
Modrinth · Minecraft mod
Flashlight: Shader Light Engine
Handheld flashlight and work lantern with real dynamic lighting: a shader-driven beam that casts true shadows from actual block shapes, zooms with the mouse wheel, and blinds anyone who looks in. Plus night vision goggles and signal flares.
Quick answer
Which Flashlight: Shader Light Engine release should I use?
Flashlight: Shader Light Engine 0.3.0+26.1.2 targets 26.1, 26.1.1, 26.1.2 with Fabric. Installation on the client is optional. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Flashlight: Shader Light Engine required on the client, server, or both?
Installation on the client is optional. Installation on the dedicated server is optional.
The source marks this as usable on both the client and server.
What else does Flashlight: Shader Light Engine 0.3.0+26.1.2 need?
0.3.0+26.1.2. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Flashlight: Shader Light Engine without breaking your instance.
Built for Flashlight: Shader Light Engine 0.3.0+26.1.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 0.3.0+26.1.2. It targets 26.1, 26.1.1, 26.1.2 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
Installation on the client is optional. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 0.3.0+26.1.2. It opens that exact file at the source.
About this project
What does Flashlight: Shader Light Engine add?
A real flashlight for Minecraft. Smooth beam, honest shadows, blinding glare.
Every flashlight mod does the same trick: invisible light blocks chasing your crosshair, chunky relights, light leaking through walls. Flashlight: Shader Light Engine doesn't. The beam is computed inside the game's own shaders — a smooth cone that updates every frame, stops at walls, casts real shadows from real block shapes, and blinds anyone who looks into the lens. Built as the companion to Enhanced Darkness: in its pitch black you'll need one.
Two lights, two jobs
| Flashlight | Work Lantern | |
|---|---|---|
| Role | cheap all-rounder | expensive floodlight |
| Beam | scroll to focus the lens: wide 25-block flood to a razor-thin 110-block spot | fixed wall of light, 55 blocks |
| Power | AA battery — 30 min | battery pack — 45 min |
| Recipe | iron + redstone + glass | gold, iron, redstone block |
| Loot | villages (+ AA batteries) | dungeons, mineshafts, strongholds (+ battery packs) |
- Right-click — on/off. R — slam a fresh battery in, gun-reload style, with a chest-pull animation.
- Mouse wheel (flashlight on, either hand) — zoom the lens. Every click of the wheel changes the width by the same factor, so the whole travel is useful.
- Batteries are consumables. Below 20% charge the beam visibly dies — reload or walk in the dark.
The beam is shaped like a real one
Not a flat disc of light. A bright hotspot from the reflector sits inside a wide, faint corona bounded by the bezel — exactly what a real torch throws on a wall.
Zooming in narrows the hotspot and steals light from the corona, because that is what a zoom head physically does; the corona barely changes width, because its width is set by the bezel, not the lens. At full zoom the centre is intense and collapses within a few degrees, then a long shelf of faint light runs out to the edge. At minimum zoom the shape matches the work lantern.
Brightness falls off with distance as inverse-square, modelling a virtual source behind the reflector — so the light fades smoothly along the whole beam instead of holding up and then cutting off.
Real shadows
Terrain is re-rendered from the flashlight's point of view into a depth atlas, so shadows follow the actual geometry: a slab casts a slab, stairs cast stairs, leaves cast a dappled mess. Reaches 64 blocks. Soft edges come from a rotated blur kernel — a kernel aligned to the texture axes would read as a staircase, because Minecraft walls are axis-aligned too. Entities cast sharp capsule silhouettes, and the beam dissolves the vanilla shadow circles it hits.
With Sodium installed, shadow maps are not possible. Sodium renders terrain with its own programs and never fills the vanilla draw list, so there is nothing to re-render from the light's point of view. Instead the beam is occluded by a bit-packed half-block voxel grid, 64 blocks across, ray-marched per pixel. Coarser and shorter-ranged than the shadow atlas — but it is real occlusion, and it costs Sodium nothing.
Night ops
- Night Vision Goggles — worn on the head, toggled with G. A real image-intensifier tube: ~3 s warm-up synced to the power-on sound, and a picture that visibly breaks into pixels. Edge sharpening draws a hard rim exactly one tube-cell wide around every silhouette, so the low resolution is obvious the moment you put them on — not something you have to squint for. Plus scanlines, sensor grain that thickens as the battery dies, bloom around hot spots, and honest overexposure: daylight, torches or a flashlight beam burn out to pale green per-pixel. Runs 30 min on an AA battery, hot-swapped with the same key. Craft-only — no loot.
- Signal Flare — hold right-click to wind up, release to throw in an arc (~35 blocks). Lands, burns for 60 s with a flickering red point light from the same engine and a column of red smoke. Single-use, can't be extinguished.
- Sounds — flashlight click, lens zoom, NVG on/off whine, the low hum of a running work lantern. Subtitled (en/ru).
Settings
ModMenu → gear, or config/flashlight.json. Three tabs — Shadows, Beam, Night vision — and every slider applies while you drag it, so you can tune the light while standing in it. Shadow resolution is the one exception: it sizes a GPU texture, so it takes effect on the next world join.
The engine
No light blocks. No chunk relights. The cone is computed inside the game's core shaders — terrain, entities, dropped items, particles and even vanilla mob shadow blobs are cloned on the fly with the beam math injected.
- Instant — the light moves the frame you move, with a subtle hand-lag inertia like a real torch.
- Honest — light is
albedo × cone: real textures, real colours, zero noise, works in absolute darkness. - Multiplayer-native — up to 128 sources at once, with no per-chunk cap: pile as many flares in one spot as you like and they all light. Everyone sees everyone's light, zoom level included.
- Blinding — glare is physics, not a sprite: its strength equals the actual cone intensity at your eyes, traced past blocks and mobs. Look into a lens up close and the screen whites out.
Installation
- Install Fabric Loader for Minecraft 26.1.x.
- Install Fabric API.
- Run Java 25.
- Drop the jar into
mods— on the client and the server (items and batteries are real). - Pairs best with Enhanced Darkness.
Iris shaderpacks replace the game's shaders entirely — with a pack enabled the beam won't light terrain. Sodium alone works out of the box.
License
MIT — source on GitHub.
Project description from Modrinth.
Pick your setup
Flashlight: Shader Light Engine by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.1.1
1 loader build26.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Flashlight: Shader Light Engine versions and loaders
0.3.0+26.1.2
flashlight-0.3.0+26.1.2.jar
3 Aug 2026
0.2.0+26.1.2
flashlight-0.2.0+26.1.2.jar
15 Jul 2026
0.1.0+26.1.2
flashlight-0.1.0+26.1.2.jar
12 Jul 2026
Looking for an older file? The official Modrinth project page is in Resources.