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Your First Shader
An Introduction to Shaders
In Development
Simple Post Effects
The Gbuffers
Lighting in Composites
Shadows
Fog
Next Steps
Reference
Overview
Attributes
Overview
at_midBlock
at_tangent
mc_Entity
mc_midTexCoord
vaColor
1.17+
vaNormal
1.17+
vaPosition
1.17+
vaUV0
1.17+
vaUV1
1.17+
vaUV2
1.17+
Buffers
ColorTex
DepthTex
NoiseTex
ShadowColor
ShadowTex
Custom Textures
Custom Images
Iris Only
SSBOs
Iris Only
Image Format
Constants
Overview
RENDERTARGETS
DRAWBUFFERS
ambientOcclusionLevel
Buffer Clear
Buffer Clear Color
Buffer Format
centerDepthHalflife
Colortex Mipmaps
drynessHalflife
entityShadowDistanceMul
Iris Only
eyeBrightnessHalflife
noiseTextureResolution
Shadow Mipmaps
shadowDistance
shadowDistanceRenderMul
shadowFarPlane
Iris Only
shadowHardwareFiltering
shadowIntervalSize
shadowMapFov
shadowMapResolution
shadowNearPlane
Iris Only
sunPathRotation
voxelDistance
Iris Only
wetnessHalflife
workGroups
Iris Only
workGroupsRender
Iris Only
Macros
Driver Vendor
GPU Hardware
IRIS_HAS_CONNECTED_TEXTURES
Iris Only
IRIS_HAS_TRANSLUCENCY_SORTING
Iris Only
IRIS_TAG_SUPPORT
Iris Only
IRIS_VERSION
Iris Only
IS_IRIS
Iris Only
MC_GL_VERSION
MC_GLSL_VERSION
MC_HAND_DEPTH
MC_TEXTURE_FORMAT_LAB_PBR
MC_VERSION
Operating System
Render Stages
Supported Extensions
Miscellaneous
block.properties
entity.properties
item.properties
dimension.properties
Iris Only
Mod Support
Distant Horizons
Programs
Overview
Unfinished
setup
Iris Only
begin
Iris Only
shadow
shadowcomp
prepare
gbuffers
deferred
composite
final
Shaders.Properties
Overview
Shader Settings
Feature Flags
Iris Only
Programs / Ordering
Features / Options
Rendering
Custom Uniforms
Uniforms
Overview
Camera/Player
Player Status
Screen/System
ID
World/Weather
Biome/Dimension
Rendering
Matrices
How To
Coordinate Spaces
PBR Standards
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IS_IRIS
IS_IRIS
This macro is defined if the shader is being loaded by Iris.