A mod that adds ordered dithering to your screen-device.

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First and foremost, 80% of the implementation was blatantly lifted from Marisa Kirisame's impeccable MariFX shader suite, which contains a post processing shader that gracefully, with dithering, quantizes the fragment colors to those of a particular palette out of a finite set of palettes. In other words: if you were playing a mod that has a custom palette, those cool new shades of cerulean will not at all be present in the pre-computed Doom Palette LUT and will end up being snapped to or stippled between Doom's blue or grey. My modified implementation aims to fix that issue and fully respects the PLAYPAL lump.
Spoiler: More screenshots
what the shit is this black magic
Seeing that you cannot pass PLAYPAL as a texture uniform, there's no actual way to access the palette as-is in a shader. After kicking around a few solutions, I found one that came to me like a flash of lightning. So, when ZDoom wants to translate a truecolor image, it must first convert it to an indexed image. It doesn't matter if it's a completely meaningless translation like 0:0=0:0, ZDoom will convert it. I exploited this by taking a netural color LUT, fed it into TEXTURES as a patch, and told it to have the aforementioned 0:0=0:0 translation. ZDoom perfectly creates what is essentially a LUT out of whatever array of colors PLAYPAL contains. I then fed that "composited" texture into the shader as a uniform, and from there it's cake.
This is an 0.9 release, meaning that it only goes uphill from here (: Also, It would be nice in future releases to have some kind of Floyd-Steinberg or Ylilouma style dithering. Who knows! Anyhow, hope you enjoy.