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SummerShaders

A Minecraft shader pack for Iris/OptiFine.

License

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).

Shader Structure

Root Directory

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

program/ Directory

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-processing
  • composite*.glsl - Composite passes for multi-stage effects (shadows, ambient occlusion, volumetric lighting)
  • shadow.glsl - Shadow map generation
  • dh_terrain.glsl / dh_water.glsl - Distant Horizons compatibility shaders
  • final.glsl - Final output pass

lib/ Directory

Shared utility libraries organized by function:

  • common/ - Core utilities: gbuffer data access, material ID mapping, noise generation, normals, position calculations
  • atmosphere/ - Sky rendering: atmospheric scattering, celestial bodies, fog, sky color, volumetric clouds
  • camera/ - Post-processing: bloom, color grading, depth of field, exposure, motion blur, tone mapping
  • lighting/ - Lighting systems: lightmaps, ray tracing, RSM, screen-space shadows, shadow mapping, SSAO
  • surface/ - Surface shading: PBR materials, parallax occlusion mapping
  • water/ - Water effects: caustics, fog, normals, reflection/refraction, translucency
  • antialiasing/ - Anti-aliasing: TAA, FSR, anisotropic filtering
  • settings.glsl - User-configurable settings
  • uniform.glsl - Uniform variable declarations
  • wavingPlants.glsl - Plant waving animation

world0/, world1/, world-1/ Directories

World-specific shader variants for each dimension:

  • world0/ - Overworld (default Minecraft dimension)
  • world1/ - The End
  • world-1/ - Nether

Each contains paired .fsh (fragment) and .vsh (vertex) files for every shader stage.

texture/ Directory

Pre-computed noise textures and lookup tables used by the shader:

  • Noise2D.png / Noise3D_*.dat - Noise for terrain, clouds, and effects
  • T1.png / T1_128_64.bin - Lookup tables for atmospheric scattering
  • MS_64.bin - Precomputed data for lighting calculations

Shader Pipeline

The rendering pipeline executes in this order:

  1. gbuffers - Render scene geometry to G-buffers (albedo, normals, depth, material data)
  2. shadow - Generate shadow maps from the light's perspective
  3. deferred - Process G-buffer data for global illumination
  4. composite - Apply multi-pass effects (SSAO, volumetric lighting, reflections, bloom)
  5. final - Apply tone mapping, color grading, and output the final image

Building / Usage

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.

About

Summer Shaders – Summer vibes with emissive effects and blue-toned water.

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