
Flashlight: Shader Light Engine
Handheld flashlight and work lantern with real dynamic lighting: a shader-driven beam that casts true shadows from actual block shapes, zooms with the mouse wheel, and blinds anyone who looks in. Plus night vision goggles and signal flares.
0.1.0+26.1.2
Compatibility
Changes
A real flashlight for Minecraft. Smooth beam, honest shadows, blinding glare.
Every flashlight mod does the same trick: invisible light blocks chasing your crosshair, chunky relights, light leaking through walls. Flashlight doesn't. It ships its own shader-driven light engine — a smooth volumetric cone that updates every frame, stops at walls, casts soft shadows and blinds anyone who looks into the lens. Built as the companion to Enhanced Darkness: in its pitch black you'll need one.
✦ Two lights, two jobs
| 🔦 Flashlight | 💡 Work Lantern | |
|---|---|---|
| Role | cheap all-rounder | expensive floodlight |
| Beam | scroll to focus the lens: wide 25-block flood ↔ razor-thin 150-block spot | fixed ~40° wall of light, 55 blocks |
| Power | AA battery — 30 min | battery pack — 45 min |
| Recipe | iron + redstone + glass | gold, iron, redstone block |
- Right-click — on/off. R — slam a fresh battery in, gun-reload style, with a chest-pull animation.
- Mouse wheel (flashlight on) — zoom the lens: floodlight for corridors, sniper beam for scouting.
- Batteries are consumables. Below 20% charge the beam visibly dies — reload or walk in the dark.
✦ The engine
No light blocks. No chunk relights. The cone is computed inside the game's core shaders — terrain, entities, dropped items, particles and even vanilla mob shadow blobs are cloned on the fly with the beam math injected. That means:
- Instant — the light moves the frame you move, with a subtle hand-lag inertia like a real torch.
- Honest — light is
albedo × cone: real textures, real colours, zero noise, works in absolute darkness. - Blocked by walls — a 48³ voxel map around the camera is ray-marched (DDA) per pixel; soft penumbra from three jittered rays, entities cast soft sphere shadows, and the beam dissolves vanilla shadow circles it hits.
- Multiplayer-native — up to four beams at once; everyone sees everyone's light, zoom level included.
- Blinding — glare is physics, not a sprite: its strength equals the actual cone intensity at your eyes, traced past blocks and mobs. Look into a lens up close and the screen whites out.
- Sodium-ready — with Sodium installed the beam is injected straight into its terrain shaders. Same light, same shadows, Sodium speed.
✦ Installation
- Install Fabric Loader for Minecraft 26.1.x.
- Install Fabric API.
- Run Java 25.
- Drop the jar into
mods— on the client and the server (items and batteries are real). - Pairs best with Enhanced Darkness.
⚠️ Iris shaderpacks replace the game's shaders entirely — with a pack enabled the beam won't light terrain. Sodium alone works out of the box.
✦ License
MIT — source on GitHub.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:xAYUZD4M:KEo551Rr"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:xAYUZD4M:KEo551Rr"
}
