Search found 7 matches
- Sun May 22, 2022 5:31 am
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1444
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Thanks for your suggestion Eukara as Bandither has been updated to 1.4! This does not add any more new features, rather better support for more software. - ReShade support has been added, thus allowing it to be used for a lot more software. I had to convert the coding from GLSL to HLSL, thus I can l...
- Thu May 12, 2022 7:50 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1444
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
On a google search I seen something like this
!!cvardf r_glsl_turbscale_reflect=1
So it looks like thats how its done! Ill get working on it
!!cvardf r_glsl_turbscale_reflect=1
So it looks like thats how its done! Ill get working on it
- Thu May 12, 2022 7:42 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1444
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
For cvars in GLSL shaders, you can add something like: !!cvardf r_skipFoobar At the top of the shader (after your samplers) and then inside your functions: #if r_skipFoobar == 0 // inactive #else // active #endif Nice that seems simple enough! Is there a way to set a default value for the cvar? Lik...
- Sun May 08, 2022 5:37 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1444
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Perhaps jumping the shark with this one! The latest Bandither update lets you blend dither styles. This is to quench my obsession to add a bit of noise to dithers. But also I found you could get some funky results by blending two unrelated style. Also the motion noise now varies with time, so you ca...
- Fri May 06, 2022 5:23 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1444
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Spike would probably know exactly where to start in regards to SSAO! Oh I bet! I have pestered poor Spike so much in the past haha. From my researching I will need a depth buffer, which from the shader showcase it seems to have. A "normal" buffer with angles will help too. But if not, nor...
- Wed May 04, 2022 5:05 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1444
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
I completely forgot that FTEQW had PK3 with its Quake 3 support. That will be easy to do! I have also made a recent update to add more dither types as well: https://twitter.com/immorpher64/status/1521324631604486144 I am still looking into ambient occlusion; I think I will start badgering more knowl...
- Sun May 01, 2022 4:40 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1444
[FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Bandither is a non-linear color banding and dithering shader for GZDoom, FTEQW, Doom 64, and ReShade. It quantizes each color channel similar to 3D graphics hardware of the 1990's (Sega Saturn, Playstation 1, Nintendo 64, Voodoo 1/2) and can be skewed for darker games. It has multiple dithering mode...