Ebin Resurrected

![purchase me a beverage](https://ko-fi.com/jbritain)
![discord](https://discord.gg/b9SHNcvs6c)

Shader development is hard and takes a lot of time. If you enjoy my shaders, please consider supporting my work!

# Ebin Resurrected
Ebin Resurrected is a vibrant and performant Minecraft shaderpack.

Ebin began with the goal of being fast, beautiful, configurable, feature-rich, and having a base of well-written code. It was developed by BruceKnowsHow from 2016-2020. jbritain resumed development of the shader in 2024 under the name ‘Ebin Resurrected’. This is a fork of Ebin which brings compatibility with modern versions of Minecraft, and significantly improves upon aspects of the shader, such as PBR.

## Community
If you would like to discuss Ebin Resurrected, or other Minecraft shaderpacks, join my Discord server. Alternatively, in the shaderLABS discord, you can head over to `#ebin-resurrected-jbritain`.

## Features
– Multicoloured Blocklight
– Sunlight Shadows / Shading
– PCSS ‘Variable Penumbra’ Shadows with transparency.
– Bloom / Glow
– Procedural 2D/3D Clouds
– Procedural Water Waves
– Deferred Shading Pipeline – Everything is correctly shaded, even behind semi-transparent blocks
– Terrain Deformation – “Animal Crossing” and “Acid” deformations
### LabPBR Compliant
– Rough Screen Space Reflections – accurate specular reflections on all blocks.
– Normal Mapped Lighting.
– Terrain Parallax (POM).
– Material Ambient Occlusion.
– Hardcoded Metal Support.
– Porosity – materials look ‘wet’ in the rain.

## Planned Features
– Distant Horizons support
– End skybox

## Compatibility
### Minecraft
– Optifine and Iris are both supported, however some features only work on Iris. Older Optifine or Iris versions may have issues, as the shader is developed on the latest versions of either.
– Minecraft 1.17.1 is the earliest tested version. The shader may work on older versions but this is not guaranteed.
### Hardware
– OpenGL 4 compatible hardware is required. This boils down to Nvidia GeForce 400, AMD Radeon HD 5000, Intel HD 3rd gen **or later**. Any modern device should work fine.
– The Raspberry Pi is not supported as it does not support OpenGL 4.
– Intel GPUs are untested and you may encounter issues. If you do encounter issues, please report them, as Intel is intended to be supported.
### Operating System
– MacOS is **NOT SUPPORTED**.

## If you run into problems
Having problems? Join my Discord Server and create a thread in `#support`. Alternatively, if you are experiencing a problem with Ebin you consider to be a bug, create a new issue. Please read the issue guidelines before creating one and make sure somebody else hasn’t raised the same issue already. **You are likely to get a faster response on Discord**.

## Team
– jbritain: Maintainer
– BruceKnowsHow: Original Developer (no longer involved in the shader)

## Contributors
– dotModded, DethRaid, zombye

## Thanks
– The shaderLABS Discord members, for answering the many questions I’ve had in my time developing shaders, some of which were even constructive. Particularly:
– Balint
– Jessie
– Null
– TimeTravelBeard
– Quadro
– BuilderB0y
– NinjaMike
– CyanEmber
– Capt Tatsu, whose shader, BSL I ported the multicoloured blocklight and FXAA code from.
– Sonic Ether, creator of SEUS and inspiration for Ebin
– daxnitro, original creator of the Shaders Mod
– karyonix, longtime maintainer of the Shaders Mod
– sp614x, Ebin would not be possible without #include.
– IMS, for maintaining Iris and Sodium, which are really cool mods.
– chocapic13 & Sildur, various code references and help over the years

## Evidence of written permission from BruceKnowsHow to distribute this shaderpack
![evidence](https://github.com/jbritain/Ebin-Shaders-Resurrected/assets/50422789/0cca45b6-dd21-4718-a271-80afe12f0546)

Dynamic Light Shader

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Patreon

# Dynamic Light Shader
> A simple baseline shader that glows/emits light from held items in your hand.
Light color based on the item you are holding (torch, lantern, glowstone, redstone, soul items, etc.).

> ![dynamic lights](https://cdn.modrinth.com/data/fw4J9UkQ/images/33fcd3edfa2552311a2e52db0a133498050d28d2.gif)

You can **disable(0)/enable(1)** the held_color_light from shader pack settings

thats it!
contributions are welcome (https://github.com/Hiba550/Dynamic-Light-Shader)

drunk-n-high

**Drunk-n-High** is a lightweight novelty challenge shader designed to intentionally distort visual clarity and make Minecraft harder to play in a “cursed” but controlled way. The shader focuses purely on screen-space visual effects and does not modify gameplay mechanics, world data, or player state.

The shader introduces visual disorientation through a combination of optional screen mirroring, time-based wobble distortion, and hue rotation using YIQ color-space manipulation. These effects interfere with spatial awareness, color perception, and visual comfort, making routine tasks such as navigation, combat, and building more difficult over time.

**Drunk-n-High** is intended for short challenge sessions, experimental gameplay, and content creation rather than extended play. All effects can be enabled or disabled instantly by toggling the shader.

**Installation:**
Install Iris for Minecraft Java Edition, then place the Drunk-n-High shader folder or ZIP into your `shaderpacks` directory and enable it from the in-game shader menu.

> **⚠ Warning:**
> This shader intentionally applies visual distortion and color shifting. Some users may experience discomfort or disorientation. Use for short sessions and **disable immediately if discomfort occurs**.

Drift POV

# ⚡ DRIFT POV – The Ultimate Motion Blur

**Experience Minecraft like never before.** DRIFT POV is a custom-engineered motion blur designed specifically for high-intensity PVP, SMP gameplay, and cinematic content.

### ✨ Features:
* **🚀 Zero Lag:** Optimized for maximum FPS even on low-end PCs.
* **🌀 Cinematic Smoothness:** Professional-grade blur that makes every move feel fluid.
* **🛡️ PVP Ready:** Designed to enhance visibility during combos and fast turns.
* **🎨 Cyan Aesthetic:** Perfectly tuned for a modern, electric gaming vibe.

### 🛠️ Requirements:
* **OptiFine** OR **Iris/Oculus** Shaders.

### ⚙️ Recommended Settings:
For the best experience, set your **Motion Blur Strength** to **0.5 – 0.7** in the shader options.


*Created with ❤️ by Parth POV*

DreamLight Shaders

ABOUT

DreamLight Shaders is a fantasy-inspired, dreamy shader pack designed to bring soft, cinematic lighting and vibrant color tones to Minecraft. Built for both beauty and performance, it transforms your world with warm sunsets, glowing reflections, smooth water, and enhanced skies — all while keeping gameplay fluid and immersive.

![DreamLight Shaders](https://i.postimg.cc/qByqBNMh/Picsart-25-10-30-03-51-42-433.png)

🌙Features DreamLight Shaders

●Dynamic lighting with realistic sunrises and sunsets
●Smooth reflections and gentle water waves
●Enhanced skies and soft clouds for a dreamy look
●Colored global illumination that enhances atmosphere
●Balanced brightness and shadows for natural scenes
●Optimized performance for mid to high-end systems
●Cinematic tone mapping for screenshots and videos
●Glowing nights with subtle ambient lighting

## Requirements

* Minecraft Java Edition
* Iris Shaders or OptiFine

## Credits

Based on code from the Mellow Shader by TheCMK.

Made by **HoneyStudios**.

DrDestens Minecraft Shaders

# DrDestens MinecraftShaders

DrDestens MinecraftShaders is a shaderpack for Minecraft: Java Edition. It features water effects with reflections, ambient occlusion, bloom, realistic depth of field, motion blur, TAA and many other things. The shaderpack supports the LabPBR and OldPBR/SeusPBR standard, and you can use it with PBR texturepacks for added detail.

## Feature Overview

– Screen Space Reflections
– Depth of Field
– Screen Space Ambient Occlusion (SSAO)
– Temporal Anti-Aliasing (TAA)
– Physically Based Rendering
– Various Water Effects
– Godrays
– Bloom
– Motion Blur
– Realistic DoF Chromatic Aberration
– Custom sky gradient
– Improved Fog with Sunsets
– Improved Dynamic Lighting
– Directional Lightmaps
– Outline
– Custom Block Selection Outline

## Full Feature List

### Lighting

– PBR
 Enables Physically Based Rendering
 Make sure you enable Normal and Specular mapsm in the OptiFine shader options
– PBR Format – *LabPBR 1.3, SeusPBR / OldPBR*
– **Physically Based Rendering**
– Height as AO
 Uses the Height information for Ambient occlusion
– Normal Mapping Fix
 With newer OptiFine versions this might not be necessary
 Enable this if normal maps do not show on entities or handheld objects
– Use Hardcoded Metals
 If disabled, the shader will use the color for the reflectance data
 LabPBR only
– Subsurface Scattering
– Parallax Occlusion Mapping
 Adds additional detail to blocks using the height map
 Low performance impact
 Can create artifacts at screen borders
– POM Depth
 Specifies how deep the POM goes
 Higher values will create artifacts
– POM Distortion
 Exaggerates the height map
 Helps create more depth with small POM Depth values
 Creates artifacts when used with high POM Depth values
– Smooth POM
 Smooths out the height map
 Significantly reduces artifacts
– Skylight AO
 Specifies the amount of ambient occlusion on skylight
– Blocklight AO
 Specifies the amount of ambient occlusion on blocklight
– Skylight Gamma
 Higher = Darker
 Lower = Brighter
– Blocklight Gamma
 Higher = Darker
 Lower = Brighter
– Minimum Light
 Restricts blocklight to never go below this value
 Prevents caves from being pitch black (unless you set it to zero that is)
– **Lightmap Colors**
– Nether Ambient Brightness
– End Ambient Brightness
– End Ambient Saturation
– Skylight Day *(RGB Color Picker)*
– Skylight Night *(RGB Color Picker)*
– Blocklight *(RGB Color Picker)*
 Select blocklight color (torches, glowstone, etc.)
 If “Complex Blocklight” is enabled, this color will **NOT** be used
– Complex Blocklight
 Allows you to select two colors for blocklight
 One for dark parts, one for bright parts
– Blend Curve
 Higher: Emphasize “Bright” color
 Lower: Emphasize “Dark” color
 50 = linear transition
– Complex Blocklight Dark *(RGB Color Picker)*
– Complex Blocklight Bright *(RGB Color Picker)*

### Depth Of Field

– Depth of Field
 Blurs non-focused objects, like a real camera
– Bokeh Samples
 Quality of the blur
 Higher is better
 Significantly affects performance
– DoF Intensity
 Intensity of the Depth of Field effect
 Low performance impact
– Maximum Blur – *High, Unlimited*
 Limits the strength of the DoF blur
 Helps reduce artifacts when using lower sample counts and is better for gameplay
– DoF Downsampling Amount
 Amount of Downsampling that takes place for the Depth of Field effect
 Reduces DoF artifacts, increases pixelation artifacts
 No/Low performance impact
– Far Blur Only
 Only blurs far away things
– Sample Rejection
 Improved DoF Quality by (mostly) removing color bleeding
 Can have a significant performance impact
– Focus Delay
 Sets how long the focus takes to adjust

### Reflections

– Reflection Mode – *OFF, Sky, Flipped Image, Raytraced*
– Raytracing Quality
 Number of raytracing iterations
 Lower is faster
– Thickness Estimation Modifier – *Infinite*
 Increase this if the reflection blind spots annoy you
 Influences assumption about how thick a pixel is
 No performance impact
– Fade Edges
– Reflection Threshold
 PBR only
 Sets the minimum required reflectiveness in order for SSR to enable
 Higher values may introduce reflection cutoffs
– Screen Space Refraction
 Distorts things seen through water
– Refraction Strength
– Glass Reflections
 Adds reflections to tinted glass blocks

### Water

– Waving Water
 ”Physical” Waves
 Moves the water surface
– Wave Height
– Wave Normals – *OFF, Noise, Sine*
– Normals Strength
 Fake Waves, pretending to be real ones
 Added detail
– Normals Scale
– Water Absorption Density
– Water Absorption Bias
 Adds a constant to the water fog distance
 Can help in making water more visible
– Water Texture
 Enables the vanilla water texture
– **Water Color Options**
– Water Absorption *(RGB Color Picker)*
– Absorption Color Multiplier

### Camera and Tonemapping

– Exposure
– Tonemapping – *Custom Reinhard, Unreal*
– Contrast
– Vibrance
– Saturation
– Brightness
– Vignette – *OFF, Round, Square*
 Darkens screen borders
– Vignette Strength

### Post Processing

– TAA
 Temporal Anti-Aliasing
 Smooths edges at the cost of a slightly blurrier image
 Might cause problems with OptiFine’s high-res screenshot feature
– **TAA Options**
– TAA Blending Constant
 Controls the opacity of the current frame
 Set this value lower for smoother TAA
– TAA Sharpening
 Changes the strength of the sharpening effect
– Bloom
 Creates a glow around bright objects
 Looks nice 😉
– Bloom Strength
– Motion Blur
– Motion Blur Intensity
– SSAO
 Screen Space Ambient Occlusion
 Makes cavities dark
 High performance impact
– SSAO Quality – *Low, Medium, High*
– SSAO Strength

### Atmospherics

– Fog – *OFF, Normal, Border*
– Fog Amount
– Morning Fog
 Increases fog amount during sunsets
 Only works with fog in “Normal” mode
 Requires fog and sunsets to be enabled
– Morning Fog Strength
– Cave Fog
– Cave Fog Brightness
– Godrays
– **Godray Colors**
– Godray Sun *(RGB Color Picker)*
– Godray Moon *(RGB Color Picker)*
– Godray Strength
– Godray Radius
– Godray Samples
– **Sky Colors**
– Sky Noon *(RGB Color Picker)*
– Sky Sunset *(RGB Color Picker)*
– Sky Midnight *(RGB Color Picker)*
– End Sky Upper *(RGB Color Picker)*
– End Sky Lower *(RGB Color Picker)*
– Sun Angle

### Weather

– Rain Detection – *Temperature, Color*
– Rain Opacity
– Rain Refraction
– Rain Refraction Strength

### Other Stuff

– Outline – *OFF, White, Black, Rainbow*
– Outline Distance
– Block Selection Outline – *Black, White, Rainbow*
 **Only works with newer OptiFine versions (G7 or higher)**
– Block Selection Outline Opacity
– Wavy Blocks
– Wavy Leaves
– World Curvature
– World Radius
– Hand Invisibility Effect
 Distorts handheld objects when invisible
– White World
– Directional Lightmaps
 Applies normal mapping to dynamic lights
 Requires a ressource pack with PBR support
– Directional Lightmap Strength
– Dynamic Light Brightness
 Changes the brightness of light from emissive blocks

### Optimisation

– Flat Vertices
 Disable when using custom models with smooth surfaces
## Agreement
**You are allowed to**
– Use my shaderpack in your videos / screenshots

**You are not allowed to**
– Redistribute my shaderpack: If you want to provide a download link you **must** link to my Modrinth / Curseforge page
– Use monetized URL shorteners linking to downloads of my shaderpack
– Publish edits of my shaderpack without my permission

Ditherpunk

Ditherpunk is a highly configurable retro shader pack for Minecraft

It is recommended to watch the below showcase in 4K to reduce compression artifacts.

![A recreation of the Obra Dinn ship](https://cdn.modrinth.com/data/cached_images/8ae143c4f0be3361e2c07a796d34eae8d9f29107.png)
_Pictured: Obra Dinn preset. Obra Dinn recreation built by “Lexi” and photographed by “Birb”_

![A skeleton horse with a gameboy shader](https://cdn.modrinth.com/data/cached_images/9e2c9d3463e61907447830349ff9c3bea0c56510.png)
_Pictured: Gameboy preset_

## Features

– Dithering
– Color Quantization
– Render different effects on different render passes
– Procedurally drawn Edge Lines
– Downscaling
– Grayscale color mapping
– Highly configurable
– Variety of presets

## Acknowledgements

– Inspired by Return of the Obra Dinn by Lucas Pope
– References Used:
– Lucas Pope’s Developer Log
– Surma’s Ditherpunk
(also inspired the name of this shader pack)
– Björn Ottosson’s Oklab colorspace
– Bálint’s Base 330 shader pack
– The Iris Documentation

## Known Issues

– Spectral arrow effects ignore shader effects

Dithering3D

# 🎨 Dithering3D – Surface-Stable Fractal Dithering

![Minecraft](https://img.shields.io/badge/Minecraft-1.8.9_*_1.21%2B-62B47A?style=for-the-badge)
![OptiFine](https://img.shields.io/badge/OptiFine-All_Versions-2577D0?style=for-the-badge)
![Iris](https://img.shields.io/badge/Iris-1.2.0%2B-9B59B6?style=for-the-badge)
![License](https://img.shields.io/badge/License-MPL_2.0-E67E22?style=for-the-badge)

## 🖼️ Screenshots

![Dithering3D Preview](https://media.forgecdn.net/attachments/1454/997/2026-01-07_03-01-52-jpg.jpg)

## ✨ A Revolutionary Visual Experience

Transform your Minecraft world with **Surface-Stable Fractal Dithering** — a groundbreaking rendering technique where dither dots **stick to 3D surfaces** instead of the screen, creating a unique manga/comic book aesthetic that feels alive.

> 🎬 *Based on the innovative work by Rune Skovbo Johansen* — **Watch the explainer video**

## 🖼️ What Makes This Shader Special?

### 📌 **Surface-Stable Dots**
Unlike traditional dithering where patterns “swim” on screen, Dither3D anchors each dot to the actual 3D surface. Walk around blocks, and the dots stay perfectly attached!

### 🔄 **Fractal Scaling Magic**
As you move closer or farther from surfaces, dots dynamically split or merge to maintain **constant screen-space density**. It’s mesmerizing to watch!

### 🎨 **Three Color Modes**

| Mode | Description |
|:—-:|:————|
| **Grayscale** | Classic black & white dithering — clean, minimalist, timeless |
| **RGB** | Each color channel gets its own dot layer — vibrant and unique |
| **CMYK Halftone** | Authentic newspaper/comic print simulation with rotated dot angles |

## ⚡ Features at a Glance

| Feature | Description |
|:——–|:————|
| 🎯 **Precision Dithering** | SVD-based frequency analysis for mathematically perfect dot placement |
| 🌀 **Anti-Stretch Technology** | Anisotropic smoothing keeps dots circular even on oblique surfaces |
| 🎥 **Camera Stable** | Radial compensation prevents dot swimming during camera rotation |
| ⚙️ **Highly Configurable** | 10+ parameters to fine-tune your perfect look |
| 🚀 **Performance Optimized** | Efficient 3D texture sampling for smooth gameplay |
| 📱 **Universal Compatibility** | Works with OptiFine AND Iris on virtually any Minecraft version |

## 🎛️ Customization Options

Fine-tune every aspect of the dithering effect with our intuitive in-game sliders:

### 🔧 Dither Settings
| Parameter | Range | Effect |
|———–|:—–:|——–|
| **Dot Scale** | 2 – 10 | Control overall dot size (exponential) |
| **Size Variability** | 0 – 1 | 0 = Bayer pattern, 1 = Halftone style |
| **Dot Contrast** | 0 – 2 | Sharpen or soften dot edges |
| **Stretch Smooth** | 0 – 2 | Combat stretched dots on angled surfaces |

### 💡 Input Controls
| Parameter | Range | Effect |
|———–|:—–:|——–|
| **Exposure** | 0 – 5 | Brightness multiplier |
| **Offset** | -1 to 1 | Brightness offset adjustment |

### 🎮 Additional Options
– **Inverse Dots** — Flip dot colors for a negative effect
– **Radial Compensation** — Stabilize during camera rotation *(recommended!)*
– **Quantize Layers** — Prevent dot morphing for a more “classic” look
– **Debug Mode** — Visualize fractal layers for development

## 📦 Installation

### For OptiFine Users
1. Download and extract the shader pack
2. Place the `shaders` folder in `.minecraft/shaderpacks/`
3. Launch Minecraft → Options → Video Settings → Shaders
4. Select **Dithering3D** and enjoy!

### For Iris Users (Fabric/Quilt)
1. Install Iris Shaders mod (1.2.0+)
2. Download and extract the shader pack
3. Place the `shaders` folder in `.minecraft/shaderpacks/`
4. Press **O** in-game to open shader menu
5. Select **Dithering3D**

> 💡 **Tip:** Press `F3 + T` to quickly reload shaders after making changes!

## 🎨 Preset Profiles

Choose from pre-configured profiles for instant results:

| Profile | Color Mode | Dot Scale | Best For |
|:——-:|:———-:|:———:|:———|
| 🟢 **LOW** | Grayscale | 4.0 | Performance, retro feel |
| 🟡 **MEDIUM** | Grayscale | 5.0 | Balanced experience |
| 🟠 **HIGH** | RGB | 5.0 | Colorful, artistic |
| 🔴 **ULTRA** | CMYK | 6.0 | Maximum visual impact |

## 🌟 Perfect For

| 📸 Screenshot enthusiasts | Create unique, artistic captures |
|:————————:|:——————————–|
| 🎬 **Content creators** | Stand out with a distinctive visual style |
| 🎮 **Retro lovers** | Relive the charm of 1-bit graphics |
| 🎨 **Artists** | Manga, comic book, and newspaper aesthetics |
| 🧪 **Tech enthusiasts** | Experience cutting-edge rendering techniques |

## ❓ FAQ

**Q: Does this work with other shaders?**
> Dithering3D is a standalone shader pack. Combining with other shaders may cause conflicts.

**Q: Why do some surfaces look different?**
> The sky and some special effects may appear different as surface-stable dithering reveals flat geometry.

**Q: Performance impact?**
> Moderate. The 3D texture sampling is optimized but more demanding than vanilla rendering. Most GPUs handle it smoothly.

**Q: Can I use this in my modpack?**
> Yes! Under MPL-2.0 license. Credit appreciated.

## 🔬 The Science Behind It

Dithering3D uses **Singular Value Decomposition (SVD)** to analyze UV coordinate derivatives in real-time, determining the exact frequency and direction of surface textures. This mathematical approach enables:

“`
✅ Perfectly uniform dot density regardless of distance
✅ Seamless fractal transitions between detail levels
✅ Circular dots even on extremely angled surfaces
✅ Rotation-stable patterns that don’t “swim”
“`

## 📚 Credits & Resources

| Resource | Link |
|:———|:—–|
| 🔗 **Original Algorithm** | Rune Skovbo Johansen |
| 🎥 **Technique Explanation** | YouTube Video |
| 💬 **Technical Discussion** | FAQ Thread |

## 📄 License

“`
Mozilla Public License 2.0 (MPL-2.0)
“`

🎨 Transform your world. Experience Dithering3D. 🎨

If you enjoy this shader, consider leaving a ⭐ and sharing this shader page !

Dithered Shader

# Dithering Shader

A Minecraft shader aimed to stylize your game using dithering effects

## Features

– 6 dithering styles:
– Ordered (Bayer)
– Blue Noise
– Triangular Noise
– IGN Noise
– Random Channels
– Halftone

– 6 Ordered Dithering (Bayer) Styles
– Monochrome
– Per-Channel
– Original Color
– Adjusted Threshold
– Hue-Preserving
– Smooth Gradient

– Multiple Bayer matrix sizes: 2×2, 4×4, 8×8, 16×16, 32×32
– Adjustable posterization
– Adjustable scaling factor (pixelation)

## Pictures

Ordered (Bayer) Dithering

– 3× scale, Original Color, 8×8
![2025-05-02_16 47 32](https://github.com/user-attachments/assets/3700f726-7d13-4073-b871-7c13b0b9b5b2)

– 3× scale, Monochrome, 8×8
![2025-05-02_16 48 10](https://github.com/user-attachments/assets/4f5d7bc4-2808-424a-b852-c97210f639dc)

– 3× scale, Adjusted Threshold, 8×8
![2025-05-02_16 48 43](https://github.com/user-attachments/assets/d9dc6b3c-8b81-45e6-85cc-d2f65082b0c8)

– 3× scale, Per-Channel, 8×8
![2025-05-02_16 49 04](https://github.com/user-attachments/assets/8e6ab818-6001-4f09-9a1a-19675b57449c)

Blue Noise Dithering

– 3× scale
![2025-05-02_16 49 29](https://github.com/user-attachments/assets/36e46e10-c9f3-45ab-ac4a-369ae9b37a11)

Triangular Noise

– 3× scale
![2025-05-02_16 49 51](https://github.com/user-attachments/assets/0b37c60e-3ced-4b3e-a8bf-733ffe44c4c6)

IGN Noise

– 3× scale
![2025-05-02_16 50 00](https://github.com/user-attachments/assets/b575be7b-3be6-4bae-802b-380b896ea2dd)

Random Channels

– 3× scale
![2025-05-02_16 51 12](https://github.com/user-attachments/assets/42df471d-1283-4bcb-9691-f3ba5720d2ca)
![2025-05-02_16 51 18](https://github.com/user-attachments/assets/9e649139-4492-4652-9d09-f5e7808f3168)

Halftone

– 3× scale
![2025-05-02_16 51 29](https://github.com/user-attachments/assets/54969583-eec8-4571-9095-08996cbaee44)

– 6× scale
![2025-05-02_16 52 33](https://github.com/user-attachments/assets/56dbc8a7-4c1d-4be7-bd4f-e6e1589507bd)

### Installation
1. First you need to install either OptiFine or the Iris mod to be able to load shaderpacks. (Choose Iris if you are unsure)
2. Then you need to launch the game, and get to the Shaderpacks/Shaders menu in Video Settings.
3. Open the shaderpacks folder by clicking the button in the menu. Download the Dithered Shader and put it in the shaderpacks folder.
4. Get back in the game, and choose Dithered_Shader in the shaderpacks menu. (Refresh the menu if it doesn’t appear)

Despatra’s CRT

Designed to look like you’re playing Minecraft on a CRT Features bloom, a reflective digital CRT rim, and customizable resolution