A few more shots:
http://s4.photobucket.com/albums/y145/peachykeen000/lights/?action=view¤t=MGEScreenshot007.png
That one shows the texture (no normal map at this point) being used to change (by dot product) the normal of the texture. This is the compared to the sun vector, and (for display/testing) I turned it into a simple gray. It doesn't shift properly yet, but given how it changes when the sun moves, my vertex shader is passing the normals on properly. (btw, timescale 4000 is fun
)
Another couple debugs:
Brightness and opacity by inverse distance:
http://i4.photobucket.com/albums/y145/peachykeen000/lights/MGEScreenshot003.png
(not how the near edge bit is darker, it wasn't set to a close curve, but did report position).
It seems, however, there may be an issue with one texture on many objects all getting the same values out of the pixel shader. I'm not sure if it's true, but does kinda make sense.
Finally:
http://i4.photobucket.com/albums/y145/peachykeen000/lights/MGEScreenshot004.png
Red and blue edited by sun.
I'm going to try to get FRAPS on that machine so I can provide video, and (when things get to an example-worthy state) I'll put up an example dll.
So far, no visible FPS hit with supplying extra data to hooked shaders. I've made a few dozen changes to the MGE dll.
In other news, finding the depth of the objects as rendering is hard. I'm working on editing the RenderIndexedPrimitive hook function to send depth to my own buffer, but Morrowind has serious artifacts, even using D32F (higher precision that default). I can get distant land depth easily, but depth of field is already implemented for that.
Finally, I'm plotting mods for a dripping blood golem type thing with hooked textures that drip blood constantly down (despite movement). That will be a long work to perfect the shader, but may be interesting. And, at Mireneye's idea, a possible wet-skin shader for when you come out of the water (more a cinematic thing that useful, but cool anyways). These are just plans, with a few formulas on paper, but that's it so far.
Things are going a bit slow, due to not having photoshop or NifSkope installed on that system. The first thing I normal map, if/when that's possible, will be the Seyda Neen house rocks (lower half). They will work well for an example.