Lightweight OpenGL 4.6 shaders for Minecraft 1.16.5–26.2 with volumetric godrays, HDR rendering, 3D clouds, and LabPBR support.
AuraLite is a modern, lightweight, and highly optimized shader pack built on top of the OpenGL 4.6 / GLSL 460 standard. It is specifically designed and tested for Minecraft 1.16 – 26.2 with Sodium + Iris (and compatible with OptiFine, Oculus).
AuraLite delivers a breathtaking, realistic visual experience without overcomplicating the screen with bloated post-processing effects (such as aggressive motion blur or heavy bloom). A lightweight HDR bloom (gaussian pyramid since v1.1.3, half-resolution and skippable since v1.1.4) softly glows emissive sources without smearing the scene. Optional FXAA/SMAA anti-aliasing, SSR, TAA, godrays, and SSAO are profile-scaled so AuraLite keeps high FPS and smooth frametimes on modern GPUs.
🧪 v1.1.4 note: Adds tiny physical-atmosphere LUTs (
begin/begin1→ 64×32colortex5+ 32×16colortex6), a hard Distant Horizons seam (the v1.1.3 screen-door dither punched white holes on DH 3.2), DH-aware TAA with a material reactive mask, a Gerstner water spectrum, half-res schedulable bloom, and an Iris 1.7.6 compatibility workaround (dhShadow.enabled=falseby default). TAA remains on by default in HIGH/ULTRA/EXTREME; camera jitter stays OFF. See changelog below.
ℹ️ Historical note: older changelog sections below are preserved as original release notes.
Version 1.1.4 rebuilds the experimental physical sky around shared low-frequency LUTs, replaces the hole-producing DH screen-door seam with a deterministic hand-off, and cuts post-process cost with skippable half-resolution bloom. It also finishes the TAA story for Distant Horizons (correct DH reprojection + Halton jitter on LOD geometry) and swaps glittery water fBm for a coherent Gerstner swell.
begin / begin1)colortex5/colortex6 to save VRAM. v1.1.4 brings them back as 64×32 solar-transmittance (colortex5) and 32×16 multi-scatter / ground-bounce (colortex6) tables — kilobytes, not megabytes.begin.fsh rebuilds direct solar transmittance every frame: sun elevation on X (−0.16…1.0, including civil twilight), camera altitude on Y (0–30 km), Kasten–Young airmass × Rayleigh + aerosol extinction, zeroed below the night hemisphere.begin1.fsh layers bounded multi-scattering and biome-aware ground bounce on top of that transmittance. Noon is Rayleigh-blue; low sun is warm; swamp/snow/vegetation tints come from GROUND_BOUNCE_MODE.gbuffers_skybasic, terrain fog, water analytic reflection, volumetric godrays, clouds and the SSR sky fallback all sample the same LUTs instead of each running a second atmosphere march.SKY_MODE=0 (every shipped profile) the LUT passes write constants and cost almost nothing. Enable Physical Sky manually in the Experimental tab.New Experimental → Atmosphere options (off-profile defaults stay cinematic / auto):
ATMOSPHERE_TURBIDITY — Crisp / Balanced / Hazy aerosol load.ATMOSPHERE_SCALE — Compact 25 m / Balanced 50 m / Cinematic 100 m per block (how Minecraft Y maps into atmosphere kilometres).GROUND_BOUNCE_MODE — Auto (biome-aware) / Neutral Soil / Vegetation / Snow / Desert.SKY_TEMPORAL — rotation-only history blend for the sky (requires TAA). Physical sky uses a higher history weight than the animated gradient sky so stars/aurora do not trail.The swamp detector now also matches BIOME_MANGROVE_SWAMP.
⚠️ AuraLite still does NOT claim full Distant Horizons compatibility. v1.1.4 is a targeted correctness pass on the v1.1.2/v1.1.3 experimental path.
far. The v1.1.3 16 m screen-door dither discarded random LOD fragments in the seam band; on DH 3.2 those holes showed sky/white whenever vanilla geometry did not fill the same pixel. DH fragments with dist < far are now simply discarded — less cinematic, never stochastic.composite1.fsh reprojects DH pixels through dhProjectionInverse + dhPreviousProjection (vanilla matrices have the wrong far plane).DH_BLOCK_ILLUMINATED tag colortex2.a = 0.24 — distant sea lanterns / glowstone stay self-emissive even when they are not lava-orange or portal-violet. Extra DH material classes: DIRT, SAND, TERRACOTTA.dh_water now honours WATER_WAVES / riffles / transparency / specular, applies the frozen-ocean navy floor, and occludes against dhDepthTex1 (plus Iris depthtex1 via view-space Z, because raw depths use different projections).DH_SHADOW_RANGE — Seam (1.25×) / Extended (2×) / Far (4×) of vanilla far. LOD receivers can keep sampling the shared shadow map past the vanilla chunk edge.dhShadow.enabled=false by default. DH 3.2.0-b + Iris 1.7.6 can replace/cull the vanilla terrain shadow pass — symptom: mob shadows remain, block shadows vanish even in vanilla chunks. Users with a verified working Iris/DH bridge can turn the DH shadow pass back on and then use DH_SHADOW_RANGE.SKY_TEMPORAL) — sky pixels have no stable world position, so history is reprojected with camera rotation only (no translation). Gradient-sky history weight is lower (0.28) than Physical (0.46) so clouds/aurora/meteors do not smear.0.8), foliage (0.62) and emissive/lava (< 0.5) cut history weight by 46% / 30% / 58%. Without a per-object velocity buffer this is what stops waving leaves and water from ghosting after TAA.final.fsh. That field was mathematically stable but read as high-frequency random glitter.±0.22.0.04/0.02 → 0.032/0.016) so the geometric mesh matches the new reflection spectrum.gbuffers_water, gbuffers_terrain_translucent and gbuffers_terrain (lava stays texture-driven).BLOOM toggle. VERY_LOW / LOW skip the entire 5-pass chain via program.composite3–7.enabled=BLOOM (Iris/OptiFine do not even dispatch the programs).colortex3/colortex4 are half-resolution (size.buffer = 0.5 0.5). Gaussian strides are doubled so the world-space radius stays the same; final.fsh linearly upsamples the glow.TAA similarly gates composite1/composite2, so lighter profiles no longer pay for unused fullscreen passes.AURORA_QUALITY — Soft 8 / Balanced 12 / Silky 18 raymarch steps, with a centred globally-animated ray start (the previous per-pixel hash grain is gone).| Profile | Shadows | DH receivers | TAA | Bloom | Sky temporal |
|---|---|---|---|---|---|
| VERY_LOW / LOW | ❌ 512 / 60 m | Seam | ❌ | ❌ | ❌ |
| MED | ✅ 1024 / 192 m Balanced | Seam | ❌ | ✅ Balanced | ❌ |
| HIGH | ✅ 2048 / 512 m Balanced | Extended | ✅ | ✅ Balanced | ✅ |
| ULTRA | ✅ 4096 / 512 m Aggressive | Extended | ✅ | ✅ Balanced | ✅ |
| EXTREME | ✅ 8192 / 768 m Aggressive | Far | ✅ | ✅ Strong | ✅ |
Camera jitter remains off by default in every profile.
Version 1.1.3 completes the TAA pipeline (Halton sub-pixel camera jitter + YCoCg variance clipping), replaces the old single-pass bloom with a true multi-octave HDR gaussian pyramid, and fixes the long-standing black-water regression with MRT-proof water detection. It also adds procedural raindrop rings, biome-aware murky swamp water, underwater plant sway, post-TAA sharpening, and a ~48 MB VRAM cleanup.
gl_Position by a rotating 8-frame Halton pattern (±0.5 px). Previously TAA only blended history without jittering the sample point, so it could only blur noise instead of reconstructing sub-pixel detail.TAA_JITTER option — Off / Subtle / Standard / Strong (new in v1.1.3). The jitter is OFF by default in all profiles for a rock-steady image; Subtle (±0.25 px), Standard (±0.5 px) and Strong (±0.75 px) scale the amplitude for users who want the full sub-pixel reconstruction (removes high-frequency shimmer at the cost of a slight temporal wobble). Requires TAA enabled.composite1.fsh — the old frame's offset is re-added to the reprojection (with the same strength scale), so static images converge instead of smearing ~0.5 px. Only active while jitter is on.TAA_STRENGTH: 1.50 Light / 1.25 Balanced / 1.10 Stable.TAA_STRENGTH presets the variance-clip tightness.HDR_BLOOM option (Subtle 0.06 / Balanced 0.12 / Strong 0.22 amplitude) wired into every quality profile.colortex1/colortex2 MRT writes entirely — water then arrives with a zeroed normal + alpha + lightmap. The emissive fast-path (alpha < 0.5) swallowed it and every tag/lightmap-based system died with it.colortex2.a = 0.8 tag; rescue = the depth difference (depthtex1 solid-only vs depthtex0) proves a translucent surface on top, then a hue-fingerprint classifier on the albedo rejects portals (violet, green-starved) and lava (blue-starved) while accepting water (blue/blue-green, never pale). Water, ice and glass classify; torch flames, portal sparkles, squid ink, pale ice and clear glass do not.waterSkyRefl) — zenith/horizon gradient + warm sun-side glow, dimension-aware (Overworld palette, Nether biome sheen, End violet sheen), applied via Schlick Fresnel with a 0.20 floor (pure F0≈0.02 at steep look-down angles was exactly what let shadowed water crush to black), multiplied by skyLight so cave water stays dark. This is the actual black-water fix and works with SSR disabled.gbuffers_water/gbuffers_terrain_translucent — frozen-ocean biome tints (e.g. 0x3938C9) can no longer crush R/G to black after the gamma pipeline.WATER_DEBUG diagnostics overlay (Off / Classify / Lightmap / Raw tag alpha) — green = healthy tag, red = depth-rescued, yellow = rescued from the emissive path, magenta = lava/portal-guarded.waterMirrorBoost hack existed); now a day/night/sunset/storm-aware gradient with moon-phase brightness, Schlick-Fresnel weighting and edge fade.composite.fsh).CLOUD_QUALITY option: 8 / 12 / 16 raymarch steps (was hardcoded 12) — Cheap / Standard / High.seagrass, tall_seagrass, kelp, kelp_plant, sea_pickle) — fronds sway in a current, phase-shifted by height so the tips lag the base, storm-agitated along with the surface foliage path. Displacement is mirrored in shadow.vsh so shadows follow the visible fronds.isSwampBiome) — swamp water absorbs more red and reads greener and murkier (absorption (0.23, 0.038, 0.10), deep colour pushed to dark green) instead of open-ocean blue.SKY_MODE=1 atmosphere now includes a warm ground-bounce term: terrain's ~15–20% mean albedo re-scatters in the lower atmosphere (strongest at the horizon and with a high sun), removing the "sterile" blue-bias horizon band.discard at far + 16 is replaced by a screen-door dithered transition band: DH LOD fragments stochastically blend into vanilla chunks over 16 m, so crossing the boundary or changing render distance no longer shows a hard cut. The pattern is static per frame (DH-only pixels are excluded from TAA history).colortex5/colortex6 format directives — never read or written, but each forced Iris/OptiFine to allocate a full RGBA16F screen buffer: ~32 MB saved @1080p, ~128 MB @4K.shadowcolor0Format RGBA16F → RGBA8 (it only carries LDR tex * glcolor): another ~16 MB @1080p / ~64 MB @4K.shadowcolor1Format removed (nothing ever wrote to it).colortex0Clear = true — no stale garbage on the first frame or after a window resize.colortex3/colortex4 are now actually used by the bloom pyramid; the full 8-buffer HDR pipeline is engaged.Version 1.1.2 extends shadow rendering to the actual render distance with an adaptive LOD system, fixes HDR/TAA pipeline strictness, cleans up deprecated GLSL, and introduces partial, experimental Distant Horizons support (WIP) — without claiming full compatibility yet. Work is ongoing.
shadowDistance was 60-160m with a hard cutoff at shadowDistance. Now it scales with quality profiles: 60m (VERY_LOW/LOW, no shadows) → 120m (MED) → 256m (HIGH/ULTRA) → 384m (EXTREME). The cutoff is replaced by a soft fade smoothstep(far*0.85, far*0.98).SHADOW_LOD toggle — Off / Balanced / Aggressive. Reduces sample count and expands filter radius at distance to keep performance stable:>25% far → 16 samples ×1.8 radius, >50% → 8 ×2.8>15% → 16×2.0, >35% → 8×3.5, >60% → 4×5.0far shadow sampling is skipped entirely.shadowMapResolution now includes 8192. EXTREME uses 8192 for maximum texel density at 384m. HIGH stays 2048, ULTRA 4096.SHADOW_PCSS_BLUR toggle — fixed softness vs PCSS penumbra softening. When enabled, penumbra grows with blocker distance and rain. When disabled, shadows use constant softness.composite.fsh:sampleShadow(): added UV bounds checks (prevents clamp-to-border artifacts), avgBlockerDepth clamped to 1e-4 to avoid NaN, penumbraSize clamped 0-2.0, lightSize reduced 140→40 to prevent light bleeding, actualSpread capped to 16.0, out-of-bounds samples counted as unshadowed (1.0) for correct averaging.distBias now scales with far instead of shadowDistance, plus extra water receiver bias for tagged water pixels (colortex2.a≈0.8).#define RGBA16F 0 guards added before the const int colortex*Format = RGBA16F directives. This satisfies strict GLSL validators (C1503 undefined variable RGBA16F) while Iris/OptiFine's parser still reads the format names (spec second clause). In v1.1.1 the directives were inside a /* */ comment and were ignored by some loaders.RGBA16F: colortex0/1/2 (main HDR + PBR + material tags), colortex3/4/5/6 (unused today but set to HDR for a full pipeline), colortex7 (TAA history, colortex7Clear=false), and optional shadowcolor0/1Format = RGBA16F.⚠️ AuraLite does NOT yet claim full Distant Horizons compatibility. v1.1.2 only adds a minimal, experimental code path so LOD chunks are no longer invisible under Iris. It's functional enough for testing, but considered partial and work-in-progress.
dh_terrain.vsh/.fsh, dh_water.vsh/.fsh, dh_shadow.vsh/.fsh, Iris marks the pack as incompatible with DH and simply doesn't draw DH's simplified LOD chunks at all — symptom "shader works but DH chunks invisible". Presence of these files is enough for Iris/DH auto-detection (dhShadow.enabled defaults true).dh_terrain/dh_water write the same colortex0/1/2 layout as vanilla passes, so existing lighting/fog/shadow/cloud/godray code in composite.fsh applies to LOD geometry without other changes.composite.fsh: detects depthtex0>=1.0 && dhDepthTex0<1.0 → isDHTerrain, reconstructs viewPos via dhProjectionInverse (not gbufferProjectionInverse — different far planes) and computes isSkyPixel. Fixes DH terrain being treated as sky (flat/washed-out).effectiveDensity *= far/dhRenderDistance prevents exponential fog from saturating to white before DH draw distance.!isSkyPixel instead of depth<1.0 so distant DH_BLOCK_ILLUMINATED (glowstone/lanterns) is still emissive.final.fsh heat shimmer now checks dhDepthTex0 via isRealGeometry so distant lava lakes also shimmer.if(dist < far+16.0) discard in DH passes — DH renders entire world including area already covered by vanilla chunks; without discard both fight over same G-buffer pixel causing Z-fighting / missing water/ice.gl_MultiTexCoord2 is not guaranteed to carry valid lightmap data for DH programs — v1.1.2 hardcodes lmcoord = vec2(0.0,1.0) (open sky, no torch). Correct for exterior DH, but not interior-perfect.normals/specular maps for DH — roughness/metalness approximated per dhMaterialId (STONE/WOOD/METAL/SNOW/LEAVES/LAVA...). No POM on DH.[v1.1.1-ui-hotfix]: Oversized option screens were split into [SHADOW_OPTIONS], [PBR_OPTIONS], [AO_REFLECTIONS], [CLOUD_SHAPE], [LIGHT_SHAFTS], [NIGHT_SKY] because some Iris/OptiFine UI builds silently hide buttons when a screen has too many entries.ftransform() removed from composite.vsh, final.vsh, gbuffers_clouds.vsh, composite1.vsh, composite2.vsh, gbuffers_weather.vsh — replaced with explicit gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex for broader driver compat (same fix applied to shadow.vsh in v1.1.0).±1/255 before tonemap). The single pre-tonemap dither remains — more effective in darks, silent in brights.colortex6 hand-off comment (removed in v1.0.3), now notes that final.fsh reads normal from colortex2 and roughness from colortex1.z.lang/*.lang headers v1.0.7 → v1.1.2, translated previously-English profile.*.comment placeholders into native languages (ur_pk, vi_vn, zh_cn, zh_hk, zh_tw and others).Version 1.1.0 replaces the screen-space godray approximation with a fully volumetric raymarched implementation, switches the entire G-buffer pipeline to true HDR (RGBA16F), and introduces an experimental, fully physical realtime atmospheric-scattering sky mode as an opt-in alternative to the stable gradient sky. This is a focused two-pillar update on top of the v1.0.7 bug-fix baseline.
The old computeGodrays() screen-space approximation has been replaced by computeVolumetricGodrays() — a genuine single-scattering volumetric raymarch:
frameCounter uniform when TAA is active — 8–24 raymarch steps now integrate as smoothly as hundreds, with no banding.Tr₀ · σs/σt · (1 − e^(−σt·Δx)) per step, which is energy-conserving regardless of step size (no more over-brightening at low sample counts).GODRAYS_STRENGTH setting (Subtle / Balanced / Dramatic) added to every quality profile.GODRAYS_QUALITY sample counts and distances increased: Fast 8 samples/96m, Balanced 16/128m, High 24/160m (up from 4/72m, 6/110m, 8/150m in v1.0.7).colortex0, colortex1, and colortex2 are now explicitly RGBA16F. Bright sources — the sun disk, lava, specular highlights, portals — no longer clip to 1.0 before tone mapping, so the ACES/AgX curves in final.fsh finally compress genuine HDR highlights instead of receiving pre-clamped input. Bloom now samples real HDR luminance rather than an already-saturated LDR buffer.colortex2's alpha channel carries a 5-value material tag (0.0/0.1/0.62/0.8/1.0); RGBA16F guarantees these are preserved exactly, whereas a lower-precision format would have aliased and collided material tags (e.g. foliage vs. water).0.50 vs. the old 0.30) keeps the sun-facing core from blowing out under HDR.A brand-new [EXPERIMENTAL] menu tab exposes an alternate sky renderer in gbuffers_skybasic.fsh, disabled in every shipped profile (SKY_MODE=0) so the stable gradient sky remains the default:
SKY_MODE — 0 (Gradient, legacy v1.0.7-style sky) or 1 (Physical Realtime): a genuine per-pixel ray-marched atmosphere with exact 1st-order single scattering (Rayleigh + Mie + Ozone, full sun-ray optical-depth march with ground-occlusion detection) plus a blue-biased, bounded multiple-scattering ambient term that fills in the zenith/horizon without producing the typical LUT-based "yellow band" artifact. No lookup textures, no cross-frame reads.SKY_QUALITY — controls raymarch sample counts (Fast 8×4 / Standard 12×6 / High 16×8) for the physical mode.SKY_STYLE — new artistic-direction toggle independent of SKY_MODE: Realistic (true angular sun/moon size, neutral colors, minimal glow — an authentic astronomy look), Semi-realistic (readable ×2.8 sun/moon size, richer color, soft aureole — the default), or Fantasy (grand ×5.5 sun/moon, huge corona, vivid saturated teal/crimson/indigo palette for a stylized sky).±1/255, matching the BSL/Complementary technique) is now applied in final.fsh before tone mapping, where gamma expansion makes a tiny linear noise term large enough in the darks to smooth the gradient, while staying invisible in bright regions. The old post-gamma dither (which couldn't fix pre-tonemap banding) has been removed and replaced with an explicit final clamp().shadow.vsh no longer relies on the deprecated fixed-function ftransform(); it now builds the clip-space position explicitly via gl_ModelViewMatrix / gl_ProjectionMatrix for broader driver compatibility.GODRAYS, GODRAYS_QUALITY, and the new GODRAYS_STRENGTH / SKY_MODE / SKY_STYLE / SKY_QUALITY options and the new Experimental tab.Version 1.0.0 builds on the volumetric aurora work from v0.3.0 and introduces the first v1.0.0 source snapshot in this repository. The update adds a physically-inspired meteor system to the night sky, finalizes the modern SSR path for reliable Iris compatibility, and refreshes the documentation so the project now correctly points to the shaders v1.0.0/ folder.
colortex6 fully removed from the reflection workflow. The older MRT export path was retired; final.fsh now reads normals directly from colortex2 and roughness from colortex1, matching AuraLite's already-working PBR data path.depthtex0 and depthtex1, making reflections robust on Iris paths where water G-buffer writes may be inconsistent.SHOOTING_STARS, SHOOTING_STARS_FREQUENCY, and SHOOTING_STARS_BRIGHTNESS.Version 0.2.6 is a legal protection and compatibility update. It migrates the project license to a copyleft non-commercial model to protect AuraLite from unauthorized commercial redistribution, adds copyright assertions to all source files, and officially expands tested compatibility.
Copyright (c) 2026 AlexanderNyr.// AuraLite Shaders - Copyright (c) 2026 AlexanderNyr. Licensed under CC BY-NC-SA 4.0.) into all GLSL shader files (.fsh, .vsh), block properties (.properties), and translation tables (.lang).AuraLite features a fully physical, flyable 3D cloud system driven by 12-step Raymarching in world coordinates:
WIND_SPEED setting./weather rain), the fluffy cumulus clouds automatically expand, darken, and merge into an ominous, heavy Nimbostratus/Cumulonimbus storm deck.The night sky is no longer just a static starfield — it's a fully procedural cosmos:
gbuffers_skybasic for reliability; cold-biome detection uses real biome uniforms. v1.0.7: tone softened and high-frequency noise removed — read as a photographic glow rather than oversaturated neon.)wetness uniform decays. Brightness and saturation are configurable./time set 12800 instead of snapping to neutral.heldBlockLightValue) is also accounted for.rainStrength / thunderStrength for choppier seas during storms.WATER_RIFFLES (Calm / Standard / Choppy) and WATER_SPECULAR_STRENGTH (Soft / Standard / Glinting) can be tuned separately for the perfect water mood.thunderStrength uniform, intensifying cloud darkness and wave chop accordingly.POM_DEPTH (1–3) and POM_STEPS (1–4). Disabled in all profiles by default for stability; can be enabled manually. Recommended to keep off on incompatible resource packs.The vanilla Nether portal texture is procedurally transformed into a swirling 3D plasma vortex — animated purple/magenta cosmic energy that pulses with hypnotic depth. Mapped via dedicated block ID 10006 in block.properties. (v0.2.5: portal pixels are flagged as emissive so composite skips scene lighting and displays the plasma as-is.)
AuraLite renders translucent blocks with proper per-block transparency through a dedicated gbuffers_terrain_translucent pass, ensuring correct display on both Iris and Oculus pipelines:
WATER_TRANSPARENCY (Clear / Balanced / Deep).final.fsh applies a subtle screen-space distortion above lava pixels to simulate rising hot air.AuraLite's sky is meteorologically modeled after the international cloud classification system:
Altitude (m)
16 000 ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ↑ Cumulonimbus (Cb)
12 000 ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─│
10 000 Ci ─ Cirrus │ Vertical
8 000 Cc ─ Cirrocumulus │ Development
6 000 ─ ─ Cs ─ Cirrostratus ─ ─ ─ ─│─ High Clouds (Cirrus layer)
5 000 Ac ─ Altocumulus │
4 000 As ─ Altostratus │
2 000 ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─│─ Mid Clouds
1 500 Sc ─ Stratocumulus │
1 000 St ─ Stratus │
500 Ns ─ Nimbostratus │─ Low Clouds (Cumulus layer)
0 ─ ─ Cu ─ Cumulus ─ ─ ─ ─ ─ ─ ─│
AuraLite smoothly transitions these layers based on in-game weather conditions (clearing, rain, or storms).
AuraLite is built from the ground up for maximum FPS using OpenGL 4.6 native hardware operations:
fma() intrinsic that caused compilation issues on some GPUs / Mesa drivers.fract(sin(dot(...)))) with ultra-fast Integer Bitwise PCG-style hashes utilizing floatBitsToUint and uintBitsToFloat.gbuffers_skybasic, and redundant render calls to reduce GPU compilation time.AuraLite includes localized in-game configuration files for 69 language codes, including major European, Asian, American regional variants and compatibility aliases such as fil_ph / tl_ph.
⚠️ Some localization strings may be inaccurate. If something looks strange, compare with the English original.
[Lighting Settings]512 / 1024 / 2048 / 4096 / 8192 — real Iris shadowMapResolution const (8192 for EXTREME).Sharp / Soft / Ultra Soft — rotated Poisson disk filtering.Near (60m) / Standard (80-120m) / DH Seam (192m) / Far (256m) / DH Extended (512m) / DH Far (768m) — fades with SHADOW_LOD; 192/512/768 m give Distant Horizons a useful shadow-map footprint.Off / Balanced / Aggressive — reduces samples (32→16→8→4) and expands filter radius at distance.DH_SHADOW_RANGE) (v1.1.4) — Seam (1.25×) / Extended (2×) / Far (4×) of vanilla far. No effect without Distant Horizons. The DH-specific shadow pass is off by default (dhShadow.enabled=false) to protect vanilla terrain shadows on Iris 1.7.6 + DH 3.2.Disabled (fixed softness) / Enabled (distance/rain-based penumbra).Neutral Gray / Cool Blue (Realistic) / Warm.Dark / Standard / Lifted (Bright).Realistic (Lambert) / Soft / Stylized.Cozy / Warm / Intense — Customize block light warmth.COZY_LIGHTS) — Real-time flicker animations for torches, campfires, and lanterns.Subtle / Standard / MirrorSubtle / Balanced / Deep.SSR) (v0.2.9) — loader-agnostic screen-space reflections for water and wet glossy surfaces.Fast / Balanced / High raymarch step budget.Soft / Balanced / Mirror reflection intensity.PBR_DISTANCE) (v1.0.3) — Near (16m) / Standard (48m) / Far (128m) / Unlimited — maximum distance for PBR specular calculations. Saves GPU on far terrain.[Sun & Moon] (since v0.2.2)Dim / Standard / Bright / BlazingCool / Neutral · Realistic (Tanner Helland) · Warm GoldenPitch Night / Standard / Bright Moon / Full NightIcy Blue / Silver (Realistic 4100K) / Warm Cream[Foliage Settings]Gentle / Breeze / GaleFOLIAGE_SSS) (v1.0.3) — Subsurface scattering / translucency for leaves and plants (light bleeding when looking toward the sun).[Water Settings]Clear / Balanced / Deep — Adjust water transparency.WATER_RIFFLES) — Calm / Standard / Choppy — Fine normal-map ripples.WATER_SPECULAR_STRENGTH) — Soft / Standard / Glinting — Brightness of sun/moon highlights on the ripples.WATER_WAVE_SCALE) (v0.2.9, spectrum rebuilt in v1.1.4) — Calm / Standard / Choppy / Stormy — Gerstner swell amplitude used by SSR/refraction.WATER_WAVE_DETAIL) (v0.2.9, spectrum rebuilt in v1.1.4) — Coarse / Standard / Dense — Gerstner wavelength/capillary density.Moonlit Pool / Dim / True Night / Pitch Dark — controls how dark underwater scenes become at night.WATER_DEBUG) (v1.1.3) — developer overlay (Off / Classify / Lightmap / Raw tag alpha) for diagnosing water classification on Iris builds that drop translucent MRT writes. Keep Off in normal play.[Sky & Clouds]Low (~110m) / Standard (~160m) / High (~240m)Thin (Cirrus) / Standard (Cumulus) / Dense (Stormy)Near / Standard / Far / Very Far — Maximum draw distance for volumetric clouds.CLOUD_QUALITY) (v1.1.3) — Cheap (8 steps) / Standard (12 steps) / High (16 steps) — raymarch step budget for volumetric clouds.Soft / Balanced / Dramatic.Fast / Balanced / High.Disabled / Only in Cold Biomes / Always EnabledSlow / Standard / FastSoft / Standard / GlowingDim / Standard / BrightFaint / Standard / BrilliantFew / Standard / DenseSporadic (~10/hr) / Active Shower / Meteor Storm.Faint (Realistic) / Standard / Bright Fireballs.Subtle / Balanced / Vivid — Post-rain rainbow arc.[Post-Processing & Fog]Low / Medium / High — Atmospheric horizon mist.GROUND_MIST) — Realistic dawn/evening radiation fog at Y ≈ 60–70.Muted / Balanced / VibrantCOLOR_SATURATION) — Muted / Balanced / Colorful / VividCONTRAST) — Soft / Filmic (ACES) / Intense (High Contrast) / Photographic (AgX-like) — Choose the tone mapping curve.BLOOM / HDR_BLOOM) (v1.0.1, pyramid in v1.1.3, half-res + skippable in v1.1.4) — gaussian-pyramid bloom (composite3–7): threshold brightpass + tight & wide separable gaussian octaves. v1.1.4 runs the chain at half resolution(v1.0.1, pyramid in v1.1.3, half-res + skippable in v1.1.4)_ — gaussian-pyramid bloom (composite3–7): threshold brightpass + tight & wide separable gaussian octaves. v1.1.4 runs the chain at half resolution and skips the five passes entirely when Bloom is off (VERY_LOW/LOW). Strength: Subtle / Balanced / Strong.TAA) (v0.2.7, completed in v1.1.3, DH/sky/reactive in v1.1.4) — Halton sub-pixel camera jitter + motion reprojection + YCoCg variance clipping. On by default in HIGH/ULTRA/EXTREME since v1.1.3, off on lighter profiles. v1.1.4 adds DH-correct reprojection, a material reactive mask (water/foliage/emissive) and optional sky temporal resolve.Light / Balanced / Stable — presets the variance-clip tightness (1.50 / 1.25 / 1.10 γ).TAA_JITTER) (v1.1.3) — Off / Subtle / Standard / Strong — sub-pixel Halton camera jitter amplitude (±0.25 / ±0.5 / ±0.75 px) for full sub-pixel reconstruction. Off by default for a steady image; enable it to eliminate high-frequency shimmer. Requires TAA.POST_SHARPEN) (v1.1.3) — gentle unsharp mask that recovers texture detail softened by TAA history blending (on in MED+ profiles).SPATIAL_AA_MODE) (v1.0.3) — Off / FXAA / SMAA — post-process edge smoothing. FXAA uses Sobel gradient-directed blending; SMAA adds depth discontinuity detection for geometry edges. Freely combinable with TAA.WET_REFLECTIONS) — Wet glossy ground during rain (enabled by default in MED+ profiles).[Experimental] (since v1.1.0, expanded in v1.1.4)SKY_MODE) — Gradient (Legacy) / Physical (Realtime). Off in every shipped profile.SKY_STYLE) — Realistic / Semi-realistic / Fantasy.SKY_QUALITY) — Fast / Standard / High primary raymarch samples.Crisp / Balanced / Hazy.Compact (25 m/block) / Balanced (50 m) / Cinematic (100 m).Auto / Neutral Soil / Vegetation / Snow / Desert.SKY_TEMPORAL) (v1.1.4) — rotation-only TAA for the sky (on in HIGH+). Requires TAA.| Profile | Target | Shadows | Clouds | Cloud Shadows | Godrays | TAA | SSR | PBR | PBR Dist | AA | SSAO | Heat Shimmer | Heavy Extras |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| VERY_LOW | Maximum FPS | ❌ 512/60m | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ | 16m | Off | ❌ | ❌ | Most extras off, bloom off |
| LOW | Weak GPUs | ❌ 512/60m | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ | 16m | FXAA | ❌ | ❌ | Water/foliage motion, stars, vignette |
| MED | Balanced | ✅ 1024/192m | ✅ Std | ✅ Soft | ✅ Fast | ❌ | ✅ F | ✅ | 48m | FXAA | ❌ | ✅ Subtle | Wet refl + ground mist + SSS + bloom |
| HIGH | High quality | ✅ 2048/512m | ✅ Far | ✅ Balanced | ✅ Bal | ✅ | ✅ B | ✅ | 128m | SMAA | ✅ Subtle | ✅ Balanced | Full atmosphere + SSR + TAA |
| ULTRA | Very high | ✅ 4096/512m Aggr LOD | ✅ VFar | ✅ Balanced | ✅ High | ✅ | ✅ H | ✅ | 128m | SMAA | ✅ Balanced | ✅ Balanced | High-end visuals + TAA |
| EXTREME | Max quality | ✅ 8192/768m Aggr LOD | ✅ Dense | ✅ Dramatic | ✅ High | ✅ | ✅ H | ✅ | ∞ | SMAA | ✅ Deep | ✅ Strong | Heaviest cinematic + TAA |
💫 Shooting stars are disabled on VERY_LOW / LOW and enabled from MED upward. 🌿 Foliage SSS is enabled from MED upward (disabled on VERY_LOW/LOW for maximum FPS). 🔥 Heat shimmer is disabled on VERY_LOW / LOW and enabled from MED upward. ✨ HDR bloom is skipped entirely on VERY_LOW / LOW (since v1.1.4).
🎯 TAA is on by default in HIGH / ULTRA / EXTREME and off on lighter profiles (since v1.1.3). The camera jitter is off by default everywhere — enableTAA_JITTER(Off/Subtle/Standard/Strong) in[Post-Processing & Fog]for full sub-pixel reconstruction;TAA_STRENGTHpresets the variance-clip tightness.SKY_TEMPORALis on in HIGH+ (v1.1.4).
🗺️ Distant Horizons: experimental, partial DH support (introduced in v1.1.2). v1.1.4 replaces the v1.1.3 screen-door seam with a hardfarhand-off, adds DH TAA jitter/reprojection, a dedicated illuminated material tag (0.24), andDH_SHADOW_RANGE. The DH-specific shadow pass is off by default to protect vanilla terrain shadows on Iris 1.7.6 + DH 3.2. Still WIP, not full compatibility.
dh_terrain, dh_water, dh_shadow minimal passes to prevent Iris from hiding LOD chunks, now with a soft screen-door seam at the vanilla↔DH boundary. Provides fog rescaling, depth reconciliation, overdraw culling, emissive/heat-shimmer for distant lava. Still NOT full support: no LabPBR maps for DH, hardcoded full skylight, no POM — full compatibility will be announced separately when ready.Required
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21.08.2026 · Modrinth
Version 1.1.4 rebuilds the experimental physical sky around shared low-frequency LUTs, replaces the hole-producing DH screen-door seam with a deterministic hand-off, and cuts post-process cost with skippable half-resolution bloom. It also finishes the TAA story for Distant Horizons (correct DH reprojection + Halton jitter on LOD geometry) and swaps glittery water fBm for a coherent Gerstner...
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Опубліковані версії та оригінальні файли Modrinth.
21.08.2026 · 1 266 завантаження
Version 1.1.4 rebuilds the experimental physical sky around shared low-frequency LUTs, replaces the hole-producing DH screen-door seam with a deterministic hand-off, and cuts post-process cost with skippable half-resolution bloom. It also finishes the TAA story for Distant Horizons (correct DH reprojection + Halton jitter on LOD geometry) and swaps glittery water fBm for a coherent Gerstner swell.
begin / begin1)colortex5/colortex6 to save VRAM. v1.1.4 brings them back as 64×32 solar-transmittance (colortex5) and 32×16 multi-scatter / ground-bounce (colortex6) tables — kilobytes, not megabytes.begin.fsh rebuilds direct solar transmittance every frame: sun elevation on X (−0.16…1.0, including civil twilight), camera altitude on Y (0–30 km), Kasten–Young airmass × Rayleigh + aerosol extinction, zeroed below the night hemisphere.begin1.fsh layers bounded multi-scattering and biome-aware ground bounce on top of that transmittance. Noon is Rayleigh-blue; low sun is warm; swamp/snow/vegetation tints come from GROUND_BOUNCE_MODE.gbuffers_skybasic, terrain fog, water analytic reflection, volumetric godrays, clouds and the SSR sky fallback all sample the same LUTs instead of each running a second atmosphere march.SKY_MODE=0 (every shipped profile) the LUT passes write constants and cost almost nothing. Enable Physical Sky manually in the Experimental tab.New Experimental → Atmosphere options (off-profile defaults stay cinematic / auto):
ATMOSPHERE_TURBIDITY — Crisp / Balanced / Hazy aerosol load.ATMOSPHERE_SCALE — Compact 25 m / Balanced 50 m / Cinematic 100 m per block (how Minecraft Y maps into atmosphere kilometres).GROUND_BOUNCE_MODE — Auto (biome-aware) / Neutral Soil / Vegetation / Snow / Desert.SKY_TEMPORAL — rotation-only history blend for the sky (requires TAA). Physical sky uses a higher history weight than the animated gradient sky so stars/aurora do not trail.The swamp detector now also matches BIOME_MANGROVE_SWAMP.
⚠️ AuraLite still does NOT claim full Distant Horizons compatibility. v1.1.4 is a targeted correctness pass on the v1.1.2/v1.1.3 experimental path.
far. The v1.1.3 16 m screen-door dither discarded random LOD fragments in the seam band; on DH 3.2 those holes showed sky/white whenever vanilla geometry did not fill the same pixel. DH fragments with dist < far are now simply discarded — less cinematic, never stochastic.composite1.fsh reprojects DH pixels through dhProjectionInverse + dhPreviousProjection (vanilla matrices have the wrong far plane).DH_BLOCK_ILLUMINATED tag colortex2.a = 0.24 — distant sea lanterns / glowstone stay self-emissive even when they are not lava-orange or portal-violet. Extra DH material classes: DIRT, SAND, TERRACOTTA.dh_water now honours WATER_WAVES / riffles / transparency / specular, applies the frozen-ocean navy floor, and occludes against dhDepthTex1 (plus Iris depthtex1 via view-space Z, because raw depths use different projections).DH_SHADOW_RANGE — Seam (1.25×) / Extended (2×) / Far (4×) of vanilla far. LOD receivers can keep sampling the shared shadow map past the vanilla chunk edge.dhShadow.enabled=false by default. DH 3.2.0-b + Iris 1.7.6 can replace/cull the vanilla terrain shadow pass — symptom: mob shadows remain, block shadows vanish even in vanilla chunks. Users with a verified working Iris/DH bridge can turn the DH shadow pass back on and then use DH_SHADOW_RANGE.SKY_TEMPORAL) — sky pixels have no stable world position, so history is reprojected with camera rotation only (no translation). Gradient-sky history weight is lower (0.28) than Physical (0.46) so clouds/aurora/meteors do not smear.0.8), foliage (0.62) and emissive/lava (< 0.5) cut history weight by 46% / 30% / 58%. Without a per-object velocity buffer this is what stops waving leaves and water from ghosting after TAA.final.fsh. That field was mathematically stable but read as high-frequency random glitter.±0.22.0.04/0.02 → 0.032/0.016) so the geometric mesh matches the new reflection spectrum.gbuffers_water, gbuffers_terrain_translucent and gbuffers_terrain (lava stays texture-driven).BLOOM toggle. VERY_LOW / LOW skip the entire 5-pass chain via program.composite3–7.enabled=BLOOM (Iris/OptiFine do not even dispatch the programs).colortex3/colortex4 are half-resolution (size.buffer = 0.5 0.5). Gaussian strides are doubled so the world-space radius stays the same; final.fsh linearly upsamples the glow.TAA similarly gates composite1/composite2, so lighter profiles no longer pay for unused fullscreen passes.AURORA_QUALITY — Soft 8 / Balanced 12 / Silky 18 raymarch steps, with a centred globally-animated ray start (the previous per-pixel hash grain is gone).| Profile | Shadows | DH receivers | TAA | Bloom | Sky temporal |
|---|---|---|---|---|---|
| VERY_LOW / LOW | ❌ 512 / 60 m | Seam | ❌ | ❌ | ❌ |
| MED | ✅ 1024 / 192 m Balanced | Seam | ❌ | ✅ Balanced | ❌ |
| HIGH | ✅ 2048 / 512 m Balanced | Extended | ✅ | ✅ Balanced | ✅ |
| ULTRA | ✅ 4096 / 512 m Aggressive | Extended | ✅ | ✅ Balanced | ✅ |
| EXTREME | ✅ 8192 / 768 m Aggressive | Far | ✅ | ✅ Strong | ✅ |
Camera jitter remains off by default in every profile.
07.08.2026 · 1 661 завантаження
Version 1.1.3 completes the TAA pipeline (Halton sub-pixel camera jitter + YCoCg variance clipping), replaces the old single-pass bloom with a true multi-octave HDR gaussian pyramid, and fixes the long-standing black-water regression with MRT-proof water detection. It also adds procedural raindrop rings, biome-aware murky swamp water, underwater plant sway, post-TAA sharpening, and a ~48 MB VRAM cleanup.
gl_Position by a rotating 8-frame Halton pattern (±0.5 px). Previously TAA only blended history without jittering the sample point, so it could only blur noise instead of reconstructing sub-pixel detail.TAA_JITTER option — Off / Subtle / Standard / Strong (new in v1.1.3). The jitter is OFF by default in all profiles for a rock-steady image; Subtle (±0.25 px), Standard (±0.5 px) and Strong (±0.75 px) scale the amplitude for users who want the full sub-pixel reconstruction (removes high-frequency shimmer at the cost of a slight temporal wobble). Requires TAA enabled.composite1.fsh — the old frame's offset is re-added to the reprojection (with the same strength scale), so static images converge instead of smearing ~0.5 px. Only active while jitter is on.TAA_STRENGTH: 1.50 Light / 1.25 Balanced / 1.10 Stable.TAA_STRENGTH presets the variance-clip tightness.HDR_BLOOM option (Subtle 0.06 / Balanced 0.12 / Strong 0.22 amplitude) wired into every quality profile.colortex1/colortex2 MRT writes entirely — water then arrives with a zeroed normal + alpha + lightmap. The emissive fast-path (alpha < 0.5) swallowed it and every tag/lightmap-based system died with it.colortex2.a = 0.8 tag; rescue = the depth difference (depthtex1 solid-only vs depthtex0) proves a translucent surface on top, then a hue-fingerprint classifier on the albedo rejects portals (violet, green-starved) and lava (blue-starved) while accepting water (blue/blue-green, never pale). Water, ice and glass classify; torch flames, portal sparkles, squid ink, pale ice and clear glass do not.waterSkyRefl) — zenith/horizon gradient + warm sun-side glow, dimension-aware (Overworld palette, Nether biome sheen, End violet sheen), applied via Schlick Fresnel with a 0.20 floor (pure F0≈0.02 at steep look-down angles was exactly what let shadowed water crush to black), multiplied by skyLight so cave water stays dark. This is the actual black-water fix and works with SSR disabled.gbuffers_water/gbuffers_terrain_translucent — frozen-ocean biome tints (e.g. 0x3938C9) can no longer crush R/G to black after the gamma pipeline.WATER_DEBUG diagnostics overlay (Off / Classify / Lightmap / Raw tag alpha) — green = healthy tag, red = depth-rescued, yellow = rescued from the emissive path, magenta = lava/portal-guarded.waterMirrorBoost hack existed); now a day/night/sunset/storm-aware gradient with moon-phase brightness, Schlick-Fresnel weighting and edge fade.composite.fsh).CLOUD_QUALITY option: 8 / 12 / 16 raymarch steps (was hardcoded 12) — Cheap / Standard / High.seagrass, tall_seagrass, kelp, kelp_plant, sea_pickle) — fronds sway in a current, phase-shifted by height so the tips lag the base, storm-agitated along with the surface foliage path. Displacement is mirrored in shadow.vsh so shadows follow the visible fronds.isSwampBiome) — swamp water absorbs more red and reads greener and murkier (absorption (0.23, 0.038, 0.10), deep colour pushed to dark green) instead of open-ocean blue.SKY_MODE=1 atmosphere now includes a warm ground-bounce term: terrain's ~15–20% mean albedo re-scatters in the lower atmosphere (strongest at the horizon and with a high sun), removing the "sterile" blue-bias horizon band.discard at far + 16 is replaced by a screen-door dithered transition band: DH LOD fragments stochastically blend into vanilla chunks over 16 m, so crossing the boundary or changing render distance no longer shows a hard cut. The pattern is static per frame (DH-only pixels are excluded from TAA history).colortex5/colortex6 format directives — never read or written, but each forced Iris/OptiFine to allocate a full RGBA16F screen buffer: ~32 MB saved @1080p, ~128 MB @4K.shadowcolor0Format RGBA16F → RGBA8 (it only carries LDR tex * glcolor): another ~16 MB @1080p / ~64 MB @4K.shadowcolor1Format removed (nothing ever wrote to it).colortex0Clear = true — no stale garbage on the first frame or after a window resize.colortex3/colortex4 are now actually used by the bloom pyramid; the full 8-buffer HDR pipeline is engaged.24.07.2026 · 1 507 завантаження
Version 1.1.2 extends shadow rendering to the actual render distance with an adaptive LOD system, fixes HDR/TAA pipeline strictness, cleans up deprecated GLSL, and introduces partial, experimental Distant Horizons support (WIP) — without claiming full compatibility yet. Work is ongoing.
shadowDistance was 60-160m with a hard cutoff at shadowDistance. Now it scales with quality profiles: 60m (VERY_LOW/LOW, no shadows) → 120m (MED) → 256m (HIGH/ULTRA) → 384m (EXTREME). The cutoff is replaced by a soft fade smoothstep(far*0.85, far*0.98).SHADOW_LOD toggle — Off / Balanced / Aggressive. Reduces sample count and expands filter radius at distance to keep performance stable:>25% far → 16 samples ×1.8 radius, >50% → 8 ×2.8>15% → 16×2.0, >35% → 8×3.5, >60% → 4×5.0far shadow sampling is skipped entirely.shadowMapResolution now includes 8192. EXTREME uses 8192 for maximum texel density at 384m. HIGH stays 2048, ULTRA 4096.SHADOW_PCSS_BLUR toggle — fixed softness vs PCSS penumbra softening. When enabled, penumbra grows with blocker distance and rain. When disabled, shadows use constant softness.composite.fsh:sampleShadow(): added UV bounds checks (prevents clamp-to-border artifacts), avgBlockerDepth clamped to 1e-4 to avoid NaN, penumbraSize clamped 0-2.0, lightSize reduced 140→40 to prevent light bleeding, actualSpread capped to 16.0, out-of-bounds samples counted as unshadowed (1.0) for correct averaging.distBias now scales with far instead of shadowDistance, plus extra water receiver bias for tagged water pixels (colortex2.a≈0.8).#define RGBA16F 0 guards added before the const int colortex*Format = RGBA16F directives. This satisfies strict GLSL validators (C1503 undefined variable RGBA16F) while Iris/OptiFine's parser still reads the format names (spec second clause). In v1.1.1 the directives were inside a /* */ comment and were ignored by some loaders.RGBA16F: colortex0/1/2 (main HDR + PBR + material tags), colortex3/4/5/6 (unused today but set to HDR for a full pipeline), colortex7 (TAA history, colortex7Clear=false), and optional shadowcolor0/1Format = RGBA16F.⚠️ AuraLite does NOT yet claim full Distant Horizons compatibility. v1.1.2 only adds a minimal, experimental code path so LOD chunks are no longer invisible under Iris. It's functional enough for testing, but considered partial and work-in-progress.
dh_terrain.vsh/.fsh, dh_water.vsh/.fsh, dh_shadow.vsh/.fsh, Iris marks the pack as incompatible with DH and simply doesn't draw DH's simplified LOD chunks at all — symptom "shader works but DH chunks invisible". Presence of these files is enough for Iris/DH auto-detection (dhShadow.enabled defaults true).dh_terrain/dh_water write the same colortex0/1/2 layout as vanilla passes, so existing lighting/fog/shadow/cloud/godray code in composite.fsh applies to LOD geometry without other changes.composite.fsh: detects depthtex0>=1.0 && dhDepthTex0<1.0 → isDHTerrain, reconstructs viewPos via dhProjectionInverse (not gbufferProjectionInverse — different far planes) and computes isSkyPixel. Fixes DH terrain being treated as sky (flat/washed-out).effectiveDensity *= far/dhRenderDistance prevents exponential fog from saturating to white before DH draw distance.!isSkyPixel instead of depth<1.0 so distant DH_BLOCK_ILLUMINATED (glowstone/lanterns) is still emissive.final.fsh heat shimmer now checks dhDepthTex0 via isRealGeometry so distant lava lakes also shimmer.if(dist < far+16.0) discard in DH passes — DH renders entire world including area already covered by vanilla chunks; without discard both fight over same G-buffer pixel causing Z-fighting / missing water/ice.gl_MultiTexCoord2 is not guaranteed to carry valid lightmap data for DH programs — v1.1.2 hardcodes lmcoord = vec2(0.0,1.0) (open sky, no torch). Correct for exterior DH, but not interior-perfect.normals/specular maps for DH — roughness/metalness approximated per dhMaterialId (STONE/WOOD/METAL/SNOW/LEAVES/LAVA...). No POM on DH.[v1.1.1-ui-hotfix]: Oversized option screens were split into [SHADOW_OPTIONS], [PBR_OPTIONS], [AO_REFLECTIONS], [CLOUD_SHAPE], [LIGHT_SHAFTS], [NIGHT_SKY] because some Iris/OptiFine UI builds silently hide buttons when a screen has too many entries.ftransform() removed from composite.vsh, final.vsh, gbuffers_clouds.vsh, composite1.vsh, composite2.vsh, gbuffers_weather.vsh — replaced with explicit gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex for broader driver compat (same fix applied to shadow.vsh in v1.1.0).±1/255 before tonemap). The single pre-tonemap dither remains — more effective in darks, silent in brights.colortex6 hand-off comment (removed in v1.0.3), now notes that final.fsh reads normal from colortex2 and roughness from colortex1.z.lang/*.lang headers v1.0.7 → v1.1.2, translated previously-English profile.*.comment placeholders into native languages (ur_pk, vi_vn, zh_cn, zh_hk, zh_tw and others).10.07.2026 · 1 349 завантаження
Version 1.1.1 is a focused bug-fix release for the v1.1.0 codebase. It keeps the visual design intact while fixing configuration and runtime issues found in the shader pipeline:
colortex0/1/2/7 formats and persistent TAA history are actually applied by Iris/OptiFine.SHADOW_RES/SHADOW_DISTANCE menu controls with real shadowMapResolution and shadowDistance pipeline constants.dimension=0 cannot override biome/fog-based Nether/End detection.cameraPosition-corrected world coordinates.WET_REFLECTIONS to the menu and wired it into final-pass SSR wetness.SKY_QUALITY, removed physical-sky hash-noise by switching to centred higher-sample raymarching, fixed SKY_STYLE grading so it affects only the base sky, restored readable sun/moon sizes in gradient sky, and corrected moonbow direction.clouds=false and added gbuffers_clouds discard shaders as a fallback, so AuraLite's procedural clouds do not overlap with default clouds.gbuffers_weather to make vanilla rain/snow streaks less dense and more transparent by default.03.07.2026 · 692 завантаження
Version 1.1.0 replaces the screen-space godray approximation with a fully volumetric raymarched implementation, switches the entire G-buffer pipeline to true HDR (RGBA16F), and introduces an experimental, fully physical realtime atmospheric-scattering sky mode as an opt-in alternative to the stable gradient sky. This is a focused two-pillar update on top of the v1.0.7 bug-fix baseline.
The old computeGodrays() screen-space approximation has been replaced by computeVolumetricGodrays() — a genuine single-scattering volumetric raymarch:
frameCounter uniform when TAA is active — 8–24 raymarch steps now integrate as smoothly as hundreds, with no banding.Tr₀ · σs/σt · (1 − e^(−σt·Δx)) per step, which is energy-conserving regardless of step size (no more over-brightening at low sample counts).GODRAYS_STRENGTH setting (Subtle / Balanced / Dramatic) added to every quality profile.GODRAYS_QUALITY sample counts and distances increased: Fast 8 samples/96m, Balanced 16/128m, High 24/160m (up from 4/72m, 6/110m, 8/150m in v1.0.7).colortex0, colortex1, and colortex2 are now explicitly RGBA16F. Bright sources — the sun disk, lava, specular highlights, portals — no longer clip to 1.0 before tone mapping, so the ACES/AgX curves in final.fsh finally compress genuine HDR highlights instead of receiving pre-clamped input. Bloom now samples real HDR luminance rather than an already-saturated LDR buffer.colortex2's alpha channel carries a 5-value material tag (0.0/0.1/0.62/0.8/1.0); RGBA16F guarantees these are preserved exactly, whereas a lower-precision format would have aliased and collided material tags (e.g. foliage vs. water).0.50 vs. the old 0.30) keeps the sun-facing core from blowing out under HDR.A brand-new [EXPERIMENTAL] menu tab exposes an alternate sky renderer in gbuffers_skybasic.fsh, disabled in every shipped profile (SKY_MODE=0) so the stable gradient sky remains the default:
SKY_MODE — 0 (Gradient, legacy v1.0.7-style sky) or 1 (Physical Realtime): a genuine per-pixel ray-marched atmosphere with exact 1st-order single scattering (Rayleigh + Mie + Ozone, full sun-ray optical-depth march with ground-occlusion detection) plus a blue-biased, bounded multiple-scattering ambient term that fills in the zenith/horizon without producing the typical LUT-based "yellow band" artifact. No lookup textures, no cross-frame reads.SKY_QUALITY — controls raymarch sample counts (Fast 8×4 / Standard 12×6 / High 16×8) for the physical mode.SKY_STYLE — new artistic-direction toggle independent of SKY_MODE: Realistic (true angular sun/moon size, neutral colors, minimal glow — an authentic astronomy look), Semi-realistic (readable ×2.8 sun/moon size, richer color, soft aureole — the default), or Fantasy (grand ×5.5 sun/moon, huge corona, vivid saturated teal/crimson/indigo palette for a stylized sky).±1/255, matching the BSL/Complementary technique) is now applied in final.fsh before tone mapping, where gamma expansion makes a tiny linear noise term large enough in the darks to smooth the gradient, while staying invisible in bright regions. The old post-gamma dither (which couldn't fix pre-tonemap banding) has been removed and replaced with an explicit final clamp().shadow.vsh no longer relies on the deprecated fixed-function ftransform(); it now builds the clip-space position explicitly via gl_ModelViewMatrix / gl_ProjectionMatrix for broader driver compatibility.GODRAYS, GODRAYS_QUALITY, and the new GODRAYS_STRENGTH / SKY_MODE / SKY_STYLE / SKY_QUALITY options and the new Experimental tab.26.06.2026 · 757 завантаження
Version 1.0.7 conducts a deep code audit across the entire GLSL 460 pipeline to resolve rendering anomalies, feedback loops, and multi-pass inconsistencies introduced in earlier releases, and additionally refines the Aurora Borealis to remove high-frequency visual noise while softening its overall luminance.
composite.fsh (where it erroneously sampled raw unlit G-buffer albedo colortex0 and mixed unshaded texels into the lit scene). Moved clean underwater screen-space view perturbation directly into final.fsh, sampling the fully lit, composited, and TAA-resolved scene.(depthS - depth) > 1e-5 in final.fsh. Added a dedicated material alpha tag colortex2.a = 0.8 for water in gbuffers_water and gbuffers_terrain_translucent, ensuring glass windows (1.0) and ice blocks (1.0) never receive underwater refraction ripples or wavy water SSR reflections.gbuffers_water.fsh and gbuffers_terrain_translucent.fsh to match gbuffers_terrain.fsh. Displaced UV coordinates p = currentTexCoords are now properly retained across the entire shader block for crack height calculations, temperature gradients, hotspots, and rising bubbles.normalize(normal) in gbuffers_terrain.fsh before encoding into colortex2, preventing interpolated vector length drift across triangle interiors.getInsideGroundMistVeil(), applyInsideCloudVeil(), and distant ground mist sheet rendering, fixed the exponential absorption rate (lowered from 0.014/0.0105 to 0.0018/0.0035) and removed hardcoded blanket opacity ceilings (0.30/0.34). Wired the user's FOG_DENSITY_LEVEL setting directly into volume optical thickness. Added a smooth attenuation factor (1.0 - camMistHere * 0.95) to distant 2D sheets when standing inside the ground mist layer, preventing double-accumulation with the screen-space volumetric veil.composite.fsh from a static 1e-4 epsilon to the dynamic surface slope bias (bias). Sloped terrain no longer detects itself as a false shadow occluder.getParallaxCoords(), changed the ray hit weight denominator from (afterDepth - beforeDepth + 0.0001) to min(afterDepth - beforeDepth, -1e-5). Since afterDepth - beforeDepth is strictly negative, adding +0.0001 mathematically cancelled out the denominator to zero on subtle step transitions, causing black dot NaN artifacts.V_tang.xy / max(abs(V_tang.z), 0.15) across all POM passes. Parallax crack depth now physically stretches when viewed at grazing angles instead of flattening out.p = currentTexCoords in the lava POM loop with exact linear interpolation mix(currentTexCoords, prevTexCoords, weight). Internal crack walls no longer suffer from 4-step banding/stepping artifacts.minecraft:magma_block to block ID 10009 in block.properties, granting overworld and nether magma blocks dynamic procedural glowing Voronoi cracks.The volumetric Aurora in gbuffers_skybasic.fsh was producing subtle high-frequency "static" patterns and reading slightly oversaturated on bright presets. The shader pass has been retuned in this release:
0..1 per-pixel ray start offset with a centered -0.5..+0.5 range scaled down to 0.6 × dt. Adjacent pixels now sample closer ray distances, eliminating the flickering pattern that read as visual noise.sin(uv.x × 32) that powered the striations aliased into thin static-like lines. Two slightly offset waves (14.0 + 9.0) are now blended together with mix(0.5) to break the periodic aliasing while preserving the characteristic vertical pillar look.0.5 to 0.45 — Lighter, more atmospheric curtains without the blocky stripe artifacts the high power was producing.sin(worldDir.x × 3.5 + worldDir.z × 2.8) × 0.2 → sin(worldDir.x × 2.2 + worldDir.z × 1.7) × 0.18. Color shifts across the sky are now gradual instead of rapid.(0.0, 0.80, 0.50) → (0.0, 0.55, 0.32)(0.60, 0.10, 0.70) → (0.42, 0.08, 0.50)(0.05, 0.10, 0.50) → (0.04, 0.08, 0.35)× 0.78 — Overall accumulation is roughly 35–40% softer than the v1.0.6 original. The AURORA_STRENGTH profile setting still controls user-level intensity on top.The aurora now reads as a soft, glowing, photographic northern light rather than an over-saturated neon stripe pattern. No menu changes; no new options; no profile changes. All existing AURORA_MODE, AURORA_SPEED, and AURORA_STRENGTH settings behave as before.
19.06.2026 · 802 завантаження
Version 1.0.6 adds a physically-inspired procedural lava block renderer and a subtle heat-shimmer post-processing effect. It is a focused visual update on top of v1.0.5.
minecraft:lava and minecraft:flowing_lava are now tagged with block ID 10009 in block.properties.gbuffers_terrain, gbuffers_water, and gbuffers_terrain_translucent so it renders correctly on both Iris and Oculus pipelines regardless of which pass the loader assigns fluid blocks to.final.fsh detects lava pixels through a dedicated colortex2 alpha signature (0.1) and applies a subtle, slow screen-space distortion that simulates rising hot air.HEAT_SHIMMER (on/off) and HEAT_SHIMMER_STRENGTH (Subtle / Balanced / Strong), located in the [Post-Processing & Fog] menu.13.06.2026 · 448 завантаження
Version 1.0.5 is a localization-focused release that adds 10 new in-game languages, bringing the total to 69 supported locales. No shader logic, profile defaults, or rendering behavior was changed — this is a pure translation / metadata update on top of v1.0.4.
The following fully-translated .lang files were added (every option name, value label, profile name and tooltip — 289 keys each, 100% key parity with the English source):
| Code | Language | Code | Language |
|---|---|---|---|
gl_es |
Galician | sw_ke |
Swahili |
ga_ie |
Irish | nn_no |
Norwegian Nynorsk |
gd_gb |
Scottish Gaelic | tt_ru |
Tatar |
af_za |
Afrikaans | hy_am |
Armenian |
az_az |
Azerbaijani | zh_hk |
Cantonese (Hong Kong) |
07.06.2026 · 398 завантаження
Version 1.0.4 delivers a full quality-profile rebalance for smoother progression, introduces proper translucent block rendering for ice and glass, adds a dedicated Iris/Oculus translucent terrain pass, and fixes a cross-vendor GLSL compatibility issue.
All six quality profiles (VERY_LOW → EXTREME) have been rebalanced for a smoother, more logical feature progression:
| Profile | Key Changes in v1.0.4 |
|---|---|
| VERY_LOW | Sun intensity lowered to Dim (1), underwater night set to Moonlit Pool for visibility. |
| LOW | Ambient brightness lowered, cozy lights disabled, Filmic tone mapping (ACES), underwater night set to Dim. Stars upgraded to Standard. |
| MED | Godrays now enabled (Fast quality) — this was the biggest missing piece in the sweet-spot preset. PBR strength raised to Standard. Meteor frequency normalized. |
| HIGH | SSAO now enabled (Subtle) — contact shadows appear at this tier. Godrays bumped to Balanced. Moon intensity lowered to Standard. |
| ULTRA | Godrays raised to High. TAA strength at Balanced. |
| EXTREME | Water wave scale pushed to Stormy. Underwater night set to Pitch Dark for maximum survival realism. Photographic (AgX) tone mapping. |
minecraft:ice, block ID 10005) now renders with its actual texture and semi-transparency instead of being fully opaque. Transparency scales with the WATER_TRANSPARENCY setting (Clear / Balanced / Deep).WATER_TRANSPARENCY. This eliminates the old "invisible glass" problem where glass blocks disappeared against bright skies.gbuffers_terrain_translucent pass, ensuring correct rendering on Iris/Oculus split-translucent pipelines.gbuffers_terrain_translucent)gbuffers_terrain_translucent.fsh / .vsh shader pair was added. This pass handles water, ice, glass, and nether-portal blocks in a single Iris/Oculus-compatible translucent terrain path.gbuffers_water.fsh logic so translucent blocks render identically regardless of whether the loader uses a unified or split translucent G-buffer path.fma() calls with direct multiply-add expressions across every shader file. The fma() intrinsic, while correct on most modern GPUs, caused compilation failures on certain drivers (particularly older Intel iGPUs and some Mesa versions). The replacement a * b + c expressions are mathematically equivalent and compile universally.06.06.2026 · 165 завантаження
Version 1.0.3 adds configurable spatial anti-aliasing (FXAA / SMAA) and a PBR render distance control that skips expensive Cook-Torrance specular calculations on distant terrain.
SPATIAL_AA_MODE — new toggle in the [Post-Processing] menu with 3 modes:PBR_DISTANCE — new setting in the [Lighting Settings] menu with 4 levels:smoothstep between start and end distance) to avoid visible pop-in.FOLIAGE_SSS — toggle in the [Foliage Settings] menu. Enables light bleeding through leaves and plants when looking toward the sun, plus a soft wrap term for the shaded side. Controlled per-profile (enabled from MED upward by default). Uses material ID tagging in gbuffers_terrain and a dedicated SSS pass in composite.fsh.!FOLIAGE_SSS or FOLIAGE_SSS flag.03.06.2026 · 243 завантаження
Version 1.0.2 adds realistic subsurface scattering (SSS) for vegetation. Leaves, grass, and plants now look more translucent and alive when light shines through them.
FOLIAGE_SSS)[Foliage Settings] menu.matID 10001–10004) in gbuffers_terrain.This is a focused, low-cost visual enhancement that makes forests and plants feel much more natural under direct sunlight.
03.06.2026 · 58 завантаження
Version 1.0.1 is a focused hotfix on top of v1.0.0 that addresses five edge-case rendering issues and introduces a new cinematic tone-mapping curve with lightweight HDR bloom.
historySample.a < 0.99 guard in composite1.fsh so uninitialised or stale history buffers (e.g. right after shader reload or resolution change) are rejected instead of causing ghosting.applyVibrancy in final.fsh now correctly handles negative saturation values — oversaturation works as intended rather than relying on undefined GLSL mix extrapolation followed by hard clamping.length(N) > 0.5 check before traceSSR() so invalid normals from edge pixels are silently skipped instead of producing black reflections.1.0 to 0.3 view-space units, dramatically improving hit rate on close surfaces (ripples, shallow pools, wet stone).gbuffers_skybasic.fsh now uses cos²(phase × π/8) — identical to getMoonPhaseBrightness() in composite.fsh — so moon washout is physically consistent.CONTRAST = 4 option in final.fsh provides a sigmoidal tone curve with natural highlight chromatic attenuation, soft toe, and lifted blacks — giving a cinematic, non-clipped look that keeps foliage saturation under control while handling extreme brightness gracefully.CONTRAST=4 (Photographic/AgX-like) instead of CONTRAST=3 for cinematic highlight handling.02.06.2026 · 104 завантаження
Version 1.0.0 builds on the volumetric aurora work from v0.3.0 and introduces the first v1.0.0 source snapshot in this repository. The update adds a physically-inspired meteor system to the night sky, finalizes the modern SSR path for reliable Iris compatibility, and refreshes the documentation so the project now correctly points to the shaders v1.0.0/ folder.
colortex6 fully removed from the reflection workflow. The older MRT export path was retired; final.fsh now reads normals directly from colortex2 and roughness from colortex1, matching AuraLite's already-working PBR data path.depthtex0 and depthtex1, making reflections robust on Iris paths where water G-buffer writes may be inconsistent.SHOOTING_STARS, SHOOTING_STARS_FREQUENCY, and SHOOTING_STARS_BRIGHTNESS.01.06.2026 · 105 завантаження
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