zesterer / openmw-shaders

Photorealistic shaders for Morrowind
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Adapt to OpenMW changes post 0.48 (fix #39) #42

Closed dvdkon closed 1 year ago

dvdkon commented 1 year ago

Hi, I adapted the shaders to work on OpenMW's latest dev version (current master). The most noticeable change is a complete renaming of files, but I also had to copy some of the other changes to make the shaders work correctly or just to make them less divergent from upstream. Hopefully I didn't butcher your code too much :)

The only issue I noticed is that the minimum interior light level is ignored, but I'm not sure if that was intentional/a problem before. If you want to look into that, the Seyda Neen lighthouse is a good example of a wrong-looking interior.

zesterer commented 1 year ago

Thank you so much, this is superb! I've been wanting to find the time to do this for a long while, so this is much appreciated.

AbduSharif commented 1 year ago

Thanks for doing this.

The only issue I noticed is that the minimum interior light level is ignored, but I'm not sure if that was intentional/a problem before. If you want to look into that, the Seyda Neen lighthouse is a good example of a wrong-looking interior.

That's expected with Zesterer's shaders.

Do the new water ripples work fine?

zesterer commented 1 year ago

I can check in a few hours.