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AuraLite Shaders

Lightweight OpenGL 4.6 shaders for Minecraft 1.16.5–26.2 with volumetric godrays, HDR rendering, 3D clouds, and LabPBR support.
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AuraLite_ShaderPack.v1.0.1.zip

File nameAuraLite_ShaderPack.v1.0.1.zip
Uploader
AlexanderNyrAlexanderNyr
Uploaded
Jun 3, 2026
Downloads
35
Size
349.5 KB
File ID
8190997
Type
R
Release
Supported game versions
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.4
  • 1.21.3
  • 1.21.2
  • 1.21.1
  • 1.21
  • 1.20.6
  • 1.20.5
  • 1.20.4
  • 1.20.3
  • 1.20.2
  • 1.20.1
  • 1.20
  • 1.19.4
  • 1.19.3
  • 1.19.2
  • 1.19.1
  • 1.19
  • 1.18.2
  • 1.18.1
  • 1.18
  • 1.17.1
  • 1.17
  • 1.16.5
  • OptiFine
  • Iris

What's new

🆕 What's New in v1.0.1 — Stability, HDR Bloom & Photographic Tone Mapping

Version 1.0.1 is a focused hotfix on top of v1.0.0 that addresses five edge-case rendering issues and introduces a new cinematic tone-mapping curve with lightweight HDR bloom.

🛠️ Bug Fixes

  • TAA history acceptance threshold. Added historySample.a < 0.99 guard in composite1.fsh so uninitialised or stale history buffers (e.g. right after shader reload or resolution change) are rejected instead of causing ghosting.
  • Vibrancy math. applyVibrancy in final.fsh now correctly handles negative saturation values — oversaturation works as intended rather than relying on undefined GLSL mix extrapolation followed by hard clamping.
  • SSR normal NaN guard. Added length(N) > 0.5 check before traceSSR() so invalid normals from edge pixels are silently skipped instead of producing black reflections.
  • SSR near-field trace precision. Minimum raymarch step lowered from 1.0 to 0.3 view-space units, dramatically improving hit rate on close surfaces (ripples, shallow pools, wet stone).
  • Meteor moon-brightness curve. gbuffers_skybasic.fsh now uses cos²(phase × π/8) — identical to getMoonPhaseBrightness() in composite.fsh — so moon washout is physically consistent.

🎨 Visual Enhancements

  • HDR Bloom (v1.0.1). Cheap single-pass 3×3 neighbour blur for overbright pixels (luminance threshold 0.75). Naturally affects sun/moon disks, lava, portals, bright specular highlights, and torches — without smearing the entire scene or requiring extra render targets.
  • Photographic (AgX-like) Tone Mapping (v1.0.1). A new CONTRAST = 4 option in final.fsh provides a sigmoidal tone curve with natural highlight chromatic attenuation, soft toe, and lifted blacks — giving a cinematic, non-clipped look that keeps foliage saturation under control while handling extreme brightness gracefully.
  • EXTREME profile updated. Now uses CONTRAST=4 (Photographic/AgX-like) instead of CONTRAST=3 for cinematic highlight handling.

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