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=====# List of Filters #===== ||<table align=center><table bordercolor=#debb7b><rowbgcolor=#000><rowcolor=#fff><width=15%> '''Name''' || '''Effect''' || ||<colbgcolor=#000><colcolor=#fff> Grayscale || A grayscale layer is applied to the screen, desaturating all the affected colors. At 100%, all colors turn into a shade of gray. Default. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The colors becomes saturated instead. High magnitude intensity: If the intensity exceeds 100%, the hues of the colors are inverted, becoming a complete hue inversion at 200% intensity. Even higher values increase the contrast. This also applies to negative intensity values, minus the hue inversion. }}} || || Sepia || Applies a sepia-colored filter. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: Applies a light-blue colored filter instead. [* This is allegedly a popular effect among level creators.] }}} || || Invert Colors || Inverts colors.[* e.g. #ff0000 → #00ffff, #787878 → #878787, #debb7b → #325585][*NoIntensity Does not support intensity values.] || || VHS || Applies a VHS-like effect to the screen. The colors are bitcrushed, white static fills the bottom part of the screen, occasional streaks of static and screen-warping flash in and out, and the bottom of the screen is completely mangled. The intensity affects the white static. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The static turns black. }}} || || 80's TV || Creates TV-like lines on the screen, with a faint wave effect. A dark bar periodically sweeps the screen from top to bottom. A faint reflection of the screen is shown offset a bit to the top right. A faint red color filter is also applied. [*NoIntensity] || || 50's TV || Creates TV-like lines on the screen, with a faint wave effect. A dark bar periodically sweeps the screen from top to bottom. A faint reflection of the screen is shown offset a bit to the top right. A grayscale filter and a static filter is also applied. [*NoIntensity] || || Arcade || Creates TV-like lines on the screen, with a faint wave effect.A faint reflection of the screen is shown offset a bit to the top right. A faint green color filter is also applied.[*NoIntensity] || || LED || Creates faint TV-like lines on the screen that slowly scroll up. The screen is pixelated, and then split into 3 subpixels, each repesenting the R, G and B values of each pixel (with additional blur applied, causing a blend between the original colors and the subpixel effect). Higher intensities cause more pixelization, while lower intensities split the screen much finer. Note that this has the side effect of turning the screen almost fully black at and near intensity 0. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The filter works almost identical at negative intensities, but the subpixel effect is gone, leaving only the lines and pixelization. }}} || || Rain || Causes rain and lightning effects. The effect is a combination of a white animated texture overlay that represents the visible raindrops and lightning, and a distortion effect that represents the raindrops refracting light. The intensity affects both effects, affecting the opacity of the rain texture and the intensity of the distortion, with 0% intensity having no effect whatsoever. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The rain and lightning effect turns black. }}} || || Blizzard || Overlays an animated blizzard texture on the screen. The intensity affects the speed of the animation, showing a fully stationary texture at 0% intensity. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The blizzard texture is animated in reverse, essentially reversing the direction of the snow particles. }}} || || Pixel Snow || Creates white and cyan rectangle particles that slowly fall from the top of the screen. As the intensity increases, layers containing larger and more opaque particles start appearing over the previous particles. Note that these layers all contain white particles; cyan particles only increase in opacity in their initial layer. || || Compression || Rectangular areas of the screen are momentarily offset to the left. Note that the effect is periodic; the effect happens for a few seconds[* The loop does contain one section much longer than the rest, where the effect is continuously applied.] and then enters a short rest period before resuming. Higher intensities increase the displacement distance. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The areas are offset to the right, instead of the left. }}} || || Glitch || Causes horizontal streaks of varying height to rapidly flash in and out. These streaks horizontally offset the content behind them left and right, and also randomly modifies the saturation and brightness of the area. Rarer streaks also invert the hue of the. [*NoIntensity] || || Pixelate || Pixelates the screen. Higher intensities pixelate the screen more. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: Visually similar to positive intensities, but pixels on the bottom-right are prioritized as opposed to positive intensities, where pixels on the top-left are prioritized.[* Through testing, the Pixelate filter seemingly takes pixels from a grid, and then uses that pixels to fill entire cells of the grid. Positive and negative values have the same effect, but the grid positions are selected in opposite sides.] }}} || || Waves || Applies a horizontal offset to the screen. The offset amount is determined by a downward-moving sine-like wave dependent on the vertical position and elapsed time. The amplitude of the wave also oscillates upwards depending on these factors, creating a double-helix-like pattern. Higher intensities decrease the wavelength of the sine wave. Note that this effect does '' not '' completely disappear at 0% intensity. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The amplitude oscillation travels downwards along with the offset wave. }}} || || Static || Overlays a grayscale filter on top of the screen, but with an animated static texture. The noise texture completely obscures the screen at 100% intensity. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The colors becomes saturated instead, and the static texture from the VHS filter is applied. High magnitude intensity: If the intensity exceeds 100%, the colors are inverted, becoming a complete color inversion at 200% intensity, and the static texture from the VHS filter is applied, but in black. Even higher values increase the contrast and the intensity of the static effect. }}} || || Film Grain || Applies a fine static texture to the screen. The overlay is much less intense compared to Static, and does not fully obscure the screen even at 100% intensity. {{{#!folding Out-of-bounds effects [ expand · collapse ] High magnitude intensity: If the intensity becomes much higher, the static texture turns gradually opaque until it ultimately covers the entire screen.}}} || || Motion Blur || Applies a motion blur effect. || || Fisheye || For intensity values above 50%, applies a fisheye effect, bulging out the center of the screen while compressing the edges. For values below 50%, the inverse happens, as the center of the screen is shrunk while the edges are stretched. No effect at intensity 50%. || || Aberration || Applies a chromatic aberration effect, with red and blue moving in directions 90 degrees from each other and green staying in place. For intensity values above 50%, the red color is offset to the left and blue downwards, while values below 50% offset red to the right and blue upwards. Note that the blue color is less offset than the red. {{{#!folding Out-of-bounds effects [ expand · collapse ] High magnitude intensity: Values too high might cause most of the blue and red colors leaving the screen entirely, with mostly only green remaining.}}} || || Drawing || Applies an animated outline filter and a grayscale filter to the screen, as well as overlaying a crumpled paper-like texture. Solid-colored surfaces are typically turned white regardless of their original color, while color boundaries are given a black outline. The intensity affects all three effects, setting the intensity of the filters and the opacity of the overlay. || || Neon || Displays solid colored areas as black, and shows outlines around color borders, making them look like neon tubes. {{{#!folding Detailed explanation [expand · collapse] The color of the outlines are determined by the difference between each color channel of the border colors [*e.g. cyan and magenta make yellow, because (0, 1, 1) and (1, 0, 1) have a difference of (±1, ∓1, 0), which is treated as (1, 1, 0), corresponding to yellow.], with the contrast increased, resulting in mostly red, green, blue, yellow, cyan, magenta and white being the border colors.}}} [*NoIntensity] || || 8-bit Handheld || Pixelates the screen, applies noise and limits the colors to four shades of green, emulating an old handheld gaming console screen. {{{#!folding Detailed explanation [expand · collapse] Pixelates the screen and reduces the color palette to three different shades of green. The shade of each pixel is determined by the amount of red and green of the original color. The brightest color is a yellowish-green, followed by a deep green and a deep blue. Afterwards, an animated static pattern that vaguely resembles a radial gradient on the bottom left is applied. This static pattern brightens the pixels behind it, allowing a fourth shade to appear: a bright yellow green. The brightening effect seems to depend on the original color's brightness, and has little to no effect on pixels close to black. Note that this process also takes the blue channel of the original color into account, successfully brightening blue pixels, but not black pixels.}}}[*NoIntensity] || || Night Vision || Turns the screen green and applies a vignette effect, with a green TV-like filter applied on top. {{{#!folding Detailed explanation [expand · collapse] The screen is rendered in alternating horizontal lines; one is fully dark and the other is dependent on the original color, which is determined by the value of all 3 color channels. Red pixels contribute the least amount of brightness, followed by blue and green, respectively. Additionally, all horizontal color borders are turned fully vertical, creating a pixelization-like effect.}}} [*NoIntensity] || || Funk || Applies a bright multicolored filter to the screen that constatly moves and shifts. {{{#!folding Detailed explanation [expand · collapse] The screen is completely obscured by a moving pattern, where blobs arranged in a vague diamond-like pattern constantly move downwards. These blobs also periodically move left and right, merging and splitting with adjacent blobs. The blobs grow in size while stationary, before shrinking again and moving to the side, and the animation repeats again. Whenever a blob grows in size, new colors start appearing from the center, which can be categorized into two main types. The first type has a green background, with the hue decreasing towards the center of the blobs, forming yellow, red and magenta rings around it. The second type has a blue background, with the hue increasing towards the center of the blobs, forming magenta, red and yellow rings around it. The colors are limited to pure colors only, with 100% saturation and 100% value brightness. The position of the animation seems to be slightly offset depending on the base color, allowing the player to differentiate objects using color borders. }}} [*NoIntensity] || || Tunnel || Shrinks the center of the screen, and wraps the edges of the screen around the center, creating a cone-like effect. {{{#!folding Detailed explanation [expand · collapse] The vertical axis of the screen curves to make a circle. The center of the screen stays relatively the same, the bottom part curves clockwise and the top part curves counter-clockwise. The two edges of the screen eventually meet at the left side of the screen, with the x-axis separating the two. This leads to a large chunk of the left-side of the screen to completely disappear. Note that because this causes the right edge of the screen to also wrap around as a circle, the four corners would normally be left blank. The screen is tiled to fill this gap, and this causes some of the far-left side of the screen to appear. }}} [*NoIntensity] || || Weird 3D || Applies a rudimentary 3D filter. The screen is zoomed in significantly, and the view is slightly tilted, as if the player is looking from a diagonal top-front position, with brighter pixels protruding out and darker pixels sinking in downwards. {{{#!folding Detailed explanation [expand · collapse] The height of each pixel is determined by the value of the R channel; colors with 100% R is at max height, while colors with 0% R is at a minimum height. The other two channels seemingly have no effect. The height illusion is seemingly created by stretching the screen horizontally, and then offsetting each pixel upwards by its corresponding R value. A color darker than the original is used to draw a line between the original position and the new position, to give it the illusion of height. Pixels lower on the screen are drawn on top of pixels higher than them, giving the illusion of being closer to the camera. A white gradient is additionally applied from the top of the screen to make it look more distant. }}} [*NoIntensity] || || Blur || Blurs the screen by creating eight transparent copies of it, and offsetting them by a small amount. Four of them are offset to the cardinal directions, while the remaining four are offset diagonally, such that the 8 copies form a square. The copies in the corners are significally more transparent. The intensity determines the offset distance. {{{#!folding Out-of-bounds effects [ expand · collapse ] High magnitude intensity: The copies are offset so much, that each of them can be seen individually.}}} || || Blur Focus || Applies blur by creating 4 copies of the screen that get further from the center. The effect itself is also stronger near the edges and corners, leaving the center of the screen relatively unblurred. Also stretches the edges of the screen to make the center pop out. Higher intensities cause the blur to strengthen and the edges to thin more. {{{#!folding Out-of-bounds effects [ expand · collapse ] High magnitude intensity: The edges are thinned into thin lines, making the corners and center take up more space, resulting in an astroid-like shape. Too high intensity values can cause significant lag or crashing.}}} || || Gaussian Blur || Blurs the screen by splitting the screen into a 5×5 lattice of itself, each with a uniform, low opacity. {{{#!folding Out-of-bounds effects [ expand · collapse ] High magnitude intensity: The copies are offset so much, that each of them can be seen individually.}}} || || Hexagon Black || Turns the screen into a hexagonal grid with thin black borders between each tile. Larger intensities increase the size of each hexagon, lowering the screen resolution. The thickness of the black borders seemingly do not change. For low intensity values (approx. −∞ to 20%)[* Might differ depending on monitor resolution.], the grid does not change in any significant way. This also means that the filter does not disapper at 0% intensity. || || Posterize || Reduces the amount of total colors on screen, merging similar colors into a group. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The brightness and contrast of the screen increases while also applying the posterize effect. At approximately 1290% or higher: The screen turns completely black. }}} || || Sharpen || Reduces the blurriness of the screen by grouping small groups of pixels into adjacent larger ones (effectively reducing the effects of anti-aliasing). Higher intensities cause more grouping of colors. Unlike Posterize, Sharpen does not necessarily reduce the total amount of possible colors on the screen. || || Contrast || Increases the contrast of the screen. {{{#!folding Out-of-bounds effects [ expand · collapse ] From 0 to −100: The screen progressively converges to 50% gray, becoming fully gray at −100%. From −100 to −200: The screen progressively becomes less gray. The colors are also inverted. −200 and onward: The screen contrast increases as normal, but with inverted colors. }}} || || Edge Black Line || Similiar to Neon, but the outlines are thicker and look more pixelated. The colors also have much higher contrast. There is also a slight difference in how the color boundaries are calculated; colors closer together in component-wise brightness (Red, green and blue; cyan, magenta and yellow) no longer cause outlines.[*NoIntensity] || || Oil Paint || Groups nearby colors, making the screen look chunkier, and also applies distortion, warping certain elements like text. A copy of the current screen is overlayed on top, offset slightly to the lower left side. The intensity affects all these aspects. {{{#!folding Out-of-bounds effects [ expand · collapse ] Negative intensity: The copy is offset to the top right instead. High magnitude intensity: At higher values, the copy may be offset so much that the two appear separate, and smaller elements might fully disappear. }}} || || Super Dot || Turns the screen into a grid of squares. Unlike Pixelate, the grid is always made up of squares (not just rectangles), and each square has a vignette-like outline applied to it.[*NoIntensity] || || Water Drop || Creates distortion effects around somewhat elliptical patterns, and also applies a vertical distortion effect in a noise-like pattern to simulate water droplets falling while on the screen. The intensity of the filter affects both of these effects. Note that 0% intensity does not visually disable the effect. {{{#!folding Out-of-bounds effects [ expand · collapse ] The intensity seems to be capped at 0% and 100%, and any intensity value outside of that range does not have any visible effect. }}} || || Light Water || Causes the screen to deform and wobble. Bright semi-transparent blobs also appear and disappear while generally moving left. The deformation occurs in waves, whose wavelength gets shorter as the intensity increases. Additionally, the bright blobs increase in frequency and decrease in size as the intensity increases. || || Falling Petals || Pink and white petals start falling from the top-left of the screen. [*NoIntensity] || || Falling Petals (Instant) || Similar to Falling Petals, but a few petals are spawned within the screen instead. [*NoIntensity] ||
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