A Minecraft shader pack for Iris/OptiFine.
SummerShaders is licensed under the Creative Commons Attribution 4.0 International License (CC BY 4.0).
Copyright 2026 GamesofDev
To view a copy of this license, visit: http://creativecommons.org/licenses/by/4.0/
If you use SummerShaders in your project, game, or video, please include the following attribution in your credits or documentation:
"SummerShaders" by GamesofDev, used under CC BY 4.0 / Desaturated or modified from original (if applicable).
shaders/
block.properties - Block-specific rendering properties
entity.properties - Entity-specific rendering properties
shaders.properties - Main shader pack configuration
LICENSE - License file
lang/ - Language/translation files (empty)
lib/ - Shared shader libraries
texture/ - Noise textures and lookup tables
program/ - Core GLSL shader programs
world0/ - Overworld shader variants (vertex/fragment)
world1/ - The End shader variants
world-1/ - Nether shader variants
Contains GLSL source files that define the rendering pipeline stages. These are the shared implementations referenced by the world-specific folders.
gbuffers_*.glsl- Geometry buffer shaders that render different scene elements (terrain, entities, water, sky, etc.)deferred*.glsl- Deferred rendering passes for lighting and post-processingcomposite*.glsl- Composite passes for multi-stage effects (shadows, ambient occlusion, volumetric lighting)shadow.glsl- Shadow map generationdh_terrain.glsl/dh_water.glsl- Distant Horizons compatibility shadersfinal.glsl- Final output pass
Shared utility libraries organized by function:
common/- Core utilities: gbuffer data access, material ID mapping, noise generation, normals, position calculationsatmosphere/- Sky rendering: atmospheric scattering, celestial bodies, fog, sky color, volumetric cloudscamera/- Post-processing: bloom, color grading, depth of field, exposure, motion blur, tone mappinglighting/- Lighting systems: lightmaps, ray tracing, RSM, screen-space shadows, shadow mapping, SSAOsurface/- Surface shading: PBR materials, parallax occlusion mappingwater/- Water effects: caustics, fog, normals, reflection/refraction, translucencyantialiasing/- Anti-aliasing: TAA, FSR, anisotropic filteringsettings.glsl- User-configurable settingsuniform.glsl- Uniform variable declarationswavingPlants.glsl- Plant waving animation
World-specific shader variants for each dimension:
world0/- Overworld (default Minecraft dimension)world1/- The Endworld-1/- Nether
Each contains paired .fsh (fragment) and .vsh (vertex) files for every shader stage.
Pre-computed noise textures and lookup tables used by the shader:
Noise2D.png/Noise3D_*.dat- Noise for terrain, clouds, and effectsT1.png/T1_128_64.bin- Lookup tables for atmospheric scatteringMS_64.bin- Precomputed data for lighting calculations
The rendering pipeline executes in this order:
- gbuffers - Render scene geometry to G-buffers (albedo, normals, depth, material data)
- shadow - Generate shadow maps from the light's perspective
- deferred - Process G-buffer data for global illumination
- composite - Apply multi-pass effects (SSAO, volumetric lighting, reflections, bloom)
- final - Apply tone mapping, color grading, and output the final image
This is a standard Iris/OptiFine shader pack. Place the entire SummerShaders folder (containing the shaders/ directory) into your Minecraft shader packs folder and select it from the shader menu in-game.