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Showing results for tags 'shaders'.
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What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (other options below) autociv_1.0.0.pyromod Important: if you have installed autociv from alpha 23 remove all autociv hotkeys and settings from user.cfg (backup if you want) before. Feature list General Player mute *** Player reminder (show a written note when a certain player joins) Link opener (opens URL links from the chat) Lobby resize bars
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How about adapting the current shading system to the latest standards, as seen in Unreal Engine 4 and that kind of engines? Physically Based Rendering PBR opens the way to far more possibilities for reflection and lighting. As you can see above the way material reflects is dependent on his surroundings. Also it is possible to materials really look different, especially metals. (Thanks to o.a. Freshnel) More info and images: https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice This energy conservation is explained briefly here: http://www.rorydri
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I noticed that the HQDOF shader is not working correctly: ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(69) : warning C7583: Initialization of uniform variables requires #version 120 or later 0(122) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(225) : warning C7011: implicit ca