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Vitrail Shaders

OptiFine-format shader packs, on Minecraft's native Vulkan renderer
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v0.5.0-beta (Neo/Fabric)

File namevitrail-0.5.0-beta.1+mc26.2.jar
Uploader
avpbynfavpbynf
Uploaded
Aug 19, 2026
Downloads
29
Size
1.2 MB
Mod Loaders
FabricNeoForge
File ID
8683359
Type
B
Beta
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:vitrail-shaders-1649385:8683359"

NeoForge

implementation "curse.maven:vitrail-shaders-1649385:8683359"

Learn more about Curse Maven

What's new

Added

  • The debug screen names the engine, the pack and its profile, where Iris has always put those three lines. A screenshot taken with F3 open is how the question "what drew this, with what, set how" arrives, and until now a Vitrail frame and an Iris frame of the same pack read as the same picture. A pack that is not being drawn says which of the three reasons it is rather than reading as none at all: shaders switched off, a pack named that is not in the folder, or a pack the engine refused, the last of which sends you to the log rather than to the settings screen.

Changed

  • One download for both loaders. The release now carries a single jar, vitrail-<version>+mc<minecraft>, that runs on NeoForge and on Fabric alike; each loader reads its own metadata out of it and ignores the rest. It is the same engine the two per-loader jars carried, in one file, and the per-loader downloads stop being published. Nothing changes in game, and nothing changes about what has to sit next to it: Sodium, Chloride, and on Fabric the Fabric API. Upgrading means replacing: delete the old vitrail-neoforge-* or vitrail-fabric-* jar when this one goes in, because the two carry the same mod and a loader that finds it twice refuses to start.

Fixed

  • Complementary no longer falls back to its oldest code paths. The engine told packs it was Iris but never which one, and a pack that asks compares against zero: every "on an old Iris, do it the old way" branch in Complementary Reimagined and Unbound was live. The engine now announces the Iris release it behaves like, so those branches pick the modern side: rain and thunder fade over the pack's own timer instead of a hardcoded three seconds, the sun and moon stop leaning on a workaround for a renderer bug this engine never had, and reflections drop a workaround for a texture bug fixed before the release this engine mirrors.

  • On Fabric, the game no longer throws away every selected resource pack at boot when a slow mod set is installed. Reading the shader pack used to hold up the very first frame, and when the boot's resource reload finished inside that pause the game stitched its atlases before it had a frame's uniforms to do it with: "Missing uniform Globals", and every resource pack was deselected. Seen with Distant Horizons installed, whose extra programs made the pack read long enough to lose the race. The pack is now read once the boot reload is over, which is where NeoForge always effectively had it.

  • Bliss no longer stands its swamp fog over any shoreline. Biomes were numbered by walking the level's registry, which hands them out alphabetically, while a pack compares against the numbers Iris hands out, which are the game's own declaration order. Six is swamp there and cold ocean here, so the green followed you along every coast. The numbering is now taken where Iris takes it, and a biome the game's own list never declares answers nought, as it does under Iris.

  • Distant Horizons terrain stops washing out flat under packs that read the light raw. The far terrain family was handed raw light levels scaled by sixteen; Iris hands level i as (i + 0.5) / 16 and answers the fixed function light matrices with the identity, so a pack reading that light through the matrix or raw gets the same number either way. BSL and Complementary multiply the matrix in and were never affected. Bliss reads the pair raw, and from sky level one upward its light map saturated and its far terrain went flat.

  • Under Bliss, the game's sky no longer paints over the far terrain. The engine fills the game's own frame back in wherever the world's depth stands in front of what a pack claimed, and the world's depth holds nothing where an LOD stands, the game never rasterising the far terrain itself: those pixels read as unanswered and were covered over the colour the Distant Horizons programs had just written. Only Bliss showed it, its sky pass being the one the translation cannot hand a coverage mask to, every other pack's sky claiming those pixels itself. The far terrain's own depth is read now.

  • The line printed when the game came up on OpenGL no longer says the pack draws nothing. The passes do run on that backend, and what they draw is a picture both credible and wrong: the programs are translated against Vulkan's depth and clip conventions, so a sky cut in two or a misdrawn hand there is the backend and not the pack. The line owns that now, which is the point of it, a report filed against the pack being the one thing it exists to prevent.

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