Souper Secret Settings
Re-adds the old super secret settings through the power of soup!
Simply drink a beetroot soup to activate a random souper secret setting, then drink milk or reload resources (F3+T) to clear it
You can stack multiple shaders at once using the GUI, which is bound to u by default, and always accessible with /soup:gui
This mod requires Luminance and Fabric API!

Optifine/Iris shaderpacks are compatible, so you can get some pretty cool looking combinations - personally I found that using Epoch or Vector as a base can look really cool
Souper secret settings also expands on vanillas old super secret settings by adding many (list) new ones, have fun eating soup!
New shaders can be added through resourcepacks (guide) - however, you can also edit the parameters of existing shaders (and save your layer of modified shaders!), all within the GUI:

You can send your friends your saved layers with /soup:layer copy (current|saved) and /soup:layer copy load clipboard
There are commands (which all start with /soup:, so they're easy to find) for everything the GUI can do - this is useful for map making with Client Execution, or any mod that allows you to set keybinds for commands
Older versions
Older versions (1.21.1 and below) of the mod don't require Luminance, but will get some extra shaders if you do use it. If you are using one of those versions, check out the old description. These versions may also require you to manually enable a resourcepack for the custom shaders to show up
All Versions
+ Add Version- added shader graph editor
- you can get to it by clicking the + icon in the stack ui, then pressing the "create new" button
- its quite work in progress, eg it doesnt have undo or saving support
- fixed keybindings heading translation key
- fixed render type command translation key
- render type command now uses "world" again. i dont like "game", even though thats what luminance calls it (i say that as if i didnt agree that it should be called "game")
- update to 1.21.11
- a few shader changes and new shaders from luminance
- added keybind parameters, for toggling and scrolling values on a key press
- you can also use translation keys to have a value be set while a key is pressed, this looks like
key.keyboard.x,key.mouse.left, orkey.keyboard.tab - dragging values to change them now wraps the cursor around the widget, so its much easier to move values up and down
- ascii and suspicious now sample their color from the center of a grid cell, instead of the corner, so they dont visually shift the screen as much
- added new shader soup:pallete_dither, which is quite laggy, but dithers with a set colour pallete (badly implements a technique described by [Azzy](https://bsky.app/profile/krisp.bsky.social))
- added new shader soup:emboss
- added new modifier soup:cross, which returns the cross product of the base and the shader stack
- changed some of the parameters of soup:hyperspace *(this will mess with any saved layers if they modified the parameters of soup:hyperspace)*
- soup:multiply modifier can now xor
- soup:fisheye now works with luminance alpha
- added new modifier
loopthat reapplies shaders to parts of the previous frame out_of_boundsnow has some slightly arcane parameters to do cool extra stuff, whichloopshares- added parameter
Squishtosoup:rotate, that when set to 1, makes it rotate without stretching the image
to see something cool using the new modifier, copy:
``
{"shaders":[{"id":"soup:rotate","passes":{"default":[{"uniforms":{"Angle":{"values":["10.0"]}}}]}},{"id":"soup:zigzag","passes":{"default":[{"uniforms":{"Zag":{"values":["0.02","0.13","0.42"]},"Zig":{"values":["7.0","0.0","2.0"]}}}]}}],"modifiers":[{"id":"soup:loop","passes":{"souper_secret_settings:before_layer_render":[{"uniforms":{"Offset":{"values":["31","-28"]}}}]}}]}
`
to your clipboard, then run
/soup:layer copy load clipboard`- toggle soup on/off keybind now instead cycles off/world/ui
soup:noise3dandsoup:patchworknow do their noise in uv coordinates when in ui modesoup:sepiaandsoup:voronoiare now slightly more customisablesoup:crystallize(the actual voronoi shader) now has parameter to use the Nth closest cell, instead of just the first- flipped direction of
motion_blur, so its actually correct - the default layer that appears when deleting all layers didnt delete properly
- active layer will no longer be left on deleted layers when undoing/redoing
updated to 1.21.4 (1.21.5 **will not** work)
changelog:
- everything*
- thats not even really exaggerating, the entire mod (other than the shaders) was redone from scratch
- added a gui**, where you can edit the parameters of shaders
- layers are now a fully fledged system
- [many new shaders](https://github.com/Nettakrim/Souper-Secret-Settings/blob/luminance/SuperSecretSettingsList.md)
- many new features
- all commands now have different syntax
time based shaders might be a bit weird
new shaders! (as always, listed [here](https://github.com/Nettakrim/Souper-Secret-Settings/blob/main/SuperSecretSettingsList.md) as well)
rolling_shutter- updates the screen only at a line that moves down the screen, simulating a very slow rolling shutter, works well withwobblecheckerboard- splits the screen into a checkerboard and offsets half of it, checkerboard x2 returns the screen to normal so you can sneak in a shader in the middle,checkerboard -> rolling_shutter -> checkerboardlooks particularly coolrings- like blobs2, but rings instead of circleslife- simulates [conways game of life](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) on each rgb channel of the image, works well withphosphorand colormapping shaders likeautumnalbloom- from the a_or_b snapshot, makes bright objects have a white bloombloom_color- likebloom, but a bit stronger and coloredbloom_spike- likebloom_color, but instead of being circular, the bloom spreads in 3 distinct spikeslove- from one of the april fools snapshots i think, makes everything a bit pinkerinfrared- emulates the look of aerochrome filmhighpass- smoother edge detection than sobel, and graymandelbrot- maps the screen onto a mandelbrot fractal, very cool when mixed with kaleidoscope
likely mostly works for 1.21 - mclegoman has informed me that any time based shaders (wobble, collapse, the new rolling_shutter) act a bit chaotically in that version due to a mistake by mojang
- all namespaces are now checked for a shaders.json
- expanded shaders resourcepack should always enable automatically
- shader "stereogram" will no longer be randomly chosen when eating soup, this can be set per shader in resourcepacks
- the cursed camera shift shaders (anaglyph, mouse) no longer distort the x axis
marked as release instead of beta, because although layer effects need tweaks, the tweaks i have planned are signficant and will likely change the entire way the mod works, so the current form of the mod is representative of whatever the final 1.0.x update is
new shaders:
- brightness (rough inverse of dramatic)
- contrast (inverse of invert x2)
- toon
- halftone
- gaussian (better looking than vanillas "blur")
new layer effects:
- channel_cycle_additive
- channel_cycle_exclusive
these are both different implementations of the same idea of "what if each shader on the stack was applied to different RGB channels" so shader 1 is on the red channel, 2 on green channel, 3 on the blue channel, then 4 is back on red
channel_cycle_exclusive is generally a little more intuitive with what you end up seeing, ..._additive is more chaotic but can look very cool -- both are generally unreasonably powerful even for relatively small stack sizes
- autumnal
- frigid
- color_shuffle
- film_grain
- fisheye
- stereogram
- mouse
- anaglyph
(mouse and anaglyph have some minor bugs)
added funky new
/soup:stack effect <name> command that needs more work before its finalisedvarious bugfixes, tweaks, and mod compatibility fixes
- updated to 1.20
- added sharing through chat like spyglass astronomy can do
- made F3+T recompile shaders
- various QoL tweaks
- added a bunch of new shaders
- made many commands be able to stack multiple at once
- added recipe saving/loading
- made namespaces work in shader resourcepacks
- made depth shaders work for post shaders
- allowed shaders to be linked to entities in resourcepacks
- it works fine in other 1.19 versions, but you have to manually activate the resourcepack to get the custom shaders**
Text is now translatable
Soup can now be toggled with /soup:toggle
Added new shader "suspicious", which tiles the screen with amogi
dramatic, pixels, harsh_dither, glass, hyperspace, plants, collapse and rotate