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53 lines
1.9 KiB
ReStructuredText
53 lines
1.9 KiB
ReStructuredText
#####################################
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Overview of Post Processing Framework
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#####################################
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Overview
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========
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OpenMW supports a moddable post process framework for creating and
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controlling screenspace effects. This is integrated into OpenMW's Lua API, see
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`reference <../lua-scripting/openmw_postprocessing.html>`_ for details.
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Basic concepts
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==============
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Pass
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Describes a single shader invocation pass. Currently only pixel (also known
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as fragment) shaders are supported.
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Technique/Shader
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An ordered list of passes, techniques will encompass a single effect like
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bloom or SSAO. Technique is interchangeable with shader.
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Installing and Activating
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=========================
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Shaders are managed through the virtual file system, simply install the associated
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archive or folder as described in :ref:`mod-install<install>`. Shaders must be
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in the `Shaders` directory to be discoverable. A shader can be activated in one
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of two ways:
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1. Adding the shaders filename (without its extension) to the end of the
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:ref:`chain` list in ``settings.cfg``.
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2. Using the in game post processor HUD, which can be activated with the ``F2``
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key by default. This is the recommended method as manual editing can be error
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prone.
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Localization
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============
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Output text (e.g. shader description) can use the ``#{ContextName:Key}`` tags.
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In this case OpenMW replaces it for value of ``Key`` key from the
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``Data Files\L10n\ContextName\used_language.yaml`` file.
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Hot Reloading
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=============
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It is possible to modify a shader without restarting OpenMW, hot reloading
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can be enabled by using the lua command `debug.setShaderHotReloadEnabled(true)`.
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Whenever a file is modified and saved, the shader will automatically reload in game.
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This allows shaders to be written in a text editor you are comfortable with.
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The only restriction is that the VFS is not aware of new files or changes in non-shader files,
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so new shaders and localization strings can not be used.
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