You may be able to combine the contents of there files in some way, to combine the effects they have to offer. But if they both add the same effects, you'll have 2 choose between 1.
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There are 10 types of people in the world. Those that understand binary and those that don't.
oh thats sad... if it exsisted shaders would be very customizable.
thx for youre answering
Basically grimallq's response is the straightforward answer. For a more technical and arguably more accurate one...
Depends on whether you're talking about the GLSL Shaders Mod or Mojang's own shading system (considering the comment I've replied to of yours introduced some level of ambiguity for me personally). GLSL Shaders Mod, nope. You have to select one. Mojang's I'd presume would be pretty much the same, but it could be more lenient in terms of selecting precise shader files, or somehow mashing together GLSL code (doubt it). A resource pack could present a set of shaders and rather than loading them all from a selected resource pack, you could "enter" a resource pack and select individual shader files which the game then packages into another resource pack. However, this presents some rather harsh limitations as if Mojang's shading system is anything like the GLSL Shaders Mod, authors would likely use the same code base between different shader files which means you select one, you HAVE to select the other (namely between fragment / pixel and vertex shaders considering these two are basically twins in a way).
But, from my educated guess, the answer would be a definite no for GLSL Shaders Mod and probably a very likely no again for Mojang's shading system. JadenPete's response above is a viable option in some cases, but do note that different developers do things different. The code behind SEUS is vastly different to the code behind Chocapic13's (and thus all derivatives of Chocapic13's pack) so you cannot mix the two together without days of painstakingly hunting down bugs and fixing them, which isn't easy when the code is vastly different and works completely differently to each other (SEUS has his own style of doing things, using often confusing structs for defining properties for light sources, objects, etc, rather than just groups of "loose" variables compared to how most other developers do things, and it also doesn't help (for modifying SEUS anyways) when Sonic Ether himself has had a hand in the development of the Shaders Mod itself, so a lot of the code in SEUS is specifically for working as efficiently and effectively as possible with the way the mod works).
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Basically grimallq's response is the straightforward answer. For a more technical and arguably more accurate one...
Depends on whether you're talking about the GLSL Shaders Mod or Mojang's own shading system (considering the comment I've replied to of yours introduced some level of ambiguity for me personally). GLSL Shaders Mod, nope. You have to select one. Mojang's I'd presume would be pretty much the same, but it could be more lenient in terms of selecting precise shader files, or somehow mashing together GLSL code (doubt it). A resource pack could present a set of shaders and rather than loading them all from a selected resource pack, you could "enter" a resource pack and select individual shader files which the game then packages into another resource pack. However, this presents some rather harsh limitations as if Mojang's shading system is anything like the GLSL Shaders Mod, authors would likely use the same code base between different shader files which means you select one, you HAVE to select the other (namely between fragment / pixel and vertex shaders considering these two are basically twins in a way).
But, from my educated guess, the answer would be a definite no for GLSL Shaders Mod and probably a very likely no again for Mojang's shading system. JadenPete's response above is a viable option in some cases, but do note that different developers do things different. The code behind SEUS is vastly different to the code behind Chocapic13's (and thus all derivatives of Chocapic13's pack) so you cannot mix the two together without days of painstakingly hunting down bugs and fixing them, which isn't easy when the code is vastly different and works completely differently to each other (SEUS has his own style of doing things, using often confusing structs for defining properties for light sources, objects, etc, rather than just groups of "loose" variables compared to how most other developers do things, and it also doesn't help (for modifying SEUS anyways) when Sonic Ether himself has had a hand in the development of the Shaders Mod itself, so a lot of the code in SEUS is specifically for working as efficiently and effectively as possible with the way the mod works).
I don not understand extatly all of it... what you mean is that its not possible to do it with GLSL and probebly not for mojangs either. would it possible to make an addon for it?
the idea:
shaders is a zip with multiple shaders inside.
like this:
water
lava
shadows
lighting
leaves
flowers
...
in the shader options ingame you can choose to have one a whole shader pack or go advanced and choose from what pack it will take each part from.
I don not understand extatly all of it... what you mean is that its not possible to do it with GLSL and probebly not for mojangs either. would it possible to make an addon for it?
the idea:
shaders is a zip with multiple shaders inside.
like this:
water
lava
shadows
lighting
leaves
flowers
...
in the shader options ingame you can choose to have one a whole shader pack or go advanced and choose from what pack it will take each part from.
I know that this probebly is not possibel
The problem is shaders cannot be given to specific blocks or items, only specific "renderers" of a sort. For instance, entities have their own shader files, likewise the terrain (blocks in-world) have their own, same with water (due to how different water rendering is to other blocks and how reflections and "waves" are drawn on the surface of water). Each little element has it's own shader, the shaders available are (both fragment / pixel and vertex shaders):
gbuffers_basic (not sure what this one is for)
gbuffers_entities (entities are handled here)
gbuffers_hand (the hand you see in first person is handled here)
gbuffers_skybasic (I presume the portion of the sky rendered through code (the horizon for instance) is handled here
gbuffers_skytextured (the portion of the sky rendered through a texture is handled here)
gbuffers_terrain (the majority of blocks are handled here)
gbuffers_textured (again, not sure)
gbuffers_texturedlit (not sure, presume for lit textures)
gbuffers_water (water rendering is handled here)
gbuffers_weather (again, not sure)
shadow (I think entity shadows are handled here, block shadows that move are handled in other shaders elsewhere)
Now, from what I have seen these are mostly used as placeholders to just provide the shaders so no errors are given, they don't exactly serve any function in most shader packs, aside from some of them, for instance gbuffers_water controls the waves and texture to make the water appear ripply, as well as the waving motion behind the water surface (reflections are handled elsewhere). Likewise gbuffers_terrain controls parallax occlusion (a technique used to make 2D surfaces appear 3D by changing how applying some precomputed lighting to simulate depth).
However, the majority of the magic is done in these files:
composite (and composite1, composite2, etc) (essentially acts as the bulk of the shaders, functional filters if you will, these are compounded as more are added and each shader can handle different effects in an isolated environment)
final (the last shader called, usually used for effects which must be rendered last, such as gods rays (mostly) and lens effects).
Within Chocapic13's, shadows and SSAO is handled through composite.fsh. Gods rays and reflections are handled through composite1.fsh. Bloom, the vignette, depth of field and lens flares are handled through final.fsh. Now I left out lighting because lighting is split up amongst composite.fsh/.vsh, composite1.fsh/.vsh and composite2.fsh/vsh, however is mostly done through composite.fsh/.vsh.
Now, this hierarchy can be mostly defined by the exact shading system in use, however there are still some limits that have to be in place and cannot be bypassed. Because of the fact that the real meat of shader packs is split evenly amongst at least 3 different shader files, you can't exactly just swap one out and use another with the GLSL Shader Mod. Mojang's I'm not sure about considering it's not even finished yet, but I presume it'd be pretty similar. So yes, it's not possible to do this. Even with an addon, not possible.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
I just wonder if anyone know if you can have multiple shaders at time?
oh thats sad... if it exsisted shaders would be very customizable.
thx for youre answering
You may be able to combine the contents of there files in some way, to combine the effects they have to offer. But if they both add the same effects, you'll have 2 choose between 1.
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
Basically grimallq's response is the straightforward answer. For a more technical and arguably more accurate one...
Depends on whether you're talking about the GLSL Shaders Mod or Mojang's own shading system (considering the comment I've replied to of yours introduced some level of ambiguity for me personally). GLSL Shaders Mod, nope. You have to select one. Mojang's I'd presume would be pretty much the same, but it could be more lenient in terms of selecting precise shader files, or somehow mashing together GLSL code (doubt it). A resource pack could present a set of shaders and rather than loading them all from a selected resource pack, you could "enter" a resource pack and select individual shader files which the game then packages into another resource pack. However, this presents some rather harsh limitations as if Mojang's shading system is anything like the GLSL Shaders Mod, authors would likely use the same code base between different shader files which means you select one, you HAVE to select the other (namely between fragment / pixel and vertex shaders considering these two are basically twins in a way).
But, from my educated guess, the answer would be a definite no for GLSL Shaders Mod and probably a very likely no again for Mojang's shading system. JadenPete's response above is a viable option in some cases, but do note that different developers do things different. The code behind SEUS is vastly different to the code behind Chocapic13's (and thus all derivatives of Chocapic13's pack) so you cannot mix the two together without days of painstakingly hunting down bugs and fixing them, which isn't easy when the code is vastly different and works completely differently to each other (SEUS has his own style of doing things, using often confusing structs for defining properties for light sources, objects, etc, rather than just groups of "loose" variables compared to how most other developers do things, and it also doesn't help (for modifying SEUS anyways) when Sonic Ether himself has had a hand in the development of the Shaders Mod itself, so a lot of the code in SEUS is specifically for working as efficiently and effectively as possible with the way the mod works).
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
I don not understand extatly all of it... what you mean is that its not possible to do it with GLSL and probebly not for mojangs either. would it possible to make an addon for it?
the idea:
shaders is a zip with multiple shaders inside.
like this:
water
lava
shadows
lighting
leaves
flowers
...
in the shader options ingame you can choose to have one a whole shader pack or go advanced and choose from what pack it will take each part from.
I know that this probebly is not possibel
The problem is shaders cannot be given to specific blocks or items, only specific "renderers" of a sort. For instance, entities have their own shader files, likewise the terrain (blocks in-world) have their own, same with water (due to how different water rendering is to other blocks and how reflections and "waves" are drawn on the surface of water). Each little element has it's own shader, the shaders available are (both fragment / pixel and vertex shaders):
Now, from what I have seen these are mostly used as placeholders to just provide the shaders so no errors are given, they don't exactly serve any function in most shader packs, aside from some of them, for instance gbuffers_water controls the waves and texture to make the water appear ripply, as well as the waving motion behind the water surface (reflections are handled elsewhere). Likewise gbuffers_terrain controls parallax occlusion (a technique used to make 2D surfaces appear 3D by changing how applying some precomputed lighting to simulate depth).
However, the majority of the magic is done in these files:
Within Chocapic13's, shadows and SSAO is handled through composite.fsh. Gods rays and reflections are handled through composite1.fsh. Bloom, the vignette, depth of field and lens flares are handled through final.fsh. Now I left out lighting because lighting is split up amongst composite.fsh/.vsh, composite1.fsh/.vsh and composite2.fsh/vsh, however is mostly done through composite.fsh/.vsh.
Now, this hierarchy can be mostly defined by the exact shading system in use, however there are still some limits that have to be in place and cannot be bypassed. Because of the fact that the real meat of shader packs is split evenly amongst at least 3 different shader files, you can't exactly just swap one out and use another with the GLSL Shader Mod. Mojang's I'm not sure about considering it's not even finished yet, but I presume it'd be pretty similar. So yes, it's not possible to do this. Even with an addon, not possible.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
See this dude is a pro on shaders I have no part in this conversation xD
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas