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==External links== | ==External links== | ||
* GitHub - https://www.reddit.com/r/3dshacks/comments/u6rneo/scanline_offset_shader_demo_download_in_comments | * GitHub - https://www.reddit.com/r/3dshacks/comments/u6rneo/scanline_offset_shader_demo_download_in_comments | ||
* Reddit - https://github.com/TheGag96/3ds-scanline-offset-shader | * Reddit - https://github.com/TheGag96/3ds-scanline-offset-shader | ||
Latest revision as of 03:37, 6 Mayıs 2024
Scanline Offset Shader | |
---|---|
General | |
Author | TheGag96 |
Type | Demos |
Version | 1.0 |
License | Zlib |
Last Updated | 2022/04/19 |
Links | |
Download | |
Website | |
Source | |
This is a demo that simulates the common retro console effect of creating a horizontal offset for each scanline on the screen in order to make different wave effects.
To make it works efficiently, it uses a geometry shader that takes in two points at a time and makes 16 one-pixel-high strips that are then offset from a table uniform that contains a value to shift for each Y-position on the screen.
It contains the entirety of citro2d, hackily edited to work with this. it was done just for convenience - you could certainly make it play nicely with citro2d without having to edit it.
User guide
You can change some parameters for different effects.
Controls
Up/Down - Change the time step
Left/Right - Change amplitude
L/R - Change scanline speed
A - Sysle through the pattern function
Screenshots