Page 1 of 2

MariFX Shader Suite

PostPosted: Wed Jan 23, 2019 7:36 pm
by Marisa Kirisame
Image

So one day, out of boredom, I decided to go and port over a bunch of shaders I've been piling up since 2012, back when I first started screwing around with ENB for Skyrim.
This is a port of pretty much everything MariENB has that could be ported over to GZDoom.

Many things can be done with the filters in this mess of a mod. Sharpening, color correction, palettization, vignetting, grain...

You can get it from here.

And now, for some assorted screenshots (shame that imgur butchers the quality):
Spoiler:

I probably should have done "comparison shots" instead of just ones with filters on, but oh well, too late now.

If you like my work, please consider supporting me on Patreon.
Image

Re: MariFX Shader Suite

PostPosted: Wed Jan 23, 2019 7:56 pm
by Rachael
Very nice work! I'll probably end up sticking this onto my auto load at some point. :P

Re: MariFX Shader Suite

PostPosted: Wed Jan 23, 2019 9:32 pm
by RiboNucleic Asshat
I must admit, for whatever reason I absolutely adore the look of dithered graphics, so the palette shader in this is wonderful for me.

However, I've noticed an issue; clicking "reset to defaults" doesn't visually update the menu, even if I close it then open it again.

Re: MariFX Shader Suite

PostPosted: Thu Jan 24, 2019 5:22 am
by Marisa Kirisame
That actually is a GZDoom bug, I'll report it.

(You can also notice that the values don't update when you check the cvars in the console)

Edit: It's actually NOT a GZDoom bug, it's me using the wrong functions. I've updated the mod with this fixed.

Re: MariFX Shader Suite

PostPosted: Sat Jan 26, 2019 4:57 am
by namsan
Wow, this mod is really awesome!
I especially like to use film grain, vignette, palette, and dithering features.

I would like to see proper depth of field effect, but I don't know if it can be implemented...

Re: MariFX Shader Suite

PostPosted: Mon Jan 28, 2019 5:51 pm
by Marisa Kirisame
Yeah, sadly that one can't be done, which is a shame because MariENB has a really neat depth of field.

Re: MariFX Shader Suite

PostPosted: Mon Jan 28, 2019 6:26 pm
by Toberone
This might be an auto-load for be, On the fly palette switching and color switching is just to awesome to pass up. Top notch work right here.

One question, does the palette changer overwrite any custom palettes in a mod completely or does it work on top of it? Sorry if thats a dumb question.

Re: MariFX Shader Suite

PostPosted: Thu Jan 31, 2019 2:58 am
by Marisa Kirisame
It works on top of it.

Re: MariFX Shader Suite

PostPosted: Mon Apr 22, 2019 1:52 pm
by Marisa Kirisame
Hey, just wanted to notify everyone that this mod should work fine with Vulkan.

Re: MariFX Shader Suite

PostPosted: Sat May 25, 2019 2:37 am
by Saad356
How do you use this?
Do you just unpack it in your sourceport folder or is there something else?
Thanks for the future replies btw ;)

Re: MariFX Shader Suite

PostPosted: Sat May 25, 2019 4:13 am
by Agitatio
You just load it like any other PWAD/PK3/PK7.

Re: MariFX Shader Suite

PostPosted: Sun Jun 23, 2019 9:58 pm
by Zemakat
One shader doesn't seem to work right. I fiddled with it for a bit, but it still doesn't let me start a map.

Code: Select allExpand view
Execution could not continue.
Compile Shader 'shaders/glsl/mfx_huesaturation.fp':
ERROR: 0:54: '{' : syntax error: syntax error

Re: MariFX Shader Suite

PostPosted: Sun Jun 30, 2019 2:52 pm
by Marisa Kirisame
Intel GPU?

Re: MariFX Shader Suite

PostPosted: Mon Jul 01, 2019 5:32 pm
by Zemakat
Marisa Kirisame wrote:Intel GPU?

1.8 GHz Intel Core i5.

Re: MariFX Shader Suite

PostPosted: Tue Jul 02, 2019 3:14 am
by Marisa Kirisame
I figured. Apparently Intel expects different syntax for array initialization. Which sounds like complete bullcrap. Why would each vendor have different glsl syntax?

I'll figure a way to fix this.

Edit: Done. Try now.