Shaders are a feature being tested since the 1.7.2 update. You can switch between them by pressing the "Super Secret Settings..." button under options in the menu. Some shaders are used for various effects in Spectator Mode when the player takes the viewpoint of a mob. Shaders can be disabled by pressing the F4 key or by cycling the Super Secret Settings button until the game returns to unshaded mode. Shaders will not work in computers that do not support OpenGL 2.1, as GLSL (OpenGL's shader language) was introduced in OpenGL 2.
Note that the differences between certain shaders can be very subtle, and therefore, to notice the differences, it might be necessary to observe a picture with higher resolution by clicking on one of the pictures below.
Repeatedly clicking the "Super Secret Settings..." button will cycle through the shaders in the order listed below.
|Default||This does not utilize shaders. Use as a baseline for comparing to the screenshots below.|
|Notch||This shader adds a dithering effect.
This is a reference to how many of Notch's other games use a similar overlay.
|FXAA||This shader adds a small amount of anti-aliasing (smoothing jagged edges), most visible in trees along the horizon.|
|Art||Pixels are blurred outward, causing moving objects to twinkle.|
|Bumpy||Outlines color differences, and gives textures a 3D look. (More visible when viewing screenshot at full resolution.)|
|Blobs2||Similar to Art, but less graphically intensive.|
|Pencil||Meant to give the world a pencil-sketch appearance.|
|Color convolve||Intensifies/adds more colors, adding vibrancy.|
|Deconverge||Offsets the red, green, and blue color channels.|
|Flip||Flips the player's view vertically.|
|Invert||Inverts colors, obtainable with both Super Secret Settings and with
|NTSC||Gives the player's view the impression of a CRT Monitor/Television Screen.|
|Outline||Outlines color differences similarly to Bumpy, but less complex.|
|Phosphor||Pixels on screen linger, being "dragged out" when in motion before fading away.|
|Scan pincushion||Similar to NTSC, but without the blurring and much less graphically intensive.|
|Sobel||Turns the view black except for the edges of textures.|
|Bits||Changes the view to a low resolution 2D texture with an 8-bit color scheme.|
|Desaturate||Reduces intensity of colors drastically, causing, as the name suggests, a desaturated effect.|
|Green||Scan Pincushion and Bits, but with a green overlay.|
|Blur||Blurs the screen overall, independent of what is being displayed.|
|Wobble||Colors cycle through the hue range constantly. All displayed pixels move up and down via a sine calculation. It should be noted that this only affects the screen plane and not the vertices being displayed by it, as observing the very edge of the screen reveals the pixels being moved.|
|Blobs||Similar to Blobs2 and Art, but the spots are tiny when close up and big when far away.|
|Antialias||Blurs the edges of pixels to reduce jaggedness. This is blurrier than FXAA, but is better at eliminating jagged edges in textures and blocks.|
|Creeper||Similar to Green, but with no black borders or 8-bit resolution, obtainable with
|Spider||5 "eyes" onscreen with blur in between, similar to a spider's face, obtainable with
|Passes||Used in||Fragment Shader||Vertex Shader|
|bits.json||Bits, Creeper, Green||bits.fsh||sobel.vsh|
|blit.json||All shaders except Blur||blit.fsh||blit.vsh|
|blur.json||Art, Blur, NTSC, Spider||blur.fsh||sobel.vsh|
|color_convolve.json||Color convolve, Creeper,
Desaturate, Green, NTSC
|scan_pincushion.json||Green, NTSC, Scan pincushion||scan_pincushion.fsh||sobel.vsh|
|1.7.2||13w38a||The original set of shaders was added: Antialias, Deconverge, Outline, Art, Desaturate, Pencil, Bits, Flip, Phosphor, Blobs, FXAA, Scan pincushion, Blobs2, Green, Sobel, Blur, Invert, Wobble, Color convolve, NTSC.|
|13w38b||The Bumpy shader was added.|
|1.7.4||13w47a||The Notch shader was added.|
|1.8||14w05a||The Creeper and Spider shaders were added. Shaders are automatically applied in spectator mode when viewing the world as a Creeper, Spider or Enderman.|
|September 26, 2014||Ryan Holtz tweets: "Planning on switching to using shaders. No more fixed-function OpenGL. Performance boost and extensibility, good times."|