{"id":18421681,"url":"https://github.com/jrob774/tein-shaders","last_synced_at":"2025-10-07T04:13:08.646Z","repository":{"id":115753414,"uuid":"233457959","full_name":"JROB774/tein-shaders","owner":"JROB774","description":"Custom shaders for The End is Nigh modding.","archived":false,"fork":false,"pushed_at":"2020-09-12T10:03:34.000Z","size":33,"stargazers_count":0,"open_issues_count":0,"forks_count":0,"subscribers_count":1,"default_branch":"master","last_synced_at":"2025-06-12T05:50:45.062Z","etag":null,"topics":["game","glsl","opengl","shaders","tein","tein-shaders","theendisnigh"],"latest_commit_sha":null,"homepage":"","language":"GLSL","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/JROB774.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2020-01-12T21:00:13.000Z","updated_at":"2020-09-12T10:03:36.000Z","dependencies_parsed_at":null,"dependency_job_id":"533195c2-c4be-4772-ac2d-0f837ed1cc61","html_url":"https://github.com/JROB774/tein-shaders","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/JROB774/tein-shaders","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/JROB774%2Ftein-shaders","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/JROB774%2Ftein-shaders/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/JROB774%2Ftein-shaders/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/JROB774%2Ftein-shaders/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/JROB774","download_url":"https://codeload.github.com/JROB774/tein-shaders/tar.gz/refs/heads/master","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/JROB774%2Ftein-shaders/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":278717932,"owners_count":26033648,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","status":"online","status_checked_at":"2025-10-07T02:00:06.786Z","response_time":59,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["game","glsl","opengl","shaders","tein","tein-shaders","theendisnigh"],"created_at":"2024-11-06T04:26:30.644Z","updated_at":"2025-10-07T04:13:08.603Z","avatar_url":"https://github.com/JROB774.png","language":"GLSL","funding_links":[],"categories":[],"sub_categories":[],"readme":"# The End is Nigh: Shaders\n\nA number of custom shaders for the game **The End is Nigh**, developed by\n**Edmund McMillen** and **Tyler Glaiel**. These shaders can be used by modders\nto create unique looking worlds and levels, with a variety of different effects.\n\nA complete list of all the shaders with links to more info on their effects:\n\n| Name                                                                                | File                              |\n| :---------------------------------------------------------------------------------- | :-------------------------------- |\n| [8-Bit](#8-bit)                                                                     | 8bit.shader                       |\n| [8-Bit with Lighting](#8-bit-with-lighting)                                         | 8bit_lighting.shader              |\n| [Scrolling Camera](#scrolling-camera)                                               | camerascroll.shader               |\n| [Chromatic Aberration](#chromatic-aberration)                                       | chromatic.shader                  |\n| [Chromatic Aberration with Pulse](#chromatic-abberation-with-pulse)                 | chromatic_pulse.shader            |\n| [Color Change with Pulse](#color-change-with-pulse)                                 | colorpulse.shader                 |\n| [Glowing Lava](#glowing-lava)                                                       | lavaglow.shader                   |\n| [Glowing Lava with Heatwave](#glowing-lava-with-heatwave)                           | lavaglow_heatwave.shader          |\n| [Glowing Lava with Lighting](#glowing-lava-with-lighting)                           | lavaglow_lighting.shader          |\n| [Glowing Lava with Heatwave and Lighting](#glowing-lava-with-lighting-and-heatwave) | lavaglow_lighting_heatwave.shader |\n| [Pixelate](#pixelate)                                                               | pixelate.shader                   |\n| [Pixelate with Pulse](#pixelate-with-pulse)                                         | pixelate_pulse.shader             |\n| [Red Alert](#red-alert)                                                             | redalert.shader                   |\n| [Screenshake](#screenshake)                                                         | screenshake.shader                |\n| [Static Pixelation](#static-pixelation)                                             | staticpixel.shader                |\n| [Static Pixelation with Pulse](#static-pixelation-with-pulse)                       | staticpixel_pulse.shader          |\n| [Vertical Flip](#vertical-flip)                                                     | verticalflip.shader               |\n\n## 8-Bit\n\nLimits the visible color range to create an 8-bit color palette effect.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| resolution          | float | The resolution of the color range.            |\n| saturation          | float | The saturation of the resulting colors.       |\n| mosaic_size         | vec2  | How large the on-screen pixels should be.     |\n\n**Tileset:**\n```\nfx_shader_mid 8bit\nmidfx_graphics ShadeBox\nmidfx_layer 2\n```\n\n## 8-Bit with Lighting\n\nLimits the visible color range to create an 8-bit color palette effect.\n\nThis shader also applies the lighting effect.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| light_color         | vec4  | Color of light above and on top of water.     |\n| light_distance      | float | How far the glowing light will travel.        |\n| light_resolution    | vec2  | The resolution of the lighting pixels.        |\n| glow_strength       | float | How strong the glow effect should be.         |\n| resolution          | float | The resolution of the color range.            |\n| saturation          | float | The saturation of the resulting colors.       |\n| mosaic_size         | vec2  | How large the on-screen pixels should be.     |\n\n**Tileset:**\n```\nfx_shader_mid 8bit_lighting\nmidfx_graphics ShadeBox\nmidfx_layer 2\n```\n\n## Scrolling Camera\n\nRoughly simulate a camera that follows the player around the level.\n\n**How to Use:**\n* Place the shader in the `shaders` folder and rename it `colormapped.shader`.\n* Create a new level and set the camera bounds to be the size you want your scrolling camera to be.\n* Make sure the camera bounds are completely outside of the actual level area.\n* Place the camera bounds to the bottom-right so the player doesn't die for being off-screen.\n* Use the level editor to create large enough levels to fulfill these requirements.\n\n**Known Issues:**\n* User interface elements will not be visible when playing like this.\n* Most shaders are not compatible with the scrolling camera.\n* The scrolling camera is global and cannot be turned off for specific levels.\n* There are some issues with scrolling and it is not always reliable.\n\n## Chromatic Aberration\n\nApplies a chromatic aberration effect (splits the color channels).\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| intensity           | vec2  | The intensity of the chromatic aberration.    |\n\n**Tileset:**\n```\nfx_shader_mid chromatic\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Chromatic Aberration with Pulse\n\nPulses in and out of a chromatic aberration effect (splits the color channels).\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| intensity           | vec2  | The intensity of the chromatic aberration.    |\n\n**Tileset:**\n```\nfx_shader_mid chromatic_pulse\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Color Change with Pulse\n\nPulses between the current palette and a specific color.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| pulse_color         | vec4  | The color the shader should pulse towards.    |\n| pulse_speed         | float | The speed at which the pulse will occur.      |\n| max_color_intensity | float | How close the shader will get to pulse_color. |\n\n**Tileset:**\n```\nfx_shader_mid colorpulse\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Glowing Lava\n\nApplies an extremely intense glowing effect to lava.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| light_color         | vec4  | Color of light above and on top of water.     |\n| light_distance      | float | How far the lighting will travel.             |\n| glow_color          | vec4  | Color that white parts glow when near water.  |\n| glow_strength       | float | How strong the glow effect should be.         |\n| glow_threshold      | float | Green channel threshold to trigger glowing.   |\n| glow_distance       | float | How far the glowing will travel.              |\n| overexpose          | float | How much fully bright objects bleed.          |\n\n**Tileset:**\n```\nfx_shader lavaripples\nfx_shader_mid lavaglow\nmidfx_graphics ShadeBox\nmidfx_layer 2\n```\n\n## Glowing Lava with Heatwave\n\nApplies an extremely intense glowing effect to lava.\n\nThis shader also applies the heatwave effect.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| light_color         | vec4  | Color of light above and on top of water.     |\n| light_distance      | float | How far the lighting will travel.             |\n| glow_color          | vec4  | Color that white parts glow when near water.  |\n| glow_threshold      | float | Green channel threshold to trigger glowing.   |\n| glow_distance       | float | How far the glowing will travel.              |\n| overexpose          | float | How much fully bright objects bleed.          |\n\n**Tileset:**\n```\nfx_shader lavaripples\nfx_shader_mid lavaglow_heatwave\nmidfx_graphics ShadeBox\nmidfx_layer 2\n```\n\n## Glowing Lava with Lighting\n\nApplies an extremely intense glowing effect to lava.\n\nThis shader also applies the lighting effect.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| light_color         | vec4  | Color of light above and on top of water.     |\n| light_distance      | float | How far the lighting will travel.             |\n| glow_color          | vec4  | Color that white parts glow when near water.  |\n| glow_strength       | float | How strong the glow effect should be.         |\n| glow_threshold      | float | Green channel threshold to trigger glowing.   |\n| glow_distance       | float | How far the glowing will travel.              |\n| overexpose          | float | How much fully bright objects bleed.          |\n\n**Tileset:**\n```\nfx_shader lavaripples\nfx_shader_mid lavaglow_lighting\nmidfx_graphics ShadeBox\nmidfx_layer 2\n```\n\n## Glowing Lava with Heatwave and Lighting\n\nApplies an extremely intense glowing effect to lava.\n\nThis shader also applies the heatwave and lighting effects.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| light_color         | vec4  | Color of light above and on top of water.     |\n| light_distance      | float | How far the lighting will travel.             |\n| glow_color          | vec4  | Color that white parts glow when near water.  |\n| glow_strength       | float | How strong the glow effect should be.         |\n| glow_threshold      | float | Green channel threshold to trigger glowing.   |\n| glow_distance       | float | How far the glowing will travel.              |\n| overexpose          | float | How much fully bright objects bleed.          |\n\n**Tileset:**\n```\nfx_shader lavaripples\nfx_shader_mid lavaglow_lighting_heatwave\nmidfx_graphics ShadeBox\nmidfx_layer 2\n```\n\n## Pixelate\n\nPixelates the screen.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| pixel_density       | float | How much to pixelate the screen by.           |\n\n**Tileset:**\n```\nfx_shader_mid pixelate\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Pixelate with Pulse\n\nPulses in and out of pixelating the screen.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| min_pixel_density   | float | The lower bound to pixelate by.               |\n| max_pixel_density   | float | The upper bound to pixelate by.               |\n\n**Tileset:**\n```\nfx_shader_mid pixelate_pulse\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Red Alert\n\nPerforms a slight chromatic aberration effect whilst shaking the screen and\npulsing to the color red (by default).\n\nThis shader also applies the lighting and glowing effects.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| light_color         | vec4  | Color of light above and on top of water.     |\n| light_distance      | float | How far the glowing light will travel.        |\n| glow_strength       | float | How strong the glow effect should be.         |\n| pulse_color         | vec4  | The color the shader should pulse towards.    |\n| pulse_speed         | float | The speed at which the pulse will occur.      |\n| max_color_intensity | float | How close the shader will get to pulse_color. |\n| chromatic_intensity | vec2  | The intensity of the chromatic aberration.    |\n| shake_speed         | float | The speed at which to shake the screen.       |\n| shake_intensity     | vec2  | The intensity of the screen shake.            |\n\n**Tileset:**\n```\nfx_shader_mid redalert\nmidfx_graphics ShadeBox\nmidfx_layer 2\n```\n\n## Screenshake\n\nShakes the screen in random directions.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| speed               | float | The speed at which to shake the screen.       |\n| intensity           | vec2  | The intensity of the screen shake.            |\n\n**Tileset:**\n```\nfx_shader_mid screenshake\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Static Pixelation\n\nPerforms a slight chromatic aberration effect as well as a static effect whilst\npixelating the screen.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| pixel_density       | float | How much to pixelate the screen by.           |\n| chromatic_intensity | vec2  | The intensity of the chromatic aberration.    |\n\n**Tileset:**\n```\nfx_shader_mid staticpixel\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Static Pixelation with Pulse\n\nPulses in and out of performing a slight chromatic aberration effect as well as\na static effect whilst pixelating the screen.\n\n**Variables:**\n| Name                | Type  | Value                                         |\n| :------------------ | :---- | :-------------------------------------------- |\n| min_pixel_density   | float | The lower bound to pixelate by.               |\n| max_pixel_density   | float | The upper bound to pixelate by.               |\n| chromatic_intensity | vec2  | The intensity of the chromatic aberration.    |\n\n**Tileset:**\n```\nfx_shader_mid staticpixel_pulse\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n\n## Vertical Flip\n\nFlips the screen upside down (does not effect GUI elements).\n\n**Tileset:**\n```\nfx_shader_mid verticalflip\nmidfx_graphics SolidBox\nmidfx_layer 2\n```\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjrob774%2Ftein-shaders","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjrob774%2Ftein-shaders","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjrob774%2Ftein-shaders/lists"}