GZDoom 1.3.17 final released

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Rachael
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Re: GZDoom 1.3.17 final released

Post by Rachael »

Janitor wrote:As a non-programmer, how are shaders useful to me?
like having reflective water, refracting glass walls
[/quote]

Edit by Graf Zahl: Sorry for mangling your post. I accidentally used Edit instead of quote and noticed too late.
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Re: GZDoom 1.3.17 final released

Post by Nash »

Are shaders allowed on model textures? So that one could make something like a model with reflections, etc?

EDIT:

Code: Select all

hardwareshader floor4_8 
{
   shader "shaders/glsl/func_wavex.fp"
   speed 1.4
}
I assume this is the process to attach a shader to a texture. Which lump do I place this in?
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Graf Zahl
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Re: GZDoom 1.3.17 final released

Post by Graf Zahl »

GLDEFS of course.
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Re: GZDoom 1.3.17 final released

Post by Graf Zahl »

SoulPriestess wrote: like having reflective water, refracting glass walls

Sadly the information at hand won't allow these. I can't pass to the shader what I don't have.

I tihink once some people start experimenting with it some new features may have to be added to the engine but we'll have to wait and see.
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Re: GZDoom 1.3.17 final released

Post by Enjay »

The example certainly works but is there anywhere to access documentation on how other user defined shaders might be written? Is the syntax GZdoom specific or can the functions be found elsewhere (eg an OpenGL programmers site or something)?
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Graf Zahl
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Re: GZDoom 1.3.17 final released

Post by Graf Zahl »

Enjay wrote: Is the syntax GZdoom specific or can the functions be found elsewhere (eg an OpenGL programmers site or something)?

The syntax is native GLSL.
The specified file is just a subroutine of a much larger program that cannot be replaced so it has to obey certain rules:

- the entry point is a function 'vec4 Process(vec4 color)'
The input is the sector light color, the return value the final color after texture processing.
- Unlike light (to allow for special lighting effects, like the brightmap for example) fog is done outside this function.
- The function must call 'getTexel' with an appropriate texture coordinate to reference the texture (this function performs colormap processing or other things that are needed.)

So this essentially boils down to 2 kinds of effects at the moment: Lighting/Coloring and texture positioning. More will certainly be added later but right now I'll leave this as a playing field for the more experiment-minded users.
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Re: GZDoom 1.3.17 final released

Post by Logan MTM »

WOW!
Perfect to make whater! *__*
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
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Re: GZDoom 1.3.17 final released

Post by Janitor »

Could one potentially hijack the code from this to make something useful?: faking HDR with GLSL
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Graf Zahl
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Re: GZDoom 1.3.17 final released

Post by Graf Zahl »

In my opinion that entire idea is nonsense. Any semi-decent card that can use shaders has floating point framebuffer support. And those which don't support floating point buffers are old and weak and irrelevant in the bigger scheme of things. Any such card is already excluded from using shaders anyway in GZDoom for other reasons.


The bigger issue is that Doom doesn't have much that would make HDR useful.
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Re: GZDoom 1.3.17 final released

Post by RaVeN »

Graf Zahl, please you our hero, but one suggestion from me its blend animations you can do it? http://www.youtube.com/watch?v=GHCs9NX7iaM
http://forum.drdteam.org/viewtopic.php?f=30&t=4540
Sorry that i many times post it but no one answer to me
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Graf Zahl
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Re: GZDoom 1.3.17 final released

Post by Graf Zahl »

Nagging won't you get any closer to it. I have no immediate plans to add such a feature.
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Re: GZDoom 1.3.17 final released

Post by RaVeN »

Sadly, zdoomgl have very nice blend animations, you understand what i talking about? you watching my video?
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Re: GZDoom 1.3.17 final released

Post by Enjay »

Graf certainly knows what you are talking about (as do I, I think blended animations can look very cool for some textures/flats). It has even been discussed a few times before. However...
Graf Zahl wrote:I have no immediate plans to add such a feature.
I'd say that covers the current position.
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