New update is now available gg-shaders1804.zip
Shader will now detect if you have the "variation" texture in slot 14 , and will ONLY use the procedural terrain if its there, if not it will render the terrain like normal, just a bit faster as it now assume most is grass and will still ignore 64, so each pixel having grass in your terrain saves around 4 texture samples. So you can now use the same shader for your old levels without procedural and for new procedural terrain levels.
Added tri-planer rock again ( high and medium ) , just comment out this line in settings.fx like this:
//#define FASTROCKTEXTURE
Fixed the basemap texture problem ( distance terrain dont look like near terrain ).
Added pattern removal to medium terrain setting, so medium now also looks good and can give you a huge fps boost compared to high.
#define MEDIUMIMPROVEDISTANCE
Improved terrain water reflection to look more realistic.
#define WATERREFLECTIONMEDIUM
Added a Specular camera that follow the player around.
#define SPECULARCAMERA
#define SPECULARCAMERAINTENSITY (0.4)
Not sure what features should be enabled by default , what do you think ?
cybernescence: Added tri-planer so you dont have to do it each time.
Ertlov: Fixed your problems with terrain reflection and distance transition.
Lee: We might be able to totally drop the basemap and save some GPU memory , as this way is nearly as fast , and optimising in other places will make up for it, and sure distance looks mush better.
Wolf: Your specular following the camera might need some adjusting, mainly the default intensity we should use, perhaps you could try and see what a good default intensity could be, BTW: This boost the normals on lightmapped levels and inside.
If anyone try some of the new functions please post a screenshot so i can see if anything need to be changed
best regards Preben Eriksen,