Vignette Low-End Shader

⭐ — (0 endorsements) 📥 237 downloads 📌 v1.0.0 📅 8/1/2026
🟡 Updated this year

By FORCedout · atmosphere

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 7/29/2026 📅 Created: 8/1/2026

🔍 Analysis

  • 🏆 #208 of 223 atmosphere mods in this game by downloads

📋 About This Mod

" please read. its a lightweight shader for a really really low spec setup, it has waving leaves, waving water, smooth lighting and water. nether and end lighting are good, the gemstone ores glow like redstone, diamond, lapis, gold. nothing else cause i made not using bloc id but color, so you will see anything thats colored like those gemstone ill glow... you will see also there is a white wall type thing all around, thats a problem too, i tried to do something but didnt go well...... the underwater is clearly seeable but not too far, it has shadows too...... you might also find that endermen and spiders dont have eyes, the texture is glitched a little, tried to fix that too but it got worse, but alway remember to not look at endermen. and the grass is wavy too so the problem is its edges leak light and when it waves its tore so you can see through them at the corener... no fancy cloud or sun light.. and you can see under lava... im not a modder or coder. but i hope you enjoy it... if you happen to be a coder, there is no problem fixing it..... i wil try to leave the codes..... i made it because of my own set up cause it really too dead end potato pc.. and its fully made by gemini... so if you can try to help me out.... thanks for checking..... composite.fsh: #version 120 uniform sampler2D colortex0; varying vec2 texcoord; void main() { vec4 color = texture2D(colortex0, texcoord); float lum = dot(color.rgb, vec3(0.299, 0.587, 0.114)); // 1. Kill the White Horizon Wall if (color.r > 0.90 && color.g > 0.90 && color.b > 0.90 && texcoord.y > 0.35) { color.rgb = mix(color.rgb, vec3(0.55, 0.70, 0.90), 0.45); } // 2. Enchantment Magic Glint Hack (Detects purple/blue magic and makes it shine) if (color.b > 0.55 && color.r > 0.40 && color.g < 0.35) { color.rgb *= 1.8; color.b += 0.2; } // 3. Day vs Night Color Grading if (lum < 0.22) { color.rgb *= vec3(0.55, 0.68, 1.05); // Dark atmospheric nights } else { color.r *= 1.10; color.g *= 1.04; color.b *= 0.90; // Warm cinematic days } // 4. Soft Contrast Curve color.rgb = pow(color.rgb, vec3(1.04)); // 5. Smooth Cinematic Vignette float dist = distance(texcoord, vec2(0.5, 0.5)); float vignette = smoothstep(0.88, 0.35, dist); color.rgb *= mix(0.78, 1.0, vignette); gl_FragColor = clamp(color, 0.0, 1.0); } composite.vsh: #version 120 varying vec2 texcoord; void main() { gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.st; } gbuffers_terrain.fsh: #version 120 uniform sampler2D texture; uniform sampler2D lightmap; varying vec2 texcoord; varying vec2 lmcoord; varying vec4 glcolor; void main() { vec4 texColor = texture2D(texture, texcoord); vec4 color = texColor * glcolor; vec4 light = texture2D(lightmap, lmcoord); vec3 finalColor = color.rgb * light.rgb; // STRICT GEMSTONE DETECTION // We removed Iron, Quartz, Coal, and Debris to stop Endstone, Diorite, and Trees from glowing. bool isDiamond = (texColor.b > 0.65 && texColor.g > 0.50 && texColor.r < 0.20); bool isEmerald = (texColor.g > 0.65 && texColor.r < 0.15 && texColor.b < 0.20); bool isRedstne = (texColor.r > 0.65 && texColor.g < 0.15 && texColor.b < 0.15); bool isLapis = (texColor.b > 0.60 && texColor.r < 0.20 && texColor.g < 0.35); // The "texColor.b < 0.15" strictly protects Endstone from glowing like a flashbang bool isGold = (texColor.r > 0.70 && texColor.g > 0.60 && texColor.b < 0.15); // Apply glow ONLY if it perfectly matches a saturated gem if (isDiamond || isEmerald || isRedstne || isGold || isLapis) { // max() ensures it glows brightly in caves, but doesn't blow out to blinding white on the surface finalColor = max(finalColor, texColor.rgb * 1.15); } gl_FragColor = vec4(finalColor, color.a); } gbuffers_terrain.vsh: #version 120 varying vec2 texcoord; varying vec2 lmcoord; varying vec4 glcolor; uniform float frameTimeCounter; void main() { vec4 position = gl_Vertex; // Strict green check so only leaves and grass wave bool isTrueLeaf = (gl_Color.g > gl_Color.r * 1.30) && (gl_Color.g > gl_Color.b * 1.20) && (gl_Color.g > 0.30); if (isTrueLeaf) { float wave = sin(frameTimeCounter * 1.8 + position.x * 1.2 + position.z * 1.2) * 0.025; position.x += wave; position.z += wave * 0.5; } gl_Position = gl_ModelViewProjectionMatrix * position; texcoord = (gl_TextureMatrix * gl_MultiTexCoord0).xy; lmcoord = (gl_TextureMatrix * gl_MultiTexCoord1).xy; glcolor = gl_Color; } gbuffers_water.fsh: #version 120 uniform sampler2D texture; uniform sampler2D lightmap; varying vec2 texcoord; varying vec2 lmcoord; varying vec4 glcolor; void main() { vec4 texColor = texture2D(texture, texcoord);

"                            please read.

its a lightweight shader for a really really low spec setup, it has waving leaves, waving water, smooth lighting and water. nether and end lighting are good, the gemstone ores glow like redstone, diamond, lapis, gold. nothing else cause i made not using bloc id but color, so you will see anything thats colored like those gemstone ill glow... you will see also there is a white wall type thing all around, thats a problem too, i tried to do something but didnt go well...... the underwater is clearly seeable but not too far, it has shadows too...... you might also find that endermen and spiders dont have eyes, the texture is glitched a little, tried to fix that too but it got worse, but alway remember to not look at endermen. and the grass is wavy too so  the problem is its edges leak light and when it waves its tore so you can see through them at the corener... no fancy cloud or sun light.. and you can see under lava... im not a modder or coder. but i hope you enjoy it... if you happen to be a coder, there is no problem fixing it..... i wil try to leave the codes..... i made it because of my own set up cause it really too dead end potato pc.. and its fully made by gemini... so if you can try to help me out.... thanks for checking.....

composite.fsh:

#version 120 uniform sampler2D colortex0; varying vec2 texcoord;

void main() { vec4 color = texture2D(colortex0, texcoord); float lum = dot(color.rgb, vec3(0. 299, 0. 587, 0. 114)); // 1. Kill the White Horizon Wall if (color.r > 0. 90 && color.g > 0. 90 && color.b > 0. 90 && texcoord.y > 0. 35) { color.rgb = mix(color.rgb, vec3(0. 55, 0. 70, 0. 90), 0. 45); } // 2. Enchantment Magic Glint Hack (Detects purple/blue magic and makes it shine) if (color.b > 0. 55 && color.r > 0. 40 && color.g < 0. 35) { color.rgb = 1. 8; color.b += 0. 2; } // 3. Day vs Night Color Grading if (lum < 0. 22) { color.rgb = vec3(0. 55, 0. 68, 1. 05); // Dark atmospheric nights } else { color.r = 1. 10; color.g = 1. 04; color.b = 0. 90; // Warm cinematic days } // 4. Soft Contrast Curve color.rgb = pow(color.rgb, vec3(1. 04)); // 5. Smooth Cinematic Vignette float dist = distance(texcoord, vec2(0. 5, 0. 5)); float vignette = smoothstep(0. 88, 0. 35, dist); color.rgb = mix(0. 78, 1. 0, vignette); gl_FragColor = clamp(color, 0. 0, 1. 0); }

composite.vsh:

#version 120 varying vec2 texcoord;

void main() { gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.st; }

gbuffers_terrain.fsh:

#version 120 uniform sampler2D texture; uniform sampler2D lightmap; varying vec2 texcoord; varying vec2 lmcoord; varying vec4 glcolor;

void main() { vec4 texColor = texture2D(texture, texcoord); vec4 color = texColor glcolor; vec4 light = texture2D(lightmap, lmcoord); vec3 finalColor = color.rgb light.rgb; // STRICT GEMSTONE DETECTION // We removed Iron, Quartz, Coal, and Debris to stop Endstone, Diorite, and Trees from glowing. bool isDiamond = (texColor.b > 0. 65 && texColor.g > 0. 50 && texColor.r < 0. 20); bool isEmerald = (texColor.g > 0. 65 && texColor.r < 0. 15 && texColor.b < 0. 20); bool isRedstne = (texColor.r > 0. 65 && texColor.g < 0. 15 && texColor.b < 0. 15); bool isLapis = (texColor.b > 0. 60 && texColor.r < 0. 20 && texColor.g < 0. 35); // The "texColor.b < 0. 15" strictly protects Endstone from glowing like a flashbang bool isGold = (texColor.r > 0. 70 && texColor.g > 0. 60 && texColor.b < 0. 15); // Apply glow ONLY if it perfectly matches a saturated gem if (isDiamond || isEmerald || isRedstne || isGold || isLapis) { // max() ensures it glows brightly in caves, but doesn't blow out to blinding white on the surface finalColor = max(finalColor, texColor.rgb 1. 15); } gl_FragColor = vec4(finalColor, color.a); }

gbuffers_terrain.vsh:

#version 120 varying vec2 texcoord; varying vec2 lmcoord; varying vec4 glcolor; uniform float frameTimeCounter;

void main() { vec4 position = gl_Vertex; // Strict green check so only leaves and grass wave bool isTrueLeaf = (gl_Color.g > gl_Color.r 1. 30) && (gl_Color.g > gl_Color.b 1. 20) && (gl_Color.g > 0. 30); if (isTrueLeaf) { float wave = sin(frameTimeCounter 1. 8 + position.x 1. 2 + position.z 1. 2) 0. 025; position.x += wave; position.z += wave 0. 5; } gl_Position = gl_ModelViewProjectionMatrix position; texcoord = (gl_TextureMatrix gl_MultiTexCoord0).xy; lmcoord = (gl_TextureMatrix * gl_MultiTexCoord1).xy; glcolor = gl_Color; }

gbuffers_water.fsh:

#version 120 uniform sampler2D texture; uniform sampler2D lightmap; varying vec2 texcoord; varying vec2 lmcoord; varying vec4 glcolor;

void main() { vec4 texColor = texture2D(texture, texcoord);

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Shaders
Author
FORCedout
Version
1.0.0
Downloads
237
Endorsements
0
Category
atmosphere
Created
8/1/2026
Updated
7/29/2026
Game Versions
26.1, 26.1.1, 26.1.2
Tags
atmosphere, low, potato

🔧 How to Install Minecraft Shaders Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

📖 Full step-by-step install guide for Minecraft Shaders →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Minecraft Shaders commands, item IDs, and more.

❓ Frequently Asked Questions

Which Minecraft Shaders versions does Vignette Low-End Shader support?

The author lists 26.1, 26.1.1, 26.1.2. Other versions may work but are untested by the author.

What is the latest version of Vignette Low-End Shader?

Version 1.0.0, published 2026-07-29 with 237 downloads recorded at the source.

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