textures when approaching, and reflections in the water are buggy.
Have you tried to fix the shadows?
by Laicus
31 Mar 2020, 07:37
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

AbuMorrow wrote:
31 Mar 2020, 06:05
Increasing Exterior cell distance is asking for bad performance, don't do it, distant terrain is a much better option.
I play with exterior cell load distance = 3 and it is quite playable.
by Laicus
30 Mar 2020, 04:47
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Sisah wrote:
29 Mar 2020, 19:05
Distant terrain should be disabled it seems.
Oh no, this is not an option, in my opinion, the distant terrain is more important.
by Laicus
29 Mar 2020, 18:10
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Sisah wrote:
29 Mar 2020, 16:57
This line can not cause a problem?

Code: Select all

vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy
by Laicus
29 Mar 2020, 16:26
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Sisah wrote:
29 Mar 2020, 16:18
Its probably gl4es issue, shaders works bad.
On your smart, after editing, the radial fog is not buggy?
by Laicus
29 Mar 2020, 16:15
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Try put back original terrain_fragment and replace vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy; With vec2 adjustedUV = uv; Thats what bring texture back to me, then scale it with vec2 adjustedUV = uv * vec2(4.0, 4.0); And "fix" blendmap on line gl_FragData[0].a *= texture2D(blen...
by Laicus
29 Mar 2020, 15:46
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Sisah wrote:
29 Mar 2020, 15:27
Is this bug due to terrain_fragment.glsl? Radial fog is also mentioned in water_fragment.glsl
Is it possible to simplify them so that only radial fog turns on, or did you do this?
by Laicus
29 Mar 2020, 14:59
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

Try this resource folder, but water without shader is broken and sometime reflection is weird. Also support normal maps, except guar skin from lysol. Thanks! Need only folder shaders ? Which shader is responsible for radial fog? Replaced the shaders, but now when the radial fog is activated, the la...
by Laicus
29 Mar 2020, 13:32
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 443
Views: 78793

Re: Android part 2

When Radial Fog is on, terrain textures blur.
http://4pda.ru/forum/index.php?s=&showt ... p=95157985