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360 FOV

Mod blending various projections to get an uncapped FOV (based on Flex FOV)

Modrinth utility

Описание

# 360 FOV Minecraft mod that extends the FOV range from **110° to 400°** using a combination of projection techniques. ## Preview ## How it works The mod renders the surrounding world into a six-face cubemap and reprojects it in a single shader pass. Different projections are blended together as the FOV increases: | FOV | Projection | | ----------: | ------------------------------------------------------------- | | `< 90°` | Rectilinear | | `90°–160°` | Rectilinear → Panini/stereographic hybrid | | `160°–220°` | Panini/stereographic hybrid → Fisheye (azimuthal equidistant) | | `220°–300°` | Fisheye → Mercator | | `300°–340°` | Mercator | | `340°–360°` | Mercator → Equirectangular | | `360°+` | Equirectangular | At **360°**, the entire sphere is visible. Above 360°, the view wraps around. ## Usage The mod uses the vanilla FOV slider. Set the FOV in **Video Settings** and the projection will update automatically. ## Configuration The configuration file is created at `config/fov360.json` on first launch. Changes require a restart. | Key | Default | Description | | ---------------------- | :-----: | ------------------------------------------------------------------------------------------------------------------------------------------------- | | `splitScreen` | `false` | Splits the window into forward and rear halves, each using the full FOV. Intended for two monitors at 180° to create a seamless full-sphere view. | | `invertSplitScreen` | `false` | Swaps the forward/rear halves and the side on which the GUI is displayed. | | `faceSizeCap` | `2048` | Maximum resolution of each cubemap face. Higher values improve quality at high FOVs but increase VRAM usage. Range: `256–4096`. | | `lowResTopBottomFaces` | `false` | Uses lower resolution for the top and bottom capture faces, except for the face currently being viewed. | | `antialiasSamples` | `4` | Supersampling used during reprojection. Valid values: `1`, `2`, or `4`. | ## Known issues * **FOV mismatch:** Minecraft's FOV slider represents vertical FOV, while the projection shader uses horizontal FOV. The resulting angular range therefore varies with the aspect ratio and projection being used. * **Performance:** The surround view can require up to six world render passes per frame instead of one. * **Rendering edge cases:** Billboard and particle rendering, shader mod compatibility, and some corner geometry have not been fully tested. ## Attribution Projection math is ported from [Flex FOV](https://github.com/shaunlebron/flex-fov) by Shaun LeBron, which is itself a fork of [Render360](https://github.com/18107/MC-Render360) by 18107. ## License [GNU Affero General Public License v3.0 or later](https://www.gnu.org/licenses/agpl-3.0.html) ## Bugs and contact Contact ```@xpncvr``` on discord if you want to report a bug or feature