Android part 2

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sandy0099
Posts: 21
Joined: 21 Apr 2019, 12:43

Re: Android part 2

Post by sandy0099 »

Sisah wrote: 07 Apr 2020, 20:53 Another one, refraction seems to work now.
Its bad :(
hello, i used this file to make indoors lightning to be better and less dull looking with `force shaders=true` but it also affects spells effects(like the soul trap cloud effect) which cause some fps drops. can this be tweaked to have the realistic overall lightning feel but not on the spells?
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

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.
sandy0099
Posts: 21
Joined: 21 Apr 2019, 12:43

Re: Android part 2

Post by sandy0099 »

which one would have bigger hit on fps adding normal map textures or just turning on force shaders?
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

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 :D
Attachments
water_fragment.zip
(3.28 KiB) Downloaded 135 times
sandy0099
Posts: 21
Joined: 21 Apr 2019, 12:43

Re: Android part 2

Post by sandy0099 »

Sisah wrote: 15 Apr 2020, 11:04 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 :D
looks great!! waterfalls still dont work thou, why do you think it doesnt?
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

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 change normal specular and bumpmaps to gl_MultiTexCoord0.xy; messing with coordinates here may help some features to work, but also break another features. Its weird. Something is wrong with gl_TextureMatrix, like if only few values may be read from it.
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AnyOldName3
Posts: 2677
Joined: 26 Nov 2015, 03:25

Re: Android part 2

Post by AnyOldName3 »

I don't think ES versions of GLSL guarantee very many uniforms, so you could just be hitting that limit.
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

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 specular works at once. problem is only with coordinates. Maybe because gl_TextureMatrix is not supported by gles and is "emulated" with gl4es. Cant check limits for gles 2.0 but for 3.2 they look like on this picture.
Weird is that this work
Spoiler: Show
This work too
Spoiler: Show
But this dont work
Spoiler: Show
Added new ones, shoul fix some object problems, like glow in the dahrk with indoor godrays work now if force shaders is enabled, bump maped waterfalls working too and glow,normal and specular map work at once.
Attachments
resources.zip
(328.1 KiB) Downloaded 125 times
Last edited by Sisah on 28 Apr 2020, 19:28, edited 1 time in total.
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

This should fix terrain texture if using shaders, also fixed vtastek shader i uploaded before.
Its compiled without --lto so it might be little slower :(
https://www.mediafire.com/file/yft7uf5t ... r.zip/file
pulion
Posts: 40
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion »

Sisah wrote: 26 Apr 2020, 13:22 This should fix terrain texture if using shaders, also fixed vtastek shader i uploaded before.
Its compiled without --lto so it might be little slower :(
https://www.mediafire.com/file/yft7uf5t ... r.zip/file
shaders are excellent. but in your version I can’t set my screen resolution value. and the game began to work very slowly. FPS drop by about 40%. also can not turn off the shadows. Shadows are visible on faces and in some places from bushes and trees.
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