• 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from kwerti jump
    Fill your background with a color other than transparent black...



    Please explain.

    Edit:
    It was because I had Fastcraft installed.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from MagTheCreep»
    Could anyone help me out? I installed the shaders on tekkit 1.6.4 the only problem is that it only works if the graphics are set to fast, if I switch to Fancy the game turns black.


    I can see you have Optifine. Go to the details screen and override everything to be on fancy.

    Quote from enderkevin13»
    Will Any Standard Shader Packs Work With Intel Celeron?

    You could try my Acid Shaders, but as for "realism shaders" you're not going to be able to.

    Quote from Misunderstood»
    Please test for Minecraft 1.7.10 OptiFine_1.7.10_HD_U_A5 compatibility and add the results to the first post. The first post currently only stats that OptiFine_1.7.10_HD_U_A4 is compatible, when that is an outdated version.

    That's OptiFine_1.7.10_HD_U_B5. The shaders work with both B4 and B5.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    [Issue resolved]
    Posted in: Minecraft Mods
  • 0

    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said
    Just tried this out, seems really great. Some things though:

    • The game doesn't get focused when you use a keybinding, so you have to click an extra time. It really slows me down.
    • I need an option to disable the brief load-up animation.


    Is there any way to have more than one radial menu? I'd like to have two different menus when I press Z and MOUSE3.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Hey Karyonix, I need help finding a workaround for this issue, specifically for my video. If possible it would also be nice if you found a public fix for it, as it's a pretty jarring issue in my Acid Shaders.

    This issue is this: If you have a vertex shader move blocks that are out of your FOV into your FOV, they will not be rendered. An here is an example video:


    The last part of the video shows a workaround: in 1.6.4, if your shaders have a composite program, and Optifine is not installed, only chunks on the odd x-axis are affected, and they only flicker instead of disappearing completely. Their rate of flickering is constant per second no matter the frame-rate, so if you shoot higher FPS footage (like I am for my project), then a lower ratio of frames will display the flickering. Finally, with frame-blending the effect becomes almost invisible.

    I would like to update my workflow from 1.6.4 to 1.7.10, however the workaround doesn't work, even without Optifine installed. I was hoping you would be able to get to the bottom of this issue, which has been around since at least 1.2.5.

    Finally I figured you may know more about this issue now, considering you worked on the out-of-FOV chunks casting shadows issue.

    Just from thinking about it, you could fix it by forcing all chunks to load regardless of where the player is looking, doing what I believe disabling Advanced OpenGL is supposed to do.
    Posted in: Minecraft Mods
  • 0

    posted a message on GLSL Acid Shaders
    Hey man. Love the worldspace update. Any way to make the shader as strong as it is in this video?


    I've noticed something amiss with the version of the shaders that I ported, and the ones that appear in legacy videos like the one you linked. I'm not sure what it is exactly. The older version not only seems more intense, but the deformations seem to act slightly different. I think they are better than what I have right now, but I don't know how to get there.

    I haven't looked much into tracking down an old copy of the shaders, but I doubt I would be able to find it. somebody could, that would be great.


    Edit:
    Found the original shaders in about 5 minutes. Unfortunately they are virtually the same as the ones I've ported, so whatever the missing secret ingredient is, I can't figure it out.
    Posted in: Minecraft Mods
  • 0

    posted a message on GLSL Acid Shaders
    Quote from Tails8987»
    Can you update this to 1.8? The shaders mod just got updated a few days ago.

    All I had to do was edit the thread to say it's updated (I tested).



    Quote from gabrieldileo »hey, so anytime i turn on the shaders the world disappears and all i can see is blue, the game doesnt crash and i can still interact with blocks/menu any idea how to fix this?

    It sounds like something specific about your GPU or setup. I need more information to help you with it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from karyonix»

    Can you just use "texture2D(lightmap,vec2(0.,0.)) - default_value_of_lightmap_0_0" as the additional ambient light ?
    I mean default_value_of_lightmap_0_0 is value of texture2D(lightmap,vec2(0.,0.)) when nightvision is off.

    Looks like it. "texture2D(lightmap, vec2(0.0f)).b * 4" gives nearly the same result as the code I came up with. It also fixes a saturation issue I was having :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from karyonix»

    There is no lightmap and lmcoord in composite.
    SEUS does not use the usual lightmap for years. Some old version (v10RC5) even requires a special lightmap made for it. If you use the default lightmap it does not work. More recent versions just alleviate that issue by bypassing the lightmap, so it run fine even when the CPU send the default lightmap instead of special SEUS lightmap.
    When you add a different lightmap logic to SEUS, you are not just tweaking some multiplier constant. Expect some difficulty.

    The value that gbuffers* program read from lightmap can be saved in a buffer (by writing to gl_FragData[ ]) and read back in composite (from gcolor/gdepth/gnormal etc.).
    Study other shaderpack that use lightmap.

    Just figured this out finally. You're info got me pretty far. I created a whole new light source in composite named ambient (not to be mistaken with nolight). Here is the lightmap I came up with, it took 2 days to develop, but it works perfectly:

    float ambient = texture2D(lightmap, lmcoord.st).b - ( lmcoord.s - 1.7182*(texture2D(lightmap, vec2(lmcoord.s, 0.0f)).b - 0.0275) - ((texture2D(lightmap, vec2(0.0f, lmcoord.s)) * texture2D(lightmap, vec2(0.0f, lmcoord.t))).b * 0.4706 / 0.2510) );

    The problem was that "texture2D(lightmap, lmcoord.st)" on its own causes the ambient light to be applied to areas with non-sky light, even when nightvision is off. This causes desaturation in glowing objects compared to the regular SUES. Subtracting by "lmcoord.s" doesn't quite work, because even though it is the right "mask", it seems to be offset with the value given by the texture2D.

    For the rest of the code, I just figured out what lightmap masks I needed, and then tinkered around with things until I found them. I got the constants in the last part by taking a screenshot and then viewing the float color value in After Effects.

    Many thanks for your help, I wouldn't have been able to figure it out without you.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Hey Karyonix, I've asked this question before, but I figured I'd do it again. Do you have any idea how to get the lightmap that SUES assembled in composite to be affected by night vision? Night vision affects this code in terrain.fsh:

    texture2D(lightmap, lmcoord.st)

    However putting that code anywhere in composite causes weird flickering screen glitches, similar to a screenshot I saw of a Maxwell water issue. If you know anything about this please share, I've been trying to get Fullbright to work with SUES for months.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from bruceatsr44»
    brightnessSetting uniform: Explained in my post on the last page.

    Biome ID uniform: Could be used for a lot of stuff, right now I'm thinking about differing water color between River, Beach and Deep Ocean biomes. Also to alter the what is drawn on the sky, which is visible in the Nether when chunks are loading.

    Disable shadow projection in the Nether and The End. Right now no shadows are drawn, but there is still an impact on performance when you set the shadow resolution up.

    Sliders on the render and shadow resolution multipliers (on the GUI). This would remove the annoyance of having to click all the way up to the highest resolution when you actually want to lower a setting. The Optifine GUI has a good implementation of this.

    Generic GUI elements: buttons added to the GUI (on a separate screen possible as the current GUI is pretty full) that can be accessed as uniforms by the shaders. I'm thinking perhaps you could have their display names controlled by a .txt in the shaderpack, similar to pack.mcmeta which is used by resource packs. An example of their use would be in SUES if Cody bound the DOF and Motion Blur code to some of these buttons.

    Ability to increase the Shadow Projection Distance. Even more important now that we have 32 chunk render distance in the vanilla game. Especially for screenshots where performance isn't an issue, I think this is a necessary addition (assuming it's possible, I don't know if the current distance is caused by lwjgl or something).

    Please at least look these over Karyonix, I've completely halted work on my personal SUES edit just because it needs a brightness uniform so badly ;_;
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    I figured I'd post a few of the ideas I've come up with over the last couple months, so here you go:


    brightnessSetting uniform: Explained in my post on the last page.

    Biome ID uniform: Could be used for a lot of stuff, right now I'm thinking about differing water color between River, Beach and Deep Ocean biomes. Also to alter the what is drawn on the sky, which is visible in the Nether when chunks are loading.

    Disable shadow projection in the Nether and The End. Right now no shadows are drawn, but there is still an impact on performance when you set the shadow resolution up.

    Sliders on the render and shadow resolution multipliers (on the GUI). This would remove the annoyance of having to click all the way up to the highest resolution when you actually want to lower a setting. The Optifine GUI has a good implementation of this.

    Generic GUI elements: buttons added to the GUI (on a separate screen possible as the current GUI is pretty full) that can be accessed as uniforms by the shaders. I'm thinking perhaps you could have their display names controlled by a .txt in the shaderpack, similar to pack.mcmeta which is used by resource packs. An example of their use would be in SUES if Cody bound the DOF and Motion Blur code to some of these buttons.

    Ability to increase the Shadow Projection Distance. Even more important now that we have 32 chunk render distance in the vanilla game. Especially for screenshots where performance isn't an issue, I think this is a necessary addition (assuming it's possible, I don't know if the current distance is caused by lwjgl or something).
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Hey there, I have a feature request I think.

    So I'm going trying to rework SUES to be more playable, and one of the things I'm trying to bring back is support for Fullbright, Right now most Fullbright mods work by just increasing the in-game brightness option to something like %1,500. The problem is that SUES has reworked the entire lighting system to occur inside composite instead of gbuffers_terrain. It has edited gbuffers_terrain so that if you remove all the composite files and final, it will look like Fullbright is on all the time. The change in gbuffers_terrain looks like this:

    vec4 albedo = texture2D(texture, texcoord.st) * texture2D(lightmap, lmcoord.st) * color; //default code

    vec4 albedo = texture2D(texture, texcoord.st) * color; //how SUES does things in gbuffers_terrain

    This omission would be fine except that none of the code that composite uses to construct its sky lightmap has any relation to the in-game brightness setting (which to my understanding just adds skylight). This is the SUES code for the sky lightmap:

    texture2D(gdepth, texcoord.st).b

    And trying insert lmcoord into it causes split-screen errors and flickering (yes I remembered to initialize it in the vertex shader). Right now my workaround is to return some albedo control to gbuffers_terrain and reduce the control of composite, but this leaves a lot to be desired.

    The most obvious thing I could think of to help would be a brightnessSetting uniform so that I could simply have composite control all light normally, and then switch to my current setup when the setting exceeds a certain value (when Fullbright is on).
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)
    Quote from Sildur1 »
    You can remove the download for now, downloaded it. Also you should probably consider to PM instead of posting it directly into my thread...



    Sorry sorry, I don't really use Pm's on this forum though so it didn't occur to me.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)
    Hey, I'm working on a video with SUES and my Acid Shaders and since I figured out how to get them working together I figured I'd go ahead and implement them in your shaders, seeing as you're the only realism shaders to show an interest in Acid Shaders.



    I implemented them into 1.051 Ultra, and you can download those here. I'll take the download down once you get them as it contains more than just the modified files. The modified files are gbuffers_terrain.vsh, gbuffers_entities.vsh, gbuffers_water.vsh and shadow.vsh. The only modification is the addition of this code (plus the necessary initializations in some cases):

    float distanceSquared = position.x * position.x + position.z * position.z;

    position.y += 5*sin(distanceSquared*sin(float(frameTimeCounter + 36000)/143.0)/1000);

    float x = position.x;
    float y = position.y;
    float z = position.z;

    float om = sin(distanceSquared*sin(float(frameTimeCounter + 36000)/256.0)/5000) * sin(float(frameTimeCounter + 36000)/200.0);

    position.y = x*sin(om)+y*cos(om);
    position.x = x*cos(om)-y*sin(om);



    And that code always goes right before this line:

    gl_Position = gl_ProjectionMatrix * gbufferModelView * position;


    Anyway it's up to you whether you package and release this or not, I just wanted to make it as easy as possible.

    On another note I have a GLSL question regarding the video that I'm currently working on. As a ghetto fix for a problematic render optimization, I include transformations such as these:

    float x = position.x;
    float y = position.y;

    position.x = y;
    position.y = -x;

    As you can probably imagine, this rotates the world by 90 degrees, turning on its side. I've worked out most of the consequences of doing this except one last one. In order to rotate the sun & moon to make it seem as though no transformation ever took place, I altered the day and night cycle (specifically, it will look like worldTime 6,000 when the worldTime is 0). This I did successfully on all aspects of the cycle (sky gradient, celestial body glow, etc) except the aspect of which celestial body is the current light caster. This is where I need someone to help me out.

    So right now if I set worldTime to 0, it looks like 6,000. If I set worldTime to 23,000, it looks like 5,000 except that the shadows are being cast by the moon, which is underneath the terrain. I have found no way to alter this.

    I figured it would be related to something like this line (which is in your shaders also, except you use worldTime in place of sunAngle):

    if (sunAngle < 0.5f) {
    lightVector = normalize(sunPosition);
    } else {
    lightVector = normalize(moonPosition);
    }

    However even if I change that to this:


    if (sunAngle < 0.5f) {
    lightVector = normalize(sunPosition);
    } else {
    lightVector = normalize(sunPosition);
    }

    No change is seen aside from shadows not correctly being calculated at night (at 23,000, the sun is still not the shadow-caster).


    So that's all I've got, assuming you made it through that whole thing. I'm coming posting here for help because I have no idea who else to ask. Both Karyonix and Sonic Ether's threads are massive, and it's unlikely I'd get a reply from them there.
    Posted in: Minecraft Mods
  • To post a comment, please .