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MiracleLoader 1.1.1: Event Horizon 0.4
Event Horizon 0.4: shader effects that listen to your code, and one that breaks no longer takes the game with it. Nothing else changed; mods for 1.1.0 work as they are.
Event Horizon 0.4 (experimental)
- Uniforms from code.
Lensing.uniform("mymod:warp", "Strength", () -> pulse): a uniform declared in your post effect's JSON takes its value from your code, every frame. It works by name, in every pass that has it; the JSON's values stay the defaults. Supported types: float, int, vec2, vec3, vec4, ivec3, matrix4x4. - A broken post effect doesn't crash the game. On 26.3, a mod's effect that failed to compile made the game try to "recover" by dropping resource packs, which ends in a crash because a mod's resources can't be dropped. Now the effect stays off, the error stays in the log, and F3+T tries again. Older versions already just logged it.
Lensing.screenEffectScale(): the player's own "Distortion Effects" setting, for scaling effects by it. Please do: players with photosensitive epilepsy play this game too.miracle genesis --horizonasks forevent-horizon>=0.4.0.
Checked
test.sh: 424 of 424.- Event Horizon's self-test: 136 checks, every vanilla shader included.
- Trial mod: 29 of 29 on real 26.3, 1.21.11 and 26.1.2 clients.
- A tint whose JSON says strength 0, set to 1 from code: red/green 3.7 in the screenshots, against 0.85 without.
- A post effect that can't compile, put on screen on purpose: the game goes on.