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			52 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| #####################################
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| Overview of Post Processing Framework
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| #####################################
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| 
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| Overview
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| ========
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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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| 
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| Basic concepts
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| ==============
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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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| 
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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 interchangable with shader.
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| 
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| Installing and Activating
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| =========================
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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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| 
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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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| 
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| Localization
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| ============
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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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| 
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| Hot Reloading
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| =============
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| 
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| It is possible to modify a shader without restarting OpenMW, :ref:`live reload`
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| must be enabled in ``settings.cfg``. Whenever a file is modified and saved, the
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| shader will automatically reload in game. This allows shaders to be written in a
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| text editor you are comfortable with. The only restriction is that the VFS is not
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| aware of new files or changes in non-shader files, so new shaders and localization
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| strings can not be used.
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