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OpenMW is an open implementation of the Morrowind engine
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1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859###############Post-Processing###############
OpenMW supports a moddable post process framework for creating andcontrolling screenspace effects. This is integrated into OpenMW's Lua API, see`reference <../lua-scripting/openmw_postprocessing.html>`_ for details.
Basic concepts==============
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.
Installing and Activating=========================
Shaders are managed through the virtual file system, simply install the associatedarchive or folder as described in :ref:`mod-install<install>`. Shaders must bein the `Shaders` directory to be discoverable. A shader can be activated in oneof two ways:
1. Adding the shaders filename (without its extension) to the end of the :ref:`chain` list in ``settings.cfg``.2. Using the in game post processor HUD, which can be activated with the ``F2`` key by default. This is the recommended method as manual editing can be error prone.
Localization============
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.
Hot Reloading=============
It is possible to modify a shader without restarting OpenMW, hot reloadingcan 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