
AuraLite Shaders
Легкий, но мощный шейдерпак для Майнкрафт на OpenGL 4.6. Объемные солнечные лучи, HDR-рендеринг, 3D облака, поддержка LabPBR, процедурная лава и экспериментальное физическое небо. Высокая производительность при отличной картинке. Совместимость с Iris, OptiFine, Oculus.
Список изменений
🆕 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 albedocolortex0and mixed unshaded texels into the lit scene). Moved clean underwater screen-space view perturbation directly intofinal.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-5infinal.fsh. Added a dedicated material alpha tagcolortex2.a = 0.8for water ingbuffers_waterandgbuffers_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.fshandgbuffers_terrain_translucent.fshto matchgbuffers_terrain.fsh. Displaced UV coordinatesp = currentTexCoordsare 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)ingbuffers_terrain.fshbefore encoding intocolortex2, 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 from0.014/0.0105to0.0018/0.0035) and removed hardcoded blanket opacity ceilings (0.30/0.34). Wired the user'sFOG_DENSITY_LEVELsetting 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.fshfrom a static1e-4epsilon 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)tomin(afterDepth - beforeDepth, -1e-5). SinceafterDepth - beforeDepthis strictly negative, adding+0.0001mathematically 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 = currentTexCoordsin the lava POM loop with exact linear interpolationmix(currentTexCoords, prevTexCoords, weight). Internal crack walls no longer suffer from 4-step banding/stepping artifacts. - Block Mapping Extended — Added
minecraft:magma_blockto block ID10009inblock.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..1per-pixel ray start offset with a centered-0.5..+0.5range scaled down to0.6 × 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 withmix(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
0.5to0.45— 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)
- Cyan-Green:
- 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. TheAURORA_STRENGTHprofile 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.
