I kind of meant something that you actually have fully functioning, but progress is progress, I suppose. Am I misunderstanding what you're doing?
But it is "fully" functioning ... you have to distinguish between visual design and technical function. I did not change the output of the shaders, but I re-created their function in a form which is accessible for anyone who wants to change the visual design. Before it was 0s and 1s, magic, black box; now it's open for learning, understanding and changing towards a much bigger possible audience, including actual designers who can program shaders (like tomerk); who's immersion in designing isn't hampered by technical distractions. I can also adapt basic functionality, expose additional views of informations which exist in the framework, once an implementor requires it.
I heard that you had already replaced the vanilla shaders such as nighteye and the like, which would allow it to be displayed over Liquid Water. That was more of what I was hoping to see rather than something that isn't currently working correctly. Does that make sense? :mellow:
Your desire is totally natural, but some three threads ago I decided not to participate in an augmentation of a restrictive approach (all in screen-space). It was the moment to exactly come to the point we are right now; having the freedom of choice in the technical sense. You as a "consumer" still are at the mercy of the visual artists, if nobody makes the nighteye you'd wanted, you won't get it. But you have now the possibility to push the MIDAS guy, or LAME guy to do your shader, and the issue won't be technical anymore. I'm pretty sure we can also manage to get 100 different nighteye-shaders for 100 different night-eye spells into Oblivion, because as I said we have the possibility to permutate the existing shader to infinity.
That was the goal of this step. And this in reality was the easy step. We have to understand the shaders now, document it's context (use of variables and textures etc.). Then we can change them. That's nothing I can do by myself, I can add to it, I can encourage it; but it's going to be a community effort.
Ethatron, I am impressed that you've done all that and got the game looking so close to the original. It's a great starting point and I'm looking forward to seeing what can be done with the new shaders.
Thanks. I agree, that's why I pushed palidoo towards following the path of documenting the possibles routes the art direction can go. One mind's imaginaition is surely limited in comparison to the combined imagination of a whole bunch of people. Especially when you're caught in the technical context, you evaluate everything in technical posibilities. I'm sure we'll get really stunning proposals.
Oh, and it might be faster.
(P.S. Is it faster?)
Well, the Grinder^TM (my toolset to get from binary to HLSL) does post optimization, and not really much shaders were compiled for 3.0, and the DX9c SDK has the DX10 HLSL optimizer. So it should, maybe it's not measurable, but technically it should.
The shaders for normals is working, the ground shader is working, the shader(s) for reflections are working, the near-water shader is working, I'm not too sure what other shaders (not an expert) are getting used, but they're all working A-OK in the shot. Isn't that a good demonstration of success? Personally I still think it's a very impressive result being demonstrated. Throw in an NPC (skin shader) with hair (alpha channel) wearing something with a glowmap and he'd really be showing off. :goodjob:
:biggrin: Well we could start a huge evaluation now, trying to provoke the usage of all shaders, and looking which are wrong. Though I think we should wait for some more shader developer to join. Dunno why RPG-Blackdragon didn't say hy here ...