At this point I have about 100 mods installed (via Vortex, via SteamTinkerLaunch) and some new shaders in OpenMW and this 2002 game is looking mighty sweet, if'n I do say so myself.
I'm a moderate Modder. I don't particularly like vast HD texture overhauls that give everything noisy 'grain' at the expense of the under-stated original look but in some cases they can work wonders, like in the armour you see in the second screenshot I've posted.
I bloody love OpenMW's new Shader capability, though. God-rays suit Morrowind thematically. The enhanced point-source lighting is MWAH. And those Mist/Fog shaders do absolute wonders for the atmosphere of the game. It's so great being on a mountain peak and suddenly a whole area vanishes as the mist thickens...
Take a look at this project by Runi: a preliminary language server for WGSL. IMO this is one of the biggest barriers in making graphics programming genuinely approachable: I'd love to see this catch on!
Ready for opening! At TaKe Sushibar in #Palma, "A Life Cycle" will evolve on the Mediterranean island during the next 4 months. Very much looking forward to see some good old friends. #algorithmicart#MastoArt#shaders#slowArt
Learn how to change the look of the halftone pattern shader with different blend modes. View the Shadertoy demo to see it in action, and change the options.
The SPIR Working Group developed 2 new SPIR-V extensions to provide shader authors with more guarantees about the execution model of shaders: SPV_KHR_maximal_reconvergence and VK_KHR_shader_quad_control.
TIL about linear color space RGBA. It's a good space where addition and multiplication work on colors. It's less fun when it jumps out and surprises you by changing your color values.
Here, you can see my struggle in this montage of failure. #shaders#bevy