Looks indeed very shiny, Zanieon!
Now with strawberry flavored.Nash wrote:

Yes, please.Nash wrote:*squish*

Now that GZDoom supports user post processing, I wonder if we can get those lens flares to be a PP shader so that they won't clip into walls...
What you can do is put those lens flares as a tiny dot into a fragment shader that outputs insanely high numbers (i.e. 100.0 vs the 0.0-1.0 normally associated with each channel) - and then let the bloom pass take care of it.Nash wrote:Now that GZDoom supports user post processing, I wonder if we can get those lens flares to be a PP shader so that they won't clip into walls...
Specifically, I wonder if we have all of the relevant variables that needs to be used as inputs for that kind of effect.

Lens flares aren't generally done as a PP shader. You do them by making a line of sight check between the light and the camera. If the light is visible, you render a 2D psprite at the projected screen location.Nash wrote:Now that GZDoom supports user post processing, I wonder if we can get those lens flares to be a PP shader so that they won't clip into walls...
Specifically, I wonder if we have all of the relevant variables that needs to be used as inputs for that kind of effect.

Nice weapons... but the guns seem to be tilted too far (45 degree angle to the player). It looked as though he was almost firing sideways, and the bullets magically hit their targets that way.YukiHerz wrote:
Sorry for the video quality.

Yeah, the offsets are still wrong, and FOAD means "Fuck off and Die", part of the reasons why I want to replace them with better assets, more fitting for the horror theme I want to pursue with this.DoomKrakken wrote:Nice weapons... but the guns seem to be tilted too far (45 degree angle to the player). It looked as though he was almost firing sideways, and the bullets magically hit their targets that way.
What does "F.O.A.D." stand for?