Vanilla Tweaks reference
Reverts the armor enchantment glint to match the item glint.

Bedrock feasibility
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| Verdict |
possible (medium confidence) |
| Checked |
2026-07-25 by agent |
Bedrock ships separate armour and item glint textures at overridable paths, so making the armour glint use the item glint art is a one-file texture swap.
How it would work on Bedrock. Bedrock has two distinct glint textures in the vanilla resource pack: resource_pack/textures/misc/enchanted_actor_glint.png (128x128 RGBA, used on worn armour and other entity renders) and resource_pack/textures/misc/enchanted_item_glint.png (128x128 RGB, used on items). Both are plain path-referenced assets, so a pack that places its own textures/misc/enchanted_actor_glint.png fully replaces the vanilla one - the pack is simply the item glint art re-authored as the actor glint texture. This repo already ships packs that override both files (resource_packs/files/world_of_color/enchantment_glints/*), so the override path is proven in practice.
Caveats. The item glint texture has no alpha channel while the actor glint texture does, so the art has to be re-exported as RGBA rather than copied byte-for-byte. Scroll speed and UV scale of the glint are engine-side and not resource-pack controllable, so the armour glint will carry the item glint's artwork at whatever rate the actor renderer already uses - close to, but not guaranteed identical to, the item glint's motion.
Sources
Maintained by tools/vt-diff. Edits inside this block are overwritten on the next run.
Vanilla Tweaks reference
OldEnchantGlint)retro26.2Bedrock feasibility
Bedrock ships separate armour and item glint textures at overridable paths, so making the armour glint use the item glint art is a one-file texture swap.
How it would work on Bedrock. Bedrock has two distinct glint textures in the vanilla resource pack:
resource_pack/textures/misc/enchanted_actor_glint.png(128x128 RGBA, used on worn armour and other entity renders) andresource_pack/textures/misc/enchanted_item_glint.png(128x128 RGB, used on items). Both are plain path-referenced assets, so a pack that places its owntextures/misc/enchanted_actor_glint.pngfully replaces the vanilla one - the pack is simply the item glint art re-authored as the actor glint texture. This repo already ships packs that override both files (resource_packs/files/world_of_color/enchantment_glints/*), so the override path is proven in practice.Caveats. The item glint texture has no alpha channel while the actor glint texture does, so the art has to be re-exported as RGBA rather than copied byte-for-byte. Scroll speed and UV scale of the glint are engine-side and not resource-pack controllable, so the armour glint will carry the item glint's artwork at whatever rate the actor renderer already uses - close to, but not guaranteed identical to, the item glint's motion.
Sources
Maintained by
tools/vt-diff. Edits inside this block are overwritten on the next run.