[GZDoom] Wobbly shader

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Re: [GZDoom] Wobbly shader

Postby SoulCircle » Thu Aug 11, 2016 11:26 pm

Nevander wrote:Gonna play this next time I'm drunk.


Good! Make it so you hurl twice as fast and blackout 3 times faster! But the hangover may feel worse. :P

EDIT: Well... I was fine until I looked at the sky. OH MY GOD the sky. That's what hurt the most. I think my eyes have diarrhea. Oh and I accidentally loaded ROOL with this... I went straight to the Tower of Babel. You do not know MY PAIN.
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Re: [GZDoom] Wobbly shader

Postby nakkemake » Fri Aug 12, 2016 9:47 am

Doomguy on aminata muscaria shrooms? :mrgreen:

That would be nice addon in high profile story wad (doomguy gets drugged)
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Re: [GZDoom] Wobbly shader

Postby DeXiaZ » Sat Aug 13, 2016 12:27 am

A team which one made a "DooD" mod approve this. We're amazed. Damn, we thought that WE DID A MINDF*CK MOD. NO, SIR, WITHOUT YOUR (and other mods from list) MOD IT'S NOT SO MINDF*CK.
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Re: [GZDoom] Wobbly shader

Postby DarkNem » Sat Aug 13, 2016 12:47 am

Co-author of DooD here. Oh. My. God. Sir, you deserve a medal, this shader is really awesome! :D
Btw, thanks for assembling "recomended list", and thank you again for putting DooD there.
Those 4 mods in a bundle is something really NUTS. (i dont mean .wad with that name, but i wonder what if you launch it with all of those o_O)
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Re: [GZDoom] Wobbly shader

Postby SiFi270 » Sat Aug 13, 2016 1:16 am

I like how the "frag" section of the hud is trying to pop out for attention, like "guys, is this a deathmatch game, are there other players, because i can keep track of how many you've killed, you don't need to know what weapons you have or don't have right, come on let me count your frags"
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Re: [GZDoom] Wobbly shader

Postby Ozymandias81 » Sat Aug 13, 2016 6:55 am

Darsycho wrote:You asked for it.


:puke: :puke: :puke: :puke: :puke: :puke: :puke: :puke: :puke: :puke: :puke: :puke: :puke: :puke:

BTW dudes, don't forget to download latest builds of RooL, added ROTATING SHADERS FOR FLATS... Simply download the zip, rename it as .pk3 then add all other mods... 8-)
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Re: [GZDoom] Wobbly shader

Postby Xeotroid » Sat Aug 13, 2016 6:26 pm

So, I combined this with Guncaster (because it increases the pace of the gameplay a lot) and added some ReShade effects (mainly chromatic abberation for extra juiciness). Watch at 60 FPS and enjoy (vomiting).
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Re: [GZDoom] Wobbly shader

Postby Major Cooke » Sat Aug 13, 2016 8:56 pm

I gotta learn how to do this shit. Where'd you learn to do this, Beed?
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Re: [GZDoom] Wobbly shader

Postby JimmyJ » Sat Aug 13, 2016 10:28 pm

My stomach doesn't agree with me after this.
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Re: [GZDoom] Wobbly shader

Postby unRyker » Sun Aug 14, 2016 3:25 am

I'm getting an extreme Hotline Miami vibe from the fonts. It looks so cool- disregarding whatever drugs you gave Doomguy!
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Re: [GZDoom] Wobbly shader

Postby Beed28 » Sun Aug 14, 2016 8:14 am

Major Cooke wrote:Where'd you learn to do this, Beed?

With trial and error, mostly. Also lots of experimentation. Fun fact; other than that, I have little knowledge on how to write an actual GLSL shader. :P
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Re: [GZDoom] Wobbly shader

Postby Shadow Hog » Mon Aug 15, 2016 12:19 pm

The only thing that could make this better is if the shader wobbled the vertex positions as well, and not just the UV maps. I don't know if that's even possible, though.

Actually, looking at the GIF at the start, it appears it does some sort of movement of them, given the walls in E1M1 are curving as they go up - though it appears to be static?
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Re: [GZDoom] Wobbly shader

Postby Caligari87 » Mon Aug 15, 2016 1:01 pm

It's just a screen-space lens distortion, so the actual level geometry isn't being warped.

8-)
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Re: [GZDoom] Wobbly shader

Postby Beed28 » Mon Aug 15, 2016 1:09 pm

Shadow Hog wrote:The only thing that could make this better is if the shader wobbled the vertex positions as well, and not just the UV maps. I don't know if that's even possible, though.

Actually, looking at the GIF at the start, it appears it does some sort of movement of them, given the walls in E1M1 are curving as they go up - though it appears to be static?


The curving is the result of a modified lensdistortion.fp shader (hence why I suggested turning on "gl_lens" for the full effect). I tried to get it to move, but it didn't seem to work with the "float timer" uniform.

And yes, I would love to make it so that it distorts the vertex positions, but as I stated earlier in the thread, that's currently not possible like you could do with Minecraft's shaders mod.
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Re: [GZDoom] Wobbly shader

Postby RaveYard » Mon Aug 15, 2016 1:44 pm

Even if you could do vertex shaders, wouldn't you require more vertexes in order to add proper curve to rooms?

Actually, here's what I would do:

The deeper the fragment's depth is, the more you shift the xy from which color is taken from...
Code: Select allExpand view
void main()
{
   vec2 position = (TexCoord);
   vec2 p = vec2(position.x * Aspect, position.y);
   vec2 xy = vec2(p.x + (gl_FragCoord.w * 0.5), p.y + (gl_FragCoord.w * 0.5));
   FragColor = vec4(texture(InputTexture, xy), 1.0);
}


Sadly the depth information isn't there.
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