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1.1.2
Release
AuraLite Shaders 1.1.23 months ago 1,582
Compatibility
Minecraft: Java Edition
26.2
26.1.x
1.21.x
1.20.x
1.19.x
1.18.x
1.17.x
1.16.x
Platforms
Iris
OptiFine
Changes
๐ What's New in v1.1.2 โ Render-Distance Shadows & Experimental Distant Horizons (Partial)
Version 1.1.2 extends shadow rendering to the actual render distance with an adaptive LOD system, fixes HDR/TAA pipeline strictness, cleans up deprecated GLSL, and introduces partial, experimental Distant Horizons support (WIP) โ without claiming full compatibility yet. Work is ongoing.
๐ Extended Shadow Distance with Adaptive LOD
- Shadows now reach render distance.
shadowDistancewas60-160mwith a hard cutoff atshadowDistance. Now it scales with quality profiles: 60m (VERY_LOW/LOW, no shadows) โ 120m (MED) โ 256m (HIGH/ULTRA) โ 384m (EXTREME). The cutoff is replaced by a soft fadesmoothstep(far*0.85, far*0.98). - New
SHADOW_LODtoggle โ Off / Balanced / Aggressive. Reduces sample count and expands filter radius at distance to keep performance stable:- Balanced:
>25% far โ 16 samples ร1.8 radius, >50% โ 8 ร2.8 - Aggressive:
>15% โ 16ร2.0, >35% โ 8ร3.5, >60% โ 4ร5.0 - Beyond 95%
farshadow sampling is skipped entirely.
- Balanced:
shadowMapResolutionnow includes8192. EXTREME uses 8192 for maximum texel density at 384m. HIGH stays 2048, ULTRA 4096.- New
SHADOW_PCSS_BLURtoggle โ fixed softness vs PCSS penumbra softening. When enabled, penumbra grows with blocker distance and rain. When disabled, shadows use constant softness. - PCSS correctness fixes in
composite.fsh:sampleShadow(): added UV bounds checks (prevents clamp-to-border artifacts),avgBlockerDepthclamped to1e-4to avoid NaN,penumbraSizeclamped0-2.0,lightSizereduced140โ40to prevent light bleeding,actualSpreadcapped to16.0, out-of-bounds samples counted as unshadowed (1.0) for correct averaging. - Shadow bias
distBiasnow scales withfarinstead ofshadowDistance, plus extra water receiver bias for tagged water pixels (colortex2.aโ0.8).
๐ง HDR Pipeline Strictness Fix
- Dummy
#define RGBA16F 0guards added before theconst int colortex*Format = RGBA16Fdirectives. This satisfies strict GLSL validators (C1503 undefined variable RGBA16F) while Iris/OptiFine's parser still reads the format names (spec second clause). In v1.1.1 the directives were inside a/* */comment and were ignored by some loaders. - Now all used buffers are explicitly
RGBA16F:colortex0/1/2(main HDR + PBR + material tags),colortex3/4/5/6(unused today but set to HDR for a full pipeline),colortex7(TAA history,colortex7Clear=false), and optionalshadowcolor0/1Format = RGBA16F. - Cost noted: ~16MB per 1080p RGBA16F buffer โ ~128MB VRAM for 8 buffers.
๐ Experimental โ Partial Distant Horizons Support (WIP, not full support)
โ ๏ธ AuraLite does NOT yet claim full Distant Horizons compatibility. v1.1.2 only adds a minimal, experimental code path so LOD chunks are no longer invisible under Iris. It's functional enough for testing, but considered partial and work-in-progress.
- Why it was needed: Without
dh_terrain.vsh/.fsh,dh_water.vsh/.fsh,dh_shadow.vsh/.fsh, Iris marks the pack as incompatible with DH and simply doesn't draw DH's simplified LOD chunks at all โ symptom "shader works but DH chunks invisible". Presence of these files is enough for Iris/DH auto-detection (dhShadow.enableddefaults true). - What v1.1.2 does:
dh_terrain/dh_waterwrite the samecolortex0/1/2layout as vanilla passes, so existing lighting/fog/shadow/cloud/godray code incomposite.fshapplies to LOD geometry without other changes.- Depth reconciliation in
composite.fsh: detectsdepthtex0>=1.0 && dhDepthTex0<1.0โisDHTerrain, reconstructs viewPos viadhProjectionInverse(notgbufferProjectionInverseโ different far planes) and computesisSkyPixel. Fixes DH terrain being treated as sky (flat/washed-out). - Fog rescale:
effectiveDensity *= far/dhRenderDistanceprevents exponential fog from saturating to white before DH draw distance. - Emissive fast-path uses
!isSkyPixelinstead ofdepth<1.0so distantDH_BLOCK_ILLUMINATED(glowstone/lanterns) is still emissive. final.fshheat shimmer now checksdhDepthTex0viaisRealGeometryso distant lava lakes also shimmer.- Overdraw prevention:
if(dist < far+16.0) discardin DH passes โ DH renders entire world including area already covered by vanilla chunks; without discard both fight over same G-buffer pixel causing Z-fighting / missing water/ice.
- Current limitations (why it's partial):
gl_MultiTexCoord2is not guaranteed to carry valid lightmap data for DH programs โ v1.1.2 hardcodeslmcoord = vec2(0.0,1.0)(open sky, no torch). Correct for exterior DH, but not interior-perfect.- No LabPBR
normals/specularmaps for DH โ roughness/metalness approximated perdhMaterialId(STONE/WOOD/METAL/SNOW/LEAVES/LAVA...). No POM on DH. - Water uses flat vertex normal, not procedurally displaced like near water.
- Fog/sky/cloud code paths are shared but DH has coarser geometry.
- Ongoing work: proper skylight baking if DH ever exposes it, LabPBR fallback, smoother transition seam, performance tuning. Full support will be announced separately.
๐ ๏ธ Pipeline Cleanup & Fixes
- Menu split fix โ
[v1.1.1-ui-hotfix]: Oversized option screens were split into[SHADOW_OPTIONS],[PBR_OPTIONS],[AO_REFLECTIONS],[CLOUD_SHAPE],[LIGHT_SHAFTS],[NIGHT_SKY]because some Iris/OptiFine UI builds silently hide buttons when a screen has too many entries. - Deprecated
ftransform()removed fromcomposite.vsh,final.vsh,gbuffers_clouds.vsh,composite1.vsh,composite2.vsh,gbuffers_weather.vshโ replaced with explicitgl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertexfor broader driver compat (same fix applied toshadow.vshin v1.1.0). - Final pass cleanup: Removed two duplicate copy-pasted post-gamma dither blocks that contradicted the comment about linear-space dither (triangle
ยฑ1/255before tonemap). The single pre-tonemap dither remains โ more effective in darks, silent in brights. - Bias & stale comment fixes: Corrected stale
colortex6hand-off comment (removed in v1.0.3), now notes thatfinal.fshreads normal fromcolortex2and roughness fromcolortex1.z. - Rebalanced profiles to reflect new distances and LOD:
- VERY_LOW/LOW 60m (no shadows), MED 120m Balanced, HIGH 256m Balanced, ULTRA 256m Aggressive, EXTREME 384m Aggressive + 8192 res.
- Localization: Bumped
lang/*.langheadersv1.0.7 โ v1.1.2, translated previously-Englishprofile.*.commentplaceholders into native languages (ur_pk, vi_vn, zh_cn, zh_hk, zh_tw and others).


