RetroShader for Zandronum v1

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TDRR
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RetroShader for Zandronum v1

#1

Post by TDRR » Fri Dec 06, 2024 10:34 pm

NOTE: OpenGL 3 is required for this shader to work. I also recommend setting "rendering quality" to "quality" in display options > OpenGL options > preferences, if you'll keep the PS1 wobbling enabled to avoid any seams.

Download!

A cut-down port to Zandronum of torridgristle's old RetroShader he made back in 2016 for GZDoom.

Zandronum's hardware renderer has no post-processing stage, so all of this applies just to the game viewport, not the HUD or anything else. This means things like pixelating the screen like the original aren't really possible, but posterization (which is the small color reduction the shader applies) and PS1-style vertex warping are still here. Both of those things can be enabled/disabled and also tweaked by going into the pk3 > shaders > glsl > main.fp/vp, and modifying the defines at the top.

Some screenshots taken with light mode set to software and light scale set to 2x. I could put more screenshots here but the defaults aren't very noticeable in still images, just try it out, the mod itself is smaller than any one of these screenshots lol.
Spoiler: Screenshots (Open)
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Spoiler: Credits (Open)
These credits are only for the things that actually ended up in this port. You can find full credits in the original post linked above.
LowResPosterize & LowRes modified from compsci89's post at https://irrlicht.sourceforge.io/forum/v ... =9&t=45531
Gamma-adjusted posterization modified from http://www.geeks3d.com/20091027/shader- ... fect-glsl/
Vertex Jiggler from http://www.gamedev.net/forums/topic/636 ... &p=5017858
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