Bliss, Rebuilt in OpenGL
A case study: re-implementing a Minecraft shaderpack's deferred pipeline from scratch.
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.
