Vitrail Shaders

OptiFine-format shader packs, on Minecraft's native Vulkan renderer
Back to Files

v0.13.0-beta for 26.3 (Neo/Fabric)

File namevitrail-0.13.0-beta+mc26.3.jar
Uploader
avpbynfavpbynf
Uploaded
Oct 13, 2026
Downloads
116
Size
1.8 MB
Mod Loaders
FabricNeoForge
File ID
9163952
Type
B
Beta
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:vitrail-shaders-1649385:9163952"

NeoForge

implementation "curse.maven:vitrail-shaders-1649385:9163952"

Learn more about Curse Maven

What's new

Added

  • K turns shaders off and back on, as it does under Iris. Turning them back on returns to the pack you had picked, and a line in chat says which way it went. If the pack cannot be drawn, because it fails to load, is no longer in the folder or none was picked, shaders stay off and the line says why, so the next press tries again. The key can be moved in the game's controls, under Vitrail, beside the two that open the settings and reload the pack.

Fixed

  • Distant Horizons' own clouds stay out of a pack that asks for that. With Distant Horizons installed, its blocky clouds were drawn over the pack's sky even when the pack writes dhClouds=off, as Complementary does. They were hardest to miss under blindness, where the pack's own clouds go dark and Distant Horizons' stayed bright. They are now held off for as long as such a pack is loaded, as Iris does, and your own Distant Horizons setting is left as it was.
  • Distant Horizons' menu says who holds a setting it will not let you move. Where a pack draws the far terrain, Vitrail holds off Distant Horizons' own fog and ambient occlusion, and its clouds wherever a pack asks. The menu showed those lines locked and "controlled by UNKNOWN", and Distant Horizons wrote a warning in the log for each. They are now held under Vitrail's name, on a Distant Horizons recent enough to take one.
  • Mining a block shows its cracks again on 26.3. With a shader pack loaded, the crack overlay never appeared and the block simply broke. 26.3 draws the crack over an ordinary block earlier in the frame than 26.2 did, among the solid features, and Vitrail was only waiting for it among the translucent ones. It is now drawn with the pack's gbuffers_damagedblock at either moment, so the crack over stone and the crack over glass both show.
  • Banners show their colours and patterns again on 26.3. With a shader pack loaded, every banner was plain white cloth. 26.3 draws a banner's colour layers among the solid features where 26.2 drew them with the translucent ones, and Vitrail only served them at the later moment, so the game painted the colours itself underneath the pack's cloth. They are drawn with the pack's translucent block program at the moment the game draws them, as under Iris.
  • Bliss-based packs draw again, Eclipse among them. Three things stood in their way, the first two enough to turn the whole pack off:
    • A pack may keep data in a one dimensional image. Bliss keeps a line of block data that way, and the game's shader checks refused every program reading it, the pack's composites among them. One dimensional images now pass those checks, as three dimensional ones already did.
    • A pack may define a macro twice with different bodies, which NVIDIA's driver accepts and the compiler Vitrail uses does not. Eclipse's composite2 does it with diagonal3. Each use now gets the body in force where it stands, which is the driver's reading.
    • A geometry stage that only passes each corner on is folded into the stage after it on a Mac. Eclipse's terrain writes that stage in a shape the fold did not read (a block of varyings read one corner at a time, a counter declared ahead of its loop, the position held in a local), so the pack's terrain program was set aside and the terrain drawn without it. It is folded now.
  • A held item no longer streaks while the player walks, on a Mac. Under Photon the item in hand carried short light dashes, one column every 32 pixels, for as long as the walk bob kept it moving. Vitrail puts the game's own picture wherever something the game drew stands in front of the pack's geometry, and it tells the two apart by comparing the depth the pack's fragment stage saw with the depth the GPU stored. On a Mac the two can differ by a unit in the last place on some pixels of a sloped surface, so those pixels read as covered and got the game's colour in place of the pack's gbuffer. A difference that small no longer counts as something in front.
  • The sky no longer turns one flat pink when far terrain is loaded and none of it is in view. With Distant Horizons, or a mod standing in for it, a pack is told there is far terrain and reads its depth. On a frame where none of it is on screen, such as looking at the sky from above the world's build height, Vitrail handed that depth over as a single texel. Photon reads it pixel by pixel, found far terrain at the camera everywhere past that texel, and painted the whole view in one pinkish colour. The depth is now the far plane across the whole screen, as the mod's own image is under Iris.
  • A beacon beam's core no longer stops sixteen blocks above the camera. With the pack drawing the sky, the bright inner beam ended at a flat line sixteen blocks over the player's eyes that rose and fell with them, while the faint outer glow went on up. Vitrail lets the game's own picture through wherever the game drew something in front of the pack's, and it took the sky to stand where the game builds it, sixteen blocks up, so whatever the game drew above that height lost to the pack's sky. The sky now counts as infinitely far away, as it does under Iris, which also lifts the same cut from the End, where the game builds its sky a hundred blocks out.
  • The name of a player behind a wall shows again with a pack on, on Minecraft 26.3. The game does not hide the name of a player standing behind a wall, it dims it, and 26.3 draws that dimmed name on its own after the water and the outlines. Vitrail was not catching that last draw, so the name went into the game's own picture, which the pack's final pass paints over, and it was simply missing. It is now drawn by the pack like the name of a player in the open, dimmed as the game dims it. The name of a sneaking player stays hidden behind a wall, as it is without a pack.

Thanks to elNino0916 for the toggle key, the Distant Horizons clouds and the crack, Jolymmiles for the Bliss-based packs and the test net, JakobMusix for the beacon beam, DebZakari for the names behind walls, and Heerless for digging into the bells crash.

This mod has no additional files