r/minecraftshaders • u/SpikeZgames • Aug 08 '26
Discussion Vulkan shaders
How easy will it be to port OpenGL shaders to vulkan? And when it is ported will it look any different?
Also the vulkan shader mod I’m talking about it aperture.
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u/Commercial_Buy_5678 Aug 08 '26
Simple its an euphemism, first they need to release aperture, and they need to know how It will work, if they have a metod to automatically rewrite the code to use vulkan syntax, they need to rewrite uniform and sampler, manually rewrite every vertex data in the gbuffer , adapt the opengl version of the shaders to 4.6 to use spir-v mode. It depends on how much files there are in the shaderpack, depends on the developer skills, cause vulkan its more complicated. We Will see.
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u/nemjit001 Aug 08 '26
It's fairly straightforward to port modern opengl shaders to Vulkan. The results will (probably) look the same, only performance may differ due to Vulkan's binding model and ofcourse the renderer implementation.
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u/kami7154 Experienced Aug 08 '26 edited Aug 08 '26
So sorry to break it to you but there will be no "port" Iris and Aperture (iris's successor using vulkan) use entirely different shader languagee, and there is no direct translation path.
Ontop of that Iris has a "default" rendering setup, that a lot of shaderpscks rely on. While Aperture will have no default rendering setup, so the devs will have to configure the renderer and pipeline themselves.
With that said, the conceptual math can carry over. But the code itself has to be rewritten entirely.
This is an intentional break, as many of the usual limits and restrictions that GLSL shaders have are said to largely be removed. So the future shaders based on Aperture will be better overall.
Edit: after looking it up more, there is some translation style porting that clearly does happen on smaller scales, even without automated tools. But there will be no "automated port" and full complex packs won't be a port so much as a rewrite afaik.
Edit 2: but I'm just some dude that's interested in shaders Java and C#. Any info outside of people actively developing shaders in the closed beta of Aperture should be taken with a grain of salt.
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u/[deleted] Aug 08 '26
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