Programs#

../_images/icon_programs.png

Shiny glistening cone#

Name

Render

When not defined, use

<none>

gui, menus

<none>

Shadow map#

Name

Render

When not defined, use

shadow

everything in shadow pass

<none>

shadow_solid

<not used>

shadow

shadow_cutout

<not used>

shadow

Shadow composite#

Name

Render

When not defined, use

shadowcomp

<shadowcomp>

<none>

shadowcomp1

<shadowcomp>

<none>

shadowcomp15

<shadowcomp>

<none>

Prepare#

Name

Render

When not defined, use

prepare

<prepare>

<none>

prepare1

<prepare>

<none>

prepare15

<prepare>

<none>

GBuffers#

Name

Render

When not defined, use

gbuffers_basic

leash, block selection box

<none>

gbuffers_textured

particles

gbuffers_basic

gbuffers_textured_lit

lit particles, world border

gbuffers_textured

gbuffers_skybasic

sky, horizon, stars, void

gbuffers_basic

gbuffers_skytextured

sun, moon

gbuffers_textured

gbuffers_clouds

clouds

gbuffers_textured

gbuffers_terrain

solid, cutout, cutout_mip

gbuffers_textured_lit

gbuffers_terrain_solid

<not used>

gbuffers_terrain

gbuffers_terrain_cutout_mip  <not used>

gbuffers_terrain

gbuffers_terrain_cutout

<not used>

gbuffers_terrain

gbuffers_damagedblock

damaged blocks

gbuffers_terrain

gbuffers_block

block entities

gbuffers_terrain

gbuffers_beaconbeam

beacon beam

gbuffers_textured

gbuffers_item

<not used>

gbuffers_textured_lit

gbuffers_entities

entities

gbuffers_textured_lit

gbuffers_entities_glowing

glowing entities, spectral effect

gbuffers_entities

gbuffers_armor_glint

glint on armor and handheld items

gbuffers_textured

gbuffers_spidereyes

eyes of spider, enderman and dragon

gbuffers_textured

gbuffers_hand

hand and opaque handheld objects

gbuffers_textured_lit

gbuffers_weather

rain, snow

gbuffers_textured_lit

GBuffers translucent#

Name

Render

When not defined, use

gbuffers_water

translucent

gbuffers_terrain

gbuffers_hand_water

translucent handheld objects

gbuffers_hand

Deferred#

Name

Render

When not defined, use

deferred_pre

<virtual> flip ping-pong buffers

<none>

deferred

<deferred>

<none>

deferred1

<deferred>

<none>

deferred15

<deferred>

<none>

Composite#

Name

Render

When not defined, use

composite_pre

<virtual> flip ping-pong buffers

<none>

composite

<composite>

<none>

composite1

<composite>

<none>

composite15

<composite>

<none>

Final#

Name

Render

When not defined, use

final

<final>

<none>

Important

The programs shadow_solid, shadow_cutout, gbuffers_terrain_solid, gbuffers_terrain_cutout and gbuffers_terrain_cutout_mip are not used

Attention

TO-DO: Separate programs for world border, entities (by id, by type), cape, elytra, wolf collar, etc.


🆚️ This documentation assumes the latest OptiFine version. Notes are not made for legacy versions (1.8).
🔙️ This documentation is updated to commit 8410499f.
©️ This file is offered without any copyright restrictions. Please copy and modify it to suit your needs. Credit is optional, but appreciated.