If anyone could clarify, is this possible to use the same format as the shaders lump?
Re: SHADERS ability/lump?
Posted: Sun Dec 28, 2014 1:58
by Gez
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.
Re: SHADERS ability/lump?
Posted: Sun Dec 28, 2014 2:42
by Major Cooke
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.
Re: SHADERS ability/lump?
Posted: Sun Dec 28, 2014 7:51
by Gez
I don't know enough, to be honest; Graf said that with 2.0 the specifications changed and that they aren't finalized yet.
Re: SHADERS ability/lump?
Posted: Sun Dec 28, 2014 9:39
by Graf Zahl
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.
Re: SHADERS ability/lump?
Posted: Mon Jul 06, 2015 20:16
by Xaser
Quick bump, but to clarify, is the process on the linked wiki page (GLDefs) no longer valid/correct/supported?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.
Re: SHADERS ability/lump?
Posted: Fri Jul 10, 2015 1:41
by Rachael
Xaser wrote:Quick bump, but to clarify, is the process on the linked wiki page (GLDefs) no longer valid/correct/supported?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...
Xaser wrote:[EDIT] Heh, I'm marked as a Developer because of Hacx, which makes me sound much more official here than I actually am.
You're official enough - just not in GZDoom, itself.
So yes, you've earned the developer title. I can edit your rank if you want to seem less conspicuous. I gave Graf the GZDoom title since he is the head of one of the first projects to appear on this forum, I just opted not to for others for time sake.
If you want to discuss this bit further though, I may suggest the linked topic, instead, since this thread is about shaders.
Re: SHADERS ability/lump?
Posted: Sun Jul 12, 2015 19:47
by Graf Zahl
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.