PS1Post
320×240 display rasterization and 15-bit ordered dithering, adapted from the installed PS1 surface shader. The main Presentation registers it over all layers so widgets, text and the game share the display raster.
PS1Post
320×240 display rasterization and 15-bit ordered dithering, adapted from the installed PS1 surface shader. The main Presentation registers it over all layers so widgets, text and the game share the display raster.
The optional signal uniform adds horizontal colour bleed, stable alternating scanlines and stronger ordered dithering. Main gameplay uses 0.75 for the composite option; RGB uses 0. The default is 0, preserving the existing reveal's rendering. This is a stylistic composite approximation, not a complete analogue signal simulation.
Scoped to this part · feeds back into the world's score.