Hello Doom people and all!
I've been searching and researching, but with no solid info anywhere, I feel like it'd be the best place to ask: is it possible to write and use post-processing GLES shaders in GZDoom (4.8+)? If so, how does one go about it?
Current situation: my pk3 has a bunch of fp GLSL shader lumps in shaders/pp/. What I'd want to do is to rewrite them for GLSL (which I assume should be placed in shaders_gles/pp/). Question one: what would be a good resource to look at in an attempt to GLESify my shaders? Question two: how to configure GZDoom to actually make use of those shaders? Usual GLSL shaders are defined in GLDEFS lump and work flawlessly.
I'd be very grateful for any kind of input on this subject. Thank you for reading!
Shaders: GLSL to GLES [OpenGL ES]
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Re: Shaders: GLSL to GLES [OpenGL ES]
The GLES backend is for low end hardware and thus omits features that'd be too costly on such hardware.m Postprocessing and custom shaders are among these unsupported things.
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- Posts: 35
- Joined: Fri Jul 17, 2020 5:38 am
- Operating System Version (Optional): Windows 7
- Graphics Processor: nVidia with Vulkan support
Re: Shaders: GLSL to GLES [OpenGL ES]
Thank you, Graf, that solves my questions.
Also, what immortality drugs are you taking to answer such puny questions so fast, after all those years of dev? Damn, you need to hook me up.
Also, what immortality drugs are you taking to answer such puny questions so fast, after all those years of dev? Damn, you need to hook me up.
