@Have our guns:
The performance drop and all does not come from some mixed shadow functions, as I'm always using the latest Advanced Lighting to prevent big FPS drop downs. So this is not the case (would be easy to fix something like that, but I would never try to use old functions with newer ones).
@Dillionaire:
Thanks for the comment.
The thing about coding started with helping Nighthawk with efxMod in the old days
In that time I knew basically nothing about DBP so I couldn't help that much.
Than more and more I started creating some stuff in DBP, trying out some basic things with shader (even if I never knew what they did and what an HLSL code is). Everything I did in that time was basically complete crap
Than I started writing an engine based on some post-processing shaders by Evolved (like LightRays and Bloom) but never got them working, as I had no idea how these shaders were working.
Than Advanced Lighting came out and I loved it that much, that I thought about writing a new engine using it. But as I had no Map Editor I soon stopped working on it (that's something I still can't do by myself).
Than I thought about how cool it would be, if FPSC would use the Advanced Lighting as a rendering engine and started working on CorVus Mod (which first was called efxMod 2009). With that my real first steps into modding FPSC were done and I finally started to understand some parts of it's source code. Before I just tryied to add water and bloom into FPSC, but it never worked that good. I also helped on Wizzmod and maybe some other Mods I forgot about.
After I came to the conclusion that CorVus Mod would not work the way I wanted, I stopped my work on it and released the source code (which perhaps was the worst decision I ever did).
After that I stopped thinking about modding FPSC (but still wanted to do something with it). I than started working on several projects with some friends, which I never finished.
Than came the time where FPSC 1.17 came out and all the graphical features. Than I thought "Why not try it again". I started working on the LightRay Mod which than became integrated into FPSC (and still isn't fixed.. shame on you guys, as I told you several times what is missing). Also I implemented Depth of Field (not the one which is now in FPSC), but it was not working with weapons so I stopped this too.
Than the whole thing with LRMod started as I really wanted (and still want) to get the dynamic shadows into FPSC. This time I thought about the whole thing in a different way than the way I started with CorVus. Also I got most of the HLSL coding knowledge through working on LRMod (I still can't create new shaders by myself so).
And than, with the performance problems in LRMod I started on another FPSC Mod, which would contain all the features that I also thought about in LRMod but without all the dynamic shadows and now also with the idea in mind, that the user should be able to use the effects without having to know a lot about shaders (that's why I also dropped the AlphaMask of the new water. It's still the same shader but not getting more transparent at the edges now).
And now I started writing that post and I could continue to write it again, like in an neverending story, but that would be too much.
I hope that's what you wanted to know, if not, just ask. I'm not as evil as some might think (... well only if I feel a little bit bad, but than I now try to not post anything anywhere
).