Most of the code contained in this shader was not originally made by me. I just combined it and tweaked the hell out of it. This shader was uploaded with the permission of the original authors, as far as I was able to contact them. In consequence you can do with this shader what you want as long as you give proper credit to the original authors and me.
File credits
vtastek for his peak fix, improved caustics, sewer waves optimization and general help .
phal and harnlarnm for original foam code.
seventyfour for depth gradient.
abot for sewer waves port.
Hrnchamd for MGE XE.
Changelogs
Version 1.3b
- only changes to underwater effects shader in this update:
- fixed sunrays, didn't work previously
- fixed underwater color and sun ray behavior during nights and bad weather
- added slight chromatic abberration effect
- increased wobble
Version 1.3
- much better transition from water edge to shore
- better adjustment of far normals movement speed relative to near normals
Version 1.2
reworked wave behavior to avoid flickering
added chromatic abberation effect to refraction
reworked water colors
made normals stronger
added sewer waves as an optional file, most likely causes an fps hit
============ =Description= ============
This is a reworked version of the MGE XE standard water shader. A lot of code from a lot of different water shaders was included, tweaked, stitched together and forced to team play. So a major part of credit goes to the modders who originally came up with the appropriate code. See credits section.
============= =Requirements= =============
- MGE XE beta 0.10.0b16 or newer : https://www.nexusmods.com/morrowind/mods/26348
- Dynamic ripples option (found in In MGE XE Distant Land tab) must be activated to make this work. To have the peak fix work properly set the value to 40.
========= =Features= =========
Different water color with a more reflective surface, different wave behavior and depth gradient. Greater depths will have a darker color. Also sky color and color of sunlight contribute to water color.
Improved caustics by vtastek.
Peak fix by vtastek. The original MGE XE water shader would have let you peak under the water surface. This exploit is no more possible.
Heavily tweaked foam. Foam will be generated on water shores as well as on wave tips. Foam will be barely visible during rain and subtly visible during nights.
Ripples produced by the player will no longer trigger foam. Every other water shader with foam had this behavior and it bothered me big time.
Comes with an underwater effects shader for corresponding colors underwater.
fps impact is not different from standard MGE XE water shader. Versions with sewer waves will have a slight impact on fps.
===================== =Changes in version 1.3b= =====================
- only changes to underwater effects shader in this update:
- fixed sunrays, didn't work previously
- fixed underwater color and sun ray behavior during nights and bad weather
- added slight chromatic abberration effect
- increased wobble
==================== =Changes in version 1.3= ====================
- much better transition from water edge to shore
- better adjustment of far normals movement speed relative to near normals
==================== =Changes in version 1.2= ====================
- reworked wave behavior to avoid flickering
- added chromatic abberation effect to refraction
- reworked water colors
- made normals stronger
- lots of little tweaks here and there
======== =Credits= ========
vtastek for his peak fix, improved caustics, optimized sewer waves, bits and pieces of code here and there and general help.
phal and harnlarnm for original foam code.
seventyfour for depth gradient.
abot for sewer waves port.
Hrnchamd for MGE XE.
============ =Permissions= ============
Most of the code contained in this shader was not originally made by me. I just combined it and tweaked the hell out of it. This shader was uploaded with the permission of the original authors, as far as I was able to contact them. In consequence you can do with this shader what you want as long as you give proper credit to the original authors and me.