Shaders For Eaglercraft May 2026
// 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);
void main() vec2 texelSize = 1.0 / vec2(800.0, 600.0); // Adjust to your resolution shaders for eaglercraft
// Fragment Shader - Toon Outline Effect precision mediump float; uniform sampler2D u_texture; varying vec2 v_texCoord; // Detect edges using luminance difference float edge = 0
| 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 | edge += abs(center.r - left.r)
// 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));
To use these: Download the client HTML file → Open in browser → Look for a or Post Processing button in the settings. Method 2: Inject Custom Shader via DevTools (Advanced) You can inject WebGL shader code into any Eaglercraft client using the browser console:



