/* ALTERNATIVE: directional blur (if you had velocity data) But for 1.8.9, basic frame blending is safer and more reliable */
gl_FragColor = current * fadeFactor;
void main() vec4 current = texture2D(colortex0, texcoord); vec4 newPixel = vec4(0.0); minecraft 1.8.9 motion blur shader
// Motion blur strength – adjust to taste (0.05 = subtle, 0.25 = strong) const float blurStrength = 0.12;
void main() vec4 current = texture2D(colortex1, texcoord); vec4 previous = texture2D(colortex0, texcoord); /* ALTERNATIVE: directional blur (if you had velocity
gl_FragColor = result; ⚠️ : This uses two color buffers. To make it work, you must add this to your shaders.properties : # shaders.properties colortex0.clear=true colortex1.clear=true colortex1.colorbuffer=colortex0 This tells OptiFine to keep the previous frame in colortex0 and the new one in colortex1 . 🧪 3. Simple alternative (single‑buffer motion blur) If the above doesn't work on your OptiFine version, here's a simpler version that only uses one color buffer but creates a fade effect:
void main() gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.xy; texcoord = gl_MultiTexCoord0.xy
#version 120 varying vec2 texcoord; uniform sampler2D colortex0; // contains last frame's result uniform float frameTimeCounter;