The latest devbuild of QZDoom (as of this post) has them.
To use:
Code: Select all
hardwareshader postprocess scene
{
Shader "shaders/custom/retroshader.fp" 330
Texture "sometexture"
}
The syntax is exclusively in gldefs.txt and is as follows:
hardwareshader postprocess <scene/screen>
{
Shader "<link to shader file in your pk3>" <glsl version (should be 330)>
[Texture "<link to texture file in your pk3>"]
}
Texture (When it's implemented) is optional.
"Scene" is before 2D draws, and only applies to the game view. "Screen" is after 2D draws, and will apply to the UI too.
This is not yet final, syntax may change.
CVAR: gl_custompost <true/false> (turns this system off completely)
Multiple shaders do stack.
Attached is a couple of proofs of concept showing how this works and the proper way to do it. One is an updated version of torridgristle's RetroShader (sorry, needed something to test/develop this feature on).
Not a lot of error checking yet - need people to break this to see how we can improve on it.
Yes - this will currently cause GZDoom to error out. (Sorry) You have to use QZDoom to use these.