##################################### Overview of Post Processing Framework ##################################### Overview ======== OpenMW supports a moddable post process framework for creating and controlling screenspace effects. This is integrated into OpenMW's Lua API, see `reference <../lua-scripting/openmw_postprocessing.html>`_ for details. Basic concepts ============== Pass Describes a single shader invocation pass. Currently only pixel (also known as fragment) shaders are supported. Technique/Shader An ordered list of passes, techniques will encompass a single effect like bloom or SSAO. Technique is interchangable with shader. Installing and Activating ========================= Shaders are managed through the virtual file system, simply install the associated archive or folder as described in :ref:`mod-install`. Shaders must be in the `Shaders` directory to be discoverable. A shader can be activated in one of two ways: 1. Adding the shaders filename (without its extension) to the end of the :ref:`chain` list in ``settings.cfg``. 2. Using the in game post processor HUD, which can be activated with the ``F2`` key by default. This is the recommended method as manual editing can be error prone. Hot Reloading ============== It is possible to modify a shader without restarting OpenMW, :ref:`live reload` must be enabled in ``settings.cfg``. Whenever a file is modified and saved, the shader will automatically reload in game. This allows shaders to be written in a text editor you are comfortable with. The only restriction is that new shaders cannot be added, as the VFS will not be rebuilt and OpenMW will not be aware of the new file.