Version 3.0.0-alpha.1:
Partially updated to MC 1.21.2
This update contains major breaking changes made by Mojang to shader declarations preparing the terrain for Vibrant Visuals.
More breaking changes should be expected for later versions.
**For this first alpha, only `ShaderEffectManager#manage`, `ManagedShaderEffect` and basic uniform manipulation methods are expected to work.**
Feedback is welcome on the [Satin GitHub page](https://github.com/Ladysnake/Satin/discussions/55).
**Changes**
- Post process shaders are now loaded from `post_effect` and `shaders`
instead of respectively `shaders/post` and `shaders/program`.
By convention, files previously in `shaders/program` should go to the `shaders/post` subdirectory.
- Identifiers for `ManagedShaderEffect` have changed: `mymod:shaders/post/example.json` becomes `mymod:example`
(the `example.json` file also needs to be moved to the `post_effect` directory)
- Includes (loaded from `shaders/include`) are now available in post process shaders
- Post-process effect format has changed:
- `inputs` take a `sampler_name`, which will be suffixed with "Sampler" (e.g. `"sampler_name": "In"` becomes `"name": "InSampler"` in the shader definition)
see full changelog [here](https://github.com/Ladysnake/Satin/blob/3.0.0-alpha.1/changelog.md "Changelog")
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }