79083729

Date: 2024-10-13 17:26:02
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To keep crisp pixels (like in typical "pixel art" aesthetics) during magnification or subpixel movement, you can use antialiased point sampling, implemented manually in the shader. Here are some examples:

https://www.shadertoy.com/view/ltBGWc

short intro gist: https://gist.github.com/d7samurai/9f17966ba6130a75d1bfb0f1894ed377

in context, complete sprite renderer: https://gist.github.com/d7samurai/e51adec8a440126d028b87406556079b

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Posted by: d7samurai