Following up on #159. disabling fixBlurShader using /cmdclientconfig. There is still a remaining VR compatibility issue. From how I understand it the blood, damage, and other screen effects from Enhanced Visuals are rendering as part of the GUI pass, which Vivecraft redirects entirely to whichever GUI plane is selected (wrist, head, etc). This means the effects appear as a flat image attached to that plane rather than filling the player’s eye viewport the way they’re designed to. What I think would fix this for VR users is having the effect overlays render as a post-process pass directly on the eye framebuffer, separate from the GUI pass that Vivecraft intercepts. For context I'm running fabric 1.21.4 with Vivecraft and Iris shaders.