#Kaleidoscopes

1 messages · Page 1 of 1 (latest)

proper ledge
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Messing with the games shaders may be a fun thing to do. Pretty visuals, fun to look at, and if I have enough time, entirely data-driven.

cobalt compass
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pretty

hasty creek
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😎 oh yeah proper kaleidoscopes

gilded shell
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Kaleidoscope? I'm not five!

proper ledge
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we getting somewhere

proper ledge
proper ledge
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here's a fun screenshot when I was trying to make it work off of a texture... i think I almost had it.

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it was meant to be a zoomed in portion of this texture that would shift based on the player's head location... i couldn't get it to actually work with the post-processor shaders, though, so it's just hiding in my shader code at the moment.

formal crane
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This is absolutely amazingggg

although, maybe some kind of filters could be cool?

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like, sepia/desaturation sometimes?

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Oh also, if you want/need textures I can do some 😄

proper ledge
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and i'd love this! the only thing I need is a texture, any resolution will do - it'll just be stretched to a square and tile. I'll document the full resource pack structure at some point, but it's all controlled by textures in assets/kaleidoscopes/textures/kaleidoscope_backgrounds/TEXTURE.png, and can be accessed with a give command /give @s kaleidoscopes:kaleidoscope_item[kaleidoscopes:kaleidoscope_overlay={texture:TEXTURE}].