Closed AbduSharif closed 10 months ago
If there's not an easy way to do this in the shader alone; Lua can check for the ID or name of lights (even the radius and color...etc), which could help here, I guess?
Checking for name can also help to set unlit candles...etc to not have glow.
Discussed elsewhere. TL;DR: OpenMW just doesn't provide enough information for the shaders to usefully do anything about this. You can play with the Minimum Distance
and Falloff
parameters to make things look a bit better in some cases (but worse in others). I don't really see a good way of improving on this state of affairs.
As I said above it does provide the information with Lua, but if you can't use that then it's fine, as you said there's a way to workaround this in your shader already.
Here's how it would look like after doing what Zesterer mentioned (their screenshot):
I've just changed the default point glow parameters to be a bit closer to this, meaning they should behave better for chandeliers (although, as mentioned, this is entirely incidental: the mod still doesn't differentiate between them and regular light sources).
Old version of light glow had enough radius for the glow to suit the multi-candle lights, new glow is suitable only for single candle lights, can this be fixed?