Signed in as __USERNAME__. Shader experiment sandbox, forked from seelie-app-sandbox: Odin + raylib compiled to WebAssembly via emscripten. The experiments: the world renders at the native 640×480, smog and shadows render as flat-color Bayer-dither fake transparency, and an SNES-style palette pass maps the world through a per-frame 256-color / 15-bit LUT (census-weighted shadow & highlight bands, clustered light hues) before a CRT present pass (aperture grille, scanlines, phosphor bleed) paints it onto the 2560×1440 canvas. M swaps the smooth fog between the palette LUT and the SNES sub screen. Controls as in the sandbox: QWE/AD/ZSC or the left stick walk the 8 compass directions; Numpad +/− adjusts speed; the right stick or arrow keys override facing; [/] or D-pad cycles the character; the mouse wheel steps integer zoom, R resets; N toggles day/night, T the torch, U the tuning panel.
Loading WebAssembly…