// Sample neighboring pixels vec4 center = texture2D(u_texture, v_texCoord); vec4 left = texture2D(u_texture, v_texCoord - vec2(texelSize.x, 0.0)); vec4 right = texture2D(u_texture, v_texCoord + vec2(texelSize.x, 0.0)); vec4 up = texture2D(u_texture, v_texCoord - vec2(0.0, texelSize.y)); vec4 down = texture2D(u_texture, v_texCoord + vec2(0.0, texelSize.y));
Eaglercraft runs on , not Java and OpenGL. Traditional shader mods (OptiFine, Iris) cannot be ported directly. What Eaglercraft Can Do (WebGL Shaders) Eaglercraft uses WebGL shaders internally for its rendering pipeline. These are written in GLSL ES (OpenGL ES Shading Language) , not the full GLSL used by Java Minecraft.
void main() vec2 texelSize = 1.0 / vec2(800.0, 600.0); // Adjust to your resolution
Eaglercraft does not support traditional GLSL shader packs (like SEUS, BSL, or Complementary Shaders) that you use in standard Java Edition Minecraft.
if (edge > 0.2) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); // Black outline else gl_FragColor = center;
| Client | Shader Features | |--------|----------------| | (official) | Built-in "Super Secret Settings" style shaders (e.g., wobble, desaturate, invert) | | Resentful Client | Custom bloom, outline shaders, motion blur | | LiquidBounce for Eaglercraft | ESP shaders, X-ray fragment shaders | | Nebula Client | Cel-shading, water wave effects |
// Detect edges using luminance difference float edge = 0.0; edge += abs(center.r - left.r); edge += abs(center.r - right.r); edge += abs(center.g - up.g); edge += abs(center.b - down.b);