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Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Fri Sep 09, 2016 2:21 pm
by Zeberpal
Thank you very much for shader! I asked about this sometime ago somewhere in this forum, and I received a cold answer that it's not possible.

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Fri Sep 09, 2016 6:22 pm
by NeuralStunner
torridgristle wrote:Can't say I'm pleased that someone is deciding that I shouldn't be able to adjust the size or intensity of GL lights for my own personal experience, the settings in lights.pk3 were arbitrarily designed to begin with.
Agreed. Size I can understand, but why intensity? I've had it set to 0.5(!) since forever to keep lights from looking awful and washed out. It doesn't help that the default Lights.pk3, and everything that came after, uses pure colors. :(

A dynlight saturation slider is very much wanted. Plus an option for new light defs to specify that they already use a reasonable light color. (Slippery slope? Heh...)

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Sat Sep 10, 2016 1:21 pm
by Caligari87
Very slippery slope. Unfortunately having it user customizable like that makes it impossible for a modder to make any assumption about what the player will see. If I design reasonable lights for my mod with the defaults, you'd see them as unreasonably dim and pale. Not that I mod often, but one of my consistent headaches is whether I would need to include some kind of "light calibration" sequence for any highly atmospheric mod I might release.

In this case, it seems we need to adjust the defaults in lights.pk3 to be more reasonable for everyone, since they're a constant source of complaint. That would be a start.

8-)

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Thu Sep 15, 2016 11:53 pm
by MG_Man
I love this! Though, I suggest that EnablePosterization be set to 0 by default, now that Palette tonemapping is built into GZDoom.

It's really rough on certain textures, especially SHAWN2, making it have ugly bands instead of smooth gradients.

I get its purpose is to roughly emulate the 256-color look, but I think the palette tonemap shader does it better

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Wed Nov 23, 2016 1:20 pm
by Sinael
Spoiler:


This doesen't look so good, or did I do something wrong?

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Mon Apr 10, 2017 6:11 pm
by ShinyCrobat
This doesn't seem to work anymore on GZDoom 2.4.0, Lens Distortion just doesn't get replaced.

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Wed Apr 12, 2017 5:04 am
by Wiw
I'm afraid I have to corroborate that! Might be something to do with the new options layout, maybe?

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Fri Apr 14, 2017 3:13 pm
by Sleepyhead
Hopefully the issue isn't too large; I really enjoy RetroShader's crispy pixels and I miss using it.

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Wed May 17, 2017 2:20 am
by NightFright
Would really like to try this, but...
a) needs to work with GZDoom 3.0+ again
b) should be a separate shader option and not replace an existing one (if possible)

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Wed May 17, 2017 2:31 am
by Nash
I have seen a lot of posts scattered all over the forum about this mod not working, and it seems no one actually stated the obvious (or made it official) so I guess this is the best place to post this:

GZDoom was fixed to not allow mods to overwrite core (gzdoom.pk3) lumps. This mod was made back when it was possible to exploit this "leak" but it has since been plugged... which is why this mod no longer works.

There are 2 things that could happen for this mod to be functional again (both were stated by dpJudas way back in the last page):

1) Someone integrates this shader properly into the engine and sends a PR for it (has a good chance of happening, if someone steps up).
2) GLDEFS is extended to allow user post process shaders. This has been in discussion for +/- probably a year now, across both forums (here and DRD), so we can probably not expect this to happen anytime soon...

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Thu Jun 22, 2017 3:38 pm
by Wiw
Is there no other way to implement it?

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Thu Jun 22, 2017 5:08 pm
by Rachael
Myself and dpJudas have been discussing binding some custom post processing shaders to the screen texture, pretty much as Nash proposed. Even possibly allowing you to pass simple uniforms into the shader through ZScript.

The big argument against it is that Vulkan won't support it - but personally I believe it's a weak argument, at best, since you can add in a shader compiler in your Vulkan code that compiles the shader into bytecode that Vulkan will execute.

This is not a promise that it will happen - so don't get your hopes up. It's our goal, though, but each of us are working on other projects at the moment, anyway.

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Sun Jul 02, 2017 8:00 pm
by Rachael
This version works with the latest QZDoom devbuilds. (Sorry Torridgristle, we needed something to develop and test on - but at least it's updated now)

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Thu Jul 13, 2017 6:12 am
by Rachael
An even newer update. This should work on QZDoom 2.0.1 (or latest devbuilds, as of this posting).

Re: [WIP] RetroShader =Computer Friendly!= Update 4

PostPosted: Thu Jul 13, 2017 9:11 am
by Nash
I was about to ask about the PS1 vertex jiggle but then I remembered that that's a vertex shader, so probably not relevant to post processing... >_<