All versions
1.1.0
Release
VulkanFlow 1.1.03 days ago 576
Compatibility
Minecraft: Java Edition
26.3
Platform
Fabric
Supported environments
Client-side
Changes
1.1.0
Fixes (bugs reported on 1.0.0)
- Dark lines / bands over flat ground and water (grass, water, any field of view): the ambient occlusion sampled the depth buffer at fractional positions, so the picked texel flipped from row to row and the depth steps showed as moving dark stripes. It now reads exact texels and extrapolates the local depth plane in 1/z. The contact shadow ray is limited to 18 % of the screen height and fades towards the screen edges (this also removes the streaks over foliage at sunrise and with a wide field of view).
- Torch / held light: it flickers much less, is no longer flat yellow overexposed (soft knee above 0.78), and is off in third person.
- Big white circle in water reflections: it was the sun disc with its halo. The reflection now shows the sun as the game draws it, a flat square, without the glow.
- Lag spikes when diving in or surfacing: under water the atmosphere and reflection effects stay in the fused chain with neutral values instead of switching to another generated shader.
- Lamps going dark: all lamps within the radius are used (nearest first), chosen lamps keep a head start, and lamps fade in and out over a quarter of a second.
- Reflections: the blue pattern on turtle shells (and other blue mobs, slabs) is no longer taken for water and does not ripple or mirror any more; blue only counts as water at the water height or at whole heights.
- Leaf particles: far specks (they shrank to flickering pixels that looked like a double image when moving) fade out with distance, nearer layers only.
- Reflections: flat green ground could be taken for green water; water found by height alone must now be confirmed by the world's height map.
Features
- Lamp Radius (4 to 20 blocks, default 12), Lamp Count (1 to 64, default 8) and Max Light Sources (1 to 64, default 64; lamps, eyes and ores together). Slots 0..51 of the light array are lamps, 52..57 glowing eyes, 58..63 glowing ores.
- Glowing eyes (slider, default 5): the eye pixels of creakings (orange), spiders (red), endermen (violet), phantoms and creepers (green) glow in their own colour (no halo), brighter in the dark, hidden behind walls. Up to 6 mobs within 32 blocks.
- Glowing ores (slider, default 5): the coloured speckles of ores that are open to air or water glow in the ore's colour (diamond cyan, emerald green, gold yellow, lapis blue, redstone red, copper orange, iron peach ...). Ores inside solid rock stay dark. Up to 6 ores within 16 blocks. The post effect cannot read textures, so the pixels are found by colour match around the ore position; there is no halo, only pixels inside the ore block that are saturated and match the ore colour glow. Coal, quartz and unknown modded ores do not glow (no saturated speckles to pick out).
- Aurora colours: five palettes that drift over the sky and over time, also in reflections. Aurora only in snowy and icy biomes, fading in and out at the border.
- Rainbow: one wide, soft, pastel rainbow opposite the sun, only AFTER rain (never during it): a few seconds of real rain charge it, it appears when the rain stops and fades after about 100 seconds. Only with a low sun, never in thunderstorms or indoors. Behind hills and clouds. Needs the Wet Gloss slider above 0.
- More glowing eyes: wardens (teal pixels over the whole body), guardians, elder guardians and vexes.
- New sky clouds: big, square slabs with slightly rounded edges, flat bellies, bright tops and blue-grey undersides (instead of small wispy puffs). Cloud shadows on the ground use the same new shapes.
- Pale garden: always dense, dark, cold blue-grey fog (visibility ends at about 85 blocks), day and night, rain or not. Part of the Fog slider (0 = off).
- Nether biomes: the haze takes the colour of the biome (orange nether wastes, magenta crimson forest, teal warped forest, pale blue soul sand valley, grey basalt deltas); lava, fire and magma shine into the fog, and light shafts rise over them.
- The End: a soft violet haze with a gentle pink glow low on the horizon, kept subtle.
- Two new sliders: Nether & End Fog (default 6) and Nether & End Light Shafts (default 5). 0 turns each off; they are independent of the overworld Fog and Light Shafts sliders.
- Shooting stars at night (part of the Night Sky slider).
- Thunderstorm fog, lightning flashes, morning mist, biome haze (part of the Fog slider).
- Sky clouds with temporal reprojection (TFR), command
/vulkanflow tfr.
Performance
- Atmosphere, cloud composite, reflections and shadow composite run as one generated shader. If a merged chain fails, fusion switches itself off.
- Shadow mask at 480x270, sun rays at 320x180, shadow ray march with 8 steps, 2x2 depth-aware shadow composite.
- Many lamps in view cost GPU time on weak hardware: lower Max Light Sources if the frame rate drops.
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:I48redqd:N86kGaUE"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:I48redqd:N86kGaUE"
}

