For clarification, this is NOT a request thread. I'm just asking out of curiosity. For each any of these that will not go into GZDoom, I will most probably do the work required to implement them into my game (inevitably pestering dpJudas every now and then for source code help, I'm afraid


1) Lens flares
2) Coronas (I *think* that's what they're called; those 7 little auxiliary flares that accompany the main glare... ZDoomGL and Doomsday has those)
3) Camera dirt (Doom 2016 has these; it looks like an altered bloom pass because wherever the dirt appears on the screen is also exactly where the overbright parts are)
4) Water droplets (my ACS version just uses cheap animated sprites; I was hoping the shader implementation to actually distort the screen with refraction? So each "drip" will subtly distort the view. Perhaps as a generic GZDoom effect, it could be done so that when the player is submerged underwater, the screen warps and distorts like in Quake 1, then immediately after surfacing out of the deep water, a short animation of the droplets "dripping" down the player's helmet will play)
5) Film grain/noise (just an animated HudMessage; I just flip through 4 fullscreen noise graphics and paste the animation on top of the entire view, with semi-translucency)
6) Vignette (again, just a fullscreen graphic pasted on top of the entire screen as a HudMessage)
Thanks for your time.
