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 Post subject: Re: TES Skyrim 0.308
PostPosted: 17 Jun 2017, 17:56 
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It doesn't change anything, because to see reflection it must be drawed and to draw is via very slow and hardly compatible screen space reflection or via rendering almost all objects one more time, which is much worse.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 17 Jun 2017, 18:54 
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Yeah, I meant screen space reflection, but wasn't that already part of ENB? like those reflections on marble tiles?

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 17 Jun 2017, 19:13 
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It is drawed almost at the end of frame, but water much earlier. To make reflection on water i should do it there or to try draw water to special mask and gbuffers with water normals, depth, reflection amount factor (fresnel+self reflection factors), color of original reflection to cut it off properly instead of overlay twice, even different filtering code. These all are not performance friendly obviously, i doubt that worth every frame do such computations even if water physically invisible on screen, but drawed by game.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 17 Jun 2017, 20:33 
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What I'm thinking, is, you have the transform matrix, and
for ScreenPos = M * Water.

given Water Z is a fix value, you can get the screenspace depth of water surface in postprocess with ScreenPos XY:

ScreenPosX = M_00*Wx + M_01*Wy + M_02*Wz
ScreenPosY = M_10*Wx + M_11*Wy + M_12*Wz

---> Solve for Wx Wy,

then get ScreenPosZ with Wx Wy Wz.

and compare it with depth buffer as a depth test, where it would be the mask for water body.
then, for each pixel pass the test, compute reflection with parallax and normals? you don't really have to run those if the water is invisible in the frame.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 18 Jun 2017, 04:50 
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Water is drawed even if it's invisible on screen very often, use tfc to see it under the ground. And what you propose can't work because water is located on different levels by height

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 07 Nov 2017, 03:34 
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Would be nice to have access to 308 binaries for Antique Dragon ENB.

As things are, the only options are 292 or 319.

Have been searching for over an hour...

314 might work


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 Post subject: Re: TES Skyrim 0.308
PostPosted: 07 Nov 2017, 08:16 
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I keep only backward compatible versions, there is no reason to use 0.308.

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 Post subject: Re: TES Skyrim 0.308
PostPosted: 07 Nov 2017, 23:15 
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ShmooZ wrote:
Would be nice to have access to 308 binaries for Antique Dragon ENB.

As things are, the only options are 292 or 319.

Have been searching for over an hour...

314 might work

0.319 will work just fine. You just have to either change the name of enbeffectprepass.fx to enbdepthoffield.fx OR just tick EnablePrepass in EFFECTS in ENB GUI.

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