GLSL shaders for GZDoom 3.5.0+ that simulate various vintage systems.

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Project's Scope
Doom has been ported to countless devices, most of which have enough processing ability to run the game natively. But that wasn't always the case, and many older computers and video game consoles by 1993 simply were just not powerful enough to run this almighty game. While this situation hasn't changed at all for those ageing systems, it's now possible to use modern source code ports and hardware to simulate what the game might have looked like on systems with less than the minimum requirements (80386DX@33MHz CPU, 4MB DRAM, 20MB HDD & VGA Graphics). There is certainly some charm and interest around the retro-computing look; low resolutions and constrained colour palettes are an aesthetic that keeps on giving nostalgic thrills. This mod is for those who want some chunky pixely goodness.
Roadmap of Features
✓ Refresh Rate Limiter: Control the max frame rate of the engine.
✓ Palette Reduction w/ Ordered Dither: Part of the MariFX Shaders for GZDoom, modified to accept more than 64 palettes and optimized to reduce its video memory footprint.
✓ Multiple retro-systems palettes and colour modes: Videogame home consoles and portable systems, Vintage graphic systems, Monochrome, Grayscale and various RGB levels/bit-depths.
✓ Resolution scaler w/ Non-squared Pixel Aspect Ratios
✓ "Low-Detail" mode (double-width pixels)
✓ Customizable Scanlines and LCD Grid
CRT and LCD simulation
NTSC TV-output Color grading
Acknowledgements
Adam Mathes: Identity CLUTs primer.
Ahefner: NES colour palette and colour emphasis bits info.
Alex Charlton: "Dithering on the GPU" primer.
Alison Watson: ZScript documentation.
Jeremy Selan: GLSL LUT optimized shaders.
khronos.org: GLSL Optimizations and general documentation.
Marisa Kirisame: Palette Reduction w/ Dither GLSL shader.
Pixel Eater: Atari Jaguar Color Space GLSL shader (from Vanilla Essence).
Rachael: Low detail shader.
RiskyJumps: Scanlines shader from libretro.
Sigvatr: EGA Doom.
Super Mario Wiki: Super Game Boy colour palettes info.
VCCE: Tandy CoCo3 palette.
Zdoom.org: (G)ZDoom wiki.
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I want to clarify that this is my first project using the GL Shader Language and the first time I use github to open my source code; sorry if this appears as a cheap hack job. I did my best to document and reference some pieces of code I didn't come up with but served me as great practical examples.