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{{About|in-game shaders using [[Minecraft:resource pack]]s|the shaders provided by game modifications|Shader pack|the shaders available in the [[Minecraft:options]] menu before [[Minecraft:Java Edition 1.9]]|Super Secret Settings|the built-in shaders and modern customization in ''Bedrock Edition''|Vibrant Visuals}}{{Exclusive|java}}{{Removed feature|edition=bedrock}}{{wip|Add historical Bedrock Edition information. Java Edition History section could be expanded to include more details for changes made around 1.17 to 1.19. The Java Edition "Render process" section would benefit from more information. Java Edition would benefit from more information about post_effects (specifically vertex shaders before and after 25w31a) and vertex attributes for both post and core shaders}}
{{About|in-game shaders using resource packs|the shaders provided by game modifications|Shader pack|the shaders available in the options menu before Java Edition 1.9|Super Secret Settings|the built-in shaders and modern customization in ''Bedrock Edition''|Vibrant Visuals}}{{Exclusive|java}}{{Removed feature|edition=bedrock}}{{wip|Add historical Bedrock Edition information. Java Edition History section could be expanded to include more details for changes made around 1.17 to 1.19. The Java Edition "Render process" section would benefit from more information. Java Edition would benefit from more information about post_effects (specifically vertex shaders before and after 25w31a) and vertex attributes for both post and core shaders}}


'''Shaders''' are used to define the game's rendering of certain elements.
'''Shaders''' are used to define the game's rendering of certain elements.
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{{in|je}}, two distinct kinds of shaders are used: '''core shaders''' and '''post-processing shaders'''. '''Core shaders''' are used to render fundamental parts of the game such as entities and terrain, while '''post-processing shaders''' are used to apply visual effects to the screen after core shaders have ran.
{{in|je}}, two distinct kinds of shaders are used: '''core shaders''' and '''post-processing shaders'''. '''Core shaders''' are used to render fundamental parts of the game such as entities and terrain, while '''post-processing shaders''' are used to apply visual effects to the screen after core shaders have ran.


Examples of post-processing shaders include the menu background blur, [[Minecraft:Spectator#Mob view|certain mob vision types]] as seen in [[Minecraft:spectator]], the ''Fabulous!'' [[Minecraft:graphics setting]]'s fixed handling of translucent object, and the [[Minecraft:glowing]] status effect.
Examples of post-processing shaders include the menu background blur, certain mob vision types as seen in spectator, the ''Fabulous!'' graphics setting's fixed handling of translucent object, and the glowing status effect.


Shaders are written in the [https://www.khronos.org/opengl/wiki/OpenGL_Shading_Language OpenGL Shading Language (GLSL)]. Each shader program{{note|A collection of shaders which run together.}} comes in two parts, the '''vertex''' and '''fragment''' shader. Vertex shaders define the positions of individual vertices, whereas fragment shaders define the final color of a single render fragment. For example, vertex shaders are often used to create waving foliage and water, and fragment shaders can be used to add effects like bloom, god rays, and blur. In ''Minecraft'', vertex shaders must use the extension {{code|.vsh}}, and fragment shaders {{code|.fsh}}.
Shaders are written in the [https://www.khronos.org/opengl/wiki/OpenGL_Shading_Language OpenGL Shading Language (GLSL)]. Each shader program{{note|A collection of shaders which run together.}} comes in two parts, the '''vertex''' and '''fragment''' shader. Vertex shaders define the positions of individual vertices, whereas fragment shaders define the final color of a single render fragment. For example, vertex shaders are often used to create waving foliage and water, and fragment shaders can be used to add effects like bloom, god rays, and blur. In ''Minecraft'', vertex shaders must use the extension {{code|.vsh}}, and fragment shaders {{code|.fsh}}.


Shader programs are stored in the {{code|assets/minecraft/shaders}} directory of [[Minecraft:client.jar]], and can be replaced with a [[Minecraft:resource pack]]. Note that if any error occurs when loading the shaders, the resource pack is disabled and fabulous graphics mode is turned off.
Shader programs are stored in the {{code|assets/minecraft/shaders}} directory of [[Minecraft:client.jar]], and can be replaced with a resource pack. Note that if any error occurs when loading the shaders, the resource pack is disabled and fabulous graphics mode is turned off.


=== Core shaders ===
=== Core shaders ===
{{Warning|section=1|Although core shaders can be replaced with a [[Minecraft:resource pack]], this isn't an intended or supported feature and may change at any time.}}
{{Warning|section=1|Although core shaders can be replaced with a resource pack, this isn't an intended or supported feature and may change at any time.}}


Core shaders are used to render almost everything in the game, including terrain, entities, gui elements, etc. The shader programs for core shaders are located in the <code>assets/<namespace>/shaders/core</code> directory of a resourcepack.
Core shaders are used to render almost everything in the game, including terrain, entities, gui elements, etc. The shader programs for core shaders are located in the <code>assets/<namespace>/shaders/core</code> directory of a resourcepack.
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|animate_sprite_blit
|animate_sprite_blit
|Renders non-interpolated [[Minecraft:Resource_pack#Texture_animation|texture animations]], as well as any non-animated sprite to a texture atlas.
|Renders non-interpolated texture animations, as well as any non-animated sprite to a texture atlas.
Uses the <code>core/animate_sprite.vsh</code> vertex program.
Uses the <code>core/animate_sprite.vsh</code> vertex program.
|
|
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|animate_sprite_interpolate
|animate_sprite_interpolate
|Renders interpolated [[Minecraft:Resource_pack#Texture_animation|texture animations]] to a texture atlas.
|Renders interpolated texture animations to a texture atlas.
Uses the <code>core/animate_sprite.vsh</code> vertex program.
Uses the <code>core/animate_sprite.vsh</code> vertex program.
|
|
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=== Post-processing effects ===
=== Post-processing effects ===
As mentioned previously, post-processing effects are used in menu backgrounds, when spectating certain mobs to create vision effects, the Fabulous! graphics setting, and when rendering the [[Minecraft:glowing]] effect.
As mentioned previously, post-processing effects are used in menu backgrounds, when spectating certain mobs to create vision effects, the Fabulous! graphics setting, and when rendering the glowing effect.


==== Post-effect file format ====
==== Post-effect file format ====
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**** {{nbt | integer | height}}: Defaults to the current viewport height. The height of the target
**** {{nbt | integer | height}}: Defaults to the current viewport height. The height of the target
**** {{nbt | bool | persistent}}: Defaults to false. If true, this target is not cleared between frames. It is still cleared when the game window is resized, however.
**** {{nbt | bool | persistent}}: Defaults to false. If true, this target is not cleared between frames. It is still cleared when the game window is resized, however.
**** {{nbt | list}}{{nbt | int | clear_color}} Defaults to <code>[0, 0, 0, 0]</code>. The colour this target is filled with when it is created or cleared. Supports two formats. A list of floats in 0-1 range <code>[R, G, B, A]</code>, or a colour in decimal format calculated from the red, green and blue components using this formula:<br>'''(Alpha [[Minecraft:wikipedia:Logical shift|<<]] 24) + (<span style="color:red">Red</span> [[Minecraft:wikipedia:Logical shift|<<]] 16) + (<span style="color:green">Green</span> [[Minecraft:wikipedia:Logical shift|<<]] 8) + <span style="color:blue">Blue</span>'''
**** {{nbt | list}}{{nbt | int | clear_color}} Defaults to <code>[0, 0, 0, 0]</code>. The colour this target is filled with when it is created or cleared. Supports two formats. A list of floats in 0-1 range <code>[R, G, B, A]</code>, or a colour in decimal format calculated from the red, green and blue components using this formula:<br>'''(Alpha << 24) + (<span style="color:red">Red</span> << 16) + (<span style="color:green">Green</span> << 8) + <span style="color:blue">Blue</span>'''
** {{nbt | list | passes}}: Render passes
** {{nbt | list | passes}}: Render passes
*** {{nbt | compound | pass}}: A render pass
*** {{nbt | compound | pass}}: A render pass
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|-
|-
| creeper
| creeper
| Adds a green filter over the screen and give the appearance of a reduced resolution. Used when spectating a [[Minecraft:creeper]].
| Adds a green filter over the screen and give the appearance of a reduced resolution. Used when spectating a creeper.
|  
|  
[[File:Post effect creeper.png|left|thumb]]
[[File:Post effect creeper.png|left|thumb]]
|-
|-
| entity_outline
| entity_outline
| Applies a blur over a solid color silhouette of an entity. Used when an entity with the [[Minecraft:glowing]] effect is on-screen.
| Applies a blur over a solid color silhouette of an entity. Used when an entity with the glowing effect is on-screen.
|  
|  
[[File:Post effect entity outline.png|left|thumb|Left side is the "minecraft:entity_outline" target before the post effect is applied, right side is the final image with the post effect applied]]
[[File:Post effect entity outline.png|left|thumb|Left side is the "minecraft:entity_outline" target before the post effect is applied, right side is the final image with the post effect applied]]
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|-
|-
| spider
| spider
| Renders a blurred version of the screen with 5 additional copies overlapped on top with blurred edges. Used when spectating a [[Minecraft:spider]].
| Renders a blurred version of the screen with 5 additional copies overlapped on top with blurred edges. Used when spectating a spider.
|  
|  
[[File:Post effect spider.png|left|thumb]]
[[File:Post effect spider.png|left|thumb]]
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==== GUI item and entity rendering ====
==== GUI item and entity rendering ====
When the game draws an item or entity in a GUI the following process occurs:
When the game draws an item or entity in a GUI the following process occurs:
* The item or entity is pre-rendered to an internal texture. For items, this may be an atlas of all currently visible items ("GUI items atlas") or a single texture for that item. This depends on if the <code>oversized_in_gui</code> field is set to true or false in the [[Minecraft:items model definition]]. For entities, each one always has a unique texture that it gets rendered to
* The item or entity is pre-rendered to an internal texture. For items, this may be an atlas of all currently visible items ("GUI items atlas") or a single texture for that item. This depends on if the <code>oversized_in_gui</code> field is set to true or false in the items model definition. For entities, each one always has a unique texture that it gets rendered to
* For each item or entity, a quad is drawn to the screen which samples from either the GUI items atlas or individual texture for the corresponding item or entity
* For each item or entity, a quad is drawn to the screen which samples from either the GUI items atlas or individual texture for the corresponding item or entity
The game can skip rendering an item when neccesary and will use whatever was drawn on the previous frame. An item is only re-rendered if one of the following conditions is met:
The game can skip rendering an item when neccesary and will use whatever was drawn on the previous frame. An item is only re-rendered if one of the following conditions is met:
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* The GUI items atlas fills up, in this case it is cleared and all currently visible GUI items are redrawn
* The GUI items atlas fills up, in this case it is cleared and all currently visible GUI items are redrawn
* The GUI scale is changed, in this case the GUI items atlas is cleared and all currently visible GUI items are redrawn
* The GUI scale is changed, in this case the GUI items atlas is cleared and all currently visible GUI items are redrawn
* The item data is changed in a way that would cause a visual update. This includes but is not limited to: changing the <code>item_model</code>, <code>custom_model_data</code>, or <code>profile</code> [[Minecraft:Data component format|data components]]
* The item data is changed in a way that would cause a visual update. This includes but is not limited to: changing the <code>item_model</code>, <code>custom_model_data</code>, or <code>profile</code> data components


=== Vanilla uniform blocks ===
=== Vanilla uniform blocks ===
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* (float) <code>GameTime</code> A value that constantly increases from 0-1 over the span of roughly 20 minutes, then resets to 0. The exact formula for this is <code>(<age of the world> modulo 24000) / 24000</code>. {{INUntil|je 26.2}} this is set to a constant 0 value within <code>animate_sprite_interpolate</code> and <code>animate_sprite_blit</code>.
* (float) <code>GameTime</code> A value that constantly increases from 0-1 over the span of roughly 20 minutes, then resets to 0. The exact formula for this is <code>(<age of the world> modulo 24000) / 24000</code>. {{INUntil|je 26.2}} this is set to a constant 0 value within <code>animate_sprite_interpolate</code> and <code>animate_sprite_blit</code>.
* (int) <code>MenuBlurRadius</code> The value of the Menu Background Blur accessibility setting in a 0-10 range.
* (int) <code>MenuBlurRadius</code> The value of the Menu Background Blur accessibility setting in a 0-10 range.
* (int) <code>UseRgss</code> A "boolean" value. Value is 1 if the [[Minecraft:Options#Video_Settings|texture filtering video setting]] is set to RGSS, otherwise 0.
* (int) <code>UseRgss</code> A "boolean" value. Value is 1 if the texture filtering video setting is set to RGSS, otherwise 0.


==== Core blocks ====
==== Core blocks ====
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*(float) <code>SkyFactor</code> A value that specifies how much to brighten the lightmap by when the sky flashes, typically when a lightning strike occurs. This value comes from the <code>minecraft:visual/sky_light_factor</code> environment attribute.
*(float) <code>SkyFactor</code> A value that specifies how much to brighten the lightmap by when the sky flashes, typically when a lightning strike occurs. This value comes from the <code>minecraft:visual/sky_light_factor</code> environment attribute.
*(float) <code>BlockFactor</code> A value that fluctuates randomly, used in the vanilla shader for block light flickering.
*(float) <code>BlockFactor</code> A value that fluctuates randomly, used in the vanilla shader for block light flickering.
*(float) <code>NightVisionFactor</code> A value in a 0-1 range that specifies how much the Night Vision [[Minecraft:Effect| status effect]] should brighten the lightmap by.
*(float) <code>NightVisionFactor</code> A value in a 0-1 range that specifies how much the Night Vision status effect should brighten the lightmap by.
*(float) <code>DarknessScale</code> A value in a 0-1 range that specifies how much the Darkness [[Minecraft:Effect| status effect]] should darken the lightmap by.
*(float) <code>DarknessScale</code> A value in a 0-1 range that specifies how much the Darkness status effect should darken the lightmap by.
*(float) <code>BossOverlayWorldDarkeningFactor</code> A value that specifies how much to darken the lightmap by when a bossbar is visible. This is seemingly only used in the ender dragon fight {{info needed|Verify if any other boss bars can affect this}}.
*(float) <code>BossOverlayWorldDarkeningFactor</code> A value that specifies how much to darken the lightmap by when a bossbar is visible. This is seemingly only used in the ender dragon fight {{info needed|Verify if any other boss bars can affect this}}.
*(float) <code>BrightnessFactor</code> The value of the brightness video setting in a 0-1 range.
*(float) <code>BrightnessFactor</code> The value of the brightness video setting in a 0-1 range.
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*(vec3) <code>SkyLightColor</code> The color of sky light. This value comes from the <code>minecraft:visual/sky_light_color</code> environment attribute.
*(vec3) <code>SkyLightColor</code> The color of sky light. This value comes from the <code>minecraft:visual/sky_light_color</code> environment attribute.
*(vec3) <code>AmbientColor</code> The ambient light color. This value comes from the <code>minecraft:visual/ambient_light_color</code> environment attribute.
*(vec3) <code>AmbientColor</code> The ambient light color. This value comes from the <code>minecraft:visual/ambient_light_color</code> environment attribute.
*(vec3) <code>NightVisionColor</code> The color of the Night Vision [[Minecraft:Effect| status effect]]. This value comes from the <code>minecraft:visual/night_vision_color</code> environment attribute.
*(vec3) <code>NightVisionColor</code> The color of the Night Vision status effect. This value comes from the <code>minecraft:visual/night_vision_color</code> environment attribute.


;<code>CloudInfo</code>
;<code>CloudInfo</code>
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;<code>ChunkSection</code>
;<code>ChunkSection</code>
* (mat4) <code>ModelViewMat</code> The model-view matrix.
* (mat4) <code>ModelViewMat</code> The model-view matrix.
* (float) <code>ChunkVisibility</code> Value that increments from 0 to 1 once a chunk section has been displayed. The amount of time this takes is dependent on the [[Minecraft:Video settings|"Chunk Fade" video setting]]
* (float) <code>ChunkVisibility</code> Value that increments from 0 to 1 once a chunk section has been displayed. The amount of time this takes is dependent on the "Chunk Fade" video setting
* (ivec2) <code>TextureSize</code> {{info needed}}
* (ivec2) <code>TextureSize</code> {{info needed}}
* (ivec3) <code>ChunkPosition</code> {{info needed}}
* (ivec3) <code>ChunkPosition</code> {{info needed}}
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The deferred rendering pipeline is an alternative rendering pipeline which can be customized via resource packs and is used in the vanilla game for the [[Minecraft:Vibrant Visuals]] graphics mode.
The deferred rendering pipeline is an alternative rendering pipeline which can be customized via resource packs and is used in the vanilla game for the [[Minecraft:Vibrant Visuals]] graphics mode.


Although it doesn't directly support custom shaders, it offers ways to define properties about light, fog, atmosphere, and PBR texture materials. This can be used to create lighting effects similar to those seen in Java Edition's [[Minecraft:shader pack]]s.
Although it doesn't directly support custom shaders, it offers ways to define properties about light, fog, atmosphere, and PBR texture materials. This can be used to create lighting effects similar to those seen in Java Edition's shader packs.


== History ==
== History ==
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|{{HistoryLine|java}}
|{{HistoryLine|java}}
|{{HistoryLine||1.7.2|dev=13w38a
|{{HistoryLine||1.7.2|dev=13w38a
|Shaders were added for [[Minecraft:Super Secret Settings]].
|Shaders were added for Super Secret Settings.
}}
}}
|{{HistoryLine||1.8|dev=14w05a
|{{HistoryLine||1.8|dev=14w05a
|The Creeper and Spider shaders were added. Shaders are automatically applied in [[Minecraft:spectator]] mode when viewing the world as a [[Minecraft:creeper]], [[Minecraft:spider]] or [[Minecraft:enderman]].
|The Creeper and Spider shaders were added. Shaders are automatically applied in spectator mode when viewing the world as a creeper, spider or [[Minecraft:enderman]].
}}
}}
|{{HistoryLine|||dev=14w05b
|{{HistoryLine|||dev=14w05b
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}}
}}
|{{HistoryLine||1.9|dev=15w31a
|{{HistoryLine||1.9|dev=15w31a
|Removed the [[Minecraft:Super Secret Settings]] button for an internal rewrite.<ref>{{tweet|_grum|627141591942209536|nah just rewriting it all :p They are still in the game, the button is just gone atm. It would make more sense to keybind imho|July 31, 2015}}</ref>
|Removed the Super Secret Settings button for an internal rewrite.<ref>{{tweet|_grum|627141591942209536|nah just rewriting it all :p They are still in the game, the button is just gone atm. It would make more sense to keybind imho|July 31, 2015}}</ref>
}}
}}
|{{HistoryLine||1.16|dev=20w22a
|{{HistoryLine||1.16|dev=20w22a
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}}
}}
|{{HistoryLine|||dev=24w11a
|{{HistoryLine|||dev=24w11a
|All unused post-processing shaders that were used for [[Minecraft:Super Secret Settings]] have been removed.
|All unused post-processing shaders that were used for Super Secret Settings have been removed.
}}
}}
|{{HistoryLine||1.21.2|dev=24w34a
|{{HistoryLine||1.21.2|dev=24w34a
Line 904: Line 904:
}}
}}
|{{HistoryLine|||dev=?
|{{HistoryLine|||dev=?
|The <code>moj_import</code> directive now accepts a [[Minecraft:resource location]], allowing include shaders to be placed in namespaces other than '''minecraft'''
|The <code>moj_import</code> directive now accepts a resource location, allowing include shaders to be placed in namespaces other than '''minecraft'''
}}
}}
|{{HistoryLine|||dev=?
|{{HistoryLine|||dev=?
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}}
}}
|{{HistoryLine|||dev=25w44a
|{{HistoryLine|||dev=25w44a
|Added new shader programs <code>core/animate_sprite.vsh</code>, <code>core/animate_sprite_blit.fsh</code>, and <code>core/animate_sprite_interpolate.fsh</code> for rendering [[Minecraft:Resource_pack#Texture_animation|texture animations]].
|Added new shader programs <code>core/animate_sprite.vsh</code>, <code>core/animate_sprite_blit.fsh</code>, and <code>core/animate_sprite_interpolate.fsh</code> for rendering texture animations.
|Changes have been made to the <code>core/terrain</code> shader for texel antialiasing and chunk fade animations.
|Changes have been made to the <code>core/terrain</code> shader for texel antialiasing and chunk fade animations.
|The <code>Sampler0</code> uniform in the <code>core/terrain</code> shader now uses linear filtering instead of nearest.
|The <code>Sampler0</code> uniform in the <code>core/terrain</code> shader now uses linear filtering instead of nearest.
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[[Category:Gameplay]]
[[Category:Gameplay]]


[[Minecraft:de:Shaderdaten]]
de:Shaderdaten
[[Minecraft:es:Sombreador]]
es:Sombreador
[[Minecraft:fr:Filtres]]
fr:Filtres
[[Minecraft:ja:シェーダー]]
ja:シェーダー
[[Minecraft:pl:Shadery]]
pl:Shadery
[[Minecraft:pt:Shader]]
pt:Shader
[[Minecraft:ru:Шейдеры]]
ru:Шейдеры
[[Minecraft:zh:着色器]]
zh:着色器

Latest revision as of 16:03, 9 April 2026

Template:ExclusiveTemplate:Removed featureTemplate:Wip

Shaders are used to define the game's rendering of certain elements.

Java Edition

Template:In, two distinct kinds of shaders are used: core shaders and post-processing shaders. Core shaders are used to render fundamental parts of the game such as entities and terrain, while post-processing shaders are used to apply visual effects to the screen after core shaders have ran.

Examples of post-processing shaders include the menu background blur, certain mob vision types as seen in spectator, the Fabulous! graphics setting's fixed handling of translucent object, and the glowing status effect.

Shaders are written in the OpenGL Shading Language (GLSL). Each shader programTemplate:Note comes in two parts, the vertex and fragment shader. Vertex shaders define the positions of individual vertices, whereas fragment shaders define the final color of a single render fragment. For example, vertex shaders are often used to create waving foliage and water, and fragment shaders can be used to add effects like bloom, god rays, and blur. In Minecraft, vertex shaders must use the extension Template:Code, and fragment shaders Template:Code.

Shader programs are stored in the Template:Code directory of Minecraft:client.jar, and can be replaced with a resource pack. Note that if any error occurs when loading the shaders, the resource pack is disabled and fabulous graphics mode is turned off.

Core shaders

Template:Warning

Core shaders are used to render almost everything in the game, including terrain, entities, gui elements, etc. The shader programs for core shaders are located in the assets/<namespace>/shaders/core directory of a resourcepack.

Some objects are not drawn using shaders, this includes:

  • The sky in the nether and bottom half of the overworld. These are the opengl clear color which is set to the same value as the FogColor uniform

List of core shaders

A list of all core shaders can be found by expanding the header below, listing descriptions of what each shader is responsible for, as well as what uniforms, samplers, and define directives are available to each shader.

Name Used for Sample images Available uniforms blocks Available samplers.

All samplers are of type sampler2d unless otherwise specified

Define directives
animate_sprite_blit Renders non-interpolated texture animations, as well as any non-animated sprite to a texture atlas.

Uses the core/animate_sprite.vsh vertex program.

SpriteAnimationInfo Sprite - The next animation frame None present.
animate_sprite_interpolate Renders interpolated texture animations to a texture atlas.

Uses the core/animate_sprite.vsh vertex program.

SpriteAnimationInfo CurrentSprite - The current animation frame

NextSprite - The next animation frame

None present.
blit_screen Copies one buffer to another.

Uses the core/screenquad.vsh vertex program.

None present. Sampler0 - The buffer to copy from. None present.
block Renders blocks that aren't part of chunk meshes such as falling sand, blocks being moved by a piston, or pistons while moving a block. Template:Info needed
File:Core shader block highlight.png
DynamicTransforms

Fog

Projection

Sampler0 - The blocks atlas.

Sampler2 - The lightmap.

ALPHA_CUTOUT - Minimum opacity before pixels are discarded, if not defined no pixels get discarded.
debug_point Used for some debug renderers Template:Info needed

Uses the core/position_color.fsh fragment program.

DynamicTransforms

Projection

None present. None present.
entity Renders most entities including but not limited to:
  • Mobs
  • End crystal beams
  • Block entities that use special rendering such as banners and chests, both in the world and in guis
  • Equipment and other overlays such as the charged creeper energy swirls
  • Experience orbs
File:Core shader entity highlight.png
DynamicTransforms

Fog

Lighting

Projection

Sampler0 - The base texture of the entity.

Sampler1 - The red damage indicator overlay.

Sampler2 - The lightmap.

DissolveMaskSampler - An alpha mask to use when the DISSOLVE define is set.

ALPHA_CUTOUT - Minimum opacity before pixels are discarded, if not defined no pixels get discarded.

APPLY_TEXTURE_MATRIX - Whether or not the uv should be offset by the TextureMat uniform.

EMISSIVE - Whether or not lighting should be applied to the entity.

NO_CARDINAL_LIGHTING - Whether or not directional shading should be applied.

NO_OVERLAY - Whether or not the red damage tint should be applied.

PER_FACE_LIGHTING - Whether or not lighting should be calculated seperately for the front and back quad faces.

DISSOLVE - Whether or not the DissolveMaskSampler should be used as an alpha mask.

glint Renders the enchantment glint on items, equipment, etc.
File:Core shader glint highlight.png
DynamicTransforms

Fog

Globals

Projection

Sampler0 - The enchantment glint texture. None present.
gui Renders flat colored gui elements including but not limited to:
  • Chat and F3 screen text background
  • Advancement screen lines and background darken effect
  • Background of resource/datapack screen items
  • Background of selected world/server in world/server screens
  • Loading screen background
  • Selected language in language menu
  • Selected statistic in statistics menu
  • Inventory screen backgrounds
  • World loading progress
  • Text background on "Saving world" and similar screens
File:Core shader gui highlight.png
File:Core shader gui 2 highlight.png
DynamicTransforms

Projection

None present. None present.
item Renders item models in various contexts, such as when dropped on the ground, held in an entities hand, in a display entity, etc
File:Core shader item highlight.png
DynamicTransforms

Fog

Lighting

Projection

Sampler0 - The items or blocks atlas depending on the model currently being rendered.

Sampler2 - The lightmap.

ALPHA_CUTOUT - Minimum opacity before pixels are discarded, if not defined no pixels get discarded.
lightmap Renders the lightmap which is used by other shaders to determine how bright or dark parts of the world should be.

Uses the core/screenquad.vsh vertex program.

File:Core shader lightmap highlight.png
In this image the lightmap shader outputs a horizontal gradient from black to red
File:Core shader lightmap visualisation.png
Here the lightmap has been modified to output a gradient from black to red horizontally, and black to green vertically. A mod has been used to display the output of this shader to the top left of the screen for a clearer visualisation
LightmapInfo None present. None present.
panorama Renders the title screen panorama cubemap.
File:Core shader position tex highlight.png
DynamicTransforms

Projection

Sampler0 (samplerCube) - A cubemap sampler containing all 6 panorama images. None present.
particle Renders all particle effects. Also renders the rain and snow weather effects.
File:Core shader particle highlight.png
DynamicTransforms

Fog

Projection

Sampler0 - The particles or blocks atlas, depending on the particle that is being rendered. If rendering a weather effect then this is the corresponding texture for that effect.

Sampler2 - The lightmap.

None present.
position_color Renders the lower half of the sky at sunrise and sunset. Also renders the F3 debug pie and chunk borders.
File:Core shader position color highlight.png
File:Core shader position color 2 highlight.png
DynamicTransforms

Projection

None present. None present.
position_tex_color Renders some miscellaneous textured things including but not limited to:
  • The end skybox
  • GUI buttons, backgrounds, tooltips, icons etc
  • Pre-rendered items and entities in GUIs (see the Render process section for more information)
  • World icons, server icons, resourcepack icons, datapack icons, etc
  • HUD elements such as the hotbar, crosshair, health hearts, tab list heads, etc
  • The Mojang and Minecraft logos
  • Fire overlay
  • Camera overlay effects such as the vignette, pumpkin blur, freezing effect, etc
  • The sun and moon
File:Core shader position tex color highlight JE2.png
File:Position tex color 3 highlight.png
In this image, the square to the right is a prerendered item being drawn onto a quad
DynamicTransforms

Projection

Sampler0 - For most gui widgets and icons, this is the gui atlas. For world, resourcepack, etc icons, mojang logo, camera overlays, or other non-gui things this is the texture of the object being rendered. None present.
position_tex Unused. None present. None present. None present.
position Handles depth for the ender dragon's death raysTemplate:Info needed. DynamicTransforms

Fog

Projection

None present. None present.
rendertype_beacon_beam Renders the beacon and end gateway beams.
File:Core shader rendertype beacon beam highlight.png
DynamicTransforms

Fog

Projection

Sampler0 - The texture of the current part of the beam being rendered. None present.
rendertype_clouds Renders the clouds.
File:Core shader rendertype clouds highlight.png
CloudInfo

DynamicTransforms

Fog

Projection

CloudFaces (isamplerBuffer) - Data about cloud facesTemplate:Info needed None present.
rendertype_crumbling Renders the block breaking animation.
File:Core shader rendertype crumbling highlight.png
DynamicTransforms

Fog - Although not explicitly defined in the code this can be used

Projection

Sampler0 - The texture for current stage of the block breaking animation. None present
rendertype_end_portal Renders the end portal and end gateway block entities, as well as the end_cube special model type
File:Core shader rendertype end portal highlight JE2.png
DynamicTransforms

Fog

Globals

Projection

Sampler0 - The end sky texture textures/environment/end_sky.png.

Sampler1 - The end portal stars texture textures/entity/end_portal.png.

PORTAL_LAYERS - The amount of star layers to render.
rendertype_entity_shadow Renders the shadow that appears under most entities.
File:Core shader rendertype entity shadow highlight JE2.png
Highlighted in orange is where the shadow is normally visible in vanilla
DynamicTransforms

Fog

Projection

Sampler0 - The shadow texture textures/misc/shadow.png. None present.
rendertype_leash Renders leads that are attached to entities in the world.
File:Core shader rendertype leash highlight JE2.png
DynamicTransforms

Fog

Projection

Sampler2 - The lightmap. None present.
rendertype_lightning Renders lightning bolts and the ender dragon's death rays.
File:Core shader rendertype lightning highlight.png
File:Core shader rendertype lightning 2 highlight.png
DynamicTransforms

Fog

Projection

None present. None present.
rendertype_lines Renders all types of lines including:
  • The block outline
  • Entity debug hitboxes
  • The F3 screen crosshair
  • Structure and test block bounding boxes
File:Core shader rendertype lines highlight JE2.png
DynamicTransforms

Fog

Globals

Projection

None present. None present.
rendertype_outline Renders a flat colored outline of entities which have the glowing effect.

The colour of this is based on the team the entity is in, or the glow color override for display entities, which is passed to the shader via the Color vertex attribute.

The output of this shader is saved to a buffer and then later used in the entity_outline post effect to create the full glowing effect.

File:Core shader rendertype outline highlight JE2.png
In this image, the entity_outline post effect has been disabled to clearly show what this shader outputs
DynamicTransforms

Projection

Sampler0 - The base texture of the object being rendered. None present.
rendertype_text_background_see_through Renders the background of text display entities that are set to render through blocks.
File:Core shader rendertype text background see through highlight.png
DynamicTransforms

Projection

None present. None present.
rendertype_text_background Renders the background of text display entities that are not set to render through blocks.
File:Core shader rendertype text background highlight.png
DynamicTransforms

Fog

Projection

None present. None present.
rendertype_text_see_through

rendertype_text_intensity_see_through

Renders text that is visible through blocks. Also renders the background of player and entity nameplates.

Note: rendertype_text_intensity_see_through is identical, however it is only used to render ttf fonts.

File:Core shader rendertype text see through highlight JE2.png
DynamicTransforms

Projection

Sampler0 - An automatically generated 256x256 atlas which contains the current character that is being rendered. None present.
rendertype_text

rendertype_text_intensity

Renders text in the world and in GUIs. Also renders maps in item frames or when held in first person.

Note: rendertype_text_intensity is identical, however it is only used to render ttf fonts.

File:Core shader rendertype text highlight JE2.png
File:Core shader rendertype text 2 highlight.png
DynamicTransforms

Fog

Projection

Sampler0 - An automatically generated 256x256 atlas which contains the current character that is being rendered. For maps, this is the map background texture, map_decorations atlas, or the map itself depending on which part is currently being rendered.

Sampler2 - The lightmap.

None present.
rendertype_water_mask A mask used to hide water inside boats.
File:Core shader rendertype water mask highlight.png
In this image the shader has been edited to discard all pixels on the right half of the screen
DynamicTransforms

Projection

None present. None present.
rendertype_world_border Renders the world border.
File:Core shader rendertype world border highlight.png
DynamicTransforms

Projection

Sampler0 - The world border texture textures/misc/forcefield.png. None present.
sky Renders the upper half of the overworld skybox.
File:Sky core shader highlight.png
DynamicTransforms

Fog

Projection

None present. None present.
stars Renders the stars in the overworld sky at night.
File:Stars core shader highlight.png
DynamicTransforms

Projection

None present. None present.
terrain Renders all blocks and fluids in the world.
File:Core shader terrain highlight.png
ChunkSection

Fog

Projection

Sampler0 - The blocks atlas.

Sampler2 - The lightmap.

ALPHA_CUTOUT - Minimum opacity before pixels are discarded, if not defined no pixels get discarded.
text_background Template:Upcoming Renders text background, for example those seen on entity nameplates or text display entities. DynamicTransforms

Fog

Projection

Sampler2 - The lightmap IS_SEE_THROUGH - Defined if the shader has no depth test and can be seen through other objects.
text Template:Upcoming Renders text in the world and in GUIs. Also renders maps in item frames or when held in first person. DynamicTransforms

Fog (only when IS_GUI is not defined)

Projection

Sampler0 - An automatically generated 256x256 atlas which contains the current character that is being rendered. For maps, this is the map background texture, map_decorations atlas, or the map itself depending on which part is currently being rendered.

Sampler2 - The lightmap (only when IS_GUI is not defined)

IS_GRAYSCALE - Defined if the shader should treat the font texture as an intensity texture for TTF font rendering.

IS_SEE_THROUGH - Defined if the shader has no depth test and can be seen through other objects.

IS_GUI - Defined if the shader handles text for the gui.

Include shaders

Include shaders (stored in assets/<namespace>/shaders/include) contain helper functions and variables that can be used in multiple shader programs. These must have the .glsl, .vsh, or .fsh file extensions.

To import an include shader, add one of the following import directives anywhere in a vertex or fragment shader program

  • #moj_import <filepath.glsl> imports a file from assets/minecraft/shaders/include/<filepath>.glsl
  • #moj_import <namespace:path.glsl> imports a file from assets/<namespace>/shaders/include/<path>.glsl
  • #moj_import "filepath.glsl" imports a file from assets/minecraft/shaders/core/<filepath>.glsl

When importing an include shader, the game replaces the import directive with the contents of the include shader. The imported file needs to end with an empty line, otherwise the shader does not load.

Vanilla include shaders

The following include shaders are used throughout the vanilla resource pack

Name Description
fog.glsl Contains the linear_fog function to calculate the color based on the vertex distance. Contains a definition of the Fog uniform block
light.glsl Contains the minecraft_mix_light function, used to calculate face lighting in entity shaders. Contains a definition of the Lighting uniform block
matrix.glsl Contains the mat2_rotate_z function that returns the rotation matrix for a vec2 around the z-axis.
projection.glsl Contains the projection_from_position function. Contains a definition of the Projection uniform block
globals.glsl Contains a definition of the Globals uniform block.
dynamictransforms.glsl Contains a definition of the DynamicTransforms uniform block.
chunksection.glsl Contains a definition of the ChunkSection uniform block.
animation_sprite.glsl Contains a definition of the SpriteAnimationInfo uniform block.
sample_lightmap.glsl Contains the sample_lightmap function, used by various shaders to sample the lightmap texture.

Post-processing effects

As mentioned previously, post-processing effects are used in menu backgrounds, when spectating certain mobs to create vision effects, the Fabulous! graphics setting, and when rendering the glowing effect.

Post-effect file format

Post-processing effects are made up of multiple passes and render targets. A target is a buffer that can be read from and written to. The game provides some built-in targets that contain certain parts of the game world (particles, water, etc), and you can define your own to read and write data to. A pass can have multiple inputs from png textures or render targets.

Post-processing effects are defined in assets/<namespace>/post_effect/<post effect>.json. Note that post-processing effects are applied before the HUD and GUI elements are rendered

  • Template:Nbt: The root tag
    • Template:Nbt: Custom render targets to be used by render passes
      • Template:Nbt: The key is the name of the target
        • Template:Nbt: Defaults to the current viewport width. The width of the target
        • Template:Nbt: Defaults to the current viewport height. The height of the target
        • Template:Nbt: Defaults to false. If true, this target is not cleared between frames. It is still cleared when the game window is resized, however.
        • Template:NbtTemplate:Nbt Defaults to [0, 0, 0, 0]. The colour this target is filled with when it is created or cleared. Supports two formats. A list of floats in 0-1 range [R, G, B, A], or a colour in decimal format calculated from the red, green and blue components using this formula:
          (Alpha << 24) + (Red << 16) + (Green << 8) + Blue
    • Template:Nbt: Render passes
      • Template:Nbt: A render pass
        • Template:Nbt: The namespaced id of a vertex shader to use for this pass, relative to the shaders folder. minecraft:post/blit resolves to assets/minecraft/shaders/post/blit.vsh
        • Template:Nbt: The namespaced id of a fragment shader to use for this pass, relative to the shaders folder. minecraft:post/box_blur resolves to assets/minecraft/shaders/post/box_blur.fsh
        • Template:Nbt: A list of render target inputs and / or texture inputs
          • Template:Nbt
            • Template:Nbt: The name of the sampler uniform
              • Setting this to MainDepth, for example, makes a sampler2D uniform called MainDepthSampler available to the shader program for this pass. This will also provide an additional vec2 to the SamplerInfo uniform block called <sampler_name>Size, for example MainDepthSize
            • Template:Nbt: Default: false. If set to true, the sampler uses bilinear filtering instead of nearest neighbor
            • Template:Nbt: The name of the target. Can either be a custom target as specified in targets above, or one of the following built in targets: minecraft:main, minecraft:translucent, minecraft:item_entity, minecraft:particles, minecraft:weather, minecraft:clouds, or minecraft:entity_outline
            • Template:Nbt: Default: false. If set to true, it samples from the depth texture instead of the color texture.
          • Template:Nbt
            • Template:Nbt: The name of the sampler uniform
              • Setting this to MyTexture, for example, makes a sampler2D uniform called MyTextureSampler available to the shader program for this pass. This will also provide an additional vec2 to the SamplerInfo uniform block called <sampler_name>Size, for example MyTextureSize
            • Template:Nbt: Default: false. If set to true, the sampler uses bilinear filtering instead of nearest neighbor
            • Template:Nbt: The resource location of the texture. my_namespace:post_texture resolves to assets/my_namespace/textures/effect/post_texture.png
            • Template:Nbt: The width of the texture in pixels
            • Template:Nbt: The height of the texture in pixels
        • Template:Nbt: The target to output to. Can either be a custom target as specified in targets above or minecraft:main. Note: you cannot read and write to the same target in the same pass
        • Template:Nbt: An object of uniform blocks to pass to the vertex and fragment shaders. For example, uniforms: { "UniformBlockName": [ { "type": "vec2", "value": [...] } ] }
          • Template:Nbt: The key is what this uniform block will be called when referenced in a shader
            • Template:Nbt
              • Template:Nbt: The name of the uniform. This is unused by the game, however it is recommended to set it for organizational purposes
              • Template:Nbt: The type of the uniform, can be any of: int, float, ivec3, vec2, vec3, vec4, and matrix4x4
              • Template:NbtTemplate:NbtTemplate:Nbt: Uniform values. The amount and format of this depends on what the type field is set to
                • int requires a single int
                • float requires a single float
                • ivec3 requires list of 3 ints
                • vec2 requires list of 2 floats
                • vec3 requires list of 3 floats
                • vec4 requires list of 4 floats
                • matrix4x4 requires 16 floats

List of post-processing effects

There are currently six post-processing effects used in the game:

Name Used for Sample images
blur Used for the blur effect in the background of most menus in-game and on the title screen. This post effect is not used when the "Menu Background Blur" accessibility setting is set to 0.
File:Post effect blur.png
File:Post effect blur ingame.png
creeper Adds a green filter over the screen and give the appearance of a reduced resolution. Used when spectating a creeper.
File:Post effect creeper.png
entity_outline Applies a blur over a solid color silhouette of an entity. Used when an entity with the glowing effect is on-screen.
File:Post effect entity outline.png
Left side is the "minecraft:entity_outline" target before the post effect is applied, right side is the final image with the post effect applied
invert Inverts the colours of the screen. Used when spectating an Minecraft:enderman.
File:Post effect invert.png
spider Renders a blurred version of the screen with 5 additional copies overlapped on top with blurred edges. Used when spectating a spider.
File:Post effect spider.png
transparency Combines multiple passes (targets) of different objects in the world, resulting in slightly better translucency blending compared to "Fast" or "Fancy" graphics. Used when the graphics mode is set to "Fabulous!".
File:Post effect transparency main.png
"minecraft:main" target
File:Post effect Transparency translucent.png
"minecraft:translucent" target

File:Post effect transparency item entity.png
"minecraft:item_entity" target
File:Post effect transparency particles.png
"minecraft:particles" target

File:Post effect transparency clouds.png
"minecraft:clouds" target
File:Post effect transparency weather.png
"minecraft:weather" target

File:Post effect transparency.png
Final image

Render process

Template:Expand section

General game rendering

Each frame is rendered in the following orderTemplate:Info needed

  • The world, including entities, blocks, the sky, items, etc is rendered (by core shaders)
  • Any Post effects are applied as necessary
  • The GUI and HUD elements are rendered (by core shaders)

GUI item and entity rendering

When the game draws an item or entity in a GUI the following process occurs:

  • The item or entity is pre-rendered to an internal texture. For items, this may be an atlas of all currently visible items ("GUI items atlas") or a single texture for that item. This depends on if the oversized_in_gui field is set to true or false in the items model definition. For entities, each one always has a unique texture that it gets rendered to
  • For each item or entity, a quad is drawn to the screen which samples from either the GUI items atlas or individual texture for the corresponding item or entity

The game can skip rendering an item when neccesary and will use whatever was drawn on the previous frame. An item is only re-rendered if one of the following conditions is met:

  • The item has an animated texture somewhere on its model
  • The item has an enchantment glint
  • The GUI items atlas fills up, in this case it is cleared and all currently visible GUI items are redrawn
  • The GUI scale is changed, in this case the GUI items atlas is cleared and all currently visible GUI items are redrawn
  • The item data is changed in a way that would cause a visual update. This includes but is not limited to: changing the item_model, custom_model_data, or profile data components

Vanilla uniform blocks

Template:Warning

Uniforms blocks use the std140 layout. All uniforms must be specified and in the correct order and with the correct type, otherwise weird and undefined behavior will occur. For convenience, some uniform blocks are pre-defined in include shaders, see the include shaders section for more information.

Some shaders may not use all uniforms in a given uniform block, in this case the unused uniforms will have a 'default' value. For example, while the rendertype_lines core shader will have the proper value for the LineWidth uniform, other shaders will have a "default value" for which will likely not be useful.

Common blocks

The following uniform blocks are available in both post-processing and core shaders.

Globals

This uniform block is always bound and has proper values in all shaders. Template:INUpcoming this excludes lightmap, animate_sprite_interpolate and animate_sprite_blit.

  • (ivec3) CameraBlockPos Block position of the camera in world-space coordinates.
  • (vec3) CameraOffset Fractional position of the camera in world-space coordinates.
  • (vec2) ScreenSize The width and height of the current framebuffer in pixels.
  • (float) GlintAlpha The value of the Glint Strength accessibility setting in a 0-1 range.
  • (float) GameTime A value that constantly increases from 0-1 over the span of roughly 20 minutes, then resets to 0. The exact formula for this is (<age of the world> modulo 24000) / 24000. Template:INUntil this is set to a constant 0 value within animate_sprite_interpolate and animate_sprite_blit.
  • (int) MenuBlurRadius The value of the Menu Background Blur accessibility setting in a 0-10 range.
  • (int) UseRgss A "boolean" value. Value is 1 if the texture filtering video setting is set to RGSS, otherwise 0.

Core blocks

The following uniform blocks are only available in core shaders.

Fog

This uniform block is always bound, however may not have proper values if used outside shaders which support it.

  • (vec4) FogColor Colour of the fog.
  • (float) FogEnvironmentalStart Starting distance of environmental fog.
  • (float) FogEnvironmentalEnd Ending distance of environmental fog.
  • (float) FogRenderDistanceStart Starting distance of render distance fog.
  • (float) FogRenderDistanceEnd Ending distance of render distance fog.
  • (float) FogSkyEnd Ending distance of fog for the upper portion of the sky.
  • (float) FogCloudsEnd Ending distance for clouds fog.
DynamicTransforms
  • (mat4) ModelViewMat The model-view matrix.
  • (vec4) ColorModulator A color multiplier that can be set in game code to modify the final color of objects.
  • (vec3) ModelOffset The offset of the model being rendered.
  • (mat4) TextureMat A 4D matrix used to transform UV's for some animated effects, such as the enchantment glint, breeze and wind charge wind, world border, etc.
Lighting

This uniform block is always bound, however may not have proper values if used outside shaders which support it.

  • (vec3) Light0_Direction First light direction. Used to calculate directional entity shading.
  • (vec3) Light1_Direction Second light direction. Used to calculate directional entity shading.
Projection

This uniform block is always bound, however may not have proper values if used outside shaders which support it.

  • (mat4) ProjMat The projection matrix
LightmapInfo
  • (float) SkyFactor A value that specifies how much to brighten the lightmap by when the sky flashes, typically when a lightning strike occurs. This value comes from the minecraft:visual/sky_light_factor environment attribute.
  • (float) BlockFactor A value that fluctuates randomly, used in the vanilla shader for block light flickering.
  • (float) NightVisionFactor A value in a 0-1 range that specifies how much the Night Vision status effect should brighten the lightmap by.
  • (float) DarknessScale A value in a 0-1 range that specifies how much the Darkness status effect should darken the lightmap by.
  • (float) BossOverlayWorldDarkeningFactor A value that specifies how much to darken the lightmap by when a bossbar is visible. This is seemingly only used in the ender dragon fight Template:Info needed.
  • (float) BrightnessFactor The value of the brightness video setting in a 0-1 range.
  • (vec3) BlockLightTint The color of block light. This value comes from the minecraft:visual/block_light_tint environment attribute.
  • (vec3) SkyLightColor The color of sky light. This value comes from the minecraft:visual/sky_light_color environment attribute.
  • (vec3) AmbientColor The ambient light color. This value comes from the minecraft:visual/ambient_light_color environment attribute.
  • (vec3) NightVisionColor The color of the Night Vision status effect. This value comes from the minecraft:visual/night_vision_color environment attribute.
CloudInfo
ChunkSection
  • (mat4) ModelViewMat The model-view matrix.
  • (float) ChunkVisibility Value that increments from 0 to 1 once a chunk section has been displayed. The amount of time this takes is dependent on the "Chunk Fade" video setting
  • (ivec2) TextureSize Template:Info needed
  • (ivec3) ChunkPosition Template:Info needed
SpriteAnimationInfo

Post-processing blocks

The following uniform blocks are only available in post-processing shaders.

SamplerInfo
  • (vec2) OutSize The width and height of the output buffer in pixels.
  • (vec2) All other inputs specified in the same order as the post-effect definition. These are named as <sampler_name>Size, for example, MainSize for an input with a name of "Main"


Bedrock Edition

Template:Expand section

Since Minecraft:Bedrock Edition 1.18.30, third-party shader in resource packs are no longer supported on all devices due to the implementation of Minecraft:RenderDragon.

Deferred rendering pipeline

The deferred rendering pipeline is an alternative rendering pipeline which can be customized via resource packs and is used in the vanilla game for the Minecraft:Vibrant Visuals graphics mode.

Although it doesn't directly support custom shaders, it offers ways to define properties about light, fog, atmosphere, and PBR texture materials. This can be used to create lighting effects similar to those seen in Java Edition's shader packs.

History

Template:HistoryTable

Gallery

Issues

Template:Issue list

References

Template:Reflist

Notes

Template:Notelist

External links

Navigation

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