SHADERS ability/lump?

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Major Cooke
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SHADERS ability/lump?

Post by Major Cooke » Sun Dec 28, 2014 0:25

I just did a search for shaders and such like the warp.txt effect, and came up with this:

http://zdoom.org/wiki/SHADERS

If anyone could clarify, is this possible to use the same format as the shaders lump?

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Gez
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Re: SHADERS ability/lump?

Post by Gez » Sun Dec 28, 2014 1:58

Have you noticed that this is a ZDoomGL feature? And that "GZDoom" is mentioned nowhere on that page? It's not supported at all by GZDoom.

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Re: SHADERS ability/lump?

Post by Major Cooke » Sun Dec 28, 2014 2:42

Well, let me ask this question then, because that GLSL page is not very clear. How does it all work?

This page is not very detailed on how to operate the whole script. I get that the only thing driven the entire time is timer, but how do I increment my own which I can reset? I'm trying to make something like a texture scrolling from right to left that resets when it's done.

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Gez
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Re: SHADERS ability/lump?

Post by Gez » Sun Dec 28, 2014 7:51

I don't know enough, to be honest; Graf said that with 2.0 the specifications changed and that they aren't finalized yet.

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Graf Zahl
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Re: SHADERS ability/lump?

Post by Graf Zahl » Sun Dec 28, 2014 9:39

At the moment it's all a clear 'Do not touch it'!
I am still thinking about this and haven't produced any usable results yet.

ZDoomGL's shader definitions may be supported later on but there's no guarantee and it has to make sense. Since this was never used in a mod I see no point sticking to its definition if I think there's better ways to do it.

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Xaser
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Re: SHADERS ability/lump?

Post by Xaser » Mon Jul 06, 2015 20:16

Quick bump, but to clarify, is the process on the linked wiki page (GLDefs) no longer valid/correct/supported? If not, and the new stuff hasn't been finalized/formalized yet, what's left to be done? I was planning on playing with this sometime soonish and might consider tinkering with the source if there's still a few loose ends to be tied up before custom shaders are an "official" feature.


[EDIT] Heh, I'm marked as a Developer because of Hacx, which makes me sound much more official here than I actually am. :P

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Rachael
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Re: SHADERS ability/lump?

Post by Rachael » Fri Jul 10, 2015 1:41

Xaser wrote:Quick bump, but to clarify, is the process on the linked wiki page (GLDefs) no longer valid/correct/supported? If not, and the new stuff hasn't been finalized/formalized yet, what's left to be done? I was planning on playing with this sometime soonish and might consider tinkering with the source if there's still a few loose ends to be tied up before custom shaders are an "official" feature.
My guess is that it is still supported, I'm guessing Graf's warning is about the ZDoomGL SHADERS lump, itself.
Spoiler: Not trying to derail...
Spoiler: Zen Sarcasm

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Graf Zahl
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Re: SHADERS ability/lump?

Post by Graf Zahl » Sun Jul 12, 2015 19:47

The current status can be summed up as 'I'm not working on it right now'. I'm simply too busy with work stuff and there's little creativity left for Doom.
I really could use a second developer but that has been without result for 10 years now. I'M afraid, as things are going right now, there won't be any progress for the foreseeable future.

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