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Cripe

Visual corruption and display degradation shader.

Modrinth cursed potato vanilla-like

Описание

[![Partner](https://cdn.modrinth.com/data/cached_images/85582981be6bc016d6a6ba02b898fd05be1162d7_0.webp)](https://url-shortener.curseforge.com/JNpOa) [![image](https://media.forgecdn.net/attachments/description/1321365/description_19767e94-ef82-4569-92c6-b1e8b60e6e07.png)](https://discord.gg/XgH4EpyPD2) > _A world that looks slightly broken, unstable, and fading away._ ![Village](https://cdn.modrinth.com/data/cached_images/130dda9832ad8753c94d8184c158ff9fb8f8890f.png) ![Portal](https://cdn.modrinth.com/data/cached_images/9a42ba08b6c22234ac5f86a9fd674cc4f7cfae0b.png) ![Nether Villager](https://cdn.modrinth.com/data/cached_images/2c7226be7acf31ad80962cbdcc596efd444fd63e.png) 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.~~~~