The flow map textures are designed and placed in the level by the user and then the shader works on the texture to perform calculations to the give desired result when in game.
The shader has the ability to use a selected range of flow map texture scales in relation to map geometry size.
This is useful to keep the flow map texture dimensions down to a reasonable size when making flow maps to cover large map area's to keep the vram usage down to a minimum, the problem is the effect is now very pixelated when looking up close.
One way to fix this is to use the GZDoom linear texture feature, this feature smooths everything out extremely nice when using low resolution textures, however not everyone likes to use texture filtering when playing doom.
I have tried adding a simple texture filter to the flow map shader that works well when the GZDoom linear texture filter is turned "OFF" but when the GZDoom linear texture filter is turned "ON" this now fights with the GZDoom linear texture filter,
and it basically inverts the texture filter effect to show the standard pixelation due to using a low resolution flow map texture.
GZDoom Linear texture filter "OFF" with flow map shader filtering active.
GZDoom Linear texture filter "ON" with flow map shader filtering active.
Currently the material shaders in GZDoom do not seem to have the ability to access CVAR menu info...
The feature request i am asking for to help resolve this issue when using a Material fragment shader is...
1: Have the ability in GLDEFS to define a Specific GZDoom texture filter to "Always" be used on all of the textures that the shader itself uses when being defined. [wiki]https://zdoom.org/wiki/GLDEFS#Materials[/wiki]
2: Make the shader have access to the "int" value that reflects the texture filter mode that is being used by GZDoom.
[wiki]https://zdoom.org/wiki/CVARs:Display#gl_texture_filter[/wiki] - A way to pass the "int" CVAR values to GLDEFS that the shader can use?
[wiki]https://zdoom.org/wiki/GLDEFS#Advanced_shader_topics[/wiki] - Add a "int texturefiltermode" that the shader can use to find out what texture filter GZDoom is using?
I have tried using the "int texturemode" that is shown in the wiki but with no success, i think that might referring to a different texture mode and has no relation to the texture filtering mode that i am seeking.
This would be a good feature to have when wanting to use very low resolution textures in shaders for smooth masking, blending, making color transitions, normal map distortion effects, etc...
By having this feature for particular uses, it will keep the vram usage down and actually improve performance due to having less texels to calculate for almost the same visual quality.
A few extra screenshot's of the flow maps.