Yay someone else to help!
Mhm. I'll have to look how OpenMW itself handles rendering (which means figuring out that nasty D
) but looking over OGRE's docs, I think converting some shaders will be easy. It looks like a paired compositor script and material script (the latter holds the shader info itself). It's a C variant (isn't everything?), so it'll take a few minutes to get the hang of what goes where. I'll undoubtedly crash my copy a few times, then get something halfway decent.
Motion blur? That'd be nice
.
Motion blur is insanely hard to do, at least properly. You have to copy and expand and blend and blur each mesh based on velocity. It's possible to do a simple blur, but for real motion blur, it's not a post-processing effects, it's a full render chain deal.
From what it looks like (from a glance at OGRE) bloom will be easy, HDR next, and possibly depth of field after that. Given that OGRE hands out depth buffers in a logical manner, I have almost language-independent DoF shader code laying around.