Im currently deep into my game project at the moment.
Ive just finished setting up a dynamic lighting, dynamic loading system & Level of Detail on distant objects for Poly count and animation optimising.
anyways at the moment im coding a Day Night Cycle and can change the lighting positions & settings, the skybox color & mesh. But im getting a little annoyed at animating mist.
Yeh you guessed it GLSL because we are in the year 2013. I know the commands are broken for changing anything to do with it. But one thing ive noticed on these forums that people have acknowledged the problem, but nobody has presented any viable alternatives or solutions.
The Yo Frankie method of using Nodes on every single material seems to me a bit excessive just for fog or distant haze. Im not even sure you can even adjust the color in realtime. (this is a must)
Are there any GLSL Vert/Frag 2D filters that can utilize the Z depth of the scene or maybe a Ray sensor attached to the camera. Can anyone offer any solutions?
How viable would it be, and what advantages are there to completely text coding materials in GLSL other than using nodes & material editor.