Hardware Colormap proof of concept

Hardware Colormap proof of concept

Postby Rachael » Mon Jan 24, 2022 6:05 pm


This shader is basically a hack that feeds 8-bit texture data directly to a post-process shader.

Included is a .png of Doom's colormap. (but any colormap exported from Slade should work, simply replace textures/colormap.png from any game)

This shader is far from perfect, and a lot of things break it. In order to look even a little bit right, the following things will need to be disabled:
  • Menu Dim
  • Anisotropic Filtering (textures)
  • Texture filtering at all (must be set to none)
  • Transparency (except for shadows)
  • Multisampling
  • Screen Flashes
  • Dynamic Lights
  • Pretty much anything that does any sort of color mixing whatsoever - unless that color mixing is strictly black

This is a proof of concept. All it shows is that GZDoom is potentially capable of something - it does not actually work 100% properly. Pretty much anything will break it. If it works for you, you're a lucky one.


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Re: Hardware Colormap proof of concept

Postby Redneckerz » Tue Mar 01, 2022 7:51 am

Interesting, to say the least. could be the basis for other things. Thanks Rachael for experimenting out of the box, as always. :)
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