Nash wrote:Sure you can, you'd have to add the required C++ in the engine to support it though. Stuff like that bloom, SSAO etc are heavily augmented with C++, they aren't just GLSL inside gzdoom.pk3 alone.
Probably out of reach for me then. But out of curiosity, what topics should I check out for this?
Rachael wrote:Window buffer scaling support is going to be supported in the engine officially LONG before any sort of pixel-doubling shader ever will.
It's rather inefficient to waste rendering 3 out of 4 of your pixels when you're only going to show 1 out of the 4 of them, anyway. It's better to just draw them at low res to start with and then stretch them onto the screen.
If you really want to do retro shaders for at least this much, you really ought to start there.
That sounds much better for that effect I would guess. But what I had in mind was to make a pixelation screen wipe and something that do not pixelate the hud.