Nash wrote:Is there any way to get these implemented in a better way, natively though?
Off the top of my head I could also get it to work if the engine could render the pre-fuzzed sprites only to a sample texture. In that texture, the scene would need to be black and the sprites white to be easily read by the post processing shader.
Another option that might work is to send the full colour scene, minus the pre-fuzzed sprites, to another sample texture and fetch it with a multiple-sprite defined shader. I'm not as well versed with those though so there might be a pitfall I'm missing there.
Regretfully I don't have the programming experience to modify GZDoom myself to generate sample textures so I'd need someone to volunteer their expertise and then have the developers sign off on it. If there is another way out there though I would like to hear it!
Nash wrote:I'd really like this to be implemented as a native material shader, without chroma key hacking.
I absolutely agree, I'd rather not use chroma-keying either unless it's for experimentation.