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GZDoom Shaders (and Spectre in GZDoom)
Posted: Sat Dec 25, 2010 1:23 am
by Evil Space Tomato
I was messing around with getting the hardware shaders in GZdoom to do cool stuff and I made an effect that is similar to the old style spectre.
What do you guys think is this worth working on more?
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 3:55 am
by Gez
It's definitely odd-looking. If you think you can replicate the fuzz effect, why not?
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 8:25 am
by CaptainToenail
Certainly looks better than the existing GZDoom effect.

Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 8:30 am
by Nash
That looks awesome! It would be more awesome if you can make it somehow warp the pixels behind it a little...
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 8:45 am
by Graf Zahl
Shaders don't have access to that so no, it's not possible.
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 1:44 pm
by Evil Space Tomato
Nash wrote:That looks awesome! It would be more awesome if you can make it somehow warp the pixels behind it a little...
Yes that would be cool but I think that would require some sort of post processing, right now shaders just take the pixels on the image and change the RGBA values.
I made 5 different versions of this shader which ones do you guys like best, or should I combine some of them?
Basic Pixelized Spectre
http://www.humenet.net/HereticAmp/glDemA.Pk3.zip
Basic Smooth Spectre
http://www.humenet.net/HereticAmp/glDemB.Pk3.zip
Swirly Smooth Spectre
http://www.humenet.net/HereticAmp/glDemC.Pk3.zip
Swirly Smooth Translucent Spectre
http://www.humenet.net/HereticAmp/glDemD.Pk3.zip
Jagged Translucent Spectre
http://www.humenet.net/HereticAmp/glDemE.Pk3.zip
Merry Xmas
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 2:19 pm
by NeuralStunner
I think it looks great.
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 3:22 pm
by Graf Zahl
Not bad. The only thing that bothers me is that adding these to the sprite is too tedious. I really should invest some time adding a better method to set hardware shaders directly in DECORATE.
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 4:20 pm
by Gez
I wonder if EDGE's fuzz emulation system could be imitated in GZDoom. It's apparently based on using a "fuzzmap" texture and, basically, giving it varying offsets and cutting the shape of the sprite in it.
Re: Spectre in GZDoom
Posted: Sat Dec 25, 2010 4:54 pm
by Evil Space Tomato
Gez wrote:I wonder if EDGE's fuzz emulation system could be imitated in GZDoom. It's apparently based on using a "fuzzmap" texture and, basically, giving it varying offsets and cutting the shape of the sprite in it.
It would be cool if code was general enough that it would allow you to apply different effects, like making all of the non transparent part show a texture or something.
Graf Zahl wrote:Not bad. The only thing that bothers me is that adding these to the sprite is too tedious. I really should invest some time adding a better method to set hardware shaders directly in DECORATE.
If you do please allow for decorate to pass in numbers to the shader that would allow me to do some very cool stuff, even if its just one number. [like A_SetShaderValue(1.5)]
Also I made a spectre that can cloak and de-cloak.
http://www.humenet.net/HereticAmp/glDemF.Pk3.zip
Re: Spectre in GZDoom
Posted: Sun Dec 26, 2010 8:24 am
by Graf Zahl
All 5 fuzz styles will be available in the next GZDoom version. Do you want me to add some copyright to the shader code?
Re: Spectre in GZDoom
Posted: Sun Dec 26, 2010 8:41 am
by Enjay
Nice to see someone actually trying a bit of modding with GZdoom shaders. These are all pretty cool. I have to say that I prefer the GZdoom (GLBoom?) shadow-like effect but these do work very nicely.
To be fair, I was never that fond of the original Spectre fuzz effect and I always thought that it was more suited to an invisibility created by a sci-fi device than some kind of demonic magical effect. Some of these new shader effects would work very well as sci-fi devices too.
Re: Spectre in GZDoom
Posted: Sun Dec 26, 2010 9:58 pm
by edward850
Graf Zahl wrote:All 5 fuzz styles will be available in the next GZDoom version.
Just tried the latest SVN. The effects are awesome, but I noticed that while it does affect the player sprite (by collecting the blursphere), it doesn't affect HUD weapons. Is it not doable or am I just posting to early?
Re: Spectre in GZDoom
Posted: Mon Dec 27, 2010 2:50 am
by Graf Zahl
I haven't implemented it yet in the weapon drawing code, only in the normal sprite drawer.
Re: Spectre in GZDoom
Posted: Mon Dec 27, 2010 6:32 am
by Evil Space Tomato
Graf Zahl wrote:All 5 fuzz styles will be available in the next GZDoom version. Do you want me to add some copyright to the shader code?
Just add "//created by Evil Space Tomato"
Enjay wrote:To be fair, I was never that fond of the original Spectre fuzz effect and I always thought that it was more suited to an invisibility created by a sci-fi device than some kind of demonic magical effect. Some of these new shader effects would work very well as sci-fi devices too.
I always saw it as kind magical maybe not demonic but it was kinda cool.
Also this is now a general GZDoom Shaders thread.