AuraLite ShadersСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачатьСкачать
ВЕРСИИ (23)
release
AuraLite Shaders 1.1.4
1.1.421 авг. 2026 г.6,2 тыс.Minecraft: 1.16, 1.16.1, 1.16.2, 1.16.3, 1.16.4, 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2iris, optifine
Что нового
## 🚀 What's New in v1.1.4 — *Atmosphere LUTs, Distant Horizons Seam Fix & Half-Res Bloom*
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.
### 🧪 Shared Physical-Atmosphere LUTs (`begin` / `begin1`)
* **Tiny HDR LUTs, not fullscreen buffers.** v1.1.3 deleted unused full-screen `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`.
* **Shared by every physical-sky consumer** — `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.
* When **`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`**.
### 🌍 Distant Horizons — Hard Seam, TAA & Iris Workaround
> ⚠️ 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.
* **Hard deterministic hand-off at `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.
* **DH receives the same optional Halton camera jitter** as vanilla gbuffers. `composite1.fsh` reprojects DH pixels through `dhProjectionInverse` + `dhPreviousProjection` (vanilla matrices have the wrong far plane).
* **Conservative DH history cap (0.45)** — LOD meshes change topology as chunks stream; they participate in TAA but cannot leave long trails.
* **`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.
* **Shadow-map footprint rebalanced for DH:** MED **192 m**, HIGH/ULTRA **512 m**, EXTREME **768 m** (VERY_LOW/LOW stay 60 m, no shadows).
* **`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`.
### 🎯 TAA — Sky Temporal Resolve & Material Reactive Mask
* **Sky temporal resolve (`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.
* **Material reactive mask** — water (`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.
### 🌊 Gerstner Water Spectrum
* Replaces the v1.1.3 value-noise / fBm central-difference normal in `final.fsh`. That field was mathematically stable but read as high-frequency random glitter.
* A 4-direction travelling swell (dominant wind + cross swell + two low-amplitude ripples) produces **analytic slopes** and a calmer default surface. Amplitude is clamped to `±0.22`.
* Near-water vertex swell is slightly reduced (`0.04/0.02 → 0.032/0.016`) so the geometric mesh matches the new reflection spectrum.
* Dead Voronoi lava-height helpers removed from `gbuffers_water`, `gbuffers_terrain_translucent` and `gbuffers_terrain` (lava stays texture-driven).
### ✨ Half-Resolution, Skippable HDR Bloom
* New master **`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
* New **`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 Rebalance (v1.1.4)
| 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**.
release
AuraLite Shaders 1.1.3
1.1.37 авг. 2026 г.1,8 тыс.Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2iris, optifine
Что нового
## 🚀 What's New in v1.1.3 — *True TAA, HDR Bloom Pyramid & Black-Water Regression Fix*
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.
### 🎯 True Temporal Anti-Aliasing (Halton Jitter + YCoCg Clipping)
* **Halton(2,3) sub-pixel camera jitter** — every gbuffer vertex shader can offset `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.
* **Previous-frame jitter compensation** in `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.
* **YCoCg variance clipping (μ ± γσ)** replaces the axis-aligned 3×3 min/max box — the old box caused ghost trails on saturated high-contrast edges (fences, wires, hot specular) while being too tight on flat gradients. Clip width scales with `TAA_STRENGTH`: 1.50 Light / 1.25 Balanced / 1.10 Stable.
* **Frame-rotated IGN dithers now resolve cleanly** — godrays and volumetric clouds rotate their interleaved-gradient-noise patterns per frame; with the temporal resolve they integrate into smooth gradients instead of shimmering.
* **TAA is on by default in HIGH / ULTRA / EXTREME profiles** (off on VERY_LOW / LOW / MED for maximum FPS); it can be toggled in the Post-Processing menu, and `TAA_STRENGTH` presets the variance-clip tightness.
### ✨ HDR Gaussian-Pyramid Bloom (composite3 – composite7)
* Replaces the v1.0.1 single-pass 3×3 neighbour glow, whose ~1.5 px radius could only produce a tight halo.
* New 5-pass chain: threshold **brightpass** (0.75 luma soft-knee, exposure-aware) → tight separable gaussian (9-tap, σ≈2.0) → wide separable gaussian (4× stride). Successive blurs compose to an effective **σ ≈ 8.2 px** — a soft cinematic falloff around the sun/moon disks, lava, portals and hot specular, without a mip chain.
* Runs **after the TAA resolve**, so the bloom energy is temporally stable.
* New **`HDR_BLOOM`** option (Subtle 0.06 / Balanced 0.12 / Strong 0.22 amplitude) wired into every quality profile.
### 💧 Black-Water Regression Fix — MRT-Proof Water Detection
* **Root cause:** on some Iris builds the translucent pass drops the `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.
* **Detection ladder:** primary = `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.
* **Synthesized flat water normal** when the decoded normal is untrustworthy (MRT loss or clear value), so Fresnel/reflections still have sane inputs.
* **Analytic sky reflection (`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.
* **Diffuse ambient floor** for rescued pixels whose lightmap may read zero.
* **Navy-tint floor** in `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.
### 🪟 SSR & Refraction Fixes (final.fsh)
* **Procedural sky fallback** for reflection rays that leave the screen or hit the sky — previously black (the reason the `waterMirrorBoost` hack existed); now a day/night/sunset/storm-aware gradient with moon-phase brightness, Schlick-Fresnel weighting and edge fade.
* SSR march start moved **1.0 → 0.5** view units off the surface so the water plane at the player's feet still reflects near-field geometry.
* MRT-proof water detection reused for SSR/refraction (same hue guards as `composite.fsh`).
* **Procedural raindrop rings** on wet up-facing surfaces — two layers of expanding, world-stable circular waves perturb the SSR normal so rain reads as thousands of tiny ripples instead of one flat mirror.
### 🔍 Post-TAA Sharpening (POST_SHARPEN)
* Gentle 5-tap unsharp mask (0.18 amplitude, clamped ≥ 0) applied to the resolved image **before** refraction/SSR/bloom work, recovering texture detail softened by TAA's history blending. On in MED+ profiles.
### ☁️ Volumetric Clouds — Quality Scaling & Dithered Ray Start
* New **`CLOUD_QUALITY`** option: 8 / 12 / 16 raymarch steps (was hardcoded 12) — Cheap / Standard / High.
* **Dithered ray start** (frame-rotated IGN) on geometry pixels when TAA is enabled: the frame-rotating pattern is temporally resolved into a smooth volumetric integral, killing the 12-step ribbing on thick cumulus without the v0.2.5-era "swimming". Sky pixels keep the stable centred start.
### 🌿 Underwater Plants Sway
* New block class **10010** (`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.
### 🌊 Biome-Aware Murky Water
* Smoothed swamp/mangrove detector (`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.
### 🧪 Physical Sky — Warm Ground Bounce
* The experimental `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.
### 🌇 Lighting & Ambience
* **Rayleigh-tinted day ambient** — the day hemisphere ambient now follows the actual sun extinction: golden-hour light is warm and blue-depleted instead of static grey-blue.
* **Held-light temperature** — strong held sources (sea lantern, glowstone, shroomlight, lava bucket) read slightly cooler than candle-strength light.
### 🌍 Distant Horizons — Soft Seam
* The v1.1.2 hard `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).
### 🛠️ Pipeline & VRAM Cleanup
* **Removed `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.
release
AuraLite Shaders 1.1.2
1.1.224 июл. 2026 г.1,6 тыс.Minecraft: 1.16, 1.16.1, 1.16.2, 1.16.3, 1.16.4, 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2iris, optifine
Что нового
## 🚀 What's New in v1.1.2 — *Render-Distance Shadows & Experimental Distant Horizons (Partial)*
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.
### 🌗 Extended Shadow Distance with Adaptive LOD
* **Shadows now reach render distance.** `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)`.
* **New `SHADOW_LOD` toggle — Off / Balanced / Aggressive.** Reduces sample count and expands filter radius at distance to keep performance stable:
* Balanced: `>25% far → 16 samples ×1.8 radius, >50% → 8 ×2.8`
* Aggressive: `>15% → 16×2.0, >35% → 8×3.5, >60% → 4×5.0`
* Beyond 95% `far` shadow sampling is skipped entirely.
* **`shadowMapResolution` now includes `8192`.** EXTREME uses 8192 for maximum texel density at 384m. HIGH stays 2048, ULTRA 4096.
* **New `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.
* **PCSS correctness fixes in `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.
* Shadow bias `distBias` now scales with `far` instead of `shadowDistance`, plus extra water receiver bias for tagged water pixels (`colortex2.a≈0.8`).
### 🔧 HDR Pipeline Strictness Fix
* **Dummy `#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.
* Now **all used buffers are explicitly `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`.
* Cost noted: ~16MB per 1080p RGBA16F buffer → ~128MB VRAM for 8 buffers.
### 🌍 Experimental — Partial Distant Horizons Support (WIP, not full support)
> ⚠️ 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.
* **Why it was needed:** Without `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).
* **What v1.1.2 does:**
* `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.
* Depth reconciliation in `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).
* Fog rescale: `effectiveDensity *= far/dhRenderDistance` prevents exponential fog from saturating to white before DH draw distance.
* Emissive fast-path uses `!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.
* Overdraw prevention: `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.
* **Current limitations (why it's partial):**
* `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.
* No LabPBR `normals`/`specular` maps for DH — roughness/metalness approximated per `dhMaterialId` (STONE/WOOD/METAL/SNOW/LEAVES/LAVA...). No POM on DH.
* Water uses flat vertex normal, not procedurally displaced like near water.
* Fog/sky/cloud code paths are shared but DH has coarser geometry.
* **Ongoing work:** proper skylight baking if DH ever exposes it, LabPBR fallback, smoother transition seam, performance tuning. Full support will be announced separately.
### 🛠️ Pipeline Cleanup & Fixes
* **Menu split fix — `[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.
* **Deprecated `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).
* **Final pass cleanup:** Removed two duplicate copy-pasted post-gamma dither blocks that contradicted the comment about linear-space dither (triangle `±1/255` before tonemap). The single pre-tonemap dither remains — more effective in darks, silent in brights.
* **Bias & stale comment fixes:** Corrected stale `colortex6` hand-off comment (removed in v1.0.3), now notes that `final.fsh` reads normal from `colortex2` and roughness from `colortex1.z`.
* **Rebalanced profiles** to reflect new distances and LOD:
* VERY_LOW/LOW 60m (no shadows), MED 120m Balanced, HIGH 256m Balanced, ULTRA 256m Aggressive, EXTREME 384m Aggressive + 8192 res.
* **Localization:** Bumped `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).
release
AuraLite Shaders 1.1.1
1.1.110 июл. 2026 г.1,4 тыс.Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2iris, optifine
Что нового
## 🛠️ What's New in v1.1.1 — *Pipeline Correctness Fix*
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:
* Moved HDR/TAA buffer directives to GLSL const directives so `colortex0/1/2/7` formats and persistent TAA history are actually applied by Iris/OptiFine.
* Replaced the custom `SHADOW_RES`/`SHADOW_DISTANCE` menu controls with real `shadowMapResolution` and `shadowDistance` pipeline constants.
* Fixed Nether/End dimension fallback detection so a default `dimension=0` cannot override biome/fog-based Nether/End detection.
* Retuned shadow bias to a balanced value with extra water receiver bias: fixes low-sun Peter Panning while cleaning remaining Shadow Acne on water/ice surfaces.
* Made underwater caustics and ground-mist sheets world-stable by using `cameraPosition`-corrected world coordinates.
* Added performance-neutral height-aware pseudo-3D cloud noise: same ray steps/noise calls, but cloud density now changes through Y instead of looking like flat 2D sheets.
* Added `WET_REFLECTIONS` to the menu and wired it into final-pass SSR wetness.
* Added profile-scaled `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.
* Fixed emissive-surface cloud lighting, added a safe fallback for unknown tagged translucent blocks, removed the empty translation submenu, made TAA default-off as a standard user toggle, and synced waving vegetation displacement in the shadow pass.
* Forced vanilla Minecraft clouds off via `clouds=false` and added `gbuffers_clouds` discard shaders as a fallback, so AuraLite's procedural clouds do not overlap with default clouds.
* Added `gbuffers_weather` to make vanilla rain/snow streaks less dense and more transparent by default.
* Added explicit opaque entity/hand passes to prevent players, mobs and held items from appearing semi-transparent.
release
AuraLite Shaders 1.1.0
1.1.03 июл. 2026 г.722Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2iris, optifine
Что нового
## 🆕 What's New in v1.1.0 — *True Volumetric Godrays, HDR Pipeline & Experimental Physical Sky*
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.
### 🌤️ True Volumetric Godrays
The old `computeGodrays()` screen-space approximation has been replaced by `computeVolumetricGodrays()` — a genuine single-scattering volumetric raymarch:
* **Per-step shadow-map occlusion** — every raymarch sample now tests the shadow map individually, so light shafts are actually carved by real geometry (trees, buildings, cave ceilings) instead of being implied by a "forward-looking boost" toward the sun.
* **Interleaved Gradient Noise dithering** (Jimenez 2014), rotated per-frame via the new `frameCounter` uniform when TAA is active — 8–24 raymarch steps now integrate as smoothly as hundreds, with no banding.
* **Exact per-segment Beer–Lambert integration** — `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).
* **Dual-lobe Henyey-Greenstein phase function** (forward + weak backscatter lobe) with an isotropic floor, so crepuscular rays stay visible when looking *across* them, not only when staring directly at the sun.
* **Colored radiance** — shafts are now warm Kelvin-driven sunbeams by day, deep orange at sunset, and faint blue moonbeams at night, instead of a flat white/yellow overlay.
* **New `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).
### 🌈 Full HDR G-Buffer Pipeline
* **`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).
* Godray intensity constants were re-tuned (roughly halved vs. the old LDR values) now that the additive shaft survives in full instead of clipping against a saturated scene; a stronger soft shoulder (`0.50` vs. the old `0.30`) keeps the sun-facing core from blowing out under HDR.
### 🧪 Experimental: Realtime Physical Sky (Off by Default)
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).
* Physical mode renders the sun disk with real limb darkening and a physically-derived angular radius, and computes its color from actual sun-ray transmittance (ozone-aware) rather than the legacy Kelvin/airmass approximation.
* Because this feature is explicitly experimental and disabled by default, it introduces no behavioral change to any existing profile.
### 🛠️ Smaller Fixes & Cleanup
* **Dark-sky/moon-halo banding fixed at the source** — a linear-space triangle-distributed dither (`±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.
* Updated localization strings for `GODRAYS`, `GODRAYS_QUALITY`, and the new `GODRAYS_STRENGTH` / `SKY_MODE` / `SKY_STYLE` / `SKY_QUALITY` options and the new Experimental tab.
release
AuraLite Shaders 1.0.7
1.0.726 июн. 2026 г.788Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2iris, optifine
Что нового
## 🆕 What's New in v1.0.7 — *Comprehensive Bug Fix, Stability & Aurora Refinement Update*
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.
### 🐞 Bug Fixes & Architectural Polish
* **Massive Volumetric Cloud, Godray & Aurora FPS Bottleneck Resolved**
* **Underwater Screen-Space Ripple Distortion Feedback Loop Fixed** — Removed legacy underwater ripple screen distortion from `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.
* **Glass & Ice Water Refraction / Reflection Distortion Fixed** — Solved a multi-target G-buffer collision where stained glass windows and ice blocks triggered the depth-comparison detector `(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.
* **Procedural Lava POM Coordinate Discard Fixed** — Standardized the 4-step Parallax Occlusion Mapping loop in `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.
* **Unnormalized Lava Normal Output Fixed** — Normalized the G-buffer normal output `normalize(normal)` in `gbuffers_terrain.fsh` before encoding into `colortex2`, preventing interpolated vector length drift across triangle interiors.
* **Camera-Inside Volumetric Fog, Ground Mist & Valley Sheets Fixed** — In `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.
* **PCSS Blocker Search Self-Shadow Acne Fixed** — Updated the blocker depth comparison threshold in `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.
* **POM Division-By-Zero NaN Fixed** — In `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.
* **POM Optical View Angle Cotangent Scaling & Limiting Added** — Scaled tangent-space UV step offsets by `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.
* **Procedural Lava Sub-Step POM Linear Interpolation Added** — Replaced the discrete sub-step endpoint `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.
* **Block Mapping Extended** — Added `minecraft:magma_block` to block ID `10009` in `block.properties`, granting overworld and nether magma blocks dynamic procedural glowing Voronoi cracks.
### 🌌 Aurora Borealis Refinement — Smoother & Softer
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:
* **Dither offset re-centered and weakened** — Replaced the `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.
* **Vertical ray frequency lowered (32.0 → 14.0)** — The single very-high-frequency `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.
* **Ray sharpness softened (3.0 → 1.8) and amplitude reduced (2.0 → 1.3)** — Pillars no longer have harsh, sharp edges; they blend smoothly into the curtain ribbon.
* **Curtain ribbon exponent softened (5.0 → 3.5)** and weight lowered from `0.5` to `0.45` — Lighter, more atmospheric curtains without the blocky stripe artifacts the high power was producing.
* **Spatial color variation slowed down** — `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.
* **Photographic palette toned down (~30% dimmer)**:
* Cyan-Green: `(0.0, 0.80, 0.50)` → `(0.0, 0.55, 0.32)`
* Magenta/Purple: `(0.60, 0.10, 0.70)` → `(0.42, 0.08, 0.50)`
* Deep Blue (upper edge): `(0.05, 0.10, 0.50)` → `(0.04, 0.08, 0.35)`
* **Optical depth scaling lowered (0.35 → 0.26)** and final intensity multiplier `× 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.
release
AuraLite Shaders 1.0.6
1.0.619 июн. 2026 г.835Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2iris, optifine
Что нового
## 🆕 What's New in v1.0.6 — *Procedural Lava & Heat Shimmer*
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**.
### 🔥 Procedural Lava / Magma (Block ID 10009)
* **Block mapping** — `minecraft:lava` and `minecraft:flowing_lava` are now tagged with block ID `10009` in `block.properties`.
* **3D Voronoi cracks** — the surface is generated with a procedural Voronoi crack field (basalt crust on top, glowing magma in the cracks) using a 4-step parallax occlusion raymarch for real depth.
* **Animated convection flow** — slow noise-driven convection makes the magma crawl and pulse.
* **Localized hot spots & bubbles** — rare high-contrast yellow-orange hot spots and short-lived rising bubbles add life without turning the surface into noise.
* **Viscous waves** — only the top face receives a slower, heavier vertex displacement so lava feels thick and molten.
* **PBR-ready** — the basalt crust is rough (0.95) while the magma cracks are extremely glossy (0.02), giving physically plausible highlights.
* **Multi-pass coverage** — lava is handled in `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.
### 🌡️ Heat Shimmer Above Lava
* `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.
* The effect is constrained by depth and by the lava mask, so it only affects pixels directly above or next to lava surfaces.
* **New in-game options:** `HEAT_SHIMMER` (on/off) and `HEAT_SHIMMER_STRENGTH` (Subtle / Balanced / Strong), located in the `[Post-Processing & Fog]` menu.
release
AuraLite Shaders 1.0.5
1.0.513 июн. 2026 г.481Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
Что нового
## 🆕 What's New in v1.0.5 — *Expanded Localization*
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**.
### 🌐 New Languages
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) |
* As with all non-English locales, the in-game **⚠ Translations may contain errors** notice applies — some strings in rarer languages may be imperfect; compare with the English original if anything looks off.
release
AuraLite Shaders 1.0.4
1.0.47 июн. 2026 г.428Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
Что нового
## 🆕 What's New in v1.0.4 — *Profile Rebalance, Translucent Blocks & Glass Rendering*
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.
### 🔄 Full Profile Rebalance
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. |
### 🧊 Split Ice & Glass Block Rendering
* **Regular ice** (`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).
* **Packed ice, blue ice, and frosted ice** (block ID 10007) are now rendered **opaque with texture** — distinct from regular ice so the visual difference is clear.
* **All glass blocks and panes** (block ID 10008), including every stained-glass variant and tinted glass, now render with their actual texture and proper transparency. Glass opacity scales with `WATER_TRANSPARENCY`. This eliminates the old "invisible glass" problem where glass blocks disappeared against bright skies.
* Both ice types and glass are handled by the new `gbuffers_terrain_translucent` pass, ensuring correct rendering on Iris/Oculus split-translucent pipelines.
### 🪟 New Translucent Terrain Pass (`gbuffers_terrain_translucent`)
* A new **`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.
* Mirrors the existing `gbuffers_water.fsh` logic so translucent blocks render identically regardless of whether the loader uses a unified or split translucent G-buffer path.
* Nether portal plasma, ice Fresnel, glass opacity, and water Fresnel/ripples all route through this pass.
### 🛠️ GLSL Compatibility Fix
* **Replaced all `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.
release
AuraLite Shaders 1.0.3
1.0.36 июн. 2026 г.191Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
Что нового
## 🆕 What's New in v1.0.3 — *Anti-Aliasing & PBR Performance*
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 Anti-Aliasing (FXAA / SMAA)
* **`SPATIAL_AA_MODE`** — new toggle in the `[Post-Processing]` menu with 3 modes:
* **Off** — no spatial AA (TAA-only or nothing).
* **FXAA** — Fast Approximate AA. Sobel gradient-directed edge detection with conservative blend weights. Cheap and effective.
* **SMAA** — Subpixel Morphological AA. Combines luminance Sobel gradient with depth discontinuity detection for superior edge detection on geometry where luma contrast is low. Slightly more expensive than FXAA.
* Both modes operate in linear space before tone mapping and are conservative enough to avoid washing out the image (max blend weight 0.15–0.18, high edge thresholds).
* Freely combinable with TAA (composite1 pass) for temporal + spatial smoothing.
* Added to all 6 quality profiles: VERY_LOW=Off, LOW/MED=FXAA, HIGH/ULTRA/EXTREME=SMAA.
### ⚡ PBR Render Distance
* **`PBR_DISTANCE`** — new setting in the `[Lighting Settings]` menu with 4 levels:
* **Near (16m)** — PBR specular only on very close surfaces. Maximum GPU savings.
* **Standard (48m)** — balanced distance. Default for LOW/MED profiles.
* **Far (128m)** — extended range. Default for HIGH/ULTRA profiles.
* **Unlimited** — no distance limit. EXTREME profile only.
* Beyond the fade range, the entire Cook-Torrance BRDF block (GGX distribution, Smith geometry, Fresnel-Schlick) is **completely skipped** via early-out — no wasted ALU on sub-pixel specular.
* Fade is smooth (`smoothstep` between start and end distance) to avoid visible pop-in.
### 🌐 Localization
* Full English and Russian localization for both new settings (option names + value labels).
* Other language files fall back to English labels.
---
### 🌿 Foliage Subsurface Scattering (also finalized in v1.0.3)
* **`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`.
* Added to all quality profiles (VERY_LOW → EXTREME) with the `!FOLIAGE_SSS` or `FOLIAGE_SSS` flag.
* Full English + Russian localization strings added.
release
AuraLite Shaders 1.0.2
1.0.23 июн. 2026 г.273Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
Что нового
## 🆕 What's New in v1.0.2 — Foliage Subsurface Scattering
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 Subsurface Scattering (`FOLIAGE_SSS`)
* New toggle in the `[Foliage Settings]` menu.
* Light bleeding from the back side of foliage + soft wrap term on the unlit side.
* Enabled from **MED** profile upward by default (disabled on VERY_LOW/LOW for maximum FPS).
* Integrated with existing PBR pipeline using material ID tagging (`matID` 10001–10004) in `gbuffers_terrain`.
* Full English and Russian localization.
This is a focused, low-cost visual enhancement that makes forests and plants feel much more natural under direct sunlight.
release
AuraLite Shaders 1.0.1
1.0.13 июн. 2026 г.90Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
Что нового
## 🆕 What's New in v1.0.1 — *Stability, HDR Bloom & Photographic Tone Mapping*
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.
### 🛠️ Bug Fixes
* **TAA history acceptance threshold.** Added `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.
* **Vibrancy math.** `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.
* **SSR normal NaN guard.** Added `length(N) > 0.5` check before `traceSSR()` so invalid normals from edge pixels are silently skipped instead of producing black reflections.
* **SSR near-field trace precision.** Minimum raymarch step lowered from `1.0` to `0.3` view-space units, dramatically improving hit rate on close surfaces (ripples, shallow pools, wet stone).
* **Meteor moon-brightness curve.** `gbuffers_skybasic.fsh` now uses `cos²(phase × π/8)` — identical to `getMoonPhaseBrightness()` in `composite.fsh` — so moon washout is physically consistent.
### 🎨 Visual Enhancements
* **HDR Bloom *(v1.0.1)*.** Cheap single-pass 3×3 neighbour blur for overbright pixels (luminance threshold 0.75). Naturally affects sun/moon disks, lava, portals, bright specular highlights, and torches — without smearing the entire scene or requiring extra render targets.
* **Photographic (AgX-like) Tone Mapping *(v1.0.1)*.** A new `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.
* **EXTREME profile updated.** Now uses `CONTRAST=4` (Photographic/AgX-like) instead of `CONTRAST=3` for cinematic highlight handling.
release
AuraLite Shaders 1.0.0
1.0.02 июн. 2026 г.141Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
Что нового
## 🆕 What's New in v1.0.0 — *Meteor Showers & Finalized Reflection Pipeline*
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.
### ☄️ Physically-Based Meteors / Falling Stars
* **True great-circle sky arcs.** Meteors are rendered as moving arcs on the celestial sphere instead of flat 2D streaks, so showers converge toward a shared radiant like real meteor photography.
* **Ablation-based brightness curve.** Each meteor rises, peaks, and fades with a bell-shaped light curve inspired by atmospheric entry.
* **Blackbody plasma colouring.** Meteor heads are tinted with the same Kelvin-based colour pipeline used by AuraLite's sun/moon lighting, giving physically consistent warm-to-white fireball tones.
* **Moonlight washout and weather attenuation.** Faint meteors are suppressed by bright moon phases, rain, and daytime sky brightness, improving realism and avoiding visual clutter in poor visibility.
* **Persistent trains on bright fireballs.** The strongest events leave a short-lived glowing ionization trail, including a subtle green oxygen-style tint on the lingering train.
* **Available in both Overworld and The End.** Overworld meteors respect moonlight and atmosphere; End meteors render against the permanent night sky without moon washout.
### 🪞 Finalized v1.0.0 SSR / Water Reflection Path
* **`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.
* **Depth-based water-surface detection.** Water is identified by comparing `depthtex0` and `depthtex1`, making reflections robust on Iris paths where water G-buffer writes may be inconsistent.
* **More stable water normals.** Reflection normals are reconstructed from neighbouring depth samples and then perturbed with coherent world-space ripple gradients, reducing faceting and torn reflections.
* **Cleaner post-pass reliability.** The reflection pipeline now lives entirely in the final post-processing pass, simplifying the frame graph and avoiding loader-specific MRT issues.
### 🎛️ New Sky Settings & Profile Integration
* New configurable options: **`SHOOTING_STARS`**, **`SHOOTING_STARS_FREQUENCY`**, and **`SHOOTING_STARS_BRIGHTNESS`**.
* Shooting stars are disabled on the lightest presets and enabled from **MED** upward through the normal profile system.
* English and Russian UI text was expanded for the new night-sky controls, while other language files continue to fall back safely.
beta
AuraLite Shaders 0.3.0-beta
0.3.0-beta1 июн. 2026 г.139Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
beta
AuraLite Shaders 0.2.9-beta
0.2.9-beta31 мая 2026 г.141Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
beta
AuraLite Shaders 0.2.8-beta
0.2.8-beta31 мая 2026 г.84Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
beta
AuraLite Shaders 0.2.7-beta
0.2.7-beta30 мая 2026 г.128Minecraft: 1.16.5, 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2iris, optifine
beta
AuraLite Shaders 0.2.6-beta
0.2.6-beta30 мая 2026 г.92Minecraft: 1.16.5, 1.20.1, 1.21.1, 26.1.2iris, optifine
beta
AuraLite Shaders 0.2.5-beta
0.2.5-beta29 мая 2026 г.106Minecraft: 1.20.1iris, optifine
beta
AuraLite Shaders 0.2.4-beta
0.2.4-beta29 мая 2026 г.56Minecraft: 1.20.1iris, optifine
beta
AuraLite Shaders 0.2.3-beta
0.2.3-beta29 мая 2026 г.56Minecraft: 1.20.1iris, optifine
beta
AuraLite Shaders 0.1.5-beta
0.1.5-beta27 мая 2026 г.57Minecraft: 1.20.1iris, optifine
beta
AuraLite Shaders 0.1.0-beta
0.1.0-beta27 мая 2026 г.63Minecraft: 1.20.1iris, optifine