Gez wrote:"Force brightness in fog" makes fullbright things still fullbright even in fog.
Offtopic question: I heard that this option is impossible to implement in software renderer. Why?
Gez wrote:Okay, so to understand that clusterfuck, you have to understand how fog is treated by Doom. (Or rather, Hexen.) Fog replaces darkness. If something is far away, it is foggier, instead of darker. Look at the fog colormap in Hexen. Fullbrightness is ignored, bright lights don't pierce the fog.
I just want to note that a true software renderer's lighting implementation should replace GZDoom's fog with software renderer's fog too but I didn't do that because 95% of fog looks good anyway (if I enable fullbright fog).
Gez wrote:The other option is specific to the software shader. In the actual software renderer, things are fullbright and the light level is used instead as fog density. (Since Hexen's fog map does that, basically.) This option replicates the effect.
Actually no. Fullbright fog is not specific to any shader. It is just a hack to make fog look more like in software renderer and it works in any lightmode (in my GZDoom, but not yet in SVN).
Enjay wrote:A few days ago I did a quick trial just to see if it would work: you can extract the shaders from the modified blocky version of gzdoom.pk3 and load them in a pk3. I didn't know which shaders did what so I just loaded the whole lot. It worked (ie I got the blocky effect) but the sky looked a bit messed up. I don't know if that was something to do with the blocky shader or a complication from me loading all the shaders.
The only shader you need to copy from
gzdoom-blocky.pk3 to
gzdoom.pk3 is
shaders/glsl/main.fp. Also this shader in gzdoom-blocky.pk3 contains both versions. To toggle them find the line
#if 1 and change it to
#if 0 or vice versa.