GLSL Post-Processing Shader For Darkplaces
Job: A GLSL Shader for DP with these features:
1. the option to resample input resolution by .5 or .25
2. the option to palettize (??) with one of different sized palettes (128, 256, needed for testing)
3. directions on how to actually deploy/modify (toggle options) of said shader.
Deadline: at your leisure
Compensation: $$$, specific amount TBD
The goal is to emulate the appearance software rendering,
example1,
example2. This is not for Quake, but for a separate project which uses q3map2 and its shaders. I say this just in case that has any technical implications on the work that needs to be done.
The end result is my concern, if you feel there is a better method than what I described, please let me know!
Contact info is in my profile, thanks!