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Details
Licensed LGPL-3.0-only
Published 4 months ago
Updated 2 months ago
All versions
1.0.4+1.21.11-fabric
Release
WynnIris 1.0.4 for 1.21.114 months ago 6,149
Compatibility
Minecraft: Java Edition
1.21.11
Platform
Fabric
Supported environments
Client-side
Required content
Changes
WynnIris 1.0.4
New Features
- Deferred shader pack support: Glint and translucency effects now work with deferred rendering shader packs like Photon. Uses mid-main injection to modify the albedo variable before GBuffer packing.
- Separate Tint & Glint Brightness sliders: Two independent sliders in Iris video settings let you adjust the brightness of armor/weapon tints and glint effects separately to your personal preference.
- Improved tint rendering: Tints now preserve bright highlights via smoothstep blending, support unclamped lighting for brighter colors, and inject light color for more natural-looking tinted items.
Bug Fixes
- Fixed partial transparency on ALL display entities: Previously, all display entities showed ~5% translucency bleed-through against the sky. The deferral system is now per-mesh and signal-gated - only Wynncraft VFX entities with the translucency signal are deferred past sky compositing. Normal display entities flush immediately.
- Fixed shader compilation errors: Resolved
assignment to read-only variable 'tint'andinvalid swizzle .aerrors with Photon and other deferred packs by rejecting read-only input varyings and vec3 outputs from the fragment output scan. - Translucency multiplier tuned: Adjusted to 0.013 (130%) for better visual match with vanilla Wynncraft, with a 5% minimum visibility floor to prevent VFX from becoming fully invisible.
Photon Shader Pack
- Glint effects (sparkle, sweep, tints, etc.) now work on Photon
- VFX translucency works on Photon when "Use Separate Entity Draws" is enabled in Photon's shader settings
- Armor rendering order fix for Photon (routes armor through translucent path when "Use Separate Entity Draws" is enabled)
Known Issues
- VFX may be invisible on low settings: On some shader packs,
/toggle vfx lowcan cause VFX display entities to become invisible instead of partially transparent (#2) - Photon: Display entities render in front of held items: A rendering order issue specific to Photon (#3)
- Photon: Armor may render behind player in 3rd person: When "Use Separate Entity Draws" is enabled, armor rendering order may be incorrect in 3rd person view - unconfirmed (#4)
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:pa6h8e27:hrLLwWtf"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:pa6h8e27:hrLLwWtf"
}


