Search found 70 matches
- 16 Apr 2020, 17:53
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
In terrain shader only few uniforms are used and still cant use both vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy; And vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy; Also in object shader textures are passed properly via uniforms at least diffuse normal and specu...
- 16 Apr 2020, 07:05
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
Waterfalls doesnt work is force shaders = true and this is in object_vertex #if @diffuseMap diffuseMapUV = gl_MultiTexCoord0.xy; #endif If there is #if @diffuseMap diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy; #endif Then they work, but in that case need to cha...
- 15 Apr 2020, 11:04
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
Normal maps propably be little worse, but also better looking.
Here is new water shader, looks better if refraction is enabled, but transparency is controled via distance instead of depth. Still beter than nothing
Here is new water shader, looks better if refraction is enabled, but transparency is controled via distance instead of depth. Still beter than nothing
- 15 Apr 2020, 09:45
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
I think they working on this, not sure what is the problem but it seems like particles are small when using shaders. You can find some info on discord.
Or try disable force shaders and use normal maped textures, it force shaders and per pixel lighting only to those objects instead of everthyng.
Or try disable force shaders and use normal maped textures, it force shaders and per pixel lighting only to those objects instead of everthyng.
- 07 Apr 2020, 21:54
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
It can be enabled, but transparency is badly scaled. Maybe it can ne scaled somehow.
- 07 Apr 2020, 20:53
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
Another one, refraction seems to work now.
Its bad
Its bad
- 01 Apr 2020, 09:57
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
Pulion, try symphony mod, it contain many models with new efects, most of them work i think (cant compare with pc version), also lysol normal maped packs are must have, and lougian landscape retexture normal maped show normal maps in all they beauty, but dont fit morrowind very well. On the rocks is...
- 31 Mar 2020, 22:25
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
Oh, no they are more complicated, probably canot be fixed only with shaders. 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...
- 31 Mar 2020, 07:58
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
Point it to resources folder, it must contain myui shaders and vfs folders etc. On my phone its --resources /sdcard/omw_nightly/resources Also distant terrain without objects is not that good in my opinion. That objects poping killing me. Little update, more working mods and can set gamma in setting...
- 30 Mar 2020, 09:22
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324799
Re: Android part 2
No need to compile anything, just unpack resource folder somewhere and add --resources /path/to/that/folder to cmdline in app Also ground textures are litle misplaced, if using this shader, better dont use radial fog nor normal maped terrain. On objects its fine except if there is normal map and glo...