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Bandither is a non-linear color banding and dithering shader. It quantizes each color channel similar to 3D graphics hardware of the 1990's (Sega Saturn, Playstation 1, Nintendo 64, Voodoo 1/2) and can be skewed for darker games.

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Bandither

Bandither is a non-linear color banding and dithering shader. It quantizes each color channel similar to 3D graphics hardware of the 1990's (Sega Saturn, Playstation 1, Nintendo 64, Voodoo 1/2) and can be skewed for darker games.

Supported Software

GZDoom - https://zdoom.org/downloads
FTEQW (OpenGL) - https://fte.triptohell.info/
Doom 64 Remaster (OpenGL) - https://store.steampowered.com/app/1148590/DOOM_64/
ReShade - https://reshade.me/

For specific instructions for each softare, refer to the corresponding sub-directory.

Credits and Links

Color banding learned from code by SolarLune on this topic: https://blenderartists.org/t/reducing-the-number-of-colors-color-depth/571154
Bayer dithering learned from code by hughsk: https://github.com/hughsk/glsl-dither
Noise dithering learned from this code: https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner
GZDoom implementation based on code from Molecicco, and KEX engine implementation based on code from Kaiser.
Thanks to proydoha & IDDQD1337 for updating the GZDoom code!

Twitter: https://twitter.com/immorpher64
YouTube: https://www.youtube.com/c/Immorpher

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Bandither is a non-linear color banding and dithering shader. It quantizes each color channel similar to 3D graphics hardware of the 1990's (Sega Saturn, Playstation 1, Nintendo 64, Voodoo 1/2) and can be skewed for darker games.

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