
Glimmer
Glimmer is a Minecraft shaderpack designed to be simple and performant whilst maintaining a physically based and natural look.
About
Shader development is hard and takes a lot of time. If you enjoy my shaders, please consider supporting my work!
Glimmer

Glimmer is a Minecraft shaderpack designed to be simple and performant whilst maintaining a physically based and natural look.
Features
- 'Potato', 'Toaster', 'Integrated Graphics' and 'Dedicated Graphics' presets, designed to run on anything from your fridge to a NASA supercomputer.
- Colored block lighting!
- Distant Horizons & Voxy support!
- Colorwheel support
- 'Infinite Ocean', adding water stretching out of render distance.
- Complete LabPBR 1.3 compliance.
- Shadows, using either the shadow map or approximated from the lightmap.
- Screen space reflections and refractions.
- Procedural 2D clouds.
- Temporal filtering to reduce noise at low sample counts.
- Bloom
Compatibility
- OpenGL 4.3+ - macOS is not supported, nor is the Raspberry Pi. Most modern GPUs (integrated or dedicated) should work fine.
- Iris 1.6+, OptiFine is not supported.
Acknowledgements
- Andrew Hilmer, for his Shadertoy implementation of Sébastien Hillaire's 'A Scalable and Production Ready Sky and Atmosphere Rendering Technique'
- Belmu - Reference code for SSR
- Emin - Shadow bias calculation from Complementary
- NinjaMike - Directional lightmapping method
- sixthsurge - A decent amount of code reference from Photon
- Null - Help porting in the atmospheric scattering code
- As always, the members of the ShaderLABS Discord server who have helped me get this far learning how to do all this
- Many other people, there are links scattered throughout the code
Get in touch
If you have an issue with Glimmer or just want to chat, you can join my Discord server or find me in #jbritains-shaderpacks in the shaderLABS Discord server.
Versions
Fix bloom causing the shaderpack not to load in the nether.
# Changes - Significantly optimised bloom implementation # Fixes - Fixed translucents being bright white with Voxy - Fixed atmospheric multiple scattering being incorrect
# New Features ## Water Parallax <img width="1920" height="1081" alt="preview" src="https://github.com/user-attachments/assets/f04c81c4-59db-4004-8f40-dd0fdfb7ec6c" /> Water parallax adds additional depth to water waves, making the surface appear more realistic. ## New Caustics (+ tweaked underwater visibility) <img width="1920" height="1081" alt="image" src="https://github.com/user-attachments/assets/ea138071-15b9-4706-b8c8-5818f82db134" /> Caustics are no longer tied to the shadow map resolution, allowing them to be sharp even on low shadow map resolutions. They also use a new animation that's texture based instead of procedural. The absorption and scattering of water has also been tweaked. ## Colorwheel Support Colorwheel is now supported! This means that Create contraptions can correctly render, and contribute to coloured lighting. I don't have any screenshots for this unfortunately. ## Voxy Support (experimental) Voxy is also now supported, although still experimental. <img width="1920" height="1081" alt="2025-11-27_23 32 32" src="https://github.com/user-attachments/assets/f540e563-b4fc-4e23-9737-1aab170dc832" /> ## Adjustable Block Selection Outline <img width="1920" height="1081" alt="2025-11-27_23 36 31" src="https://github.com/user-attachments/assets/14be8c2c-7f60-4874-a512-e7ab90cb519b" /> The colour of the block selection outline is now consistent regardless of scene brightness or exposure, and the colour can be adjusted, or set to rainbow mode to change in hue over time. ## Distant Horizons Blending Distant Horizons terrain is now dithered to blend with vanilla terrain. ## Chinese localization Chinese settings localisation by @fuyuan233. # Fixes - Fixed auto exposure - Fixed particle translucency
Download
Download v1.5.2Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11
Loaders: iris