Probably not gonna bother, I've moved on to a new shaderpack, Acid shaders will be added soon.
I'm not talking about the in-game shaders. Go and download a different shaderpack from the GLSL Shaders Mod thread and see if they work on your setup.
i think the effect is much better in here.... it's a way older version of the shaders but is there any way to make the effect to look more like this?
I've come to the conclusion that there is no difference. Whatever's going on in that video is a mix of the recording taking place at just the right time, a good structure and texture pack to showcase the shaders with, and the video possibly being speed up in parts.
Glad to see you're back. The new version seems completely stable, and the GUI is nice.
Is there any chance of Optifine compatibility with chunk preloading? Specifically because of Optifine's extreme render distance. The two were compatible in 1.2.5.
I don't really miss tiled rendering, but I thought I'd point out that the framebuffer object isn't a perfect replacement. The framebuffer object isn't restricted to your GPU's max output resolution (is that what the config is referring to as "maximum texture resolution"?). I recorded at 7680x4320 on my 780 ti, which has a listed max resolution of 4096x2160, this was with SUES Ultra and a 3x shadow resolution multiplier. The only thing that seems to bound recording resolution on my system is whether or not I have enough vram, as setting it too high will just crash Minecraft. My point is, while the framebuffer object has lots of advantages, it's basically useless on a lower end system, like the macbook pro I recorded this video on, at 8k. Once again, I'm not asking for you to bring it back, I just wanted to point that out.
I don't mind you uploading the pack.
You're using a different version of the Animal Crossing shaders that what I've released. Perhaps you're using the original Animal Crossing Shaders code, way back from beta? I don't know, looked all over for the original code, but couldn't find it. The version I released is basically just these 2 lined:
float distance2D = position.x * position.x + position.z * position.z;
position.y -= min(distance2D / 20, 20);
You can edit the 2 values in the second line (the two 20's) to adjust the radius of the world, and the maximum amount that surrounding terrain is lowered.
SUES integration is pretty easy. You just need to add the shader transformation code (everything after position is defined, and before it's applied to gl_Position) to the SUES files. In the SUES files you need to add them right after position is defined. The SUES files that need to be edited are:
I'm not the first one to complain to the staff. I'm pretty sure it's an issue with whatever forum software they're using (I remember there being a big update a few years ago, and it's been crap ever since).
Also you should look through my latest release, I fixed the block outline bug. The code is generic, so you could copy it directly from my pack and just edit the .vsh files with your shaders.
I've had functioning Animal Crossing shaders for a while now, I just haven't gotten around to releasing them. I've partially fixed two different bugs in the shaders, one of them is optional and requires a bit more involvement on the installation side of things.
I'll try and get these things released soon.
Spent over an hour just on the thread because the formatting kept getting screwed up (looks fine in the editing view, but doesn't save correctly). That's why I've been sitting on the Animal Crossing Shaders for months, because I didn't want to deal with it.
I also decided to abandon the second bug fix. It was to partially fix the out-of-view chunks error, but it was way to involved for anyone besides a small minority to deal with (and I don't think that many people are conscious of the issue anyway).
You can use these to calculate light attenuation in water. You've overestimated me a little bit. I spent a few hours playing around with this idea today and couldn't get it figured out. So far I've got to:(texture2D(depthtex1, texcoord.st) - texture2D(depthtex0, texcoord.st))
Additionally, you can get the water's depth to surface in most cases using a method that I use in my shaders which assumes the water is plane