From b4ec3ea89ce958e912b5d6890d7e42c5d4356ed4 Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Tue, 24 Feb 2026 15:35:04 +0100 Subject: [PATCH 01/12] (draft) Add missing API items & fix broken links Incomplete and possibly incorrect --- .../docs/current/How To/coordinate_spaces.mdx | 2 +- .../Reference/Attributes/ftransform.mdx | 27 +++++++++++ .../current/Reference/Attributes/gl_Color.mdx | 4 +- .../Reference/Attributes/mc_chunkFade.mdx | 2 +- .../Reference/Macros/MAX_COLOR_BUFFERS.mdx | 14 ++++++ .../Reference/Macros/MC_GLSL_VERSION.mdx | 2 +- .../Reference/Macros/MC_GL_VERSION.mdx | 2 +- .../Reference/Macros/MC_HAND_DEPTH.mdx | 4 +- .../Reference/Macros/MC_MIPMAP_LEVEL.mdx | 14 ++++++ .../current/Reference/Uniforms/camera.mdx | 20 +++++++- .../docs/current/Reference/Uniforms/id.mdx | 12 +++-- .../current/Reference/Uniforms/matrices.mdx | 46 +++++++++++------- .../current/Reference/Uniforms/overview.mdx | 46 ++++++++++-------- .../current/Reference/Uniforms/rendering.mdx | 8 ++-- .../current/Reference/Uniforms/status.mdx | 47 ++++++++++++++++++- 15 files changed, 200 insertions(+), 50 deletions(-) create mode 100644 src/content/docs/current/Reference/Attributes/ftransform.mdx create mode 100644 src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx create mode 100644 src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx diff --git a/src/content/docs/current/How To/coordinate_spaces.mdx b/src/content/docs/current/How To/coordinate_spaces.mdx index 7424e59f..17cac4cc 100644 --- a/src/content/docs/current/How To/coordinate_spaces.mdx +++ b/src/content/docs/current/How To/coordinate_spaces.mdx @@ -49,4 +49,4 @@ It is also worth noting that in third person mode, view bobbing is disabled, and ## Shadow Space "Shadow Space" can refer to a number of different coordinate spaces, all of which are used for the [shadow pass](/current/reference/programs/shadow/). As such, the "shadow" versions of coordinate spaces are generally equivalent to their normal versions but from the perspective of the shadow camera (the sun/moon). The shadow spaces include **shadow view space**, **shadow clip space**, **shadow NDC space**, and **shadow screen space**. -In the [shadow pass](/current/reference/programs/shadow/), the same base matrices are used ([`modelViewMatrix`](/current/reference/uniforms/matrices/#modelviewmatrix), [`projectionMatrix`](/current/reference/uniforms/matrices/#projectionmatrix), etc), or the `shadow` matrix uniforms (e.g. [`shadowModelView`](/current/reference/uniforms/matrices/#shadowmodelview), [`shadowProjection`](/current/reference/uniforms/matrices/#shadowprojection)) can be used from any program. When sampling the shadow map, positions can be transformed into **player space**, and from there back into *shadow screen space*. +In the [shadow pass](/current/reference/programs/shadow/), the same base matrices are used ([`gl_ModelViewMatrix`](/current/reference/uniforms/matrices/#gl_modelviewmatrix), [`gl_ProjectionMatrix`](/current/reference/uniforms/matrices/#gl_projectionmatrix), etc), or the `shadow` matrix uniforms (e.g. [`shadowModelView`](/current/reference/uniforms/matrices/#shadowmodelview), [`shadowProjection`](/current/reference/uniforms/matrices/#shadowprojection)) can be used from any program. When sampling the shadow map, positions can be transformed into **player space**, and from there back into *shadow screen space*. diff --git a/src/content/docs/current/Reference/Attributes/ftransform.mdx b/src/content/docs/current/Reference/Attributes/ftransform.mdx new file mode 100644 index 00000000..d9bcbe08 --- /dev/null +++ b/src/content/docs/current/Reference/Attributes/ftransform.mdx @@ -0,0 +1,27 @@ +--- +title: ftransform +description: The vertex position in clip space. +sidebar: + label: ftransform + order: 2 +--- + +### `ftransform` + +**Valid Programs**: `*.vsh` + +--- + +Function returning the vertex position in clip space. + +```glsl +/* + vec3 model_pos = gl_Vertex.xyz; + vec4 view_pos = gl_ModelViewMatrix * vec4(model_pos, 1.0); + vec4 clip_pos = gl_ProjectionMatrix * view_pos; +*/ + +vec4 clip_pos = ftransform(); // Equivalent to the above, not accounting for possible rounding differences. + +gl_Position = clip_pos; +``` diff --git a/src/content/docs/current/Reference/Attributes/gl_Color.mdx b/src/content/docs/current/Reference/Attributes/gl_Color.mdx index ce56c2b0..0ad518f7 100644 --- a/src/content/docs/current/Reference/Attributes/gl_Color.mdx +++ b/src/content/docs/current/Reference/Attributes/gl_Color.mdx @@ -16,12 +16,14 @@ The vertex color attribute. The color attribute is often used to apply tints to colored blocks such as leaves, grass, water, etc. It also contains the [vanilla ambient occlusion](/current/reference/constants/ambientocclusionlevel/) and, if enabled, the [old lighting](/current/reference/shadersproperties/features/#oldlighting). -Enabling [`separateAo`](/current/reference/shadersproperties/features/#separateao) will move the ambient occlusion from the `rgb` components of `gl_Color` to the `a` component, which can be applied later like this: +Enabling [`separateAo`](/current/reference/shadersproperties/features/#separateao) will move the ambient occlusion from the `rgb` components of `gl_Color` to the `a` component in terrain programs, which can be applied later like this: ```glsl vec3 color = gl_Color.rgb * gl_Color.a; ``` +The `a` component includes tint for alpha in some non-terrain programs. + ### `in vec4 vaColor;` :::danger diff --git a/src/content/docs/current/Reference/Attributes/mc_chunkFade.mdx b/src/content/docs/current/Reference/Attributes/mc_chunkFade.mdx index a7be04cd..d2e5fc66 100644 --- a/src/content/docs/current/Reference/Attributes/mc_chunkFade.mdx +++ b/src/content/docs/current/Reference/Attributes/mc_chunkFade.mdx @@ -21,4 +21,4 @@ The fade-in progress of the geometry. This value is a `float` automatically decl In `gbuffers_terrain.vsh`, the value will be a float in the range 0-1. In all other gbuffers programs, it will be declared as `const float mc_chunkFade = -1.0;`. -The variable will not be declared if the `FADE_VARIABLE` [feature flag](/current/reference/shadersproperties/flags/) is not available. You should check if the feature is available when using the variable. \ No newline at end of file +The variable will not be declared if the `FADE_VARIABLE` [feature flag](/current/reference/shadersproperties/flags/) is not available. You should check if the feature is available when using the variable. diff --git a/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx new file mode 100644 index 00000000..c06e21b1 --- /dev/null +++ b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx @@ -0,0 +1,14 @@ +--- +title: MAX_COLOR_BUFFERS +description: Maximum read/write color texture count. +sidebar: + label: MAX_COLOR_BUFFERS + order: 2 + badge: + text: Iris Only + variant: tip +--- + +### `MAX_COLOR_BUFFERS` + +The maximum number of color textures that a shader pack can write to and read from in gbuffer and composite programs. diff --git a/src/content/docs/current/Reference/Macros/MC_GLSL_VERSION.mdx b/src/content/docs/current/Reference/Macros/MC_GLSL_VERSION.mdx index 66a314ff..70ace90c 100644 --- a/src/content/docs/current/Reference/Macros/MC_GLSL_VERSION.mdx +++ b/src/content/docs/current/Reference/Macros/MC_GLSL_VERSION.mdx @@ -8,4 +8,4 @@ sidebar: ### `MC_GLSL_VERSION` -The maximum GLSL version supported by the system. For example: 120, 330, 460, etc. \ No newline at end of file +The maximum GLSL version supported by the system. For example: 120, 330, 460, etc. diff --git a/src/content/docs/current/Reference/Macros/MC_GL_VERSION.mdx b/src/content/docs/current/Reference/Macros/MC_GL_VERSION.mdx index eb3071dd..7d65dbe6 100644 --- a/src/content/docs/current/Reference/Macros/MC_GL_VERSION.mdx +++ b/src/content/docs/current/Reference/Macros/MC_GL_VERSION.mdx @@ -13,4 +13,4 @@ The maximum OpenGL version supported by the system, encoded in an integer format For example: - OpenGL 2.1 -> 210 - OpenGL 3.3 -> 330 -- OpenGL 4.6 -> 460 \ No newline at end of file +- OpenGL 4.6 -> 460 diff --git a/src/content/docs/current/Reference/Macros/MC_HAND_DEPTH.mdx b/src/content/docs/current/Reference/Macros/MC_HAND_DEPTH.mdx index 4fed5112..76493d22 100644 --- a/src/content/docs/current/Reference/Macros/MC_HAND_DEPTH.mdx +++ b/src/content/docs/current/Reference/Macros/MC_HAND_DEPTH.mdx @@ -10,9 +10,9 @@ sidebar: The clip space depth multiplier applied to geometry in [`gbuffers_hand`](/current/reference/programs/gbuffers/) and [`gbuffers_hand_water`](/current/reference/programs/gbuffers/). -The multiplier is applied in clip space automatically through the [projection matrix](/current/reference/uniforms/matrices/#projectionMatrix). When working backwards from the depth buffer, the multiplier should be applied in NDC space rather than screen space to produce the correct result, for example: +The multiplier is applied in clip space automatically through the [projection matrix](/current/reference/uniforms/matrices/#gl_projectionMatrix). When working backwards from the depth buffer, the multiplier should be applied in NDC space rather than screen space to produce the correct result, for example: ```glsl float screenDepth = textureLod(depthtex0, texcoord, 0.0).r; float ndcDepth = (screenDepth * 2.0 - 1.0) / MC_HAND_DEPTH; -``` \ No newline at end of file +``` diff --git a/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx b/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx new file mode 100644 index 00000000..b57bf988 --- /dev/null +++ b/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx @@ -0,0 +1,14 @@ +--- +title: MC_MIPMAP_LEVEL +description: The current maximum mipmap level. +sidebar: + label: MC_MIPMAP_LEVEL + order: 2 + badge: + text: Iris Only + variant: tip +--- + +### `MC_MIPMAP_LEVEL` + +The current maximum mipmap level. diff --git a/src/content/docs/current/Reference/Uniforms/camera.mdx b/src/content/docs/current/Reference/Uniforms/camera.mdx index 0168f62c..b22e199d 100644 --- a/src/content/docs/current/Reference/Uniforms/camera.mdx +++ b/src/content/docs/current/Reference/Uniforms/camera.mdx @@ -113,6 +113,24 @@ This value stores the world aligned direction the player model's head is facing. ---------------- +## vehicleLookVector +```glsl +uniform vec3 vehicleLookVector; +``` +This value stores the world aligned direction that the currently used vehicle's model's head is facing. + +---------------- + + +## relativeVehiclePosition +```glsl +uniform vec3 relativeVehiclePosition; +``` +TODO + +---------------- + + ## upPosition ```glsl uniform vec3 upPosition; @@ -153,4 +171,4 @@ This uniform stores the value in the depth buffer `depthtex0` at the center of t ```glsl uniform bool firstPersonCamera; ``` -This value is `true` when the player is in the first person camera view and `false` in any third person camera view. \ No newline at end of file +This value is `true` when the player is in the first person camera view and `false` in any third person camera view. diff --git a/src/content/docs/current/Reference/Uniforms/id.mdx b/src/content/docs/current/Reference/Uniforms/id.mdx index 57783e33..e5c5e28a 100644 --- a/src/content/docs/current/Reference/Uniforms/id.mdx +++ b/src/content/docs/current/Reference/Uniforms/id.mdx @@ -28,6 +28,15 @@ This uniform stores the ID (from [`block.properties`](/current/reference/miscell ---------------- +## vehicleId +```glsl +uniform int vehicleId; +``` +This uniform stores the ID (from [`entity.properties`](/current/reference/miscellaneous/entity_properties/)) of the vehicle currently used by the player. + +---------------- + + ## currentRenderedItemId ```glsl uniform int currentRenderedItemId; @@ -96,7 +105,4 @@ uniform int heldBlockLightValue2; ``` The light strength of the item held in the player's offhand. This ranges from `0`-`15` for vanilla blocks, however some modded blocks may have a higher value. - ---------------- - - diff --git a/src/content/docs/current/Reference/Uniforms/matrices.mdx b/src/content/docs/current/Reference/Uniforms/matrices.mdx index 8d94cacf..4cfdf0aa 100644 --- a/src/content/docs/current/Reference/Uniforms/matrices.mdx +++ b/src/content/docs/current/Reference/Uniforms/matrices.mdx @@ -35,7 +35,7 @@ Equal to [`inverse(gbufferModelView)`](/current/reference/uniforms/matrices/#gbu ```glsl uniform mat4 gbufferProjection; ``` -Equal to the [`projectionMatrix`](/current/reference/uniforms/matrices/#projectionmatrix) used by all [gbuffers programs](/current/reference/programs/gbuffers/) except for `gbuffers_hand` and `gbuffers_hand_water`, where the [`projectionMatrix`](/current/reference/uniforms/matrices/#projectionmatrix) multiplies the Z axis by `MC_HAND_DEPTH` to move the hand closer to the camera than the rest of the world. +Equal to the [`gl_ProjectionMatrix`](/current/reference/uniforms/matrices/#gl_projectionmatrix) used by all [gbuffers programs](/current/reference/programs/gbuffers/) except for `gbuffers_hand` and `gbuffers_hand_water`, where the [`gl_ProjectionMatrix`](/current/reference/uniforms/matrices/#gl_projectionmatrix) multiplies the Z axis by `MC_HAND_DEPTH` to move the hand closer to the camera than the rest of the world. ---------------- @@ -53,7 +53,7 @@ Equal to [`inverse(gbufferProjection)`](/current/reference/uniforms/matrices/#gb ```glsl uniform mat4 shadowModelView; ``` -Equal to the [`modelViewMatrix`](/current/reference/uniforms/matrices/#modelviewmatrix) when the shadow map was generated in the [shadow program](/current/reference/programs/shadow/). +Equal to the [`gl_ModelViewMatrix`](/current/reference/uniforms/matrices/#gl_modelviewmatrix) when the shadow map was generated in the [shadow program](/current/reference/programs/shadow/). ---------------- @@ -71,7 +71,7 @@ Equal to [`inverse(shadowModelView)`](/current/reference/uniforms/matrices#shado ```glsl uniform mat4 shadowProjection; ``` -Equal to the [`projectionMatrix`](/current/reference/uniforms/matrices/#projectionmatrix) when the shadow map was generated in the [shadow program](/current/reference/programs/shadow). +Equal to the [`gl_ProjectionMatrix`](/current/reference/uniforms/matrices/#gl_projectionmatrix) when the shadow map was generated in the [shadow program](/current/reference/programs/shadow). ---------------- @@ -137,17 +137,17 @@ gl_Position = clip_pos; ---------------- +## gl_ModelViewMatrixInverse +```glsl +gl_ModelViewMatrixInverse +``` +Equal to [`inverse(gl_ModelViewMatrix)`](/current/reference/uniforms/matrices/#gl_modelviewmatrix), but calculated on the CPU to avoid running the expensive `inverse()` function on the GPU. -## modelViewMatrixInverse - -:::danger -This uniform only works with the `core` profile in Minecraft 1.17 and newer. It is recommended to use the `compatibility` profile with Iris for better support. See [this page](/current/how-to/compatibility_vs_core) for more information. -::: +Equivalent to `modelViewMatrixInverse` in the [`core` profile](/current/how-to/compatibility_vs_core). ```glsl uniform mat4 modelViewMatrixInverse; ``` -Equal to [`inverse(modelViewMatrix)`](/current/reference/uniforms/matrices/#modelviewmatrix), but calculated on the CPU to avoid running the expensive `inverse()` function on the GPU. ---------------- @@ -180,24 +180,38 @@ vec4 clip_pos = projectionMatrix * view_pos; gl_Position = clip_pos; ``` - - ---------------- +## gl_ProjectionMatrixInverse +```glsl +gl_ProjectionMatrixInverse +``` +Equal to [`inverse(gl_ProjectionMatrix)`](/current/reference/uniforms/matrices/#gl_projectionmatrix), but calculated on the CPU to avoid running the expensive `inverse()` function on the GPU. -## projectionMatrixInverse -:::danger -This uniform only works with the `core` profile in Minecraft 1.17 and newer. It is recommended to use the `compatibility` profile with Iris for better support. See [this page](/current/how-to/compatibility_vs_core) for more information. -::: +Equivalent to `projectionMatrixInverse` in the [`core` profile](/current/how-to/compatibility_vs_core). ```glsl uniform mat4 projectionMatrixInverse; ``` -Equal to [`inverse(projectionMatrix)`](/current/reference/uniforms/matrices/#projectionmatrix), but calculated on the CPU to avoid running the expensive `inverse()` function on the GPU. ---------------- +## gl_ModelViewProjectionMatrix +```glsl +gl_ModelViewProjectionMatrix +``` +Equal to `gl_ModelViewMatrix * gl_ProjectionMatrix`, not accounting for possible rounding differences. + +```glsl +vec3 model_pos = gl_Vertex.xyz; +vec4 clip_pos = gl_ModelViewProjectionMatrix * vec4(model_pos, 1.0); + +gl_Position = clip_pos; +``` + +---------------- + ## gl_NormalMatrix ```glsl gl_NormalMatrix diff --git a/src/content/docs/current/Reference/Uniforms/overview.mdx b/src/content/docs/current/Reference/Uniforms/overview.mdx index 56fb436f..150859c3 100644 --- a/src/content/docs/current/Reference/Uniforms/overview.mdx +++ b/src/content/docs/current/Reference/Uniforms/overview.mdx @@ -26,6 +26,8 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | | [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | | [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | +| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | +| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | | | | [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | | [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | | [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | @@ -52,6 +54,11 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | | [currentPlayerHunger](/current/reference/uniforms/status/#currentplayerhunger) | float | -1, [0,1] | Normalized hunger level of player | | | [maxPlayerHunger](/current/reference/uniforms/status/#maxplayerhunger) | float | 20 | Maximum player hunger value | | +| [vehicleInWater](/current/reference/uniforms/status/#vehicleinwater) | bool | true / false | Whether the vehicle currently used by the player is in water | | +| [isRiding](/current/reference/uniforms/status/#isriding) | bool | true / false | Whether the player is riding an entity | | +| [inSwimmingAnimation](/current/reference/uniforms/status/#inswimminganimation) | bool | true / false | Whether the player currently has the swimming animation | | +| [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player's feet are currently in water | | +| [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | | [is_burning](/current/reference/uniforms/status/#is_burning) | bool | true / false | Whether the player is currently on fire | | | [is_hurt](/current/reference/uniforms/status/#is_hurt) | bool | true / false | Whether the player is currently taking damage | | | [is_invisible](/current/reference/uniforms/status/#is_invisible) | bool | true / false | Whether the player is invisible | | @@ -80,6 +87,7 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | | [currentRenderedItemId](/current/reference/uniforms/id/#currentrendereditemid) | int | [0,65535] | Item ID of currently rendering item/armor/trim | | | [currentSelectedBlockId](/current/reference/uniforms/id/#currentselectedblockid) | int | [-32768, 32767] | Block ID of block selected by the player | | | [currentSelectedBlockPos](/current/reference/uniforms/id/#currentselectedblockpos) | vec3 | | Player space position of the center of the block selected by the player | | @@ -144,22 +152,22 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | ## Matrices -| Uniform | Type | Value range | Description | Tag | -| -------------------------------------------------------------------------------------------- | ---- | ----------- | ---------------------------------------------------------------------- | --- | -| [gbufferModelView](/current/reference/uniforms/matrices/#gbuffermodelview) | mat4 | | Player space to view space in general | | -| [gbufferModelViewInverse](/current/reference/uniforms/matrices/#gbuffermodelviewinverse) | mat4 | | Converts from view space to player space in general | | -| [gbufferProjection](/current/reference/uniforms/matrices/#gbufferprojection) | mat4 | | Converts from view space to clip space in general | | -| [gbufferProjectionInverse](/current/reference/uniforms/matrices/#gbufferprojectioninverse) | mat4 | | Converts from clip/screen to view space in general | | -| [shadowModelView](/current/reference/uniforms/matrices/#shadowmodelview) | mat4 | | Converts from player space to shadow view space in general | | -| [shadowModelViewInverse](/current/reference/uniforms/matrices/#shadowmodelviewinverse) | mat4 | | Converts from shadow view space to player space in general | | -| [shadowProjection](/current/reference/uniforms/matrices/#shadowprojection) | mat4 | | Converts from shadow view space to shadow clip space in general | | -| [shadowProjectionInverse](/current/reference/uniforms/matrices/#shadowprojectioninverse) | mat4 | | Converts from shadow clip/screen space to shadow view space in general | | -| [gbufferPreviousModelView](/current/reference/uniforms/matrices/#gbufferpreviousmodelview) | mat4 | | Value of `gbufferModelView` from the previous frame | | -| [gbufferPreviousProjection](/current/reference/uniforms/matrices/#gbufferpreviousprojection) | mat4 | | Value of `gbufferProjection` from the previous frame | | -| [modelViewMatrix](/current/reference/uniforms/matrices/#modelviewmatrix) | mat4 | | Converts from model space to view space in general | | -| [modelViewMatrixInverse](/current/reference/uniforms/matrices/#modelviewmatrixinverse) | mat4 | | Converts from view space to model space for current geometry | | -| [projectionMatrix](/current/reference/uniforms/matrices/#projectionmatrix) | mat4 | | Converts from view space to clip space for current geometry | | -| [projectionMatrixInverse](/current/reference/uniforms/matrices/#projectionmatrixinverse) | mat4 | | Converts from clip/screen space to view space for current geometry | | -| [normalMatrix](/current/reference/uniforms/matrices/#normalmatrix) | mat3 | | Converts normals from model space to view space for current geometry | | -| [textureMatrix](/current/reference/uniforms/matrices/#texturematrix) | mat4 | | Transforms texture coordinates before sampling | | - +| Uniform | Type | Value range | Description | Tag | +| -------------------------------------------------------------------------------------------------- | ---- | ----------- | ---------------------------------------------------------------------- | --- | +| [gbufferModelView](/current/reference/uniforms/matrices/#gbuffermodelview) | mat4 | | Player space to view space in general | | +| [gbufferModelViewInverse](/current/reference/uniforms/matrices/#gbuffermodelviewinverse) | mat4 | | Converts from view space to player space in general | | +| [gbufferProjection](/current/reference/uniforms/matrices/#gbufferprojection) | mat4 | | Converts from view space to clip space in general | | +| [gbufferProjectionInverse](/current/reference/uniforms/matrices/#gbufferprojectioninverse) | mat4 | | Converts from clip/screen to view space in general | | +| [shadowModelView](/current/reference/uniforms/matrices/#shadowmodelview) | mat4 | | Converts from player space to shadow view space in general | | +| [shadowModelViewInverse](/current/reference/uniforms/matrices/#shadowmodelviewinverse) | mat4 | | Converts from shadow view space to player space in general | | +| [shadowProjection](/current/reference/uniforms/matrices/#shadowprojection) | mat4 | | Converts from shadow view space to shadow clip space in general | | +| [shadowProjectionInverse](/current/reference/uniforms/matrices/#shadowprojectioninverse) | mat4 | | Converts from shadow clip/screen space to shadow view space in general | | +| [gbufferPreviousModelView](/current/reference/uniforms/matrices/#gbufferpreviousmodelview) | mat4 | | Value of `gbufferModelView` from the previous frame | | +| [gbufferPreviousProjection](/current/reference/uniforms/matrices/#gbufferpreviousprojection) | mat4 | | Value of `gbufferProjection` from the previous frame | | +| [gl_ModelViewMatrix](/current/reference/uniforms/matrices/#gl_modelviewmatrix) | mat4 | | Converts from model space to view space in general | | +| [gl_ModelViewMatrixInverse](/current/reference/uniforms/matrices/#gl_modelviewmatrixinverse) | mat4 | | Converts from view space to model space for current geometry | | +| [gl_ProjectionMatrix](/current/reference/uniforms/matrices/#gl_projectionmatrix) | mat4 | | Converts from view space to clip space for current geometry | | +| [gl_ProjectionMatrixInverse](/current/reference/uniforms/matrices/#gl_projectionmatrixinverse) | mat4 | | Converts from clip/screen space to view space for current geometry | | +| [gl_ModelViewProjectionMatrix](/current/reference/uniforms/matrices/#gl_modelviewprojectionmatrix) | mat4 | | Converts from model space to clip space for current geometry | | +| [gl_NormalMatrix](/current/reference/uniforms/matrices/#gl_normalmatrix) | mat3 | | Converts normals from model space to view space for current geometry | | +| [gl_TextureMatrix\[0\]](/current/reference/uniforms/matrices/#gl_texturematrix0) | mat4 | | Transforms texture coordinates before sampling | | diff --git a/src/content/docs/current/Reference/Uniforms/rendering.mdx b/src/content/docs/current/Reference/Uniforms/rendering.mdx index d15e15f6..954f6489 100644 --- a/src/content/docs/current/Reference/Uniforms/rendering.mdx +++ b/src/content/docs/current/Reference/Uniforms/rendering.mdx @@ -80,6 +80,10 @@ The entity tint color. The `rgb` components store the color, and the `a` compone color.rgb = mix(color.rgb, entityColor.rgb, entityColor.a); ``` +:::caution[Warning] +This variable may be patched to a non-uniform value despite the `uniform` storage qualifier. +::: + ---------------- @@ -208,7 +212,7 @@ This uniform encodes the fog shape used for vanilla fog, based on the current bi ## textureFilteringMode ```glsl -uniform int textureFilteringMode; +uniform int textureFilteringMode; ``` This uniform reports the texture filtering mode selected by the user in the Sodium quality settings. It will have one of the following values. @@ -219,5 +223,3 @@ This uniform reports the texture filtering mode selected by the user in the Sodi **The `TEXTURE_FILTERING` [feature flag](/current/reference/shadersproperties/flags/) must be enabled for this uniform to be defined.** If this feature is not enabled, the user will not be able to select texture filtering options in the Sodium settings. ---------------- - - diff --git a/src/content/docs/current/Reference/Uniforms/status.mdx b/src/content/docs/current/Reference/Uniforms/status.mdx index dd4b23cb..85de4fa3 100644 --- a/src/content/docs/current/Reference/Uniforms/status.mdx +++ b/src/content/docs/current/Reference/Uniforms/status.mdx @@ -171,6 +171,51 @@ This value stores the maximum player hunger value, which is twice the number of ---------------- +## vehicleInWater +```glsl +uniform bool vehicleInWater; +``` +This value is `true` when a vehicle currently used by the player is in water, and `false` otherwise. + +---------------- + + +## isRiding +```glsl +uniform bool isRiding; +``` +This value is `true` when the player is riding an entity and `false` otherwise. + +---------------- + + +## inSwimmingAnimation +```glsl +uniform bool isRiding; +``` +This value is `true` when the player is currently in a state where the swimming animation is used, and `false` otherwise. + +---------------- + + +## feetInWater +```glsl +uniform bool feetInWater; +``` +This value is `true` when the player's feet are in water and `false` otherwise. + +---------------- + + +## isElytraFlying +```glsl +uniform bool isElytraFlying; +``` +This value is `true` when the player is flying with an elytra and `false` otherwise. + +---------------- + + ## is_burning ```glsl uniform bool is_burning; @@ -241,4 +286,4 @@ In OptiFine, this value is only available to [custom uniforms](/current/referenc ```glsl uniform bool hideGUI; ``` -This value stores whether or not the gui is hidden. This value is `false` when the GUI visible and `true` when the GUI hidden (e.g. by pressing f1). \ No newline at end of file +This value stores whether or not the gui is hidden. This value is `false` when the GUI visible and `true` when the GUI hidden (e.g. by pressing f1). From feb729c3bf5c88f400fbf8ab58c788ffde9e1f47 Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Tue, 24 Feb 2026 15:40:20 +0100 Subject: [PATCH 02/12] (draft) Document `relativeVehiclePosition` --- src/content/docs/current/Reference/Uniforms/camera.mdx | 2 +- src/content/docs/current/Reference/Uniforms/overview.mdx | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/content/docs/current/Reference/Uniforms/camera.mdx b/src/content/docs/current/Reference/Uniforms/camera.mdx index b22e199d..36a36755 100644 --- a/src/content/docs/current/Reference/Uniforms/camera.mdx +++ b/src/content/docs/current/Reference/Uniforms/camera.mdx @@ -126,7 +126,7 @@ This value stores the world aligned direction that the currently used vehicle's ```glsl uniform vec3 relativeVehiclePosition; ``` -TODO +This value stores the offset from [`cameraPosition`](/current/reference/uniforms/camera/#cameraposition) to the position of the currently used vehicle. ---------------- diff --git a/src/content/docs/current/Reference/Uniforms/overview.mdx b/src/content/docs/current/Reference/Uniforms/overview.mdx index 150859c3..e75cdfc5 100644 --- a/src/content/docs/current/Reference/Uniforms/overview.mdx +++ b/src/content/docs/current/Reference/Uniforms/overview.mdx @@ -27,7 +27,7 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | | [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | | [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | -| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | | | +| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | Offset from `cameraPosition` to the current vehicle | | | [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | | [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | | [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | From 358c47c70e5d26b10b1379ccebcc42feaf27d731 Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Wed, 25 Feb 2026 22:24:45 +0100 Subject: [PATCH 03/12] Correct new uniforms & fix copy-paste mistake thanks to Merlin1809 --- .../current/Reference/Uniforms/camera.mdx | 2 +- .../docs/current/Reference/Uniforms/id.mdx | 2 +- .../current/Reference/Uniforms/overview.mdx | 46 +++++++++---------- .../current/Reference/Uniforms/status.mdx | 6 +-- 4 files changed, 28 insertions(+), 28 deletions(-) diff --git a/src/content/docs/current/Reference/Uniforms/camera.mdx b/src/content/docs/current/Reference/Uniforms/camera.mdx index 36a36755..22e4fcb9 100644 --- a/src/content/docs/current/Reference/Uniforms/camera.mdx +++ b/src/content/docs/current/Reference/Uniforms/camera.mdx @@ -126,7 +126,7 @@ This value stores the world aligned direction that the currently used vehicle's ```glsl uniform vec3 relativeVehiclePosition; ``` -This value stores the offset from [`cameraPosition`](/current/reference/uniforms/camera/#cameraposition) to the position of the currently used vehicle. +This value stores the world space offset from the player model's head position to the position of the currently used vehicle. ---------------- diff --git a/src/content/docs/current/Reference/Uniforms/id.mdx b/src/content/docs/current/Reference/Uniforms/id.mdx index e5c5e28a..727668cf 100644 --- a/src/content/docs/current/Reference/Uniforms/id.mdx +++ b/src/content/docs/current/Reference/Uniforms/id.mdx @@ -32,7 +32,7 @@ This uniform stores the ID (from [`block.properties`](/current/reference/miscell ```glsl uniform int vehicleId; ``` -This uniform stores the ID (from [`entity.properties`](/current/reference/miscellaneous/entity_properties/)) of the vehicle currently used by the player. +This uniform stores the ID (from [`entity.properties`](/current/reference/miscellaneous/entity_properties/)) of the vehicle currently used by the player. Value is `0` if no [`entity.properties`](/current/reference/miscellaneous/entity_properties/) is present. Value `65535` if [`entity.properties`](/current/reference/miscellaneous/entity_properties/) is present and the entity is not in the file. ---------------- diff --git a/src/content/docs/current/Reference/Uniforms/overview.mdx b/src/content/docs/current/Reference/Uniforms/overview.mdx index e75cdfc5..87479e4b 100644 --- a/src/content/docs/current/Reference/Uniforms/overview.mdx +++ b/src/content/docs/current/Reference/Uniforms/overview.mdx @@ -13,26 +13,26 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | -| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | -| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | -| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | -| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | -| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | -| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | -| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | -| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | -| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | -| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | Offset from `cameraPosition` to the current vehicle | | -| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | -| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | -| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | -| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | -| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | +| Uniform | Type | Value range | Description | Tag | +| ---------------------------------------------------------------------------------------------- | ----- | ------------ | --------------------------------------------------------------------- | -------------------------------------------- | +| [cameraPosition](/current/reference/uniforms/camera/#cameraposition) | vec3 | | Position of the camera in world space | | +| [eyeAltitude](/current/reference/uniforms/camera/#eyealtitude) | float | | Y coordinate of the player in blocks | | +| [cameraPositionFract](/current/reference/uniforms/camera/#camerapositionfract) | vec3 | [0,1) | Fractional component of the camera position in world space | | +| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | +| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | +| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | +| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | +| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | +| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | +| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | +| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | +| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | +| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | World space offset from the player head to the to the current vehicle | | +| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | +| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | +| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | +| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | +| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | ## Player Status | Uniform | Type | Value range | Description | Tag | @@ -54,10 +54,10 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | | [currentPlayerHunger](/current/reference/uniforms/status/#currentplayerhunger) | float | -1, [0,1] | Normalized hunger level of player | | | [maxPlayerHunger](/current/reference/uniforms/status/#maxplayerhunger) | float | 20 | Maximum player hunger value | | -| [vehicleInWater](/current/reference/uniforms/status/#vehicleinwater) | bool | true / false | Whether the vehicle currently used by the player is in water | | +| [vehicleInWater](/current/reference/uniforms/status/#vehicleinwater) | bool | true / false | Whether the current vehicle is touching a water surface | | | [isRiding](/current/reference/uniforms/status/#isriding) | bool | true / false | Whether the player is riding an entity | | | [inSwimmingAnimation](/current/reference/uniforms/status/#inswimminganimation) | bool | true / false | Whether the player currently has the swimming animation | | -| [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player's feet are currently in water | | +| [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player is currently touching a water surface | | | [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | | [is_burning](/current/reference/uniforms/status/#is_burning) | bool | true / false | Whether the player is currently on fire | | | [is_hurt](/current/reference/uniforms/status/#is_hurt) | bool | true / false | Whether the player is currently taking damage | | @@ -87,7 +87,7 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | +| [vehicleId](/current/reference/uniforms/id/#vehicleid) | int | [0, 65535] | ID of the vehicle currently used by the player | | | [currentRenderedItemId](/current/reference/uniforms/id/#currentrendereditemid) | int | [0,65535] | Item ID of currently rendering item/armor/trim | | | [currentSelectedBlockId](/current/reference/uniforms/id/#currentselectedblockid) | int | [-32768, 32767] | Block ID of block selected by the player | | | [currentSelectedBlockPos](/current/reference/uniforms/id/#currentselectedblockpos) | vec3 | | Player space position of the center of the block selected by the player | | diff --git a/src/content/docs/current/Reference/Uniforms/status.mdx b/src/content/docs/current/Reference/Uniforms/status.mdx index 85de4fa3..92ca7c8d 100644 --- a/src/content/docs/current/Reference/Uniforms/status.mdx +++ b/src/content/docs/current/Reference/Uniforms/status.mdx @@ -175,7 +175,7 @@ This value stores the maximum player hunger value, which is twice the number of ```glsl uniform bool vehicleInWater; ``` -This value is `true` when a vehicle currently used by the player is in water, and `false` otherwise. +This value is `true` when a vehicle currently used by the player is touching a water surface, and `false` otherwise. ---------------- @@ -191,7 +191,7 @@ This value is `true` when the player is riding an entity and `false` otherwise. ## inSwimmingAnimation ```glsl -uniform bool isRiding; +uniform bool inSwimmingAnimation; ``` This value is `true` when the player is currently in a state where the swimming animation is used, and `false` otherwise. @@ -202,7 +202,7 @@ This value is `true` when the player is currently in a state where the swimming ```glsl uniform bool feetInWater; ``` -This value is `true` when the player's feet are in water and `false` otherwise. +This value is `true` when the player is touching a water surface and `false` otherwise. ---------------- From 1b5316772c0ac1627abc37f6728c501ca27b8aa8 Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Wed, 25 Feb 2026 22:47:16 +0100 Subject: [PATCH 04/12] Clarify `MAX_COLOR_BUFFERS` description I'm pretty sure this is correct. The previous description was based on a comment inside Iris --- .../docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx index c06e21b1..caacb5a2 100644 --- a/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx +++ b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx @@ -1,6 +1,6 @@ --- title: MAX_COLOR_BUFFERS -description: Maximum read/write color texture count. +description: Maximum colortex texture count. sidebar: label: MAX_COLOR_BUFFERS order: 2 @@ -11,4 +11,4 @@ sidebar: ### `MAX_COLOR_BUFFERS` -The maximum number of color textures that a shader pack can write to and read from in gbuffer and composite programs. +The maximum number of [colortex](/current/reference/buffers/colortex/) textures that a shader pack can use. From af4a97afd2a2a8104d1a224e518f410dc58e903a Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Thu, 26 Feb 2026 11:59:16 +0100 Subject: [PATCH 05/12] Fix `relativeVehiclePosition` --- .../current/Reference/Uniforms/camera.mdx | 2 +- .../current/Reference/Uniforms/overview.mdx | 40 +++++++++---------- 2 files changed, 21 insertions(+), 21 deletions(-) diff --git a/src/content/docs/current/Reference/Uniforms/camera.mdx b/src/content/docs/current/Reference/Uniforms/camera.mdx index 22e4fcb9..e38fee9a 100644 --- a/src/content/docs/current/Reference/Uniforms/camera.mdx +++ b/src/content/docs/current/Reference/Uniforms/camera.mdx @@ -126,7 +126,7 @@ This value stores the world aligned direction that the currently used vehicle's ```glsl uniform vec3 relativeVehiclePosition; ``` -This value stores the world space offset from the player model's head position to the position of the currently used vehicle. +This value stores the world space offset from the position of the currently used vehicle to the camera's position. ---------------- diff --git a/src/content/docs/current/Reference/Uniforms/overview.mdx b/src/content/docs/current/Reference/Uniforms/overview.mdx index 87479e4b..32d357d3 100644 --- a/src/content/docs/current/Reference/Uniforms/overview.mdx +++ b/src/content/docs/current/Reference/Uniforms/overview.mdx @@ -13,26 +13,26 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | -| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | -| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | -| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | -| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | -| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | -| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | -| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | -| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | -| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | -| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | World space offset from the player head to the to the current vehicle | | -| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | -| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | -| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | -| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | -| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | +| Uniform | Type | Value range | Description | Tag | +| ---------------------------------------------------------------------------------------------- | ----- | ------------ | ------------------------------------------------------------------ | -------------------------------------------- | +| [cameraPosition](/current/reference/uniforms/camera/#cameraposition) | vec3 | | Position of the camera in world space | | +| [eyeAltitude](/current/reference/uniforms/camera/#eyealtitude) | float | | Y coordinate of the player in blocks | | +| [cameraPositionFract](/current/reference/uniforms/camera/#camerapositionfract) | vec3 | [0,1) | Fractional component of the camera position in world space | | +| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | +| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | +| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | +| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | +| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | +| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | +| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | +| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | +| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | +| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | World space offset from the current vehicle to the camera | | +| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | +| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | +| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | +| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | +| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | ## Player Status | Uniform | Type | Value range | Description | Tag | From 430477ba26f902c7aef5061300a1000ce18da952 Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Thu, 26 Feb 2026 13:20:11 +0100 Subject: [PATCH 06/12] Fix `gl_ModelViewProjectionMatrix` description --- src/content/docs/current/Reference/Uniforms/matrices.mdx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/content/docs/current/Reference/Uniforms/matrices.mdx b/src/content/docs/current/Reference/Uniforms/matrices.mdx index 4cfdf0aa..ec677629 100644 --- a/src/content/docs/current/Reference/Uniforms/matrices.mdx +++ b/src/content/docs/current/Reference/Uniforms/matrices.mdx @@ -201,7 +201,7 @@ uniform mat4 projectionMatrixInverse; ```glsl gl_ModelViewProjectionMatrix ``` -Equal to `gl_ModelViewMatrix * gl_ProjectionMatrix`, not accounting for possible rounding differences. +Equal to `gl_ProjectionMatrix * gl_ModelViewMatrix`, not accounting for possible rounding differences. ```glsl vec3 model_pos = gl_Vertex.xyz; From f4b77eed918b9b7225f46f016598cdb9cf3b3058 Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Fri, 27 Feb 2026 10:21:28 +0100 Subject: [PATCH 07/12] Add missing code block languages --- .../docs/current/Guides/Your First Shaderpack/4_shadows.mdx | 2 +- src/content/docs/current/Reference/Buffers/ssbo.mdx | 6 +++--- src/content/docs/current/Reference/Uniforms/status.mdx | 2 +- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/content/docs/current/Guides/Your First Shaderpack/4_shadows.mdx b/src/content/docs/current/Guides/Your First Shaderpack/4_shadows.mdx index db12fd98..31cb13e9 100644 --- a/src/content/docs/current/Guides/Your First Shaderpack/4_shadows.mdx +++ b/src/content/docs/current/Guides/Your First Shaderpack/4_shadows.mdx @@ -316,7 +316,7 @@ float shadow = step(shadowScreenPos.z, texture(shadowtex0, shadowScreenPos.xy).r with -``` +```glsl vec3 shadow = getShadow(shadowScreenPos); ``` diff --git a/src/content/docs/current/Reference/Buffers/ssbo.mdx b/src/content/docs/current/Reference/Buffers/ssbo.mdx index 4ca674d8..c73ecdaf 100644 --- a/src/content/docs/current/Reference/Buffers/ssbo.mdx +++ b/src/content/docs/current/Reference/Buffers/ssbo.mdx @@ -25,14 +25,14 @@ SSBOs require OpenGL 4.3 support, which macOS does not have. For more informatio ### Fixed Size SSBOs To define the SSBO with a fixed size, put the following in [`shaders.properties`](/current/reference/shadersproperties/overview/) and replace `` with the total size of the SSBO in bytes and replace `` with a unique value from 0 to 8. -``` +```properties bufferObject. = ``` ### Screen-Sized SSBOs SSBOs can also be defined as screen-sized (Iris 1.6.6 and later), where their size is relative to the screen dimensions. This is useful for storing data per-pixel. To use this, put the following in [`shaders.properties`](/current/reference/shadersproperties/overview/). -``` +```properties bufferObject. = ``` @@ -75,4 +75,4 @@ void main() { ## Initialization Data File (Iris 1.8+) ### `bufferObject. = ` -Iris 1.8 adds support for initializing an SSBO with data from a binary file. Simply append the file path to the end of the SSBO declaration in [`shaders.properties`](/current/reference/shadersproperties/overview/). The value is be initialized at on shader load/reload. This works with only fixed sized SSBOs, and if the size of the file is bigger than the SSBO Iris will throw an error. If the file is smaller than the SSBO, the remaining data in the SSBO will be uninitialized (and is likely to be garbage data). \ No newline at end of file +Iris 1.8 adds support for initializing an SSBO with data from a binary file. Simply append the file path to the end of the SSBO declaration in [`shaders.properties`](/current/reference/shadersproperties/overview/). The value is be initialized at on shader load/reload. This works with only fixed sized SSBOs, and if the size of the file is bigger than the SSBO Iris will throw an error. If the file is smaller than the SSBO, the remaining data in the SSBO will be uninitialized (and is likely to be garbage data). diff --git a/src/content/docs/current/Reference/Uniforms/status.mdx b/src/content/docs/current/Reference/Uniforms/status.mdx index 92ca7c8d..b71c838c 100644 --- a/src/content/docs/current/Reference/Uniforms/status.mdx +++ b/src/content/docs/current/Reference/Uniforms/status.mdx @@ -100,7 +100,7 @@ Equivalent to [`playerMood`](/current/reference/uniforms/status/#playermood) exc ## currentPlayerAir -``` +```glsl uniform float currentPlayerAir; ``` This value stores the relative player air when underwater ranging from `0` to `1`. That means when the player is at full air, this value is `1`, and when they are out of air (e.g. drowning) the value is `0`. The value is `-1` in creative and spectator modes. To absolute air of the player, multiply this value by the uniform [`maxPlayerAir`](/current/reference/uniforms/status/#maxplayerair). From 7ea434dfaaef045ddaf7edbb2df45e08c57d16d3 Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Fri, 27 Feb 2026 11:34:11 +0100 Subject: [PATCH 08/12] Add notes about minimum Iris version --- .../Reference/Macros/MAX_COLOR_BUFFERS.mdx | 2 +- .../Reference/Macros/MC_MIPMAP_LEVEL.mdx | 2 +- .../current/Reference/Uniforms/camera.mdx | 4 +- .../docs/current/Reference/Uniforms/id.mdx | 2 +- .../current/Reference/Uniforms/overview.mdx | 104 +++++++++--------- .../current/Reference/Uniforms/status.mdx | 8 +- 6 files changed, 61 insertions(+), 61 deletions(-) diff --git a/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx index caacb5a2..5d2f3104 100644 --- a/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx +++ b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx @@ -5,7 +5,7 @@ sidebar: label: MAX_COLOR_BUFFERS order: 2 badge: - text: Iris Only + text: Iris 1.10.5+ Only variant: tip --- diff --git a/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx b/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx index b57bf988..6ce9aa72 100644 --- a/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx +++ b/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx @@ -5,7 +5,7 @@ sidebar: label: MC_MIPMAP_LEVEL order: 2 badge: - text: Iris Only + text: Iris 1.8.1+ Only variant: tip --- diff --git a/src/content/docs/current/Reference/Uniforms/camera.mdx b/src/content/docs/current/Reference/Uniforms/camera.mdx index e38fee9a..243545e8 100644 --- a/src/content/docs/current/Reference/Uniforms/camera.mdx +++ b/src/content/docs/current/Reference/Uniforms/camera.mdx @@ -113,7 +113,7 @@ This value stores the world aligned direction the player model's head is facing. ---------------- -## vehicleLookVector +## vehicleLookVector ```glsl uniform vec3 vehicleLookVector; ``` @@ -122,7 +122,7 @@ This value stores the world aligned direction that the currently used vehicle's ---------------- -## relativeVehiclePosition +## relativeVehiclePosition ```glsl uniform vec3 relativeVehiclePosition; ``` diff --git a/src/content/docs/current/Reference/Uniforms/id.mdx b/src/content/docs/current/Reference/Uniforms/id.mdx index 727668cf..5b5e56a8 100644 --- a/src/content/docs/current/Reference/Uniforms/id.mdx +++ b/src/content/docs/current/Reference/Uniforms/id.mdx @@ -28,7 +28,7 @@ This uniform stores the ID (from [`block.properties`](/current/reference/miscell ---------------- -## vehicleId +## vehicleId ```glsl uniform int vehicleId; ``` diff --git a/src/content/docs/current/Reference/Uniforms/overview.mdx b/src/content/docs/current/Reference/Uniforms/overview.mdx index 32d357d3..7c45be3e 100644 --- a/src/content/docs/current/Reference/Uniforms/overview.mdx +++ b/src/content/docs/current/Reference/Uniforms/overview.mdx @@ -13,59 +13,59 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | -| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | -| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | -| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | -| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | -| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | -| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | -| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | -| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | -| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | -| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | World space offset from the current vehicle to the camera | | -| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | -| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | -| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | -| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | -| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | +| Uniform | Type | Value range | Description | Tag | +| ---------------------------------------------------------------------------------------------- | ----- | ------------ | ------------------------------------------------------------------ | ---------------------------------------------------- | +| [cameraPosition](/current/reference/uniforms/camera/#cameraposition) | vec3 | | Position of the camera in world space | | +| [eyeAltitude](/current/reference/uniforms/camera/#eyealtitude) | float | | Y coordinate of the player in blocks | | +| [cameraPositionFract](/current/reference/uniforms/camera/#camerapositionfract) | vec3 | [0,1) | Fractional component of the camera position in world space | | +| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | +| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | +| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | +| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | +| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | +| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | +| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | +| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | +| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | +| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | World space offset from the current vehicle to the camera | | +| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | +| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | +| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | +| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | +| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | ## Player Status -| Uniform | Type | Value range | Description | Tag | -| ------------------------------------------------------------------------------ | ----- | ------------- | -------------------------------------------------------------- | ------------------------------------------------- | -| [isEyeInWater](/current/reference/uniforms/status/#iseyeinwater) | int | 0, 1, 2, 3 | Fluid that the camera is currently in | | -| [isSpectator](/current/reference/uniforms/status/#isspectator) | bool | true / false | Whether the player is currently in spectator mode | | -| [isRightHanded](/current/reference/uniforms/status/#isrighthanded) | bool | true / false | Whether the player's main hand is set to right hand | | -| [blindness](/current/reference/uniforms/status/#blindness) | float | [0,1] | Blindness effect multiplier | | -| [darknessFactor](/current/reference/uniforms/status/#darknessfactor) | float | [0,1] | Strength of the darkness effect | | -| [darknessLightFactor](/current/reference/uniforms/status/#darknesslightfactor) | float | [0,1] | Strength of the dimming effect from the darkness status effect | | -| [nightVision](/current/reference/uniforms/status/#nightvision) | float | [0,1] | Night vision effect multiplier | | -| [playerMood](/current/reference/uniforms/status/#playermood) | float | [0,1] | Player mood value | | -| [constantMood](/current/reference/uniforms/status/#constantmood) | float | [0,1] | `playerMood` but it doesn't reset at `1.0` | | -| [currentPlayerAir](/current/reference/uniforms/status/#currentplayerair) | float | [0,1] | Normalized air the player has remaining | | -| [maxPlayerAir](/current/reference/uniforms/status/#maxplayerair) | float | -1, 300 | Maximum player air when underwater | | -| [currentPlayerArmor](/current/reference/uniforms/status/#currentplayerarmor) | float | -1, [0,1] | Normalized armor player has equipped | | -| [maxPlayerArmor](/current/reference/uniforms/status/#maxplayerarmor) | float | 50 | Maximum player armor value | | -| [currentPlayerHealth](/current/reference/uniforms/status/#currentplayerhealth) | float | -1, [0,1] | Normalized health the player has remaining | | -| [maxPlayerHealth](/current/reference/uniforms/status/#maxplayerhealth) | float | -1, [0, 1024] | Maximum player health value | | -| [currentPlayerHunger](/current/reference/uniforms/status/#currentplayerhunger) | float | -1, [0,1] | Normalized hunger level of player | | -| [maxPlayerHunger](/current/reference/uniforms/status/#maxplayerhunger) | float | 20 | Maximum player hunger value | | -| [vehicleInWater](/current/reference/uniforms/status/#vehicleinwater) | bool | true / false | Whether the current vehicle is touching a water surface | | -| [isRiding](/current/reference/uniforms/status/#isriding) | bool | true / false | Whether the player is riding an entity | | -| [inSwimmingAnimation](/current/reference/uniforms/status/#inswimminganimation) | bool | true / false | Whether the player currently has the swimming animation | | -| [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player is currently touching a water surface | | -| [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | -| [is_burning](/current/reference/uniforms/status/#is_burning) | bool | true / false | Whether the player is currently on fire | | -| [is_hurt](/current/reference/uniforms/status/#is_hurt) | bool | true / false | Whether the player is currently taking damage | | -| [is_invisible](/current/reference/uniforms/status/#is_invisible) | bool | true / false | Whether the player is invisible | | -| [is_on_ground](/current/reference/uniforms/status/#is_on_ground) | bool | true / false | Whether the player is currently touching the ground | | -| [is_sneaking](/current/reference/uniforms/status/#is_sneaking) | bool | true / false | Whether the player is currently sneaking | | -| [is_sprinting](/current/reference/uniforms/status/#is_sprinting) | bool | true / false | Whether the player is currently sprinting | | -| [hideGUI](/current/reference/uniforms/status/#hidegui) | bool | true / false | Whether the player's GUI is hidden | | +| Uniform | Type | Value range | Description | Tag | +| ------------------------------------------------------------------------------ | ----- | ------------- | -------------------------------------------------------------- | ---------------------------------------------------- | +| [isEyeInWater](/current/reference/uniforms/status/#iseyeinwater) | int | 0, 1, 2, 3 | Fluid that the camera is currently in | | +| [isSpectator](/current/reference/uniforms/status/#isspectator) | bool | true / false | Whether the player is currently in spectator mode | | +| [isRightHanded](/current/reference/uniforms/status/#isrighthanded) | bool | true / false | Whether the player's main hand is set to right hand | | +| [blindness](/current/reference/uniforms/status/#blindness) | float | [0,1] | Blindness effect multiplier | | +| [darknessFactor](/current/reference/uniforms/status/#darknessfactor) | float | [0,1] | Strength of the darkness effect | | +| [darknessLightFactor](/current/reference/uniforms/status/#darknesslightfactor) | float | [0,1] | Strength of the dimming effect from the darkness status effect | | +| [nightVision](/current/reference/uniforms/status/#nightvision) | float | [0,1] | Night vision effect multiplier | | +| [playerMood](/current/reference/uniforms/status/#playermood) | float | [0,1] | Player mood value | | +| [constantMood](/current/reference/uniforms/status/#constantmood) | float | [0,1] | `playerMood` but it doesn't reset at `1.0` | | +| [currentPlayerAir](/current/reference/uniforms/status/#currentplayerair) | float | [0,1] | Normalized air the player has remaining | | +| [maxPlayerAir](/current/reference/uniforms/status/#maxplayerair) | float | -1, 300 | Maximum player air when underwater | | +| [currentPlayerArmor](/current/reference/uniforms/status/#currentplayerarmor) | float | -1, [0,1] | Normalized armor player has equipped | | +| [maxPlayerArmor](/current/reference/uniforms/status/#maxplayerarmor) | float | 50 | Maximum player armor value | | +| [currentPlayerHealth](/current/reference/uniforms/status/#currentplayerhealth) | float | -1, [0,1] | Normalized health the player has remaining | | +| [maxPlayerHealth](/current/reference/uniforms/status/#maxplayerhealth) | float | -1, [0, 1024] | Maximum player health value | | +| [currentPlayerHunger](/current/reference/uniforms/status/#currentplayerhunger) | float | -1, [0,1] | Normalized hunger level of player | | +| [maxPlayerHunger](/current/reference/uniforms/status/#maxplayerhunger) | float | 20 | Maximum player hunger value | | +| [vehicleInWater](/current/reference/uniforms/status/#vehicleinwater) | bool | true / false | Whether the current vehicle is touching a water surface | | +| [isRiding](/current/reference/uniforms/status/#isriding) | bool | true / false | Whether the player is riding an entity | | +| [inSwimmingAnimation](/current/reference/uniforms/status/#inswimminganimation) | bool | true / false | Whether the player currently has the swimming animation | | +| [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player is currently touching a water surface | | +| [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | +| [is_burning](/current/reference/uniforms/status/#is_burning) | bool | true / false | Whether the player is currently on fire | | +| [is_hurt](/current/reference/uniforms/status/#is_hurt) | bool | true / false | Whether the player is currently taking damage | | +| [is_invisible](/current/reference/uniforms/status/#is_invisible) | bool | true / false | Whether the player is invisible | | +| [is_on_ground](/current/reference/uniforms/status/#is_on_ground) | bool | true / false | Whether the player is currently touching the ground | | +| [is_sneaking](/current/reference/uniforms/status/#is_sneaking) | bool | true / false | Whether the player is currently sneaking | | +| [is_sprinting](/current/reference/uniforms/status/#is_sprinting) | bool | true / false | Whether the player is currently sprinting | | +| [hideGUI](/current/reference/uniforms/status/#hidegui) | bool | true / false | Whether the player's GUI is hidden | | ## Screen/System | Uniform | Type | Value range | Description | Tag | @@ -87,7 +87,7 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | +| [vehicleId](/current/reference/uniforms/id/#vehicleid) | int | [0, 65535] | ID of the vehicle currently used by the player | | | [currentRenderedItemId](/current/reference/uniforms/id/#currentrendereditemid) | int | [0,65535] | Item ID of currently rendering item/armor/trim | | | [currentSelectedBlockId](/current/reference/uniforms/id/#currentselectedblockid) | int | [-32768, 32767] | Block ID of block selected by the player | | | [currentSelectedBlockPos](/current/reference/uniforms/id/#currentselectedblockpos) | vec3 | | Player space position of the center of the block selected by the player | | diff --git a/src/content/docs/current/Reference/Uniforms/status.mdx b/src/content/docs/current/Reference/Uniforms/status.mdx index b71c838c..7fcd8298 100644 --- a/src/content/docs/current/Reference/Uniforms/status.mdx +++ b/src/content/docs/current/Reference/Uniforms/status.mdx @@ -171,7 +171,7 @@ This value stores the maximum player hunger value, which is twice the number of ---------------- -## vehicleInWater +## vehicleInWater ```glsl uniform bool vehicleInWater; ``` @@ -180,7 +180,7 @@ This value is `true` when a vehicle currently used by the player is touching a w ---------------- -## isRiding +## isRiding ```glsl uniform bool isRiding; ``` @@ -189,7 +189,7 @@ This value is `true` when the player is riding an entity and `false` otherwise. ---------------- -## inSwimmingAnimation +## inSwimmingAnimation ```glsl uniform bool inSwimmingAnimation; ``` @@ -198,7 +198,7 @@ This value is `true` when the player is currently in a state where the swimming ---------------- -## feetInWater +## feetInWater ```glsl uniform bool feetInWater; ``` From ab801d778d94192047c9eebbda05b9e92110f26f Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Fri, 27 Feb 2026 11:37:59 +0100 Subject: [PATCH 09/12] Document `isElytraFlying` Iris version --- package-lock.json | 1310 +++++++++-------- .../current/Reference/Uniforms/overview.mdx | 2 +- .../current/Reference/Uniforms/status.mdx | 2 +- 3 files changed, 738 insertions(+), 576 deletions(-) diff --git a/package-lock.json b/package-lock.json index 55f6248f..65806321 100644 --- a/package-lock.json +++ b/package-lock.json @@ -23,19 +23,18 @@ } }, "node_modules/@astrojs/check": { - "version": "0.9.2", - "resolved": "https://registry.npmjs.org/@astrojs/check/-/check-0.9.2.tgz", - "integrity": "sha512-6rWxtJTbd/ctdAlmla0CAvloGaai5IUTG0K21kctJHHGKJKnGH6Xana7m0zNOtHpVPEJi1SgC/TcsN+ltYt0Cg==", + "version": "0.9.6", + "resolved": "https://registry.npmjs.org/@astrojs/check/-/check-0.9.6.tgz", + "integrity": "sha512-jlaEu5SxvSgmfGIFfNgcn5/f+29H61NJzEMfAZ82Xopr4XBchXB1GVlcJsE+elUlsYSbXlptZLX+JMG3b/wZEA==", "license": "MIT", "dependencies": { - "@astrojs/language-server": "^2.13.2", - "chokidar": "^3.5.3", - "fast-glob": "^3.3.1", + "@astrojs/language-server": "^2.16.1", + "chokidar": "^4.0.1", "kleur": "^4.1.5", "yargs": "^17.7.2" }, "bin": { - "astro-check": "dist/bin.js" + "astro-check": "bin/astro-check.js" }, "peerDependencies": { "typescript": "^5.0.0" @@ -178,7 +177,6 @@ "resolved": "https://registry.npmjs.org/@astrojs/starlight/-/starlight-0.37.6.tgz", "integrity": "sha512-wQrKwH431q+8FsLBnNQeG+R36TMtEGxTQ2AuiVpcx9APcazvL3n7wVW8mMmYyxX0POjTnxlcWPkdMGR3Yj1L+w==", "license": "MIT", - "peer": true, "dependencies": { "@astrojs/markdown-remark": "^6.3.1", "@astrojs/mdx": "^4.2.3", @@ -382,9 +380,9 @@ } }, "node_modules/@esbuild/aix-ppc64": { - "version": "0.25.12", - "resolved": "https://registry.npmjs.org/@esbuild/aix-ppc64/-/aix-ppc64-0.25.12.tgz", - "integrity": "sha512-Hhmwd6CInZ3dwpuGTF8fJG6yoWmsToE+vYgD4nytZVxcu1ulHpUQRAB1UJ8+N1Am3Mz4+xOByoQoSZf4D+CpkA==", + "version": "0.27.3", + "resolved": "https://registry.npmjs.org/@esbuild/aix-ppc64/-/aix-ppc64-0.27.3.tgz", + "integrity": "sha512-9fJMTNFTWZMh5qwrBItuziu834eOCUcEqymSH7pY+zoMVEZg3gcPuBNxH1EvfVYe9h0x/Ptw8KBzv7qxb7l8dg==", "cpu": [ "ppc64" ], @@ -398,9 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"resolved": "https://registry.npmjs.org/zod/-/zod-3.25.76.tgz", "integrity": "sha512-gzUt/qt81nXsFGKIFcC3YnfEAx5NkunCfnDlvuBSSFS02bcXu4Lmea0AFIUwbLWxWPx3d9p8S5QoaujKcNQxcQ==", "license": "MIT", - "peer": true, "funding": { "url": "https://github.com/sponsors/colinhacks" } diff --git a/src/content/docs/current/Reference/Uniforms/overview.mdx b/src/content/docs/current/Reference/Uniforms/overview.mdx index 7c45be3e..8b3944f4 100644 --- a/src/content/docs/current/Reference/Uniforms/overview.mdx +++ b/src/content/docs/current/Reference/Uniforms/overview.mdx @@ -58,7 +58,7 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | | [inSwimmingAnimation](/current/reference/uniforms/status/#inswimminganimation) | bool | true / false | Whether the player currently has the swimming animation | | | [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player is currently touching a water surface | | -| [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | +| [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | | [is_burning](/current/reference/uniforms/status/#is_burning) | bool | true / false | Whether the player is currently on fire | | | [is_hurt](/current/reference/uniforms/status/#is_hurt) | bool | true / false | Whether the player is currently taking damage | | | [is_invisible](/current/reference/uniforms/status/#is_invisible) | bool | true / false | Whether the player is invisible | | diff --git a/src/content/docs/current/Reference/Uniforms/status.mdx b/src/content/docs/current/Reference/Uniforms/status.mdx index 7fcd8298..96714b4f 100644 --- a/src/content/docs/current/Reference/Uniforms/status.mdx +++ b/src/content/docs/current/Reference/Uniforms/status.mdx @@ -207,7 +207,7 @@ This value is `true` when the player is touching a water surface and `false` oth ---------------- -## isElytraFlying +## isElytraFlying ```glsl uniform bool isElytraFlying; ``` From 470223727f2a34464b7bab907956c4538c2896ad Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Fri, 27 Feb 2026 20:52:36 +0100 Subject: [PATCH 10/12] Switch version specific tag style --- .../Reference/Macros/MAX_COLOR_BUFFERS.mdx | 2 +- .../Reference/Macros/MC_MIPMAP_LEVEL.mdx | 2 +- .../current/Reference/Uniforms/camera.mdx | 4 +- .../docs/current/Reference/Uniforms/id.mdx | 2 +- .../current/Reference/Uniforms/overview.mdx | 126 +++++++++--------- .../current/Reference/Uniforms/status.mdx | 10 +- 6 files changed, 73 insertions(+), 73 deletions(-) diff --git a/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx index 5d2f3104..25c0bf84 100644 --- a/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx +++ b/src/content/docs/current/Reference/Macros/MAX_COLOR_BUFFERS.mdx @@ -5,7 +5,7 @@ sidebar: label: MAX_COLOR_BUFFERS order: 2 badge: - text: Iris 1.10.5+ Only + text: Iris Only (1.10.5+) variant: tip --- diff --git a/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx b/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx index 6ce9aa72..3ca9cee6 100644 --- a/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx +++ b/src/content/docs/current/Reference/Macros/MC_MIPMAP_LEVEL.mdx @@ -5,7 +5,7 @@ sidebar: label: MC_MIPMAP_LEVEL order: 2 badge: - text: Iris 1.8.1+ Only + text: Iris Only (1.8.1+) variant: tip --- diff --git a/src/content/docs/current/Reference/Uniforms/camera.mdx b/src/content/docs/current/Reference/Uniforms/camera.mdx index 243545e8..2327b6d4 100644 --- a/src/content/docs/current/Reference/Uniforms/camera.mdx +++ b/src/content/docs/current/Reference/Uniforms/camera.mdx @@ -113,7 +113,7 @@ This value stores the world aligned direction the player model's head is facing. ---------------- -## vehicleLookVector +## vehicleLookVector ```glsl uniform vec3 vehicleLookVector; ``` @@ -122,7 +122,7 @@ This value stores the world aligned direction that the currently used vehicle's ---------------- -## relativeVehiclePosition +## relativeVehiclePosition ```glsl uniform vec3 relativeVehiclePosition; ``` diff --git a/src/content/docs/current/Reference/Uniforms/id.mdx b/src/content/docs/current/Reference/Uniforms/id.mdx index 5b5e56a8..433fcd20 100644 --- a/src/content/docs/current/Reference/Uniforms/id.mdx +++ b/src/content/docs/current/Reference/Uniforms/id.mdx @@ -28,7 +28,7 @@ This uniform stores the ID (from [`block.properties`](/current/reference/miscell ---------------- -## vehicleId +## vehicleId ```glsl uniform int vehicleId; ``` diff --git a/src/content/docs/current/Reference/Uniforms/overview.mdx b/src/content/docs/current/Reference/Uniforms/overview.mdx index 8b3944f4..1c4c1220 100644 --- a/src/content/docs/current/Reference/Uniforms/overview.mdx +++ b/src/content/docs/current/Reference/Uniforms/overview.mdx @@ -13,59 +13,59 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | -| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | -| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | -| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | -| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | -| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | -| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | -| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | -| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | -| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | -| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | World space offset from the current vehicle to the camera | | -| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | -| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | -| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | -| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | -| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | +| Uniform | Type | Value range | Description | Tag | +| ---------------------------------------------------------------------------------------------- | ----- | ------------ | ------------------------------------------------------------------ | ------------------------------------------------------ | +| [cameraPosition](/current/reference/uniforms/camera/#cameraposition) | vec3 | | Position of the camera in world space | | +| [eyeAltitude](/current/reference/uniforms/camera/#eyealtitude) | float | | Y coordinate of the player in blocks | | +| [cameraPositionFract](/current/reference/uniforms/camera/#camerapositionfract) | vec3 | [0,1) | Fractional component of the camera position in world space | | +| [cameraPositionInt](/current/reference/uniforms/camera/#camerapositionint) | ivec3 | | Integer component of the camera position in world space | | +| [previousCameraPosition](/current/reference/uniforms/camera/#previouscameraposition) | vec3 | | Value of `cameraPosition` from the previous frame | | +| [previousCameraPositionFract](/current/reference/uniforms/camera/#previouscamerapositionfract) | vec3 | [0,1) | Value of `cameraPositionFract` from the previous frame | | +| [previousCameraPositionInt](/current/reference/uniforms/camera/#previouscamerapositionint) | ivec3 | | Value of `cameraPositionInt` from the previous frame | | +| [eyePosition](/current/reference/uniforms/camera/#eyeposition) | vec3 | | World space position of the player's head model | | +| [relativeEyePosition](/current/reference/uniforms/camera/#relativeeyeposition) | vec3 | | World space offset from the player head to the camera | | +| [playerBodyVector](/current/reference/uniforms/camera/#playerbodyvector) | vec3 | [0,1] | World aligned direction of player model's body | | +| [playerLookVector](/current/reference/uniforms/camera/#playerlookvector) | vec3 | [0,1] | World aligned direction of player model's head | | +| [vehicleLookVector](/current/reference/uniforms/camera/#vehiclelookvector) | vec3 | | World aligned direction of current vehicle model's head | | +| [relativeVehiclePosition](/current/reference/uniforms/camera/#relativevehicleposition) | vec3 | | World space offset from the current vehicle to the camera | | +| [upPosition](/current/reference/uniforms/camera/#upposition) | vec3 | [0, 100] | Upwards direction in view space, length of 100 | | +| [eyeBrightness](/current/reference/uniforms/camera/#eyebrightness) | ivec2 | [0, 240] | Light value at the player's location: (block, sky) | | +| [eyeBrightnessSmooth](/current/reference/uniforms/camera/#eyebrightnesssmooth) | ivec2 | [0, 240] | `eyeBrightness` smoothed over time by `eyeBrightnessHalfLife` | | +| [centerDepthSmooth](/current/reference/uniforms/camera/#centerdepthsmooth) | float | [0,1] | Depth buffer value at the center of the screen, smoothed over time | | +| [firstPersonCamera](/current/reference/uniforms/camera/#firstpersoncamera) | bool | true / false | Whether the player camera is in first person mode | | ## Player Status -| Uniform | Type | Value range | Description | Tag | -| ------------------------------------------------------------------------------ | ----- | ------------- | -------------------------------------------------------------- | ---------------------------------------------------- | -| [isEyeInWater](/current/reference/uniforms/status/#iseyeinwater) | int | 0, 1, 2, 3 | Fluid that the camera is currently in | | -| [isSpectator](/current/reference/uniforms/status/#isspectator) | bool | true / false | Whether the player is currently in spectator mode | | -| [isRightHanded](/current/reference/uniforms/status/#isrighthanded) | bool | true / false | Whether the player's main hand is set to right hand | | -| [blindness](/current/reference/uniforms/status/#blindness) | float | [0,1] | Blindness effect multiplier | | -| [darknessFactor](/current/reference/uniforms/status/#darknessfactor) | float | [0,1] | Strength of the darkness effect | | -| [darknessLightFactor](/current/reference/uniforms/status/#darknesslightfactor) | float | [0,1] | Strength of the dimming effect from the darkness status effect | | -| [nightVision](/current/reference/uniforms/status/#nightvision) | float | [0,1] | Night vision effect multiplier | | -| [playerMood](/current/reference/uniforms/status/#playermood) | float | [0,1] | Player mood value | | -| [constantMood](/current/reference/uniforms/status/#constantmood) | float | [0,1] | `playerMood` but it doesn't reset at `1.0` | | -| [currentPlayerAir](/current/reference/uniforms/status/#currentplayerair) | float | [0,1] | Normalized air the player has remaining | | -| [maxPlayerAir](/current/reference/uniforms/status/#maxplayerair) | float | -1, 300 | Maximum player air when underwater | | -| [currentPlayerArmor](/current/reference/uniforms/status/#currentplayerarmor) | float | -1, [0,1] | Normalized armor player has equipped | | -| [maxPlayerArmor](/current/reference/uniforms/status/#maxplayerarmor) | float | 50 | Maximum player armor value | | -| [currentPlayerHealth](/current/reference/uniforms/status/#currentplayerhealth) | float | -1, [0,1] | Normalized health the player has remaining | | -| [maxPlayerHealth](/current/reference/uniforms/status/#maxplayerhealth) | float | -1, [0, 1024] | Maximum player health value | | -| [currentPlayerHunger](/current/reference/uniforms/status/#currentplayerhunger) | float | -1, [0,1] | Normalized hunger level of player | | -| [maxPlayerHunger](/current/reference/uniforms/status/#maxplayerhunger) | float | 20 | Maximum player hunger value | | -| [vehicleInWater](/current/reference/uniforms/status/#vehicleinwater) | bool | true / false | Whether the current vehicle is touching a water surface | | -| [isRiding](/current/reference/uniforms/status/#isriding) | bool | true / false | Whether the player is riding an entity | | -| [inSwimmingAnimation](/current/reference/uniforms/status/#inswimminganimation) | bool | true / false | Whether the player currently has the swimming animation | | -| [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player is currently touching a water surface | | -| [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | -| [is_burning](/current/reference/uniforms/status/#is_burning) | bool | true / false | Whether the player is currently on fire | | -| [is_hurt](/current/reference/uniforms/status/#is_hurt) | bool | true / false | Whether the player is currently taking damage | | -| [is_invisible](/current/reference/uniforms/status/#is_invisible) | bool | true / false | Whether the player is invisible | | -| [is_on_ground](/current/reference/uniforms/status/#is_on_ground) | bool | true / false | Whether the player is currently touching the ground | | -| [is_sneaking](/current/reference/uniforms/status/#is_sneaking) | bool | true / false | Whether the player is currently sneaking | | -| [is_sprinting](/current/reference/uniforms/status/#is_sprinting) | bool | true / false | Whether the player is currently sprinting | | -| [hideGUI](/current/reference/uniforms/status/#hidegui) | bool | true / false | Whether the player's GUI is hidden | | +| Uniform | Type | Value range | Description | Tag | +| ------------------------------------------------------------------------------ | ----- | ------------- | -------------------------------------------------------------- | ------------------------------------------------------ | +| [isEyeInWater](/current/reference/uniforms/status/#iseyeinwater) | int | 0, 1, 2, 3 | Fluid that the camera is currently in | | +| [isSpectator](/current/reference/uniforms/status/#isspectator) | bool | true / false | Whether the player is currently in spectator mode | | +| [isRightHanded](/current/reference/uniforms/status/#isrighthanded) | bool | true / false | Whether the player's main hand is set to right hand | | +| [blindness](/current/reference/uniforms/status/#blindness) | float | [0,1] | Blindness effect multiplier | | +| [darknessFactor](/current/reference/uniforms/status/#darknessfactor) | float | [0,1] | Strength of the darkness effect | | +| [darknessLightFactor](/current/reference/uniforms/status/#darknesslightfactor) | float | [0,1] | Strength of the dimming effect from the darkness status effect | | +| [nightVision](/current/reference/uniforms/status/#nightvision) | float | [0,1] | Night vision effect multiplier | | +| [playerMood](/current/reference/uniforms/status/#playermood) | float | [0,1] | Player mood value | | +| [constantMood](/current/reference/uniforms/status/#constantmood) | float | [0,1] | `playerMood` but it doesn't reset at `1.0` | | +| [currentPlayerAir](/current/reference/uniforms/status/#currentplayerair) | float | [0,1] | Normalized air the player has remaining | | +| [maxPlayerAir](/current/reference/uniforms/status/#maxplayerair) | float | -1, 300 | Maximum player air when underwater | | +| [currentPlayerArmor](/current/reference/uniforms/status/#currentplayerarmor) | float | -1, [0,1] | Normalized armor player has equipped | | +| [maxPlayerArmor](/current/reference/uniforms/status/#maxplayerarmor) | float | 50 | Maximum player armor value | | +| [currentPlayerHealth](/current/reference/uniforms/status/#currentplayerhealth) | float | -1, [0,1] | Normalized health the player has remaining | | +| [maxPlayerHealth](/current/reference/uniforms/status/#maxplayerhealth) | float | -1, [0, 1024] | Maximum player health value | | +| [currentPlayerHunger](/current/reference/uniforms/status/#currentplayerhunger) | float | -1, [0,1] | Normalized hunger level of player | | +| [maxPlayerHunger](/current/reference/uniforms/status/#maxplayerhunger) | float | 20 | Maximum player hunger value | | +| [vehicleInWater](/current/reference/uniforms/status/#vehicleinwater) | bool | true / false | Whether the current vehicle is touching a water surface | | +| [isRiding](/current/reference/uniforms/status/#isriding) | bool | true / false | Whether the player is riding an entity | | +| [inSwimmingAnimation](/current/reference/uniforms/status/#inswimminganimation) | bool | true / false | Whether the player currently has the swimming animation | | +| [feetInWater](/current/reference/uniforms/status/#feetinwater) | bool | true / false | Whether the player is currently touching a water surface | | +| [isElytraFlying](/current/reference/uniforms/status/#isElytraFlying) | bool | true / false | Whether the player is currently flying with an elytra | | +| [is_burning](/current/reference/uniforms/status/#is_burning) | bool | true / false | Whether the player is currently on fire | | +| [is_hurt](/current/reference/uniforms/status/#is_hurt) | bool | true / false | Whether the player is currently taking damage | | +| [is_invisible](/current/reference/uniforms/status/#is_invisible) | bool | true / false | Whether the player is invisible | | +| [is_on_ground](/current/reference/uniforms/status/#is_on_ground) | bool | true / false | Whether the player is currently touching the ground | | +| [is_sneaking](/current/reference/uniforms/status/#is_sneaking) | bool | true / false | Whether the player is currently sneaking | | +| [is_sprinting](/current/reference/uniforms/status/#is_sprinting) | bool | true / false | Whether the player is currently sprinting | | +| [hideGUI](/current/reference/uniforms/status/#hidegui) | bool | true / false | Whether the player's GUI is hidden | | ## Screen/System | Uniform | Type | Value range | Description | Tag | @@ -83,18 +83,18 @@ Below is an index of all uniforms available in Iris. Uniforms marked as | ## ID -| Uniform | Type | Value range | Description | Tag | -| ---------------------------------------------------------------------------------- | ---- | --------------- | ----------------------------------------------------------------------- | -------------------------------------------- | -| [entityId](/current/reference/uniforms/id/#entityid) | int | [0, 65535] | ID of the currently rendering entity (gbuffers_entities) | | -| [blockEntityId](/current/reference/uniforms/id/#blockentityid) | int | [-32768, 32767] | ID of the currently rendering block entity (gbuffers_block) | | -| [vehicleId](/current/reference/uniforms/id/#vehicleid) | int | [0, 65535] | ID of the vehicle currently used by the player | | -| [currentRenderedItemId](/current/reference/uniforms/id/#currentrendereditemid) | int | [0,65535] | Item ID of currently rendering item/armor/trim | | -| [currentSelectedBlockId](/current/reference/uniforms/id/#currentselectedblockid) | int | [-32768, 32767] | Block ID of block selected by the player | | -| [currentSelectedBlockPos](/current/reference/uniforms/id/#currentselectedblockpos) | vec3 | | Player space position of the center of the block selected by the player | | -| [heldItemId](/current/reference/uniforms/id/#helditemid) | int | [0, 65535] | Item ID of the item in the player's hand | | -| [heldItemId2](/current/reference/uniforms/id/#helditemid2) | int | [0, 65535] | Item ID of the item in the player's offhand | | -| [heldBlockLightValue](/current/reference/uniforms/id/#heldblocklightvalue) | int | [0,15] | Light value of the item held in the player's hand | | -| [heldBlockLightValue2](/current/reference/uniforms/id/#heldblocklightvalue2) | int | [0,15] | Light value of the item held in the player's offhand | | +| Uniform | Type | Value range | Description | Tag | +| ---------------------------------------------------------------------------------- | ---- | --------------- | ----------------------------------------------------------------------- | ------------------------------------------------------ | +| [entityId](/current/reference/uniforms/id/#entityid) | int | [0, 65535] | ID of the currently rendering entity (gbuffers_entities) | | +| [blockEntityId](/current/reference/uniforms/id/#blockentityid) | int | [-32768, 32767] | ID of the currently rendering block entity (gbuffers_block) | | +| [vehicleId](/current/reference/uniforms/id/#vehicleid) | int | [0, 65535] | ID of the vehicle currently used by the player | | +| [currentRenderedItemId](/current/reference/uniforms/id/#currentrendereditemid) | int | [0,65535] | Item ID of currently rendering item/armor/trim | | +| [currentSelectedBlockId](/current/reference/uniforms/id/#currentselectedblockid) | int | [-32768, 32767] | Block ID of block selected by the player | | +| [currentSelectedBlockPos](/current/reference/uniforms/id/#currentselectedblockpos) | vec3 | | Player space position of the center of the block selected by the player | | +| [heldItemId](/current/reference/uniforms/id/#helditemid) | int | [0, 65535] | Item ID of the item in the player's hand | | +| [heldItemId2](/current/reference/uniforms/id/#helditemid2) | int | [0, 65535] | Item ID of the item in the player's offhand | | +| [heldBlockLightValue](/current/reference/uniforms/id/#heldblocklightvalue) | int | [0,15] | Light value of the item held in the player's hand | | +| [heldBlockLightValue2](/current/reference/uniforms/id/#heldblocklightvalue2) | int | [0,15] | Light value of the item held in the player's offhand | | ## World/Weather | Uniform | Type | Value range | Description | Tag | diff --git a/src/content/docs/current/Reference/Uniforms/status.mdx b/src/content/docs/current/Reference/Uniforms/status.mdx index 96714b4f..49de0832 100644 --- a/src/content/docs/current/Reference/Uniforms/status.mdx +++ b/src/content/docs/current/Reference/Uniforms/status.mdx @@ -171,7 +171,7 @@ This value stores the maximum player hunger value, which is twice the number of ---------------- -## vehicleInWater +## vehicleInWater ```glsl uniform bool vehicleInWater; ``` @@ -180,7 +180,7 @@ This value is `true` when a vehicle currently used by the player is touching a w ---------------- -## isRiding +## isRiding ```glsl uniform bool isRiding; ``` @@ -189,7 +189,7 @@ This value is `true` when the player is riding an entity and `false` otherwise. ---------------- -## inSwimmingAnimation +## inSwimmingAnimation ```glsl uniform bool inSwimmingAnimation; ``` @@ -198,7 +198,7 @@ This value is `true` when the player is currently in a state where the swimming ---------------- -## feetInWater +## feetInWater ```glsl uniform bool feetInWater; ``` @@ -207,7 +207,7 @@ This value is `true` when the player is touching a water surface and `false` oth ---------------- -## isElytraFlying +## isElytraFlying ```glsl uniform bool isElytraFlying; ``` From ff63c0806bc4dd9a98003a22eb161ebc599cca0b Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Fri, 27 Feb 2026 21:11:19 +0100 Subject: [PATCH 11/12] Undo `package-lock.json` change --- package-lock.json | 1316 ++++++++++++++++++++------------------------- 1 file changed, 577 insertions(+), 739 deletions(-) diff --git a/package-lock.json b/package-lock.json index 65806321..e3f7c8cc 100644 --- a/package-lock.json +++ b/package-lock.json @@ -23,18 +23,19 @@ } }, "node_modules/@astrojs/check": { - "version": "0.9.6", - "resolved": "https://registry.npmjs.org/@astrojs/check/-/check-0.9.6.tgz", - "integrity": "sha512-jlaEu5SxvSgmfGIFfNgcn5/f+29H61NJzEMfAZ82Xopr4XBchXB1GVlcJsE+elUlsYSbXlptZLX+JMG3b/wZEA==", + "version": "0.9.2", + "resolved": "https://registry.npmjs.org/@astrojs/check/-/check-0.9.2.tgz", + "integrity": "sha512-6rWxtJTbd/ctdAlmla0CAvloGaai5IUTG0K21kctJHHGKJKnGH6Xana7m0zNOtHpVPEJi1SgC/TcsN+ltYt0Cg==", "license": "MIT", "dependencies": { - "@astrojs/language-server": "^2.16.1", - "chokidar": "^4.0.1", + "@astrojs/language-server": "^2.13.2", + "chokidar": "^3.5.3", + "fast-glob": "^3.3.1", "kleur": "^4.1.5", "yargs": "^17.7.2" }, "bin": { - "astro-check": "bin/astro-check.js" + "astro-check": "dist/bin.js" }, "peerDependencies": { "typescript": "^5.0.0" @@ -177,6 +178,7 @@ "resolved": "https://registry.npmjs.org/@astrojs/starlight/-/starlight-0.37.6.tgz", "integrity": "sha512-wQrKwH431q+8FsLBnNQeG+R36TMtEGxTQ2AuiVpcx9APcazvL3n7wVW8mMmYyxX0POjTnxlcWPkdMGR3Yj1L+w==", "license": "MIT", + "peer": true, "dependencies": { "@astrojs/markdown-remark": "^6.3.1", "@astrojs/mdx": "^4.2.3", @@ -380,9 +382,9 @@ } }, "node_modules/@esbuild/aix-ppc64": { - "version": "0.27.3", - "resolved": "https://registry.npmjs.org/@esbuild/aix-ppc64/-/aix-ppc64-0.27.3.tgz", - "integrity": "sha512-9fJMTNFTWZMh5qwrBItuziu834eOCUcEqymSH7pY+zoMVEZg3gcPuBNxH1EvfVYe9h0x/Ptw8KBzv7qxb7l8dg==", + "version": "0.25.12", + "resolved": "https://registry.npmjs.org/@esbuild/aix-ppc64/-/aix-ppc64-0.25.12.tgz", + "integrity": 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- "@esbuild/netbsd-x64": "0.25.12", - "@esbuild/openbsd-arm64": "0.25.12", - "@esbuild/openbsd-x64": "0.25.12", - "@esbuild/openharmony-arm64": "0.25.12", - "@esbuild/sunos-x64": "0.25.12", - "@esbuild/win32-arm64": "0.25.12", - "@esbuild/win32-ia32": "0.25.12", - "@esbuild/win32-x64": "0.25.12" - } - }, "node_modules/vitefu": { "version": "1.1.1", "resolved": "https://registry.npmjs.org/vitefu/-/vitefu-1.1.1.tgz", @@ -7871,6 +7708,7 @@ "resolved": "https://registry.npmjs.org/zod/-/zod-3.25.76.tgz", "integrity": "sha512-gzUt/qt81nXsFGKIFcC3YnfEAx5NkunCfnDlvuBSSFS02bcXu4Lmea0AFIUwbLWxWPx3d9p8S5QoaujKcNQxcQ==", "license": "MIT", + "peer": true, "funding": { "url": "https://github.com/sponsors/colinhacks" } @@ -7904,4 +7742,4 @@ } } } -} +} \ No newline at end of file From 03cfd36e2ef0d2d2a76535450a9e2c70d7f0fd4f Mon Sep 17 00:00:00 2001 From: Luracasmus <77991691+Luracasmus@users.noreply.github.com> Date: Fri, 27 Feb 2026 21:13:58 +0100 Subject: [PATCH 12/12] Return the Newline --- package-lock.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/package-lock.json b/package-lock.json index e3f7c8cc..55f6248f 100644 --- a/package-lock.json +++ b/package-lock.json @@ -7742,4 +7742,4 @@ } } } -} \ No newline at end of file +}