"Pixelated" GZDoom Warp Shaders

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DustedPandemonic
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"Pixelated" GZDoom Warp Shaders

Post by DustedPandemonic »

This features 4 of GZDoom's warping/wave shaders, each tweaked to output warping textures that are accurate to the original texture's resolution.

Simply: pixelated shaders that look like software mode! Similar to software mode liquids in games like Quake and Quake 2.

Also featured is the warp2 shader applied on an Evil Eye prop.

Included is a test map showing off each texture shader.

Download: https://allfearthesentinel.com/zandronu ... haders.pk3

Image
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kinker31
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Re: "Pixelated" GZDoom Warp Shaders

Post by kinker31 »

Might be a rather late reply, but I might see some good usage out of this!
One question though: How well does it handle non-power of two textures, and would I be able to override an ANIMDEF lump with said shader?
Askin' as I'm working on a mapset for The Adventures of Square, and I wanna replace the normal liquid/waterfall textures.
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DustedPandemonic
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Re: "Pixelated" GZDoom Warp Shaders

Post by DustedPandemonic »

kinker31 wrote: Wed Jan 14, 2026 1:41 am Might be a rather late reply, but I might see some good usage out of this!
One question though: How well does it handle non-power of two textures, and would I be able to override an ANIMDEF lump with said shader?
Askin' as I'm working on a mapset for The Adventures of Square, and I wanna replace the normal liquid/waterfall textures.
Hm, just tested it out and seems like the ANIMDEFS lump takes priority over using shaders like this, so you may have to make a copy of the textures you want to replace.
I tested the same shaders on a blood fall texture (64x128) and even cropped them a bit (61x111 just to test) and they seem to look fine but still a bit different compared to a square flat shown in the test map.
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kinker31
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Re: "Pixelated" GZDoom Warp Shaders

Post by kinker31 »

DustedPandemonic wrote: Thu Jan 15, 2026 1:18 am Hm, just tested it out and seems like the ANIMDEFS lump takes priority over using shaders like this, so you may have to make a copy of the textures you want to replace.
I tested the same shaders on a blood fall texture (64x128) and even cropped them a bit (61x111 just to test) and they seem to look fine but still a bit different compared to a square flat shown in the test map.
Dang, really? I might have to see about getting that changed over at the UZDoom git repo.
Maybe something like an override definition in the ANIMLUMPS file could work?
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Nash
 
 
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Re: "Pixelated" GZDoom Warp Shaders

Post by Nash »

Very nice! I was just thinking the other day how no one's made a software-accurate liquid warp shader yet.

What's the usage license for the shaders?
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DustedPandemonic
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Re: "Pixelated" GZDoom Warp Shaders

Post by DustedPandemonic »

Nash wrote: Sat Jan 17, 2026 8:48 am Very nice! I was just thinking the other day how no one's made a software-accurate liquid warp shader yet.

What's the usage license for the shaders?
GPL 3, since these are just edited versions of GZ/UZDoom's shaders. I'll update the pk3 to include that real quick!
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Re: "Pixelated" GZDoom Warp Shaders

Post by Nash »

Wonderful, thanks for the clear licensing update!

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