Three.js/WebGL custom PSX-style shaders/filters (Z-fighting/jitter/whoob, dithering, CRT filter)
Brenin157 Brenin157
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 Published On Sep 28, 2024

Simulating jitter on vertices (low floating point precision of the PS1 GPU)
Limitation on the number of colors (8, 16, 32 and 64)
Simulation of texture printing in old games, reducing textures to 128x128
Fog calculation (to simulate the fog effect used on PS1)
Screen pixelation
dithering in materials and filter, in separate color channels (RGB)

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