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Minecraft: Java Edition
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Mode 13h: MS-DOSify!
An Iris shader pack for Minecraft that recreates the look of late-90s MS-DOS 3D graphics with deliberate retro accuracy.

Mode 13h: MS-DOSify! is not just a generic “pixelation” shader. It aims to reproduce the actual visual limitations and quirks that gave old DOS-era 3D games their unmistakable look: low resolution, wobbly software texture mapping, a fixed 256-color palette, colormap lighting, billboarded sprites, and carefully tuned fog.
It supports Minecraft 1.20.1 and 1.21.1 with Iris or Oculus; every release is tested on both. Newer versions are best-effort.
Recommended render resolution:
1280 x 800
The shader pack is designed to downscale by 4x to an internal320 x 200image, matching classic Mode 13h output.
For the most authentic look, stretch the final image to4:3to reproduce the era’s non-square pixels.
🧾 Why This Exists
A lot of “retro” shaders stop at chunky pixels and call it a day.
Mode 13h goes further. It tries to recreate the specific rendering artifacts that defined old DOS-era 3D, including the quirks modern graphics usually try to hide or eliminate. The goal is not just to look old — it is to feel like an actual late-90s PC pushing textured 3D slightly beyond its comfort zone.

✨ Features
📺 Authentic low-resolution output
- The image is downscaled to a Mode 13h-style
320 x 200internal resolution. - This gives the shader pack the crunchy image structure typical of classic DOS graphics.
- Textures pick their mipmaps for that
320 x 200image, so distant surfaces don't shimmer.
🧱 Quake-style texture mapping
- Like Quake, textures are perspective-correct only every 16 pixels and linear in between, giving the subtle texture wobble of software-rendered 3D.
- Want the full PlayStation-style warping? Switch to affine mapping. Prefer it clean? Perspective-correct is there too.
🎨 A real 256-color palette
- Every pixel is drawn from a fixed 256-color palette, like a DOS game's own.
- The default ramp palette has 16 Minecraft hues (stone, dirt, grass, water, lava, gold…) in 16 shades each.
- Prefer the classic? Pick the stock VGA palette, or the computed RGB332 and
6 x 6 x 6palettes. - Or play in the colors of a classic: Wolfenstein 3D, Doom, Heretic, Hexen, Quake, Duke Nukem 3D, Daggerfall, or the Mac OS system palette.
💡 Colormap lighting
- Textures only use palette colors, and shadows step down each color's ramp instead of dimming smoothly — just like the colormaps of Doom and Quake.
- Light is quantized into configurable brightness steps; 16 matches vanilla Minecraft’s light levels.
🌫️ Tuned fog
- Fog keeps vanilla's shapes and curves but starts at half the vanilla distance by default, selling depth the way older games did.
- Start, End and Density scales in the menu let you push it thicker or back to vanilla.
🪧 Billboarded sprites
- Flowers and grass, torches, lanterns, chains, amethyst, bamboo and hanging propagules render as 2D billboards that always face the player.
- This mimics the sprite-based tricks commonly used in older 3D games.
- Signs and more blocks can billboard too, with the add-ons below.
✋ Painted viewmodel
- First-person hands and held items are drawn flat and unlit, like the painted weapon sprites of old shooters.
- An ordered dither at
320 x 200scale breaks up their gradients before the palette.
💧 Night water
- Water turns darker and more opaque in low light, so rivers and oceans read as black depths at night.
⚙️ Configuration
The shader includes a configuration menu with several options so you can fine-tune the effect to your taste.
You can adjust things such as:
- Pixel scale (resolution reduction)
- Palette: ramp, stock VGA, RGB332,
6 x 6 x 6, Mac OS, seven classic game palettes, or off - Colormap lighting, light steps and ambient floor
- Texture mapping: subdivided, affine or perspective-correct, and the span width
- Fog start, end and density
- Hands: flat sprite look and dithering strength
- Add-on compatibility toggles, which can be enabled or disabled individually
🔧 Technical Notes
- Requires Iris or Oculus. OptiFine is not supported.
- Supported: Minecraft
1.20.1and1.21.1. Newer versions are best-effort. - Targets OpenGL
4.1, so it can also run on macOS. - Lightweight: a handful of geometry passes and one final pass, no composites.
- Upgrading from 1.x: settings for removed or renamed options reset to their defaults.
🧩 Add-ons
Mode 13h also has optional companion add-ons that expand the billboarding system.
Important: Add-ons are not included with the shader pack. They must be downloaded separately.
🪧 Flatter Signs
Flatter Signs is a mod that changes signs into cross/hatch models, allowing Mode 13h to billboard them like flowers or grass.
Without the shader pack, those signs simply render as flat cross/hatch objects. With Mode 13h enabled, they become proper DOS-style billboarded signs.
🧱 Billy Boarding (WIP)
Billy Boarding is a resource pack that changes the .json block models of selected blocks so they become cross/hatch-based and therefore compatible with the shader’s billboarding system.
If you install these add-ons, you can enable or disable their dedicated support from the shader configuration screen.
🌌 Recommended with a Stylized Sky
For the best overall presentation, it is recommended to pair Mode 13h with a stylized skybox.
At the moment, the recommended choice is Anime Sky.
A bespoke skybox made specifically for Mode 13h may come in the future.
❌ What It Is Not
- Not just a simple “pixelation” filter
- Not a generic CRT-style retro effect: it emulates the signal, not the monitor. No CRT curvature, scanlines or bloom; stretch to
4:3yourself. - Not a clean or modernized take on retro visuals
Mode 13h intentionally embraces visual instability, harsh quantization, and awkward old rendering tricks — because that is the whole point.
🖇️ Credits
- Shader pack & idea: HandLock_
🛠️ Development
See AGENTS.md.
“If the textures don’t wobble, it’s not old enough.”


