![logo](Logo_Small.png) Various fancy shaders for GZDoom ported from MariENB. ## Implemented Shaders ### Luma Sharpen Boosts small details. Doesn't cause very noticeable halos like a typical sharpening filter. ### Grain Makes the screen fuzzy. A couple parameters can be tweaked freely. ### Screen Dirt Overlays a noisy pattern onto the screen to make it filthy. Not a very good filter, tbh, but I just kept it in for historical reasons. ### Color Grading Suite Control over RGB gamma/intensity, along with a "tint" filter that, with a negative intensity, can also be used as a color booster (dunno how this even works, I wrote it 7 years ago lol). On top of all that, you can also do the same for saturation and value (not hue because that would just be dumb). ### LUT Grading Premade lookup tables to alter color, all from the various MariENB editions I've made. More specialized LUTs will be added in the future. ### Technicolor A filter that enhances color in some way, I don't know the technical details. ### Color Matrix General purpose color mixing. The matrix is normalized in post. For experienced users. ### Hue-Saturation The GIMP filter in shader form. Allows shifting the hue and tweaking the saturation and value of red, yellow, green, cyan, blue and magenta ranges. ### BlurSharpShift Blurring followed by sharpening, followed by chromatic aberration. This is a meme filter chain that a lot of people love for some reason, claiming it adds "photorealism" or something. ### Vignette Darkens the edges of the screen. Comes with "border blur", which also blurs said edges. ### Paint Makes the game look like an oil painting, if you somehow are interested in that. ### RetroFX A combo of downscaling and palette reduction (with optional dither), which has been a staple of MariENB for years. There's a multitude of palettes available to choose from. Most IWADs are covered, along with some notable megawads, various DOS games, and a couple "standard" palettes. ## Missing Shaders ### Bloom It's very unlikely that this one will be added, unless I can hack something horribly using camera textures, idk. ### Depth of Field Not a chance, this thing very blatantly needs Depth Buffer access, which is impossible in GZDoom thanks to portal rendering. ### Tonemap Not needed, GZDoom implements its own. ### Screen Frost / Heat Haze These aren't "general purpose" enough to be included. ### CRT Filter Screen curvature + aperture grille overlay. I'm not going to add this back because honestly, it's dumb and ugly. ### SMAA Can't be done due to the limited features of user shaders. It should be part of GZDoom itself, honestly.