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How much of this works solely from material shaders, without seperate postprocessing?

Material shaders are used for:

  • Geometry jitter  (reduced vertex accuracy)
  • Textures stretch and slide  (affine texture mapping)
  • Pixelated textures  (nearest-point filtering)
  • Per-vertex fog
  • Per-vertex lighting

Post processing is used for:

  • Colour dithering
  • 4:3 aspect ratio display
  • Customisable colour depth