
Aurora-inspired color grading and sky replacement built on a minimal GLSL 1.20 pipeline.
This shader pack applies an aurora-themed visual treatment to the overworld and Nether through a small set of post-processing and material shaders. The main rendering work is performed in a composite pass that modifies sky rendering, applies scene-wide color grading, and adds simple animated color modulation. Additional shaders tint clouds and water using time-based aurora color cycles while keeping the player's hand unmodified.

The overworld sky is replaced with an animated aurora effect when rendering sky pixels. The aurora transitions between teal, blue, and purple hues and becomes more prominent at night.
The composite pass identifies sky pixels using depth values (depth > 0.9999).
World-space view direction is reconstructed from:
gbufferProjectionInversegbufferModelViewInverseAurora bands are generated procedurally using:
sin(viewDir.x * 3.0 + t) * cos(viewDir.z * 2.0 + t * 0.7)
Color cycling is performed between three predefined aurora colors using a time-driven interpolation system based on frameTimeCounter.
Aurora visibility is weighted by:
viewDir.y)sunAngle
World geometry receives an aurora-tinted color filter.
The effect is lighter during daytime and stronger at night, shifting scene colors toward teal and cyan tones.
For non-sky pixels, scene luminance is calculated and mapped between:
The original image is blended against this target palette using a blend factor controlled by the computed day/night value.
Clouds receive a subtle animated aurora coloration that cycles through green-teal, purple, and blue tones.
gbuffers_clouds.fsh:
frameTimeCounter.Transparent cloud pixels are discarded before processing.
Water surfaces receive a shifting teal-to-purple color reflection effect.
The effect becomes stronger with increasing skylight exposure.
gbuffers_water.fsh:
lmcoord.y as a skylight factor.Water transparency is also adjusted:
texColor.a = clamp(texColor.a * 1.5, 0.2, 0.75);
Additional color fog is applied when the camera is submerged in water or lava.
The composite shader checks:
isEyeInWater
and blends the final image toward predefined water or lava colors.
A subtle animated brightness fluctuation is visible across the image.
Brightness is multiplied by a sine-based factor derived from:
frameTimeCounterBoth overworld and Nether composite passes use this technique.
The Nether receives a separate aurora-inspired color treatment using teal and violet tones.
world-1/composite.fsh:
Nearby hand/HUD pixels are excluded using depth testing.
The player's hand remains unaffected by most aurora post-processing.
A dedicated hand buffer is configured through:
drawBuffers.gbuffers_hand=01
Composite shaders also exclude near-depth pixels (depth < 0.56) from aurora processing.
compositegbuffers_basicgbuffers_texturedgbuffers_cloudsgbuffers_watergbuffers_handcolortex0depthtex0The archive does not contain explicit metadata declaring supported loaders. Compatibility with specific loaders (OptiFine, Iris, etc.) cannot be confirmed from the project files alone.
No user-configurable shader parameters were found.
The project contains only:
drawBuffers.gbuffers_hand=01
which is an internal buffer configuration rather than a user-facing setting.