Vanilla Enhanced 1.08 - Version Log
Underwater Effects Update
New Features
-
Advanced Underwater Caustics System
- Dual-layer caustics patterns with realistic light refraction
- Wave-based modulation for dynamic underwater lighting
- Depth-based fallback that fades with distance
- Day/night adaptive caustics (only visible during daytime with sufficient skylight)
-
Improved Underwater Atmosphere
- Realistic blue water tinting with day/night variations
- Exponential depth fog for better visibility gradient
- Underwater particle simulation using procedural noise
- God rays effect (light shafts) when looking upward underwater
-
Enhanced Water Visuals
- More natural water color tones (blue-cyan spectrum)
- Dynamic tinting based on world time
- Better color blending between shallow and deep water
- Improved caustics visibility and brightness
Improvements
- Optimized caustics calculation for better performance
- Refined underwater fog distance curve for smoother transitions
- Better integration of caustics with existing lighting system
- Enhanced depth-based color grading underwater
Configuration
- Added
CAUSTICS_STRENGTHslider (0.0 - 2.0) - Added
WATER_CLARITYslider (0.5 - 2.0) - Added
WAVE_HEIGHTslider (0.0 - 2.0) - Added
UNDERWATER_TINTslider (0.5 - 2.0)
Version 1.01 - Wind Animation Safety Update
Bug Fixes
- Critical: Fixed water blocks incorrectly applying wind animation
- Critical: Fixed ice blocks being affected by foliage animation
- Critical: Fixed chest blocks having unwanted vertex displacement
Improvements
- Added explicit block ID blacklist system (
shouldNotWavefunction) - Implemented safer block ID validation (range checking)
- Added additional safety checks for invalid block IDs
- Improved wind animation filtering to prevent edge cases
Technical Changes
- Separated block exclusion logic from inclusion logic
- Added water, flowing water, ice, chests, and glass to blocked blocks list
- Enhanced vertex shader safety with multi-level ID validation
- Better handling of edge cases in block ID detection
Version 1.0 - Initial Release
Core Features
Dynamic Sky System
- Smooth day/night cycle transitions with custom color gradients
- Time-based sky color phases (morning, day, evening, night)
- Volumetric cloud rendering with fbm noise
- Dynamic cloud colors that change throughout the day
- Rain weather integration with desaturation effects
Advanced Lighting & PBR
- Physical-based rendering for metallic and reflective surfaces
- Dynamic specular highlights from sun and moon
- Torch light with warm color temperature and rim lighting
- Multi-light source support (sky, block, torch)
- Normal map integration for enhanced surface detail
- Adaptive specular power based on time of day
Foliage Animation
- Wind-based animation for grass, leaves, flowers, and crops
- Block-specific animation patterns (leaves sway differently than grass)
- Multi-frequency wind waves for natural movement
- Vertex height-based displacement (tops move more than bases)
- Vertical bobbing for added realism
- Support for multiple foliage types:
- Tall grass and wheat
- Tree leaves (both types)
- Flowers (roses, dandelions)
- Vines with hanging movement
- Lily pads with floating motion
- Saplings and dead bushes
- Sugar cane
Color Grading & Atmosphere
- Day/night ambient color tinting
- Depth-based atmospheric perspective
- Distance fog with warm tint in low light
- Enhanced lightmap processing with gamma correction
- Torch light color bleeding
- Rain desaturation effect
- Dynamic contrast and saturation adjustments
Performance
- Optimized noise functions for caustics and clouds
- Efficient fbm implementation for procedural details
- Conditional shader paths based on light levels
- Smart PBR strength blending
Configuration Options
- PBR reflection intensity control
- Wind animation strength adjustment
- Rain saturation control
- Day/night color intensity
- Torch warmth temperature
- Cloud density control
- Multiple performance toggles
Technical Specifications
- GLSL Version 120 compatibility
- Support for Optifine shader system
- Custom uniforms for world state
- Attribute support for block entities
- Normal and specular map integration
Future Planned Features
- Water wave animation and displacement
- Screen-space reflections for water
- Improved rain particles and splash effects
- Additional weather effects (fog, mist)
- Biome-specific color tinting
- Enhanced night sky with stars
- Aurora borealis in specific biomes
🌿 Vanilla Enhanced Shader v1.00 - Full Release Changelog

- Small things are changed,
- Contrast changed.
- Weather changed.
🌿 Vanilla Enhanced Shader v0.97 - Changelog

🔆 Sun / Moon Direction Fix:
- Now properly uses sunPosition and moonPosition uniforms when available.
- If unavailable, a reliable fallback calculation is applied.
- Sun movement now follows the correct east-to-west trajectory using cos / sin.
🔥 Torch PBR Fix:
- Torch light is now fully omnidirectional (radiates in all directions).
- Added rim lighting for torches, enhancing glow realism.
- Softer specular highlights (power reduced from 64 → 16).
- Introduced a minimum ambient value (0.2) for consistent visibility.
👁️ View Direction Correction:
- viewDir now correctly computed as: normalize(cameraPosition - worldPos)
- All calculations are now consistent in world space.
💎 Reflection Calculation Fix:
- Proper reflection vector using: reflect(-lightDirection, normal)
- Accurate specular highlights based on: dot(viewDir, reflectionDir)
- Ensures reflections respond correctly to camera angle.
✅ Overall Impact:
- Sunlight and moonlight now illuminate from the correct directions.
- Torches provide consistent, realistic lighting from all angles.
- Specular reflections behave properly based on camera perspective.
- No more north-locked lighting artifacts — lighting directions now feel natural.
🌿 Vanilla Enhanced Shader v0.8 - Release Notes
Day-Night lights fixed.
PBR strength decreased.
Added volumetric clouds.
Big bugs are fixed.
🌿 Vanilla Enhanced Shader v0.72 - Release Notes
Sun/Moon light direction fixed.
PBR strength changed.
Sun light's PBR improved.
Small bugs are fixed.
🌿 Vanilla Enhanced Shader v0.6 - Release Notes

🔄 General Overview:
- Builds upon the vanilla-inspired style with advanced Physically Based Rendering (PBR).
- Focuses on realistic light interaction, improved water reflections, and immersive visual depth.
- Maintains lightweight performance with broad GPU compatibility (#version 120 GLSL).
✨ NEW FEATURES & IMPROVEMENTS
🧪 Physically Based Rendering (PBR) Enhancements:
- Full dynamic PBR support integrating normal, specular, and roughness maps.
- Multiple light sources handled: sun, torch, lava/glow blocks with realistic specular highlights.
- Environmental reflections added for metallic surfaces with Fresnel effect.
- Normal mapping approximation added for richer surface detail.
🌬️ Dynamic Wind Effect (Experimental):
- Subtle color shifting for foliage and grass based on world position and wind simulation.
- Currently implemented but disabled by default (commented out).
🌊 Water Reflection & Wetness:
- Enhanced water reflection responding to rain and wetness.
- Fresnel-based wet reflection highlights add realism during rainfall.
🎨 Depth-Based Color Grading:
- Distance-dependent desaturation and tinting for atmospheric depth.
- Warmer tones applied underground; cooler tones near surface.
💎 Improved Ore Glow:
- Smoothed glow intensity with pulsating shimmer for ore blocks in low light.
- Expanded ore types and refined glow colors.
🚫 Removed / Changed:
- Ambient environment tint no longer changes dynamically based on in-game time to maintain consistent tones.
🎯 Minor Tweaks & Optimizations:
- Balanced tone-mapping and saturation for better PBR integration.
- Refined advanced lighting calculations and lightmap enhancement.
- Improved underwater color attenuation and fog blending.
- General shader code cleanup and optimization for better performance.
📊 Performance & Compatibility:
- Continues support for older GPUs with GLSL #version 120.
- PBR and lighting calculations optimized to minimize frame rate impact.
🔮 Roadmap for v0.7:
- Enable and refine dynamic wind effects.
- Add volumetric godrays (sunlight beams).
- Implement lightweight screen-space reflections.
- Add configurable user options for brightness, saturation, and wetness effects.
🌿 Vanilla Enhanced Shader v0.5 - Release Notes
🔄 General Overview:
- Continues to stay true to the vanilla aesthetic, now with physically based rendering (PBR) support.
- Prioritizes clarity and light realism while keeping the shader light and fast.
✨ NEW FEATURES
🧪 Physically Based Rendering (PBR):
- 🧱 Basic PBR integration for terrain and blocks:
- Normal, specular, and roughness maps supported.
- Surfaces now respond dynamically to light angle and intensity.
- 💡 Real-time specular highlights and improved surface depth perception.
- 🕹️ PBR maps pulled from texture channels (
normals,specular, etc.).
❌ Removed Features:
- 🌅 Dynamic ambient color by game time has been removed:
- Lighting no longer shifts based on Minecraft's in-game time.
- Ensures more stable and consistent environmental tones.
🎯 Tweaks & Improvements:
- 🌈 Balanced tone-mapping to better match new PBR lighting.
- ✏️ Minor code cleanups and optimization across shader passes.
📊 Performance & Compatibility:
- Still based on #version 120 GLSL for wide GPU support.
- PBR calculations are optimized to minimize performance loss.
🔮 Planned for v0.6:
- Volumetric godrays
- Lightweight screen-space reflections
- Configurable shader options (brightness, saturation, etc.)
- Smooth water caustics and reflection tweaks
🌿 Vanilla Enhanced Shader v0.4 - Release Notes
🔄 General Overview:
- Faithful to vanilla style, but with significantly enhanced lighting, saturation, and vibrancy.
- Balanced for performance and quality, keeping a lightweight shader core.
🔆 UPDATES & FEATURES
🎨 Color & Lighting Enhancements:
- 📈 Improved saturation and contrast:
- Colors are now vivid and lively instead of washed out.
- Powered by
saturation(..., 1.2)andcontrast(..., 1.15)functions.
- ☀️ Dynamic day-night tinting:
- Gradual and natural sky tint transitions throughout the time cycle.
- Handled by
getDayNightColor()function.
🌊 Underwater Visuals:
- 💧 New underwater tint and depth shading:
- Replaces vanilla's flat water with deeper, immersive blue tones.
- Realistic light attenuation using
depthFadeblending.
- 🌫️ Fog inside water for enhanced depth perception:
- Color blending simulates realistic underwater vision limits.
🌦️ Weather & Fog Effects:
- 🌧️ Rain fog tint now gives a moody gray-blue filter to the
world.
- Applied via
fogColor = mix(...)depending onrainStrength.
- Applied via
- 💦 Wetness effect post-rain: adds mild brightness and saturation for realism.
🕳️ Cave Environments:
- 🌌 Darkening and tinting in low skylight caves:
- Faint purple shadows and flickering light in deep darkness.
frameTimeCounteradds a pulsing flicker effect.
📊 Performance & Compatibility:
- Built using #version 120 GLSL, works even on older GPUs.
- Focused on visual fidelity with minimal post-processing.
🚧 Roadmap for v0.5:
- Godrays (sunlight beams)\
- Simple SSR reflections\
- Layered distance fog\
- Smoother skybox transitions



