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?
Android part 2
Re: Android part 2
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.
Re: Android part 2
which one would have bigger hit on fps adding normal map textures or just turning on force shaders?
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
- Attachments
-
- water_fragment.zip
- (3.28 KiB) Downloaded 135 times
Re: Android part 2
looks great!! waterfalls still dont work thou, why do you think it doesnt?
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 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.
#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.
- AnyOldName3
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Re: Android part 2
I don't think ES versions of GLSL guarantee very many uniforms, so you could just be hitting that limit.
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 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
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
- Spoiler: Show
- Spoiler: Show
- Attachments
-
- resources.zip
- (328.1 KiB) Downloaded 125 times
Last edited by Sisah on 28 Apr 2020, 19:28, edited 1 time in total.
Re: Android part 2
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
Its compiled without --lto so it might be little slower
https://www.mediafire.com/file/yft7uf5t ... r.zip/file
Re: Android part 2
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.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