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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.
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.
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?
A fair bit of warning, I suppose, although to be clear, it is not at all DustedPandemonic's fault... but rather, just the nature of how these shaders work:
The shaders won't look good with texture filtering enabled - the visuals simply wouldn't match (the modified warp shaders will still have a blocky look/aesthetic to it, compared to every other smooth-filtered texture around it that does not have any custom shaders).
As I said, not anyone's fault, it's just due to how the shaders work to purposely mimic the blocky look.
These shaders work best when used with no texture filtering all around.