For on-the-fly changes to shaders, a framework will need to be created to allow them to be customised from within the game, and loaded without needing a shaderlist.txt. It's on my to-do list, once I get more time.
Once that's in place, OGE will begin it gather some real momentum, I think.
With eyepos, it should be possible to do the vector geometry to get godrays working from any camera position, so you don't have to be facing the sun to see the effects. It's up to vtastek to implement that if he wants to though.
Sweet! That framework would be incredibly useful for integrating OGE with other mods, being able to make shaders for 'insanity' or whatever coming on. Fade to black on death, the list goes on! I'm looking forward to it Wrinklyninja! :goodjob:
Cool, hopefully vtastek will notice these comments and implement it! Maybe you'd be able to instead of getting the sun's position, get a reference's position (like a light source) and add godrays coming from that! Nice!
Also noticed in dungeons the effects coming from some magic spells, which isnt very preferable for small magic effects, but would be nice
for eg a type of the flame atronach, or certain massive fire spells, really bad npcs with glowing eyes etc.
Sorry for the shameless self promotion, but have you seen the "Shining Creatures" mod? It adds a light effect to flame atronachs (and other creatures too optionally), which whilst not being godrays, does do a similar thing. The link is in my sig.