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Spell Renderer
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A fast, lightweight OpenGL wrapper for Minecraft, designed for rendering 2D objects with a clean, fluent API.
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Runs entirely on the client. Works on vanilla servers.
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✨ Spell Renderer
Modern 2D UI rendering for Fabric mods: rounded panels, liquid glass, crisp text and draggable HUDs, all from one fluent API.

Building a good-looking interface in Minecraft usually means fighting with GuiGraphics or writing raw OpenGL yourself. Spell Renderer gives you a small, chainable builder instead. You
describe a shape and call .submit(), and the library takes care of shaders, batching, scaling and clipping.
📦 This is a library mod. On its own it adds nothing to the game. Install it if another mod needs it, or use it to build your own UI.
🎨 What you can draw
| Shape | What it's for |
|---|---|
| Rectangle | Panels and buttons with rounded corners, a different radius per corner, and gradient colors |
| Circle | Dots, indicators, avatars |
| Image | Textures with optional rounded corners |
| Text | Sharp text at any size, using MSDF fonts |
| Icon | Named icons from your own icon fonts, e.g. Builder.icon("settings") |
| Glass | Frosted or liquid glass panels with adjustable blur, refraction and more |
🧊 New: liquid glass
Glass panels have been rebuilt from the ground up. Each panel has its own settings:
- Blur. From barely there to heavily frosted, and every radius costs the same, so heavy blur doesn't slow your UI down.
- Refraction. Edges bend the background like a lens, for the liquid-glass look. Set it to 0 for flat frosted glass.
- Chromatic split. A subtle RGB fringe along the edges.
- Saturation. Make the background behind the glass more vivid, or turn it grayscale.
- Highlight. A thin rim of light along the edge.
Builder.glass()
.pos(20, 20)
.size(200, 120)
.radius(16)
.blur(16)
.refraction(0.9f)
.chromatic(4)
.saturation(1.4f)
.highlight(0.3f)
.submit();
Glass now looks the same at every UI scale, and stacking glass on glass works as you'd expect.
⚡ Features
- 🔗 Fluent builder. Position, size, color, round and fade a shape in one readable chain.
- 🖱️ Draggable shapes. Add
.draggable("id")to a shape and players can move it with the mouse. Its children move with it, it can't leave the screen, and its position can be saved and restored. - 👪 Parenting. Attach shapes to a parent and they follow its position, depth and opacity.
- 🚀 Batched rendering. Shapes of the same type are drawn together in one draw call.
- 🔤 MSDF text. Text stays sharp at any scale and any GUI size.
- ✂️ Scissors. Clip drawing to a region, which is handy for scroll lists and masked panels.
- 🔍 Scaling. Scale your whole UI independently of Minecraft's GUI scale.
- 🧭 Render contexts. Draw on the HUD during gameplay or on the GUI layer above every screen. (World rendering is in development.)
🧑💻 How it looks in code
SpellRenderer.on(RenderContext.HUD, () -> {
var panel = Builder.rect()
.pos(20, 20)
.size(220, 80)
.radius(12)
.color(new Color(30, 30, 40))
.draggable("my-panel"); // players can move it while chat is open
panel.submit();
Builder.text("Hello, Spell!")
.pos(12, 12)
.size(24)
.parent(panel) // moves together with the panel
.submit();
});
📥 Getting started
Add it from the Modrinth Maven:
repositories {
maven { url = "https://api.modrinth.com/maven" }
}
dependencies {
modImplementation "maven.modrinth:spell-renderer:<version>"
include "maven.modrinth:spell-renderer:<version>" // optional: bundle it inside your mod
}
Maven setup, adding fonts and icons, and the full API are in the documentation on GitHub.
📋 Requirements
- Minecraft 1.21.8
- Fabric Loader 0.18.5+
- Fabric API
- Java 21
💬 Found a bug or have an idea?
Open an issue on GitHub. Feedback and contributions are welcome!
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