A Simple Minecraft shader (Java).
This is an educational and non-commercial project developed solely for academic purposes, not a publicly distributed shader.
This project is created EXCLUSIVELY as a final assignment for the "Virtual Reality Technology" course. It serves as a demonstration of OpenGL/GLSL shader programming skills and an academic exploration of real-time rendering techniques as well as learning material for computer graphics education.
- Install Minecraft and Optifine.
- Download the shader pack (as a zip file or a folder) and place it in the
shaderpacksfolder of your Minecraft installation. - Launch Minecraft (via HMCL, for example) and select the shader pack from the ESC-Video options.
- Minecraft 1.21.4 (Java Edition)
- Nvidia RTX
- Windows 11
- Optifine 1.21.4 J3
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Enhanced ambient occlusion is based on Capt Tatsu's ambient occlusion used in BSL Shaders: https://bitslablab.com/bslshaders/
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Shadow bias technique from Emin implementation, based on a concept reimagined by gri573: https://www.complementary.dev/
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Interleaved noise from: "NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE" http://advances.realtimerendering.com/s2014/index.html
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Water texture and some basic libs is from: https://github.com/javiergcim/MakeUpUltraFast
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TAA is based on Erkaman's TAA simple implementation: https://gist.github.com/Erkaman
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Phi noise by delu: https://www.shadertoy.com/view/Nst3R7 Based on TinyTexel: https://www.shadertoy.com/view/wltSDn Based on: http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
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R dither based on: http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
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Dither 13 and Dther 17 by atyuwen: https://www.shadertoy.com/view/wl3cWX Based on: https://developer.oculus.com/blog/tech-note-shader-snippets-for-efficient-2d-dithering/