- Composite Passes; Move Edge Detection from
final.glslto its owncomposite#.glslfile- Half Res buffer scale would be good enough for edge detection
- Python Splitter Script
- Write utility to read code and remove #if's and other pragma
- Optimizations
- More parmeter logic
- More #if #ifdef's
- Move more generic math to vert stages
- GAT DARM MIN/MAX TEXTURE BOUNDS
- Would rotating verts around uv mid point work for finding bounds?
- HOW DO I FIND BOUNDS OF A SPRITE TEXTURE SIZE I DON'T KNOW THE WINDOW OF???
- What is the texture matrix even doing aside from a set scale value?
- Look into using textureGrad, textureGather, etc. with texture offsets for sampling
- Do these functions lower/help performance vs running texture2D() multiple times?
- Color Blending at depth works poorly with greater color deltas with neighbors
( Ore Blocks; Copper Ore turns orange, Emerald Ore turns green )
- Better color mixing at Vertex Stage for block average color
- Weighted mixing between more common colors
- Could run more than 5 samples for a better average
- Better color mixing at Vertex Stage for block average color
- Impliment polsterization math
- Better detail isolation
- Reduce how many smoothsteps are being used
- Add a cheapo fit'n'clamp function maybe
- Write it!
- Currently relying on Chocapic13's work Unacceptable!
- Alter based on being under water
- Write to depth buffer
- Eye in water depth buffer indication
- New Comp; Edge Detection
- New Comp; Shadow Clean up
- Already exists as composite1.glsl But not sure what could be gained with shadow specific comp
- Shadows used in crepuscular rays could be useful as a comp, but default shadows?
- Account for Water depth buffer
- Soften edge highlights in/past water
- Soften glow through water