Tired of GZDoom's sterile smoothness? So am I. There's just something aesthetically pleasing about low colour and low resolution graphics, and this shader does just that.
Instructions:
This replaces the Lens Distortion shader in the recent GZDoom dev builds, so enable Lens Distortion under Display Options -> OpenGL Options -> Preferences. While you're there, set Sector Light Mode to Software. To make lights extra pronounced you can go to OpenGL Options -> Dynamic Light Options and set the Light Size to 2.
Customization:
Open up the PK3 in Slade and open lensdistortion.fp, you'll now see a neat list of variables you can change. Enable or disable effects with a simple 1 or 0, no more copy and pasting shaders in and out of files.
Additional Fun:
To get PlayStation vertex jiggles in GZDoom, open gzdoom.pk3, navigate to shaders/glsl/main.vp, and in a new line after "gl_Position = ProjectionMatrix * eyeCoordPos;" add "gl_Position.xy = floor(gl_Position.xy/gl_Position.w*(1./0.015))*0.015*gl_Position.w;//The Vertex Jiggler" Setting 0.015 lower will lower the jiggle, setting is higher will increase the jiggle. This affects sprites, HUDs, menus, and HUD messages as well.
Dude this thing is fucking awesome! A couple things you can do to make the experience more true to classic doom is to set tonemap mode to palette, as well as set cl_capfps to 1 in the console.
Nice! It is fun seeing all the mods coming out of the post-processing code now that it has been released. Maybe in the future, we might get a platform for custom post-processing shaders that will actually be officially supported for mods.
torridgristle wrote:To make lights extra pronounced you can go to OpenGL Options -> Dynamic Light Options and set the Light Size to 2.
Just as a "by the way", this setting has been removed and will be absent in future versions of GZDoom. :D
EDIT: Oh god the vertex jiggling really does look just as awful as how I remember it looking on the PlayStation. Now all you need to complete the look is the ugly-ass perspective texture distortion. Good job. :P
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.
Absolutely awesome, now I can have that "Is that a nazi or a potted plant" feeling without having low resolution. I feel like I should combine this with the most fancy and visual map / mod, just for the sake of irony.
Any chance you can make a version with even more pixilation?
For me, the weapon sprites don't scale correctly and have "swimming" pixels and reduced detail, even though I set the aspect ratio in the pk3 to the correct value (16:10).
Sorry, I have no plans adding such a thing. GZDoom does accept feature suggestions if they come with a pull request though.
One of the reasons I want to extend GLDEFS with support for screen space shaders is to allow stuff like this without requiring it to be part of gzdoom itself.
dpJudas wrote:
One of the reasons I want to extend GLDEFS with support for screen space shaders is to allow stuff like this without requiring it to be part of gzdoom itself.
I definitely support this route, for any visual treatment that isn't from the standard post-processing toolbox (the way, say, tone mapping and bloom are). Let mods create all the cool wild stuff that stretches beyond what an engine should do out-of-the-box.