Hm, lighting effects. I hope that also includes static light-beam statics that come from holes in caves. That'd be pretty awesome to replace.
Active Mod Files:00 Oblivion.esm01 Unofficial Oblivion Patch.esp [Version 3.2.6]02 Oblivion Citadel Door Fix.esp03 LoadingScreens.esp04 Display Stats.esp [Version 1.1.1]05 Bashed Patch, 0.esp06 Oblivion Graphics Extender Support.esp [Version 0.2]
Active Mod Files:00 Oblivion.esm01 Unofficial Oblivion Patch.esp [Version 3.2.6]02 Oblivion Citadel Door Fix.esp03 LoadingScreens.esp04 Display Stats.esp [Version 1.1.1]05 Bashed Patch, 0.esp06 Oblivion Graphics Extender Support.esp [Version 0.2]
row_major float4x4 ModelViewProj : register(c0);float3 LightDirection : register(c13);float4 FogParam : register(c23);float3 FogColor : register(c24);float4 EyePosition : register(c25);struct vertexInput{ float4 pos : POSITION; float3 tangent : TANGENT; float3 binormal : BINORMAL; float3 normal : NORMAL; float2 texCoord : TEXCOORD0; float4 color : COLOR0;};struct pixelInput{ float4 pos : POSITION; float4 color : COLOR0; float4 fogcolor : COLOR1; float2 texCoord : TEXCOORD0; float3 lightDir : TEXCOORD1; float3 cameraDir : TEXCOORD6;};pixelInput simple_vs(vertexInput IN){ float temp1; float3 temp3; //Transform light direction to tangent space. float3x3 tangentMatrix = {IN.binormal,IN.tangent,IN.normal}; temp3 = mul(tangentMatrix, LightDirection); //Normalize the light direction and output. OUT.lightDir = normalize(temp3); //Find camera direction and normalize it. temp3 = normalize(EyePosition.xyz - IN.pos.xyz); //Transform the camera vector to tangent space. temp3 = mul(tangentMatrix, temp3); OUT.cameraDir = normalize(temp3); //Transform position of the vertex into clip coordinates float4 posCS = mul(ModelViewProj, IN.pos); //...and output. OUT.pos = posCS; //Next, calculate the fog attenuation. temp1 = (FogParam.x - length(posCS.xyz)) / FogParam.y; temp1 = saturate(temp1); //Encode the attenuation amount into the fog color's alpha channel. OUT.fogcolor.rgb = FogColor; OUT.fogcolor.a = 1.0 - temp1; //And output the rest of our outputs. OUT.texCoord = IN.texCoord; OUT.color = IN.color; return OUT;}