All examples · Meshes and 3D

1997

What this example shows

A game that looks like 1997, with every trait of that look switched on at once:

  • Shiver (vertexSnap): corners land on a coarse grid of the screen and models shiver.
  • Affine (affine): pictures are stretched across the screen without depth and floors swim.
  • Fog (useFog): everything fades into the dusk with distance, which is how the end of the world was hidden.
  • Dither (dither with COLOR_LEVELS.ps1): 32 levels a channel with an ordered pattern over them, the PlayStation's colour.

Press 1 to 4 to switch each one off, and space to switch them all and see the same scene as a modern card draws it. None of them costs anything to switch: each is a field read every frame.

Starting