Описание
[](https://url-shortener.curseforge.com/JNpOa)
[](https://discord.gg/XgH4EpyPD2)
> _A world that looks slightly broken, unstable, and fading away._



Cripe is a lightweight post-processing shader designed around visual corruption effects rather than realistic lighting. Instead of altering Minecraft's world rendering pipeline, it applies a series of screen-space distortions that make the image appear unstable, degraded, and intermittently damaged. The shader combines chromatic separation, block-based corruption artifacts, temporal ghosting, scanline interference, and subtle film-like degradation to create an unsettling visual atmosphere while remaining technically simple and inexpensive to render.
### ✨ Highlights
**Screen-Space Corruption Distortion.**
The image is divided into a coarse screen-space grid where individual regions can become offset independently. This creates the appearance of corrupted video memory, damaged rendering data, or unstable frame reconstruction. The effect changes over time using a pseudo-random pattern, producing intermittent visual artifacts rather than constant distortion.
**Chromatic Channel Separation.**
Red, green, and blue color channels are sampled with independent offsets and animated over time. This produces subtle color fringing and channel drift that reinforces the feeling of a failing display signal without completely obscuring the scene.
**Geometry Melt Illusion.**
A low-amplitude animated screen-space jitter is applied before sampling the image. Although world geometry itself is unchanged, the resulting distortion gives the impression that the rendered image is slowly shifting and deforming.
**Scanline Interference Bursts.**
Animated scanlines can appear in periodic bursts across the screen. Rather than being permanently visible, they are introduced conditionally using a pseudo-random trigger, creating moments of intensified visual instability.
**Temporal Ghosting.**
A secondary offset sample of the previous image position is blended into the current frame. This produces a faint trailing effect that resembles persistence, afterimages, or display ghosting.
**Subtle Flicker and Image Instability.**
Brightness is continuously modulated using a high-frequency oscillation. The effect remains restrained but contributes to the overall sensation of an unreliable display.
**Film-Like Noise Layer.**
A small amount of per-pixel procedural noise is added during the final pass. This prevents completely clean gradients and helps unify the shader's degraded visual style.
**Lightweight Multi-Pass Processing.**
The shader uses only a small number of fullscreen post-processing passes and simple procedural functions. No complex lighting, shadow, atmospheric, or volumetric systems are involved, keeping performance overhead minimal.
### ⚙️ Compatibility
* Written in GLSL 1.20.
* Uses `composite` and `final` post-processing shader stages.
* Operates entirely in screen space.
* Does not include custom lighting, shadow mapping, reflections, volumetrics, or world-space effects.
* No shader-pack metadata or compatibility declarations are included in the project files.
* Intended for shader loaders that support standard Minecraft post-processing shader stages compatible with GLSL 1.20.~~~~