Amethyst Shaders

## What are Amethyst Shaders
[![Modrinth Downloads](https://img.shields.io/badge/1.8.9–1.21.11-Blue?logo=modrinth&label=Game%20Versions&style=flat&color=242629&labelColor=00AF5C&logoColor=white)](https://modrinth.com/shader/amethyst-shaders) [![](https://img.shields.io/modrinth/dt/amethyst-shaders?logo=modrinth&label=&style=flat&color=242629&labelColor=00AF5C&logoColor=white)](https://modrinth.com/shader/amethyst-shaders)
[![Curseforge Versions](https://img.shields.io/badge/Versions-1.8.9–1.21.8-e04e14?labelColor=242629)](https://curseforge.com/minecraft/shaders/amethyst-shaders)
[![CF](https://cf.way2muchnoise.eu/full_1277376.svg)](https://curseforge.com/minecraft/shaders/amethyst-shaders)

Based on [**Complementary Reimagined**](https://modrinth.com/shader/complementary-reimagined)

Supports Distant Horizons AND PBR!

[WIP] Amethyst Shaders are a modified version on [**Complementary Reimagined**](https://modrinth.com/shader/complementary-reimagined), with quite a few tweaks to suit our visual style. **It is an Official Amethyst Group Project, made by gamerbenyt.**

**Amethyst Shaders** is in a **very Early Alpha state**, and has many bugs. If you encounter any bugs, please [**create a ticket**](https://github.com/gamerbenyt/amethyst-shaders/issues/new) on the **Amethyst Shaders Support Github**.

**Modifications:**
– **Daytime sky is more blue**
– **Clouds have a thick shiny outline to them (does not reflect world outline preferences)**
– **All blocks are more vibrant**
– **The Nether is more contrasty (eg. brighter blue in soul sand valleys)**
– **The End has brighter beams (the fog-type thing) and more stars**
– **The End has a brighter blue-ish-purple sky**
– **Rain adds visible light rays to light-emmiting blocks (eg. nether portal)**
– **Modified pixelated shadows, included in the default profile.**

Our Developers say that they prefer the Reimagined style, as that is what Amethyst Shaders is based on, but there is an option for the Unbound visual style, like normal Complementary.

### Notice:
Though Amethyst Shaders is based on [**Complementary Reimagined**](https://modrinth.com/shader/complementary-reimagined), it **WILL NOT** be getting updates when Reimagined does, and the only updates that will be brought over from [**Complementary Reimagined**](https://modrinth.com/shader/complementary-reimagined), is their updated license, though updates to the license are very rare. We include the Complementary License and follow it, but you must also agree to [**Our License**](https://github.com/gamerbenyt/Amethyst/blob/main/LICENSE)

### Don’t give us the credit!
**Amethyst Shaders is based on [Complementary Reimagined](https://modrinth.com/shader/complementary-reimagined), and we have only modified it to our liking! Go support the [Complementary Team](https://www.patreon.com/emingt)!**

## Amethyst Shaders 2.3 Out Now!

## Compatibility
Amethyst Shaders was build and playtesting using [**Iris**](https://modrinth.com/mod/iris) but should have some compatibility with [**Optifine**](https://optifine.net/home), as [**Complementary Reimagined**](https://modrinth.com/shader/complementary-reimagined) works on [**Optifine**](https://optifine.net/home). We cannot guarantee that all features will be functional, or function correctly on [**Optifine**](https://optifine.net/home), but most people use [**Iris**](https://modrinth.com/mod/iris) nowadays anyways, so it should be no problem.

## Other Stuff
### **GET OUR FREE** [**WALLPAPERS**](https://drive.google.com/drive/folders/13FiIDOtwQOllx-MAMbBx9lLRw80YE5s9?usp=drive_link)!

AlternateCraft

### AlternateCraft

Transform your Minecraft world into a surreal, dreamlike dimension with AlternateCraft – a shader that makes reality itself pulse, warp, and shift before your eyes.

**Features**

Hypnotic Pulsation – All textures pulse with multi-layered frequencies, creating a mesmerizing visual rhythm
Reality Distortion – Surfaces undulate and shift in fluid, wave-like patterns
Dynamic Patterns – Subtle flowing patterns weave through textures creating depth
Atmospheric Tint – A distinctive color shift adds to the altered reality feel
Subtle Glow – Pulsing areas emit a faint luminescence enhancing the dreamlike state
Performance Optimized – Carefully crafted to maintain good FPS even on mid-range systems

**Perfect For**

Surreal and psychedelic building projects
Experimental adventure maps
Trippy content creation
Liminal space exploration
Unique streaming content with a twist
Players seeking an alternative, mind-bending Minecraft experience

aesyin’s shaders

![aesyin’s shaders](https://cdn.modrinth.com/data/cached_images/12da5f1711d3adba6bbe431c9afd8e06e8c93046.png)
![still in beta](https://cdn.modrinth.com/data/cached_images/f1c9b48062e2618e8c87afa1319c1bd11609eb6f.png)

# About
aesyin’s shaders is a shaderpack that aims to cartoonify and stylize Minecraft’s look, developed for Minecraft: Java Edition. It’s bright and vibrant.

_Resource Pack used is Bare Bones_

This shader includes:
– Realtime Shadows
– Bloom
– Motion Blur
– Entity Outlines
– and Customisable Water.

_**This shader supports [Voxy](https://modrinth.com/mod/voxy)**_

# AGREEMENT
This shaderpack is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0).

You are free to share and modify the pack as long as you:
– Credit the original creator (aesyin)
– Do not use it for commercial purposes
– License modified versions under the same terms

# INSTALLATION
– Download and install Optifine or Iris
– Download the shaderpack
– Put the shaderpack inside .minecraftshaderpacks
– Launch Minecraft
– Open Options, Video Settings, Shaders
– Choose aesyin’s shaders

Aeon

# 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
![2023-05-08_13 59 40](https://user-images.githubusercontent.com/83504509/236908601-e90760f3-53dd-4ff7-bae0-86fe1995f96a.png)
![2023-05-08_14 02 44](https://user-images.githubusercontent.com/83504509/236908679-487b38fb-afae-4491-abc0-b4cf2da22ce4.png)
![2023-05-08_14 23 43](https://user-images.githubusercontent.com/83504509/236908714-bac0267b-c3b1-4518-9ce0-a49e706813c6.png)

Adaptive Outline

### This is a vanilla shader with a stroke.
The stroke brightens the light areas and darkens the dark areas.
![outline](https://cdn.modrinth.com/data/cached_images/b42c1a4b01a66753c23a81cb65522b5dbfdf0650.png)
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 1.5

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

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.

2KS

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!