https://github.com/jrob774/tein-shaders
Custom shaders for The End is Nigh modding.
https://github.com/jrob774/tein-shaders
game glsl opengl shaders tein tein-shaders theendisnigh
Last synced: 8 months ago
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Custom shaders for The End is Nigh modding.
- Host: GitHub
- URL: https://github.com/jrob774/tein-shaders
- Owner: JROB774
- Created: 2020-01-12T21:00:13.000Z (over 6 years ago)
- Default Branch: master
- Last Pushed: 2020-09-12T10:03:34.000Z (almost 6 years ago)
- Last Synced: 2025-06-12T05:50:45.062Z (about 1 year ago)
- Topics: game, glsl, opengl, shaders, tein, tein-shaders, theendisnigh
- Language: GLSL
- Homepage:
- Size: 32.2 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
# The End is Nigh: Shaders
A number of custom shaders for the game **The End is Nigh**, developed by
**Edmund McMillen** and **Tyler Glaiel**. These shaders can be used by modders
to create unique looking worlds and levels, with a variety of different effects.
A complete list of all the shaders with links to more info on their effects:
| Name | File |
| :---------------------------------------------------------------------------------- | :-------------------------------- |
| [8-Bit](#8-bit) | 8bit.shader |
| [8-Bit with Lighting](#8-bit-with-lighting) | 8bit_lighting.shader |
| [Scrolling Camera](#scrolling-camera) | camerascroll.shader |
| [Chromatic Aberration](#chromatic-aberration) | chromatic.shader |
| [Chromatic Aberration with Pulse](#chromatic-abberation-with-pulse) | chromatic_pulse.shader |
| [Color Change with Pulse](#color-change-with-pulse) | colorpulse.shader |
| [Glowing Lava](#glowing-lava) | lavaglow.shader |
| [Glowing Lava with Heatwave](#glowing-lava-with-heatwave) | lavaglow_heatwave.shader |
| [Glowing Lava with Lighting](#glowing-lava-with-lighting) | lavaglow_lighting.shader |
| [Glowing Lava with Heatwave and Lighting](#glowing-lava-with-lighting-and-heatwave) | lavaglow_lighting_heatwave.shader |
| [Pixelate](#pixelate) | pixelate.shader |
| [Pixelate with Pulse](#pixelate-with-pulse) | pixelate_pulse.shader |
| [Red Alert](#red-alert) | redalert.shader |
| [Screenshake](#screenshake) | screenshake.shader |
| [Static Pixelation](#static-pixelation) | staticpixel.shader |
| [Static Pixelation with Pulse](#static-pixelation-with-pulse) | staticpixel_pulse.shader |
| [Vertical Flip](#vertical-flip) | verticalflip.shader |
## 8-Bit
Limits the visible color range to create an 8-bit color palette effect.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| resolution | float | The resolution of the color range. |
| saturation | float | The saturation of the resulting colors. |
| mosaic_size | vec2 | How large the on-screen pixels should be. |
**Tileset:**
```
fx_shader_mid 8bit
midfx_graphics ShadeBox
midfx_layer 2
```
## 8-Bit with Lighting
Limits the visible color range to create an 8-bit color palette effect.
This shader also applies the lighting effect.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| light_color | vec4 | Color of light above and on top of water. |
| light_distance | float | How far the glowing light will travel. |
| light_resolution | vec2 | The resolution of the lighting pixels. |
| glow_strength | float | How strong the glow effect should be. |
| resolution | float | The resolution of the color range. |
| saturation | float | The saturation of the resulting colors. |
| mosaic_size | vec2 | How large the on-screen pixels should be. |
**Tileset:**
```
fx_shader_mid 8bit_lighting
midfx_graphics ShadeBox
midfx_layer 2
```
## Scrolling Camera
Roughly simulate a camera that follows the player around the level.
**How to Use:**
* Place the shader in the `shaders` folder and rename it `colormapped.shader`.
* Create a new level and set the camera bounds to be the size you want your scrolling camera to be.
* Make sure the camera bounds are completely outside of the actual level area.
* Place the camera bounds to the bottom-right so the player doesn't die for being off-screen.
* Use the level editor to create large enough levels to fulfill these requirements.
**Known Issues:**
* User interface elements will not be visible when playing like this.
* Most shaders are not compatible with the scrolling camera.
* The scrolling camera is global and cannot be turned off for specific levels.
* There are some issues with scrolling and it is not always reliable.
## Chromatic Aberration
Applies a chromatic aberration effect (splits the color channels).
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| intensity | vec2 | The intensity of the chromatic aberration. |
**Tileset:**
```
fx_shader_mid chromatic
midfx_graphics SolidBox
midfx_layer 2
```
## Chromatic Aberration with Pulse
Pulses in and out of a chromatic aberration effect (splits the color channels).
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| intensity | vec2 | The intensity of the chromatic aberration. |
**Tileset:**
```
fx_shader_mid chromatic_pulse
midfx_graphics SolidBox
midfx_layer 2
```
## Color Change with Pulse
Pulses between the current palette and a specific color.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| pulse_color | vec4 | The color the shader should pulse towards. |
| pulse_speed | float | The speed at which the pulse will occur. |
| max_color_intensity | float | How close the shader will get to pulse_color. |
**Tileset:**
```
fx_shader_mid colorpulse
midfx_graphics SolidBox
midfx_layer 2
```
## Glowing Lava
Applies an extremely intense glowing effect to lava.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| light_color | vec4 | Color of light above and on top of water. |
| light_distance | float | How far the lighting will travel. |
| glow_color | vec4 | Color that white parts glow when near water. |
| glow_strength | float | How strong the glow effect should be. |
| glow_threshold | float | Green channel threshold to trigger glowing. |
| glow_distance | float | How far the glowing will travel. |
| overexpose | float | How much fully bright objects bleed. |
**Tileset:**
```
fx_shader lavaripples
fx_shader_mid lavaglow
midfx_graphics ShadeBox
midfx_layer 2
```
## Glowing Lava with Heatwave
Applies an extremely intense glowing effect to lava.
This shader also applies the heatwave effect.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| light_color | vec4 | Color of light above and on top of water. |
| light_distance | float | How far the lighting will travel. |
| glow_color | vec4 | Color that white parts glow when near water. |
| glow_threshold | float | Green channel threshold to trigger glowing. |
| glow_distance | float | How far the glowing will travel. |
| overexpose | float | How much fully bright objects bleed. |
**Tileset:**
```
fx_shader lavaripples
fx_shader_mid lavaglow_heatwave
midfx_graphics ShadeBox
midfx_layer 2
```
## Glowing Lava with Lighting
Applies an extremely intense glowing effect to lava.
This shader also applies the lighting effect.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| light_color | vec4 | Color of light above and on top of water. |
| light_distance | float | How far the lighting will travel. |
| glow_color | vec4 | Color that white parts glow when near water. |
| glow_strength | float | How strong the glow effect should be. |
| glow_threshold | float | Green channel threshold to trigger glowing. |
| glow_distance | float | How far the glowing will travel. |
| overexpose | float | How much fully bright objects bleed. |
**Tileset:**
```
fx_shader lavaripples
fx_shader_mid lavaglow_lighting
midfx_graphics ShadeBox
midfx_layer 2
```
## Glowing Lava with Heatwave and Lighting
Applies an extremely intense glowing effect to lava.
This shader also applies the heatwave and lighting effects.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| light_color | vec4 | Color of light above and on top of water. |
| light_distance | float | How far the lighting will travel. |
| glow_color | vec4 | Color that white parts glow when near water. |
| glow_strength | float | How strong the glow effect should be. |
| glow_threshold | float | Green channel threshold to trigger glowing. |
| glow_distance | float | How far the glowing will travel. |
| overexpose | float | How much fully bright objects bleed. |
**Tileset:**
```
fx_shader lavaripples
fx_shader_mid lavaglow_lighting_heatwave
midfx_graphics ShadeBox
midfx_layer 2
```
## Pixelate
Pixelates the screen.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| pixel_density | float | How much to pixelate the screen by. |
**Tileset:**
```
fx_shader_mid pixelate
midfx_graphics SolidBox
midfx_layer 2
```
## Pixelate with Pulse
Pulses in and out of pixelating the screen.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| min_pixel_density | float | The lower bound to pixelate by. |
| max_pixel_density | float | The upper bound to pixelate by. |
**Tileset:**
```
fx_shader_mid pixelate_pulse
midfx_graphics SolidBox
midfx_layer 2
```
## Red Alert
Performs a slight chromatic aberration effect whilst shaking the screen and
pulsing to the color red (by default).
This shader also applies the lighting and glowing effects.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| light_color | vec4 | Color of light above and on top of water. |
| light_distance | float | How far the glowing light will travel. |
| glow_strength | float | How strong the glow effect should be. |
| pulse_color | vec4 | The color the shader should pulse towards. |
| pulse_speed | float | The speed at which the pulse will occur. |
| max_color_intensity | float | How close the shader will get to pulse_color. |
| chromatic_intensity | vec2 | The intensity of the chromatic aberration. |
| shake_speed | float | The speed at which to shake the screen. |
| shake_intensity | vec2 | The intensity of the screen shake. |
**Tileset:**
```
fx_shader_mid redalert
midfx_graphics ShadeBox
midfx_layer 2
```
## Screenshake
Shakes the screen in random directions.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| speed | float | The speed at which to shake the screen. |
| intensity | vec2 | The intensity of the screen shake. |
**Tileset:**
```
fx_shader_mid screenshake
midfx_graphics SolidBox
midfx_layer 2
```
## Static Pixelation
Performs a slight chromatic aberration effect as well as a static effect whilst
pixelating the screen.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| pixel_density | float | How much to pixelate the screen by. |
| chromatic_intensity | vec2 | The intensity of the chromatic aberration. |
**Tileset:**
```
fx_shader_mid staticpixel
midfx_graphics SolidBox
midfx_layer 2
```
## Static Pixelation with Pulse
Pulses in and out of performing a slight chromatic aberration effect as well as
a static effect whilst pixelating the screen.
**Variables:**
| Name | Type | Value |
| :------------------ | :---- | :-------------------------------------------- |
| min_pixel_density | float | The lower bound to pixelate by. |
| max_pixel_density | float | The upper bound to pixelate by. |
| chromatic_intensity | vec2 | The intensity of the chromatic aberration. |
**Tileset:**
```
fx_shader_mid staticpixel_pulse
midfx_graphics SolidBox
midfx_layer 2
```
## Vertical Flip
Flips the screen upside down (does not effect GUI elements).
**Tileset:**
```
fx_shader_mid verticalflip
midfx_graphics SolidBox
midfx_layer 2
```