OpenMW Shaders

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1 Aug 2021
@_discord_456454042441351178:t2bot.ioArbok joined the room.07:00:11
@_discord_332615662751186945:t2bot.ioSinscere joined the room.08:11:40
@_discord_386162255424913408:t2bot.ioSisah#6530 Can someone fix those integers in water shader? Android is not happy with them. 09:25:07
Download 20210801_112359.jpg
@_discord_386162255424913408:t2bot.ioSisah#6530 Abdu can you try if it fix refraction and wobbly water work? I cant because refraction depth texture dont work for me :( 09:38:28
Download Screenshot_20210801-113945_OMW_Debug.jpg
@_discord_386162255424913408:t2bot.ioSisah#6530 😫 09:39:57
@_discord_232158885312462848:t2bot.ioAbdu So that's possibly why water shader becomes black? 10:02:14
@_discord_232158885312462848:t2bot.ioAbdu (when using refraction?) 10:02:28
@_discord_386162255424913408:t2bot.ioSisah#6530 Yes 10:08:09
@_discord_386162255424913408:t2bot.ioSisah#6530 It dont compiled, just add .0 after those numbers 10:08:29
@_discord_386162255424913408:t2bot.ioSisah#6530 And can someone actually record this effect? Would like to see how it look. 10:30:37
@_discord_232158885312462848:t2bot.ioAbdu That fixes the black water when using refraction but wobbly water doesn't work. 10:45:32
@_discord_232158885312462848:t2bot.ioAbdu I don't get shader compile error 10:46:10
@_discord_232158885312462848:t2bot.ioAbdu But there's lots of invalid operation errors. 10:46:27
@_discord_386162255424913408:t2bot.ioSisah#6530 How it look, and how it should look? 10:47:04
@_discord_386162255424913408:t2bot.ioSisah#6530 Its done in fragment shader, so it cant be really "water moving up and down" 10:47:35
@_discord_232158885312462848:t2bot.ioAbdu Search wobbly water here or look in the MR which added it. 10:47:47
@_discord_232158885312462848:t2bot.ioAbdu Small wobbles at the side of water (where it hits shorelines). 10:48:17
@_discord_232158885312462848:t2bot.ioAbdu * Small wobbles at the side of water (where it hits shorelines). 11:00:09
@_discord_386162255424913408:t2bot.ioSisah#6530 Ohh, i had transparent water because of antialias alpha test was true,it seems to affect water, without it a got this, as with vtastek water :( 11:36:02
Download Screenshot_20210801-133451_OMW_Debug.jpg
@_discord_224202247469268993:t2bot.iovtastek#2799 there must be a precision issue with the depth map. 11:36:48
@_discord_224202247469268993:t2bot.iovtastek#2799 it might be a utilization issue of a perfectly fine precision too. 11:38:26
@_discord_232158885312462848:t2bot.ioAbdu antialias alpha test doesn't work on Android 12:12:39
@_discord_232158885312462848:t2bot.ioAbdu It's buggy and missing requirements that are available on OpenGL only IIRC. 12:13:01
@_discord_232158885312462848:t2bot.ioAbdu It's also bad for performance. 12:13:09
@_discord_232158885312462848:t2bot.ioAbdu (when it's not working like it's supposed to, like on Android). 12:15:19
@_discord_386162255424913408:t2bot.ioSisah#6530 Sure, i just dont expected it to affect water too. 12:34:20
@_discord_223500022422044672:t2bot.ioAnyOldName3#5223 It doesn't make the water invisible. It makes it impossible to set up the RTTs for reflection and refraction, and then when you try and use them, they generate an OpenGL error because they don't exist, and calls that generate errors have no observable behaviour, so the water doesn't get drawn. 17:43:29

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