/jpeg_shaders

A shaderpack aiming to Imitate the iconic Low Quality JPEG compression, per-frame real-time.

Primary LanguageGLSLOtherNOASSERTION

JPEG Shaders for Minecraft

Thumbnail image

table of content

No. Topic Go there
1. Disclaimers... Jump
2. What is this?, exactly? Jump
3. What is it capable of?, currently? Jump
4. Any risks with this product? Jump
5. How to use it? Jump
6. What is the future of this project? Jump
7. Why it exists? Jump
8. What is the licence? Link
9. Show Me tha screenshotz! Jump

1. Disclaimers...

  1. I'm sorry for any inconvenience and eyesore due to my spelling, as i'm not a native english speaker, but a polish person who grew up with english. I'm kinda surprised, that i remember the spellings of these difficult words. It's naturally hard. - Well, if You Guyz find any mistakes, let me know or Let's fix them.
  2. Sorry for any overlooks. Take me up!

2. What is this?, exactly?

This is a shaderpack compatibile with The Opti*ine Mod. It aims to recreate the iconic JPEG artifacts and feel of a very lossy JPEG compressed image - in real-time.

Like basicly every frame could be a separate compressed image - not to confuse with MPEG what is like JPEG but for continuous video.

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3. What is it capable of?, currently?

  1. You can perform the JPEG compression in three different colorspaces.
  2. Round colors (quantize) before and after the JPEG stuff, in the selected colorspace.
  3. Decrease resolution (downsampling) of the image to see the effect better, and smooth out the super-pixel by averaging color of some samples (supersampling).
  4. Degrade the image, by using one of three methods, including OG Quality Factor!

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4. Any risks with this product?

  1. I am aware out of experience and testing, that this shaderpack makes moving camera, at lower qualities, kinda flashy, so beware of eye fatigue and epilepsy. - Being MPEG would help (different algorithm for handling from-frame-to-frame transitions bla bla bla), but i don't know at this point if it'd be possible to make MPEG shaders.
  2. I'm not sure of the

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5. How to use it?

No. Topic Go there
1. Main TOC Jump
5.1. Installation Jump
5.2. Enabling Jump
5.3. Accessing settings Jump
5.4. Shader Editing Jump

5.1. Installation

There probably are multiple methods to obtain the shaders now.

For example, You can click the "Code" button on the Github page and click "Download ZIP".

Then place the Zip in the shaderpacks minecraft folder - explicitly: go to the folder with Your worlds, go up one folder, and there will be a folder named "shaderpacks" (or make one).

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5.2. Enabling

Enable the pack by going to the in-game settings, Video Settings, Shaders, and select the JPEG Shaders.

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5.3. Accessing Settings

Going to the in-game settings, Video Settings, Shaders, click the "Shader options" button, which leads to the config menu - have fun!

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5.4. Shader Editing

advanced Users only!

programming stuff!

To edit the shaders, You don't need enything special: just edit programs directly (the .fsh files - fragment shaders, or pixel shaders (the .vsh are geometry stuff and are just boilerplate))

The .vsh are copy+pasted with just a poilerplate code to make them just work. - However the only thing they do, that is important for me, is that here i get the _xy variable filled with pixel coordinates for .fsh.

In the private folder i did include the code to generate textures for shaders. - Even though this folder's content isn't supposed to be included. Creating pulls or other stuff, You can also add here stuff that is very important, but i think i'll make a separate folder for meta stuff of this pack.

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6. What is the future of this project?

I don't have eny more good ideas, but if You have eny of optimization or feature, then Let's do them someday.

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7. Why it exists?

Mostly coz:

  1. it's interesting to me: how those patterns look, how they change, and it's all real-time no latency!
  2. it was interesting to try to implement!: "How can i go about doing this, hmmmm..."
  3. it was fun to think of ways to optimize it.: "It's laggy, but works! How to speed this up, hmmmm..."
  4. isn't it a bit sensational, if it'd exist?

If i see a way, and that it has potential, i do it. - reasonably of course. But Let's have fun.

8. What is the licence?

I succ at licencing, so it's "open source" i guess...

Read it here: Link

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9. Show Me tha screenshotz!

9.1. Subtile Effect

Quality 92%

Defaut+Q92

9.2. Effect Visible

Quality 78%

Defaut+Q78

9.3. Strong Effect

Quality 42%

Defaut+Q40

9.4. Now We use CMYK like on the Printer

Color Space CMYK
Quality 34%

Defaut+cmyk+Q34

9.5. Now using very rounded RGB colors, We used Very Strong Effect

Color Space RGB
Quality 21%
Colors per Channel 24x16x16xOG

Defaut+rgb+Q21+SPQ24x16x16xOff

Defaut+rgb+Q21+SPQ24x16x16xOff

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Thank You for Your attention, have fun!