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Bliss, Rebuilt in OpenGL

A case study: re-implementing a Minecraft shaderpack's deferred pipeline from scratch.

When
May – Jun 2026
Stack
OpenGL · GLSL
Captures
19

To understand how a production-quality shaderpack fits into a frame, I rebuilt the deferred pipeline of the Bliss shader for Minecraft from the ground up in my own OpenGL renderer, one pass at a time.

What I built

  • G-buffer layout and deferred lighting passes, modeled on Bliss.
  • Water: reflection, refraction, caustics, and underwater fog.
  • Screen-space reflections and shadow mapping. Many glitches were captured along the way.