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Моды/Vulkan PostFX
Vulkan PostFX

Vulkan PostFX

An experimental Vulkan shader pack loader for modern Minecraft, with runtime ZIP loading and early-stage shader translation support.

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Vulkan PostFX 1.5.1+mc1.21.4-2026-04-19

beta19 апреля 2026 г.

VulkanPostFX v1.5.1

Overview

Still solving sun angle calculate problem.

Vulkan PostFX 1.5.0+mc1.21.4-2026-04-16

release16 апреля 2026 г.

VulkanPostFX v1.5.0

Overview

This release marks the transition from a runtime validation prototype to a practical authoring-ready VPFX pipeline.

The VPFX Native Pack format is now capable of:

  • Loading textures from ZIP packs
  • Binding them into PostFX passes
  • Sampling them reliably inside shaders

This version introduces the first reference texture workflow, enabling authors to build real post-processing effects (LUT, grain, vignette) without relying on legacy shader pipelines.


Key Features

1. VPFX Native Texture Binding (First Fully Working Version)

  • pack.json now supports a textures section

  • Declared textures are:

    • Extracted from ZIP packs
    • Materialized into runtime resource packs
    • Registered via vpfx/textures.json
    • Bound into PostChain as TextureInput

Supported features:

  • Linear / nearest filtering
  • Custom texture namespace isolation
  • Stable runtime binding via logical texture names

2. Runtime Texture Materialization Pipeline

A complete pipeline has been implemented:

pack.json (textures)
→ runtime textures.json
→ runtime asset generation
→ TextureInput injection
→ shader sampler binding

This ensures:

  • No direct ZIP streaming during rendering
  • Full compatibility with Minecraft resource system
  • Deterministic reload behavior

3. Reference Texture Pack (Authoring Baseline)

A new VPFX Reference Textures Pack v1 is introduced as a minimal working example.

It demonstrates:

  • LUT-based color grading
  • Film grain overlay
  • Vignette masking

This pack is intended as:

  • A starting point for shader authors
  • A validation baseline for texture input behavior
  • A canonical example for documentation

4. Stable External ZIP PostChain Execution

  • External PostFX chains can now be loaded from ZIP packs
  • Fully integrated with runtime resource reload
  • Safe switching via debug key (F8)

5. Improved Debug & Logging

  • Texture materialization logs now include:

    • Runtime path
    • Resolution
    • Filtering mode
  • PostChain selection and activation clearly logged

  • Runtime texture manifest generation is traceable


Fixes

  • Fixed invalid fullscreen vertex shader (removed dependency on external vertex attributes)
  • Fixed missing texCoord varying between vertex and fragment shaders
  • Fixed PostFX pipeline crashes caused by shader interface mismatch
  • Fixed incorrect shader compatibility assumptions with Mojang PostPass system
  • Fixed incorrect runtime capability expectations for shadow depth
  • Improved safety of runtime texture binding path

Known Limitations

  • shadow_depth is currently a mirrored main depth buffer (not a true shadow map)
  • No multi-pass graph optimization yet
  • No compute shader support
  • Texture sampling is limited to PostFX passes (no material pipeline integration)

How to Use (Reference Texture Pack)

1. Install the Pack

Place the ZIP file into:

run/shaderpacks/

2. Set Active Pack

Edit the config file:

run/config/vulkanpostfx.json

Set:

{
  "active_pack_id": "vpfx_reference_textures_v1"
}

3. Launch & Toggle

  • Start the game
  • Press F8 to enable/disable the VPFX PostChain

4. Expected Visual Result

  • Slightly warmer color tone (LUT)
  • Subtle film grain
  • Mild vignette at screen edges

If you see:

  • Strong color shift → LUT too aggressive
  • Heavy dark corners → vignette too strong

→ Adjust shader parameters or replace textures.


Authoring Notes

Texture Declaration (pack.json)

"textures": {
  "ColorLut": {
    "path": "textures/lut/day_grade.png",
    "filter": "linear"
  }
}

Shader Usage

uniform sampler2D ColorLutSampler;

Sampler naming rule:

sampler_name + "Sampler"

Post Effect Input

{
  "sampler_name": "ColorLut",
  "texture": "ColorLut"
}

Breaking Changes

  • Non-VPFX ZIP packs are no longer accepted
  • pack.json with format_version is now required
  • Old compatibility paths (Iris / OptiFine style) are fully removed

Summary

v1.5.0 is the first version where:

  • VPFX is no longer just a loader
  • It becomes a usable authoring platform

This release establishes:

  • A stable texture pipeline
  • A reproducible runtime model
  • A clear path toward advanced PostFX features

Next focus:

  • Multi-pass graph expansion
  • Proper shadow map support
  • Built-in uniform system
  • Authoring documentation (Wiki)

Vulkan PostFX 1.4.0+mc1.21.4-2026-04-14

release14 апреля 2026 г.

Vulkan PostFX 1.4.0 — VPFX Native Pack Format v1 Update

This update moves the project onto the new VPFX native pack pipeline.

Added

  • Added support for VPFX Native Pack Format v1 as the primary shader pack format.
  • Added native pack.json manifest parsing for VPFX packs.
  • Added native post_effect/main.json graph parsing for VPFX packs.
  • Added validation for VPFX graph structure, runtime capabilities, and shader resource references.
  • Added native ZIP pack discovery through the VPFX loading path.
  • Added runtime materialization for VPFX ZIP shader assets.
  • Added runtime loading for VPFX post-effect graphs from external ZIP packs.

Changed

  • Switched external ZIP shader pack discovery to the new VPFX-native loading path.
  • Updated the external pack activation flow so VPFX packs can now be selected directly from config and loaded as the active pack.
  • Moved the pack pipeline away from the previous wrapper-style manifest assumptions toward a stricter native format.

Fixed

  • Fixed the issue where external packs could load through the old path but were not yet attached to the new native pack standard.
  • Fixed ZIP pack selection so valid VPFX packs are now discovered, selected, materialized, and loaded through the main runtime path.
  • Fixed external PostChain activation for VPFX packs loaded from ZIP resources.
  • Fixed runtime external target expansion so vulkanpostfx:shadow_depth is available to external post chains.
  • Fixed runtime PostChain bundle injection for the custom shadow depth target.

Runtime Status

The runtime now successfully:

  • parses the VPFX graph,
  • loads a VPFX native ZIP pack,
  • selects the configured external pack,
  • materializes ZIP shader assets into the runtime namespace,
  • loads the external post_effect/main.json,
  • resolves the external PostChain,
  • and injects the runtime shadow depth target during execution.

Notes

  • This release establishes the native VPFX pack standard as the main external pack path.
  • VPFX is a native format for this project and is not intended to be an OptiFine or Iris compatibility layer.
  • The current release is focused on native pack loading, validation, and execution bring-up.
  • Visual quality and shadow behavior will continue to improve in later updates.

Known Limitations

  • This is still an experimental native-pack milestone rather than a final visual-complete shader release.
  • Logging is currently verbose in some runtime paths and may be reduced in future updates.
  • The project is now standardized around VPFX-native packs, so older non-VPFX pack layouts are not the target path going forward.

Vulkan PostFX 1.3.0+mc1.21.4-2026-04-12

release12 апреля 2026 г.

Changelog

Verdant Light 1.3.0 Vulkan Wrapper — Experimental Update

Added

  • Added support for loading external shader packs from ZIP files through the Vulkan PostFX pipeline.
  • Added runtime shader pack materialization and resource pack injection for external ZIP-based shader content.
  • Added support for switching the active debug/effect chain at runtime with the existing toggle workflow.
  • Added an initial custom external render target path for shadow_depth.
  • Added a lightweight shadow target allocation and frame synchronization path.
  • Added a first-pass shadow depth mirror step from the main render target into a dedicated shadow target.
  • Added runtime PostChain bundle injection for custom external targets required by experimental shadow debugging.

Changed

  • Reworked the wrapper pipeline to use the new 26.2 Vulkan/PostChain model instead of legacy framebuffer-style assumptions.
  • Updated the effect loading flow so external post chains can be discovered, compiled, and applied more reliably.
  • Improved debug visibility by providing a visible overlay-style test pack instead of depth-only black/white output.
  • Refined shader pack runtime namespace handling for ZIP-based packs.

Fixed

  • Fixed several failures caused by assuming old-style render target write APIs that no longer exist in the 26.2 renderer.
  • Fixed external post chain allowlist issues that previously rejected custom targets like vulkanpostfx:shadow_depth.
  • Fixed runtime crashes caused by missing custom PostChain targets during effect execution.
  • Fixed shader pack activation flow so the external package can now be enabled successfully in the current experimental branch.
  • Fixed shadow target creation, shadow pass execution, and main-depth mirroring so the custom target path is now active during runtime.

Technical Notes

  • External ZIP shader pack loading is now functional in the current experimental wrapper.

  • The wrapper can now:

    • discover and load the external ZIP pack,
    • compile and apply the external post chain,
    • allocate a shadow render target,
    • mirror main scene depth into that target,
    • and inject the target into PostChain execution at runtime.
  • This release is focused on pipeline bring-up and compatibility validation, not final visual parity.

Known Limitations

  • This is not a full shadow implementation yet.
  • The current shadow path is still experimental and is primarily intended for debugging and pipeline validation.
  • Visual output is currently based on overlay/debug behavior rather than finalized shadow resolve/composite logic.
  • Shader behavior, color grading, and lighting quality are still subject to further iteration.
  • Logging is still verbose in some experimental paths and will be cleaned up in a later update.

Next Steps

  • Build a more usable day-to-day shader pack profile with stable visuals.
  • Reduce experimental logging noise.
  • Replace debug-oriented shadow visualization with a proper shadow resolve/composite path.
  • Expand the wiki with setup instructions, compatibility notes, pack structure, and development documentation.

Vulkan PostFX 1.0.0

beta11 апреля 2026 г.

Нет описания изменений

Совместимость

Minecraft: Java Edition

26.2.x

Платформы

Поддерживаемые окружения

Клиент

Детали

Лицензия:LicenseRef-Vulkan-PostFX-License-v1.2
Опубликован:1 неделю назад
Обновлён:2 дня назад
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