Hm, lighting effects. I hope that also includes static light-beam statics that come from holes in caves. That'd be pretty awesome to replace.






















 ), and I will be a sad panda if I have to give up on them. :brokencomputer:
 ), and I will be a sad panda if I have to give up on them. :brokencomputer:
 ), and I will be a sad panda if I have to give up on them. :brokencomputer:
 ), and I will be a sad panda if I have to give up on them. :brokencomputer:
Active Mod Files:00 Oblivion.esm01 Unofficial Oblivion Patch.esp [Version 3.2.6]02 Oblivion Citadel Door Fix.esp03 LoadingScreens.esp04 Display Stats.esp [Version 1.1.1]05 Bashed Patch, 0.esp06 Oblivion Graphics Extender Support.esp [Version 0.2]

Active Mod Files:00 Oblivion.esm01 Unofficial Oblivion Patch.esp [Version 3.2.6]02 Oblivion Citadel Door Fix.esp03 LoadingScreens.esp04 Display Stats.esp [Version 1.1.1]05 Bashed Patch, 0.esp06 Oblivion Graphics Extender Support.esp [Version 0.2]







row_major float4x4 ModelViewProj : register(c0);float3 LightDirection : register(c13);float4 FogParam : register(c23);float3 FogColor : register(c24);float4 EyePosition : register(c25);struct vertexInput{	float4 pos       : POSITION;	float3 tangent   : TANGENT;	float3 binormal  : BINORMAL;	float3 normal    : NORMAL;	float2 texCoord  : TEXCOORD0;	float4 color     : COLOR0;};struct pixelInput{	float4 pos       : POSITION;	float4 color     : COLOR0;	float4 fogcolor  : COLOR1;	float2 texCoord  : TEXCOORD0;	float3 lightDir  : TEXCOORD1;	float3 cameraDir : TEXCOORD6;};pixelInput simple_vs(vertexInput IN){		float temp1;	float3 temp3;		//Transform light direction to tangent space.	float3x3 tangentMatrix = {IN.binormal,IN.tangent,IN.normal};	temp3 = mul(tangentMatrix, LightDirection);		//Normalize the light direction and output.	OUT.lightDir = normalize(temp3);	//Find camera direction and normalize it.	temp3 = normalize(EyePosition.xyz - IN.pos.xyz);		//Transform the camera vector to tangent space.	temp3 = mul(tangentMatrix, temp3);	OUT.cameraDir = normalize(temp3);		//Transform position of the vertex into clip coordinates	float4 posCS = mul(ModelViewProj, IN.pos);	//...and output.	OUT.pos = posCS;		//Next, calculate the fog attenuation.	temp1 = (FogParam.x - length(posCS.xyz)) / FogParam.y;	temp1 = saturate(temp1);	//Encode the attenuation amount into the fog color's alpha channel.	OUT.fogcolor.rgb = FogColor;	OUT.fogcolor.a = 1.0 - temp1;	//And output the rest of our outputs.	OUT.texCoord = IN.texCoord;	OUT.color = IN.color;	return OUT;}