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Drunk Goggles (Drunk Shaders)

A drunk shader pack that simulates visual impairment — double vision, focus loss, camera overshoot, depth flattening and a shaky field of view — on a real impairment curve you can either set with a slider or build up over a session.
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Description

Drunk Goggles

Drunk Goggles is a BSL edit that simulates what impaired vision actually looks like, layer by layer, scaled along a curve. The base shader is based off of BSL; the impairment sits on top as a post-processing pass.

You can either pick the intensity with a slider, or let it build up on you over a session and wear off on its own.

What it actually does to the screen

This is the part I care about, so here's the whole list. Every effect has its own threshold, so turning the dial up keeps adding new problems rather than making one problem louder.

Early — you'd barely notice

  • Colours warm up slightly, a bit of flush
  • Tracking a moving object stops being smooth. Your eyes start following things in little steps instead of continuously, so motion arrives in jerks
  • Contrast drops. Edges lose their bite before anything looks properly blurry

Middle — noticible

  • Focus goes. The eye muscles that hold focus start slipping, so nothing quite sharpens. Worst at the edges of the screen, best dead centre
  • The field of view stops holding still. A slow breathing zoom, straight lines bowing outward then inward, and occasional lurches where the room jumps toward you and eases back
  • Overshoot. Turn to look at something and the view sails past it and wobbles back. This is the one people notice. It only shows up when you move, and it makes lining up a jump genuinely difficult
  • Glare. Torches and the sun bleed into wide halos that wash out everything nearby
  • Processing delay — the image arrives a beat after you moved
  • Depth flattening, so judging how far away that ledge is stops being reliable
  • Horizontal gaze nystagmus: a slow drift off target and a fast snap back, two or three times a second. It's the flick they check for at a roadside stop

Later — heavy imparement/disorientation

  • Double vision. The eyes stop converging, so you get two images that won't fuse. Mostly horizontal, drifting slowly, and neither copy is dimmed — which is exactly why it wrecks depth
  • The room starts rolling. Slow rotational sway that isn't tied to anything you're doing
  • Motion smears
  • Nausea: an uncomfortable rolling swell that doesn't match your input
  • Colour drains toward a sick grey-green as the pleasant part turns

The Extreme

  • Heavy eyelids. The lids droop from top and bottom, blinks get long and slow, and occasionally one doesn't reopen straight away
  • Waves of near-blackout
  • Mobs get hard to tell apart — the blur spreads past their outline so the silhouette dissolves, colour drains toward plain brightness, and they blend into whatever's behind them. Creeper or cow? Good luck

Two ways to run it

Slider mode (default) just holds you at a level. Pick a number, that's where you stay. Good for screenshots, builds, or a roleplay server where you want a consistent look.

Session mode is the fun one. Press a key and it adds one standard drink to the simulation, then models the whole thing properly:

  • It takes about half an hour of game time to peak on an empty stomach
  • There's a stomach setting — Empty, Light Meal, Moderate, Full. Food delays the peak, flattens it by up to a fifth, and slows the clearance a little. All three are modelled separately
  • It comes back down at a flat rate, not a curve

Optional readout in the corner: a level bar with markers, a counter showing how many you've had, or both. Off by default.

Settings

Everything's under Shader options → Drunk Goggles, split into pages:

  • Drinking & Timing — stomach, per-drink amount, clearance rate, cooldown, readout
  • Optics — field of view, focus, double vision, glare, contrast, colour fringing, depth
  • Motion & Control — overshoot, tracking loss, sway, warping, delay, smear, trails, plus toggles for the spins, eye flicker and intensity surges
  • Late Stage — colour, nausea, heavy eyelids, tunnel vision
  • Mobs — how hard they are to identify

Every single one can be turned off on its own. Want overshoot and nothing else, as a challenge run? Fine. Want the colour grade with no distortion? Also fine.

A note on tunnel vision

Peripheral narrowing is a real part of this, and the first version of the pack leaned on it hard. It was miserable to play with and you end up looking down a tiny circle.

So it's been pulled back. It defaults to 50% and now bottoms out as a dimmed edge rather than an iris closing to a pinhole. The field of view effects took over as the main spatial disorientation instead, which is both more accurate and a lot more fun to actually play with. Crank it back up on the Late Stage page if you want the straw.

Requirements

  • Iris or OptiFine
  • Works in the Overworld, Nether and End
  • Leave TAA on if you can — it stops the drifting image from crawling

Effects below their threshold are compiled out entirely, so at zero the pack costs nothing and performs exactly like normal BSL. Focus blur is the heaviest layer; drop Quality to Fast if you need frames.

Questions

Why the Toggle HUD key for drinks? Shader packs get no keyboard input whatsoever. That key is the only dedicated press a shader can actually see, so it's what I had to use. It hides your HUD as a side effect and I can't fix that without shipping a Java mod alongside, which I'm not doing.

Does it lower my FPS? No. Everything here is post-processing on the image. Your input stays exactly as responsive as it was.

Can I get stuck at max? Reload the shader, and everything resets instantly. Or just wait — it clears on its own.

Is it playable? Up to about the middle of the range, yes, and that's where it's most fun. The top end is deliberately rough. If you get motion sick, turn down Sway and Field Of View first.

Photosensitivity? No full-screen strobing anywhere in the pack. The eyelid effect is a slow fade, not a flash.

Note

This is a visual effects pack — a post-processing filter with a timer on it. No items, no gameplay, no crafting. It simulates what impairment looks like, just like drunk goggles used in road safety demonstrations, and nothing else.

Credits

Built on BSL Shaders by Capt Tatsu. All the lighting, shadow and reflection work underneath is his — this adds an impairment layer on top. Please respect the original pack's terms.

Drunk Goggles by WetCardboardMC.

Drunk Goggles (Drunk Shaders) Team

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