Hey! This shader is still in development, so there might be bugs and weird stuff. If something breaks - don't panic, that's normal for beta :)
Basically, I'm making a shader that turns Minecraft into an old-school pixel game from the 90s. You know, like on old consoles - everything square and with huge pixels? Something like that.
For now only pixelation works, I'll add the rest later
- You can adjust how much to "pixelate" (from 1 to 100)
 - I set 32 by default - looks pretty good
 - Works simply: takes a bunch of pixels, mixes them into one big one making an 8-bit game analog
 
- Cuts the palette down to 16 shades per color (like in old games)
 - Creates those "steps" between colors
 - Just like on ancient computers
 
- Slightly changes brightness so it's not too dark
 - Makes colors 20% brighter
 - Generally tries to make it look good
 
- Adds old CRT TV static noise effect
 - Animated grain that moves over time
 - Can be turned on/off in shader settings
 - Makes it feel like playing on an old television
 
PIXELATION- how much to pixelate (1-100)- 1 = almost no pixelation (very fine)
 - 100 = strong pixelation (big squares)
 
NOISE- TV static effect (0/1)- 0 = no noise
 - 1 = old TV static noise
 
- Takes the picture and "rounds" pixels into blocks
 - Cuts the number of colors to 16 per channel
 - Adjusts brightness and saturation so it doesn't look ugly
 
- Need Iris (won't work without it)
 - Minecraft 1.16+ (haven't tested on older versions, might not work), recommend playing on 1.20.1
 - Doesn't lag even on weak computers
 - OpenGL 2.1 is enough (that's a very old standard)
 
- Download and install Iris if you don't have it yet
 - Drop the 
BitNixeletfolder into theshaderpacksfolder - In Iris settings select this shader
 - Adjust the pixelation setting as you like
 
- Sometimes artifacts appear if you pixelate too much
 - Some blocks might look weird
 - Interface gets blurry with strong pixelation (don't know how to fix this yet)
 
- Fixed wrong pixelation math that caused weird scaling
 - Fixed edge artifacts by preventing texture sampling outside bounds
 - Fixed pixel centering for cleaner pixelation blocks
 - Fixed potential crashes from division by zero in color calculations
 - Fixed color overflow issues with proper clamping
 - Fixed inverted pixelation logic (now higher values = more pixelation)
 - Fixed NOISE setting not working properly with true/false values
 - Optimized luminance calculations for better performance
 
Made for those who miss pixel games from childhood