Mirror Mire

Re: Mirror Mire

Postby Valken » Sun Sep 02, 2018 2:45 am

I tried this mod and its pretty cool but I found the problem with the green sides coming out. It conflicts with AO. If AO OFF, it goes away. If AO is ON, green bleeding occurs. You can test it also with this texture mod with some PBR:

https://www.moddb.com/games/doom/addons ... oly-mod-v2

Mirror shader + above HD texture mod + AO ON - can clearly see the light texture mirrored but green bleeding and water PBR not working:

Untitled.jpg


Mirror shader + above HD texture mod + GZDLiquidsPack mod + AO ON - can clearly see the light texture reflected from PRB but not mirror or green bleeding:

Untitled2.jpg


Edit - NO AA or FXAA was used.
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Re: Mirror Mire

Postby Pixel Eater » Sun Sep 02, 2018 5:49 am

The way this mod works means it has very little compatibility with other mods and even some of the settings within GZDoom. I stopped working on it a long time ago for these reasons. It seems to still have a lot of interest regardless, so I'd be happy to see someone take this project over and develop it further, especially the 2.5D version that ran too slow to bother completing :roll:
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Re: Mirror Mire

Postby doomfiend » Mon Sep 03, 2018 5:03 pm

I suppose a quick fix for this would be to havl;;;;e the shader detect water liquids and apply the mirror sector effect that's already in the engine? a draw back to this would be the lack of any fancy Warping, but it would be a solution I guess?
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Re: Mirror Mire

Postby Pixel Eater » Mon Sep 03, 2018 5:41 pm

That's already the way it works though, via chroma. Maybe someone could turn on the in-built reflectivity by determining the texture of each sector with Zscript :shrug:
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Re: Mirror Mire

Postby doomfiend » Wed Sep 05, 2018 5:22 pm

if one were to do that, then that would be fairly neat. of course sacrifices are gonna have to happen as in the loss of the ripple effect. but what can you do in this situation eh? but on the bright side, that would fix 1 problem, Translucent / Additive green projectiles; while this shader is active makes the projectile all woobly and messes up the palette of the world when looking through some green projectiles
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Re: Mirror Mire

Postby Apeirogon » Fri Dec 07, 2018 9:11 am

Pixel Eater wrote:in-built reflectivity

What? Gzdoom dont have built in reflections....or have...
All it can, show image with camera texture hack/trick/functionality like this

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Re: Mirror Mire

Postby Caligari87 » Fri Dec 07, 2018 9:35 am

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Re: Mirror Mire

Postby Apeirogon » Fri Dec 07, 2018 12:46 pm

I see...
IF so, that would be an easy. Problem is, I dont know any functions which can tag sectors from zscript. And not from zscript too.
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Re: Mirror Mire

Postby Steve5563 » Tue Sep 08, 2020 12:58 am

I gave this shader a try and its looks pretty good with what work you have done here Pixel Eater.
i can see you have gone onto other projects but i am curious, are you willing to change the screen space reflection to a cube map / environment map type of base reflection?
this way no mater what view angle you look at the water there is some type of reflection to it.
and could the shader work off of normal maps to distort the reflection amount?
this could look rather neat with the parallax shader and also your refraction shader for the "fill spectre" and maybe blend some cheap screen space reflection on top to polish it off?
depending on the performance hit you could make a setting to turn off some of the shaders and just use the cube map as the base reflection for performance reasons?
im the person that made the liquid texture pack (doom 2 project remap) and i am currently re working the texture pack, so if you need any textures made up, let me know.
cheers.
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