Aeon

# AEON

Minecraft shaders intended to emulate the graphic design style of early tech, as well as that of certain retro sci-fi, dithered, and other minimalist styles.

Massive thanks to Alex Charlton for their webpage on “Dithering on The GPU”. The code from there is the backbone of this shader.

## Gallery
![2023-05-08_13 59 40](https://user-images.githubusercontent.com/83504509/236908601-e90760f3-53dd-4ff7-bae0-86fe1995f96a.png)
![2023-05-08_14 02 44](https://user-images.githubusercontent.com/83504509/236908679-487b38fb-afae-4491-abc0-b4cf2da22ce4.png)
![2023-05-08_14 23 43](https://user-images.githubusercontent.com/83504509/236908714-bac0267b-c3b1-4518-9ce0-a49e706813c6.png)

Adaptive Outline

### This is a vanilla shader with a stroke.
The stroke brightens the light areas and darkens the dark areas.
![outline](https://cdn.modrinth.com/data/cached_images/b42c1a4b01a66753c23a81cb65522b5dbfdf0650.png)
шейдер изменём только в final.fsh

“`
#version 330 compatibility

uniform sampler2D colortex0;
uniform sampler2D depthtex0;

in vec2 texcoord;
layout(location = 0) out vec4 color;

void main() {
vec2 texel = 1.0 / vec2(textureSize(colortex0, 0));
vec4 scene = texture(colortex0, texcoord);

float d_center = 1.0 – textureLod(depthtex0, texcoord, 0.0).r;

vec2 offsets[2] = vec2[](
vec2(texel.x, 0),
vec2(texel.x * 3.0, 0)
);

float gradients[4];

for(int i = 0; i < 2; i++) { float d_right = 1.0 - textureLod(depthtex0, texcoord + offsets[i], 0.0).r; float d_left = 1.0 - textureLod(depthtex0, texcoord - offsets[i], 0.0).r; gradients[i] = abs(d_right - d_left) / (offsets[i].x * 2.0); vec2 vertical_offset = vec2(0, offsets[i].x); float d_up = 1.0 - textureLod(depthtex0, texcoord + vertical_offset, 0.0).r; float d_down = 1.0 - textureLod(depthtex0, texcoord - vertical_offset, 0.0).r; gradients[i + 2] = abs(d_up - d_down) / (vertical_offset.y * 2.0); } float gradient_ratio_h = gradients[0] / (gradients[1] + 0.0001); float gradient_ratio_v = gradients[2] / (gradients[3] + 0.0001); bool is_real_edge_h = gradient_ratio_h > 2.0;
bool is_real_edge_v = gradient_ratio_v > 2.0;

float edge = 0.0;

if(is_real_edge_h || is_real_edge_v) {
float max_gradient = max(gradients[0], gradients[2]);
edge = max_gradient * 500.0;
}

float depth_precision = 0.001 + d_center * 0.01;
if(edge < depth_precision * 100.0) { edge = 0.0; } float threshold = 0.15; if(edge > threshold && (is_real_edge_h || is_real_edge_v)) {
float edge_strength = clamp((edge – threshold) * 2.0, 0.0, 1.0);

vec4 color_up = texture(colortex0, texcoord + vec2(0, texel.y));
vec4 color_down = texture(colortex0, texcoord – vec2(0, texel.y));
vec4 color_left = texture(colortex0, texcoord – vec2(texel.x, 0));
vec4 color_right = texture(colortex0, texcoord + vec2(texel.x, 0));

vec4 avg_color = (color_up + color_down + color_left + color_right) * 0.25;

float neighbor_brightness = dot(avg_color.rgb, vec3(0.299, 0.587, 0.114));

float brightness_factor;

if(neighbor_brightness > 0.35) { // here we change the change threshold
brightness_factor = 1.0 + edge_strength * 0.2; // we’re changing it here brightens
} else {
brightness_factor = 1.0 – edge_strength * 0.2; // we’re changing it here darkens
}

color.rgb = scene.rgb * brightness_factor;
color.a = scene.a;

} else {
color = scene;
}
}
“`

Acid Shaders 1.5

Acid Shaders by MiningGodBruce
[https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1292876-glsl-acid-shaders](https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1292876-glsl-acid-shaders)

Original Acid shaders by Gaeel
[https://pastebin.com/WbVNtMg7](https://pastebin.com/WbVNtMg7)

Creating the GLSL shaders mod: Daxnitro
Maintaining the GLSL shaders mod: Karyonix

Remaster by TwentySeven

Thank you for using my shaders! The base shaders are a heavily modified [https://modrinth.com/shader/base-shader](https://modrinth.com/shader/base-shader) to be basically exactly like acid shaders!

I just thought adding my own functions and making the editing process easy would
be a nice little upgrade. I have loved acid shaders since 2016, and have always wanted to learn how to make something similar.

5 years later (2021), I actualy looked inside the shader, and realized it was way easier than I thought it was.
I tried to make something, but never got far with it.

But now, (Late 2024), I actually know what I am doing. I know GLSL, I know how to utilize a workflow, I know what I have to do.
I have to make Acid Shaders fully user friendly.

So I did! just edit the common.glsl file, there’s more information there.

(Note at 9/19/52) Thank you Yahiamice for trying out my shader, I kinda wish you check out the shader settings though, but I’m glad my goal of causing motion sickness succeeded anyways!!!!!11!1!1

2KS

Makes your Minecraft world look like it was filmed with an old 2000s camera – nostalgic vibes and retro atmosphere 🙂

I’ve been doing my projects and stuff, but at some point I fell in nostalgia, remembering these days playing with old cameras as a kid and these records with a lot of bloom and noise…
I decided to quickly make a Minecraft shader doing similar thing.

I hope, I’ve done my job!