![]() Once you have all that down, there are 2 common ways to start putting your skills into practice: edit someone else's pack, or make your own from scratch. ![]() This documentation can also be found inside the OptiFine.jar file you downloaded. In particular, look at shaders.txt and shaders.properties. OptiFine's rendering pipeline has a bit of documentation the doc folder. You can use any #version that your GPU/drivers support. Minecraft 1.17 will use #version 150, but you are not restricted to just these specific #versions. Anything that says #version 120 will be best. There are quite a few tutorials for this on the internet, but Minecraft in particular uses an old OpenGL version, so it might be useful to try to find an equally old GLSL tutorial. 3blue1brown on YouTube has a decent series on this here. Linear algebra is useful for shader development because vector and matrix operations are very common in shaders (and 3D graphics in general). There are 3 general sets of background knowledge for shader development: linear algebra, GLSL, and OptiFine's rendering pipeline. This page will link to resources that will help you get started with programming your own shaders using the various pipelines currently in use in Minecraft, with a focus on the OptiFine pipeline.
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