GZDoom Shaders (and Spectre in GZDoom)

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Ryan Cordell
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Re: Spectre in GZDoom

Post by Ryan Cordell »

Graf Zahl wrote:I haven't implemented it yet in the weapon drawing code, only in the normal sprite drawer.
Oohh, sounds very promising. :twisted:
Gez
 
 
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Re: GZDoom Shaders (and Spectre in GZDoom)

Post by Gez »

It's a good ersatz of the original effect, but there's a strange effect going on in the lower part of the sprite; about at the level of the spectre's knees.
Spoiler:
Gez
 
 
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Re: GZDoom Shaders (and Spectre in GZDoom)

Post by Gez »

I've tinkered a bit with them and made my own variant. I'm not entirely satisfied with it yet, though. GLSL is a lot more annoying to use than good old C++...
Evil Space Tomato
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Re: GZDoom Shaders (and Spectre in GZDoom)

Post by Evil Space Tomato »

Gez wrote:It's a good ersatz of the original effect, but there's a strange effect going on in the lower part of the sprite; about at the level of the spectre's knees.
Yes that does look ugly.
Gez wrote:I've tinkered a bit with them and made my own variant. I'm not entirely satisfied with it yet, though. GLSL is a lot more annoying to use than good old C++...
You have to get into a different mindset, I sometimes make mistakes when I switch from parallel coding to non parallel coding.

Here I made a new version of A & B styles that has less of that problem.
Attachments
glDemB2.Pk3.zip
New version of shader B without the knee issue
(11.85 KiB) Downloaded 77 times
glDemA2.Pk3.zip
New version of shader A without the knee issue
(11.88 KiB) Downloaded 60 times
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NeuralStunner
 
 
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Re: GZDoom Shaders (and Spectre in GZDoom)

Post by NeuralStunner »

I like the swirl fuzz best. Makes them easier to lose against dark or cobbly backdrops. :twisted:

Only problem with any of these is vertical bands that get pretty noticable up close.
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Re: GZDoom Shaders (and Spectre in GZDoom)

Post by Gez »

Is there any way to get the texture dimension, in texels? All I found was a method using textureSize2DArray(), but it takes a sampler2DArray as first parameter, and I don't know if we can get that in a GZDoom shader, so this doesn't solve the problem at all.

The reason I ask is that gl_texCoord returns relative coordinates, from 0.0 to 1.0. So using its outcome as a basis for computing pixel fuzz results in tiny pixels for a tiny object, and huge pixels for a huge object.
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