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Vitrail Shaders

OptiFine-format shader packs, on Minecraft's native Vulkan renderer
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v0.8.1-beta (Neo/Fabric)

File namevitrail-0.8.1-beta+mc26.2.jar
Uploader
avpbynfavpbynf
Uploaded
Aug 26, 2026
Downloads
1.4K
Size
1.4 MB
Mod Loaders
FabricNeoForge
File ID
8741846
Type
B
Beta
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:vitrail-shaders-1649385:8741846"

NeoForge

implementation "curse.maven:vitrail-shaders-1649385:8741846"

Learn more about Curse Maven

What's new

Changed

  • The link under an empty pack folder opens the CurseForge shader search. It used to open the shader page on Modrinth, where this mod is not published.

Fixed

  • The game no longer crashes when resources reload with a pack loaded. Moving Anisotropic Filtering or Texture Filtering under Video Settings, switching resource packs and pressing F3 + T all reload every resource, and any of them took a world with a shaderpack on straight to the crash screen, on "Pipeline is not valid". The sky is drawn first in the frame and was the piece that fell over, but nothing the pack draws was safe. The reload now costs what it always should have, a few frames while the programs compile again.

  • A pack swapped while the engine was still warming up could kill the worker that compiles the leftover programs ahead of their first draw. Those programs then paid for themselves at the first frame that needed them, which is a stutter where there had been none.

  • Mellow draws again. Since 0.7.5-beta the pack loaded, laid out its settings and then drew nothing at all, the game's own picture staying on screen. One of its fullscreen passes was refused at compile, and a pack one of whose passes does not compile draws nothing at all. What that pass builds its outline from is a number its own settings fix before anything is compiled, and the engine was treating it as one that could still change. Any pack that writes a constant that way was open to the same.

  • E-LITE compiles whole. Twenty of its programs were refused, because one value the engine supplies reached the shader a second time where the pack had already named it itself. A line that names several values at once is now read to its end, so nothing is supplied over a name the pack wrote.

  • A pack could come up with something wrong smeared across the picture, and stay that way until it was loaded again. Not a flicker and not a glitch that passes: a patch of colour or noise that is simply there, on a machine where it happens and never on the one next to it. What was behind it: the images a pack draws into are wiped once when they are built, at every pack load and again whenever the window changes size, and that wipe was ticked off the list the moment it was scheduled instead of when it happened. One frame that drew none of the pack lost it, and the seconds a pack spends compiling are exactly those frames. The images a pack carries from one frame to the next are never scheduled again after that, so they kept whatever the graphics driver had left lying in them.

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