Reshade and QeffectsGL

General discussion of the port and Doom-related chat.
Post Reply
davee0
Registered just to make one post
Posts: 1
Joined: Sun Nov 08, 2015 7:58 am

Reshade and QeffectsGL

#1

Post by davee0 » Sun Nov 08, 2015 8:04 am

Can i Combine these two Shaders.
Becauses i want perfomace and easy settings from QeffectsGL and MasterEffects Reshade(Godrays, DirtyLens) ?.
:v: :question:

I use it for my map/modpack

Zanieon
Forum Regular
Posts: 227
Joined: Tue Jun 05, 2012 1:17 am
Location: Somewhere in the future
Contact:

RE: Reshade and QeffectsGL

#2

Post by Zanieon » Sun Nov 08, 2015 11:30 am

davee0 wrote:Becauses i want perfomace
davee0 wrote:QeffectsGL and MasterEffects
Something wrong is not right.

Dude, you NEVER WILL HAVE performance with these two, QeffectsGL is badly coded so well as MasterEffects, both works with different OGL injections and not only can but WILL fail to compile effects.

Also, if Zandronum keeps updating accordingly to GZDoom's OpenGL renderer too, QeffectsGL will not be useable anymore it crashes on any recent version of GZDoom so it will probably do the same on Zandronum, my suggestion is you stay only with ReShade and play around with it.

Chronos Ouroboros
New User
Posts: 17
Joined: Mon Nov 26, 2012 2:03 pm

RE: Reshade and QeffectsGL

#3

Post by Chronos Ouroboros » Sun Nov 08, 2015 11:47 am

It's actually possible. The source code to QEffectsGL is available and the GLSL shaders are there. All you need to do is to convert them to ReShade's shader language.

User avatar
Monsterovich
Forum Regular
Posts: 343
Joined: Sun Jun 17, 2012 5:46 pm

RE: Reshade and QeffectsGL

#4

Post by Monsterovich » Sun Nov 08, 2015 1:34 pm

Chronos Ouroboros wrote: It's actually possible. The source code to QEffectsGL is available and the GLSL shaders are there. All you need to do is to convert them to ReShade's shader language.
The worst way I ever heard. GZDoom must support these shaders by default (I mean by using GLDEFS, but currently it sucks), otherwise you'll have a very poor performance, because DLL injector is a dirty exe hack. Plus you can't use these shaders optionally for your graphics, it just renders every frame to the texture and applies effects on it. Sometimes this looks terrible. (VERY VERY TERRIBLE)

GZDoom 2.* actually showed us that GZDoom is already R.I.P. If we really want to get these effects, we should make our own OpenGL renderer.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Reshade and QeffectsGL

#5

Post by Ænima » Sun Nov 08, 2015 6:16 pm

Monsterovich wrote:
Chronos Ouroboros wrote: It's actually possible. The source code to QEffectsGL is available and the GLSL shaders are there. All you need to do is to convert them to ReShade's shader language.
The worst way I ever heard. GZDoom must support these shaders by default (I mean by using GLDEFS, but currently it sucks), otherwise you'll have a very poor performance, because DLL injector is a dirty exe hack. Plus you can't use these shaders optionally for your graphics, it just renders every frame to the texture and applies effects on it. Sometimes this looks terrible. (VERY VERY TERRIBLE)

GZDoom 2.* actually showed us that GZDoom is already R.I.P. If we really want to get these effects, we should make our own OpenGL renderer.

BUT IT WILL MAKE BRUTAL DOOM LOOK EVEN BETTER!!!!!!


also
http://zdoom.org/wiki/GLDEFS#Hardware_shaders

Will probably be a while before we'll get the backports necessary to make custom shaders for Zandronum. In GZDoom right now you can even apply shaders to sprites and onscreen graphics to make some really cool effects.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
StrikerMan780
Forum Regular
Posts: 279
Joined: Tue May 29, 2012 9:16 pm
Clan: Shadow Mavericks
Clan Tag: [SM]

RE: Reshade and QeffectsGL

#6

Post by StrikerMan780 » Mon Nov 09, 2015 5:05 am

Zandronum 3.0 has that capability, as far as I'm aware.

Zanieon
Forum Regular
Posts: 227
Joined: Tue Jun 05, 2012 1:17 am
Location: Somewhere in the future
Contact:

RE: Reshade and QeffectsGL

#7

Post by Zanieon » Mon Nov 09, 2015 11:06 am

Ænima wrote: BUT IT WILL MAKE BRUTAL DOOM LOOK EVEN BETTER!!!!!!
Pretty sure Brutal Doomb will not look better than this with ReShade for PC Master Race.

User avatar
Monsterovich
Forum Regular
Posts: 343
Joined: Sun Jun 17, 2012 5:46 pm

RE: Reshade and QeffectsGL

#8

Post by Monsterovich » Mon Nov 09, 2015 11:07 am

Ænima wrote: In GZDoom right now you can even apply shaders to sprites and onscreen graphics to make some really cool effects.
I know about this cool thing, but it has one problem. You can't apply your shader to the group of graphics by using a mask (e.x SHIT*0) and you should copy/paste the same code for every sprite/texture even if you have more than 100 of them. I hope that it's possible, but ZDoom wiki says nothing about that.
Last edited by Monsterovich on Mon Nov 09, 2015 11:14 am, edited 1 time in total.

Post Reply