SRB2 has basic support for mods that replace the GLSL vertex and fragment shaders used by the OpenGL renderer. Currently shader mods apply to the entire game. For example, level-specific or character-specific shaders are not supported by the current shader system. NOTE: As the OpenGL renderer in SRB2 is developed further, the shader system may get changed and the backward compatibility has not been decided. This guide was written for SRB2 version 2.2.8.
SRB2 has basic support for mods that replace the GLSL vertex and fragment shaders used by the OpenGL renderer. Currently shader mods apply to the entire game. Level-specific or character-specific shaders, for example, are not supported by the current shader system. NOTE: As the OpenGL renderer in SRB2 is developed further, the shader system may get changed and the backward compatibility has not been decided. This guide was written for SRB2 version 2.2.8.
A shader mod consists of a configuration file and one or more shader source files. For WADs the configuration is stored inside a lump called `SHADERS` and for PK3s it's stored in a `SHADERS.cfg` file on the root of the package. In WADs the shader sources are in lumps whose names begin with `SH_` and in PK3s the source filenames must start with `sh_` and be placed in a folder named `Shaders`.