docs/source/reference/postprocessing/index.rst
############### Post-Processing ###############
OpenMW supports a moddable post process framework for creating and
controlling screenspace effects. This is integrated into OpenMW's Lua API, see
reference <../lua-scripting/openmw_postprocessing.html>_ for details.
Pass Describes a single shader invocation pass. Currently only pixel (also known as fragment) shaders are supported.
Technique/Shader An ordered list of passes, techniques will encompass a single effect like bloom or SSAO. Technique is interchangeable with shader.
Shaders are managed through the virtual file system, simply install the associated
archive or folder as described in :ref:mod-install<install>. Shaders must be
in the Shaders directory to be discoverable. A shader can be activated in one
of two ways:
chain list in settings.cfg.F2
key by default. This is the recommended method as manual editing can be error
prone.Output text (e.g. shader description) can use the #{ContextName:Key} tags.
In this case OpenMW replaces it for value of Key key from the
Data Files\L10n\ContextName\used_language.yaml file.
It is possible to modify a shader without restarting OpenMW, hot reloading
can be enabled by using the lua command debug.setShaderHotReloadEnabled(true).
Whenever a file is modified and saved, the shader will automatically reload in game.
This allows shaders to be written in a text editor you are comfortable with.
The only restriction is that the VFS is not aware of new files or changes in non-shader files,
so new shaders and localization strings can not be used.
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omwfx
lua