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Vitrail Shaders

OptiFine-format shader packs, on Minecraft's native Vulkan renderer
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v0.3.0-alpha.1 (NeoForge)

File namevitrail-neoforge-0.3.0-alpha.1+mc26.2.jar
Uploader
avpbynfavpbynf
Uploaded
Aug 16, 2026
Downloads
6
Size
1003.2 KB
Mod Loaders
NeoForge
File ID
8659311
Type
A
Alpha
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:vitrail-shaders-1649385:8659311"

Learn more about Curse Maven

What's new

Changed

  • Mobs, block entities, the enchantment shine and the player's hand are now painted into the pack's own images, where before their colour reached the pack through the game's, eight bits a channel. Packs that pack two values into each channel of a wider image were reading one back in place of the other: under Bliss an enderman came out lit instead of black.
  • The line each program prints at its first draw now names the image it really samples where the pack asks for the atlas, so a picture that disagrees with the wiring can be told apart from one that agrees with it.

Fixed

  • The enchantment shine is no longer dropped by packs that draw it into an image of their own. It was being refused outright, on a question that only applies to the pieces whose colour still travels through the game.
  • Picking None while a pack is drawing no longer leaves the terrain in stretched coloured spikes until the game is restarted. The world was being drawn through a pipeline built for the wider vertex the pack needs, over a mesh that had already gone back to the narrower one.
  • Your hand no longer turns and stretches along with the screen inside a nether portal or under nausea, where it should hold still in front of the camera. The pack was being handed the whole screen distortion as the hand's walk bob, and it is the hand's clip position a pack writes through that. Walking and being hit were already right.

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