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๐ช New Translucent Terrain Pass (
1.0.4
Release
AuraLite Shaders 1.0.45 months ago 428
Compatibility
Minecraft: Java Edition
26.1.x
1.21.x
1.20.x
1.19.x
1.18.x
1.17.x
1.16.5
Platforms
Iris
OptiFine
Changes
๐ What's New in v1.0.4 โ Profile Rebalance, Translucent Blocks & Glass Rendering
Version 1.0.4 delivers a full quality-profile rebalance for smoother progression, introduces proper translucent block rendering for ice and glass, adds a dedicated Iris/Oculus translucent terrain pass, and fixes a cross-vendor GLSL compatibility issue.
๐ Full Profile Rebalance
All six quality profiles (VERY_LOW โ EXTREME) have been rebalanced for a smoother, more logical feature progression:
| Profile | Key Changes in v1.0.4 |
|---|---|
| VERY_LOW | Sun intensity lowered to Dim (1), underwater night set to Moonlit Pool for visibility. |
| LOW | Ambient brightness lowered, cozy lights disabled, Filmic tone mapping (ACES), underwater night set to Dim. Stars upgraded to Standard. |
| MED | Godrays now enabled (Fast quality) โ this was the biggest missing piece in the sweet-spot preset. PBR strength raised to Standard. Meteor frequency normalized. |
| HIGH | SSAO now enabled (Subtle) โ contact shadows appear at this tier. Godrays bumped to Balanced. Moon intensity lowered to Standard. |
| ULTRA | Godrays raised to High. TAA strength at Balanced. |
| EXTREME | Water wave scale pushed to Stormy. Underwater night set to Pitch Dark for maximum survival realism. Photographic (AgX) tone mapping. |
๐ง Split Ice & Glass Block Rendering
- Regular ice (
minecraft:ice, block ID 10005) now renders with its actual texture and semi-transparency instead of being fully opaque. Transparency scales with theWATER_TRANSPARENCYsetting (Clear / Balanced / Deep). - Packed ice, blue ice, and frosted ice (block ID 10007) are now rendered opaque with texture โ distinct from regular ice so the visual difference is clear.
- All glass blocks and panes (block ID 10008), including every stained-glass variant and tinted glass, now render with their actual texture and proper transparency. Glass opacity scales with
WATER_TRANSPARENCY. This eliminates the old "invisible glass" problem where glass blocks disappeared against bright skies. - Both ice types and glass are handled by the new
gbuffers_terrain_translucentpass, ensuring correct rendering on Iris/Oculus split-translucent pipelines.
๐ช New Translucent Terrain Pass (gbuffers_terrain_translucent)
- A new
gbuffers_terrain_translucent.fsh/.vshshader pair was added. This pass handles water, ice, glass, and nether-portal blocks in a single Iris/Oculus-compatible translucent terrain path. - Mirrors the existing
gbuffers_water.fshlogic so translucent blocks render identically regardless of whether the loader uses a unified or split translucent G-buffer path. - Nether portal plasma, ice Fresnel, glass opacity, and water Fresnel/ripples all route through this pass.
๐ ๏ธ GLSL Compatibility Fix
- Replaced all
fma()calls with direct multiply-add expressions across every shader file. Thefma()intrinsic, while correct on most modern GPUs, caused compilation failures on certain drivers (particularly older Intel iGPUs and some Mesa versions). The replacementa * b + cexpressions are mathematically equivalent and compile universally.


