Aerosol
Aerosol is a very minimal shader that improves visuals with
– Sharp shadows
– Low cost reflections
– Custom sky and fog
– Basic subsurface scattering
– Basic filtering (exponential tonemapping, gamma correction, purkinje effect)
Aerosol is a very minimal shader that improves visuals with
– Sharp shadows
– Low cost reflections
– Custom sky and fog
– Basic subsurface scattering
– Basic filtering (exponential tonemapping, gamma correction, purkinje effect)
# AEON
Minecraft shaders intended to emulate the graphic design style of early tech, as well as that of certain retro sci-fi, dithered, and other minimalist styles.
Massive thanks to Alex Charlton for their webpage on “Dithering on The GPU”. The code from there is the backbone of this shader.
## Gallery



### This is a vanilla shader with a stroke.
The stroke brightens the light areas and darkens the dark areas.

шейдер изменём только в final.fsh
“`
#version 330 compatibility
uniform sampler2D colortex0;
uniform sampler2D depthtex0;
in vec2 texcoord;
layout(location = 0) out vec4 color;
void main() {
vec2 texel = 1.0 / vec2(textureSize(colortex0, 0));
vec4 scene = texture(colortex0, texcoord);
float d_center = 1.0 – textureLod(depthtex0, texcoord, 0.0).r;
vec2 offsets[2] = vec2[](
vec2(texel.x, 0),
vec2(texel.x * 3.0, 0)
);
float gradients[4];
for(int i = 0; i < 2; i++) {
float d_right = 1.0 - textureLod(depthtex0, texcoord + offsets[i], 0.0).r;
float d_left = 1.0 - textureLod(depthtex0, texcoord - offsets[i], 0.0).r;
gradients[i] = abs(d_right - d_left) / (offsets[i].x * 2.0);
vec2 vertical_offset = vec2(0, offsets[i].x);
float d_up = 1.0 - textureLod(depthtex0, texcoord + vertical_offset, 0.0).r;
float d_down = 1.0 - textureLod(depthtex0, texcoord - vertical_offset, 0.0).r;
gradients[i + 2] = abs(d_up - d_down) / (vertical_offset.y * 2.0);
}
float gradient_ratio_h = gradients[0] / (gradients[1] + 0.0001);
float gradient_ratio_v = gradients[2] / (gradients[3] + 0.0001);
bool is_real_edge_h = gradient_ratio_h > 2.0;
bool is_real_edge_v = gradient_ratio_v > 2.0;
float edge = 0.0;
if(is_real_edge_h || is_real_edge_v) {
float max_gradient = max(gradients[0], gradients[2]);
edge = max_gradient * 500.0;
}
float depth_precision = 0.001 + d_center * 0.01;
if(edge < depth_precision * 100.0) {
edge = 0.0;
}
float threshold = 0.15;
if(edge > threshold && (is_real_edge_h || is_real_edge_v)) {
float edge_strength = clamp((edge – threshold) * 2.0, 0.0, 1.0);
vec4 color_up = texture(colortex0, texcoord + vec2(0, texel.y));
vec4 color_down = texture(colortex0, texcoord – vec2(0, texel.y));
vec4 color_left = texture(colortex0, texcoord – vec2(texel.x, 0));
vec4 color_right = texture(colortex0, texcoord + vec2(texel.x, 0));
vec4 avg_color = (color_up + color_down + color_left + color_right) * 0.25;
float neighbor_brightness = dot(avg_color.rgb, vec3(0.299, 0.587, 0.114));
float brightness_factor;
if(neighbor_brightness > 0.35) { // here we change the change threshold
brightness_factor = 1.0 + edge_strength * 0.2; // we’re changing it here brightens
} else {
brightness_factor = 1.0 – edge_strength * 0.2; // we’re changing it here darkens
}
color.rgb = scene.rgb * brightness_factor;
color.a = scene.a;
} else {
color = scene;
}
}
“`
Acid Shaders by MiningGodBruce
[https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1292876-glsl-acid-shaders](https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1292876-glsl-acid-shaders)
Original Acid shaders by Gaeel
[https://pastebin.com/WbVNtMg7](https://pastebin.com/WbVNtMg7)
Creating the GLSL shaders mod: Daxnitro
Maintaining the GLSL shaders mod: Karyonix
Remaster by TwentySeven
Thank you for using my shaders! The base shaders are a heavily modified [https://modrinth.com/shader/base-shader](https://modrinth.com/shader/base-shader) to be basically exactly like acid shaders!
I just thought adding my own functions and making the editing process easy would
be a nice little upgrade. I have loved acid shaders since 2016, and have always wanted to learn how to make something similar.
5 years later (2021), I actualy looked inside the shader, and realized it was way easier than I thought it was.
I tried to make something, but never got far with it.
But now, (Late 2024), I actually know what I am doing. I know GLSL, I know how to utilize a workflow, I know what I have to do.
I have to make Acid Shaders fully user friendly.
So I did! just edit the common.glsl file, there’s more information there.
(Note at 9/19/52) Thank you Yahiamice for trying out my shader, I kinda wish you check out the shader settings though, but I’m glad my goal of causing motion sickness succeeded anyways!!!!!11!1!1
Aberration is a shader that focuses on the PvP aspect rather than visuals. Most shaders target cinematics, but I wanted to make something that fits the extremely fast paced pvp style (especially crystal pvp).
The shader is designed to work with my own texture pack, “Neon End Crystals,” but it also works with vanilla and most other standard texture packs.
It has a neon theme, giving end crystals unique textures and animations, resulting in really cool effects! It also gives you the option to enable custom arrow effects, such as the Void Halo and more…It does all this whilst having virtually no impact on FPS.
Notice: Please dont use this if you have specific eye conditions or are reactive to flashing lights.
A performant stylized shader for Minecraft to enhance the vanilla experience.
It has edge detection inspired by A Short Hike.
It also features diffuse lighting, heavy fog and shadow mapping.
This shader uses Screen Space Displacement as an alternative to POM.
As a result, blocks are re-rendered per-pixel as Highly Detailed 3D Models.
**Use a POM resource pack.** [Rotr blocks](https://modrinth.com/resourcepack/rotrblocks) is shown.
This is just for fun, and to test out if this technique is viable for use in Minecraft. It is very experimental, and will probably look very cursed and buggy in some cases.
Do not expect changing any other options outside the ‘Displacement” menu to not break things, again, this is an experimental test shader. (it is built over the ‘Just Colored Lighting’ shader)
Please give me feedback here & on discord, if you want this to get better.
If you want, you can support me & my projects on Patreon & Youtube
Have Fun!
Makes your Minecraft world look like it was filmed with an old 2000s camera – nostalgic vibes and retro atmosphere 🙂
I’ve been doing my projects and stuff, but at some point I fell in nostalgia, remembering these days playing with old cameras as a kid and these records with a lot of bloom and noise…
I decided to quickly make a Minecraft shader doing similar thing.
I hope, I’ve done my job!