Development of the GLSL bits is halted for the time being. I was away from minecraft for a while, busy with other games and real life. When I got back someone showed me the wonders if industrial craft... So.... :tongue.gif:
I did a small update on the shader anyway:
Quote from Soulwynd »
Links:
minecraft.jar/shaders/final.fsh - UPDATED - Now torches should give a bit more light. Lemme know what you guys think.
minecraft.jar/shaders/base.fsh - 64x bumpmap + my own glow hack.
minecraft.jar/shaders/base.vsh - You need this from "mods/shaders/alternative shaders/daxnitro-bump mapping" from your GLSL install folder.
minecraft.jar/terrain.png - Different glass + colored wheat.
minecraft.jar/terrain_nh.png - ~50% done
minecraft.jar/terrain_s.png - ~30% done
Part of the problem of the torches not giving light is because the textures themselves are really dark. So they are not exactly 'reflective'. That's my only issue with this texture pack, everything ends up so dark, but at least that gives a nice contrast with the glow now.
Edit: If anyone else is continuing this texture pack, make sure to announce, make a new post and let me know, if you want to add my stuff to the pack.
Little treat for you guys, guess what's unusual about that picture. :wink.gif:
Quote from Soulwynd »
Links:
minecraft.jar/shaders/final.fsh - UPDATED - Based on Yourself's joint shader. It now has star sloom, Varying aperture DoF (needs to be toggled if you want it), and now hand held torches & redstone torches cast light.
minecraft.jar/shaders/base.fsh - 64x bumpmap + my own glow hack.
minecraft.jar/shaders/base.vsh - You need this from "mods/shaders/alternative shaders/daxnitro-bump mapping" from your GLSL install folder.
minecraft.jar/terrain.png - Different glass + colored wheat.
minecraft.jar/terrain_nh.png - ~50% done
minecraft.jar/terrain_s.png - ~30% done
Well, GLSL has problems with ATI cards (which aren't very opengl friendly). Try editing final.fsh and commenting out the defines until you find the one that's causing it.
You only have 3 you can comment out now anyway:
#define ENABLE_AA
#define ENABLE_BLOOM_SOUL <- Only thing I edited in that final.fsh
#define ENABLE_DOF
Just in case, to comment out you add a "//" before the define, like:
//#define ENABLE_DOF
It could be my bloom, since it's the only thing using arrays in that shader. If ATI has issues with GLSL arrays, well, that would be silly.
Make sure you're putting them in the right place inside of minecraft.jar.
Quote from Soulwynd »
Links:
minecraft.jar/shaders/final.fsh - Yourself (what kind of nick is that?) joint shader, credit goes to him and the other dudes, I only did the new bloom.
minecraft.jar/shaders/base.fsh - 64x bumpmap + my own glow hack.
minecraft.jar/shaders/base.vsh - You need this from "mods/shaders/alternative shaders/daxnitro-bump mapping" from your GLSL install folder.
minecraft.jar/terrain.png - Different glass + colored wheat.
minecraft.jar/terrain_nh.png - ~50% done
minecraft.jar/terrain_s.png - ~30% done
Btw, you need to run the HD texture fix with rezcraft first, then install GLSL, then put in those files. To see if things are installing correctly, run the game before putting my files in.
I must be doing something wrong here, but how do you install the GLSL components? I can get the GLSL mod to work but once I add the tweaks on here into the minecraft.jar folder, my maps go to load up and then minecraft freezes.
Sorry, forgot to mention you need the vertex shader (base.vsh) from "mods/shaders/alternative shaders/daxnitro-bump mapping". It's in the GLSL install zip. It should go inside minecraft.jar/shaders/
Alright, did some more work on the bloom and a bit of the textures but stopped for today since I didn't get much sleep. Tiiired.
Anyway, re-quoting the links and adding one more.
Quote from Soulwynd »
Links:
minecraft.jar/shaders/final.fsh - Yourself (what kind of nick is that?) joint shader, credit goes to him and the other dudes, I only did the new bloom.
minecraft.jar/shaders/base.fsh - 64x bumpmap + my own glow hack.
minecraft.jar/shaders/base.vsh - You need this from "mods/shaders/alternative shaders/daxnitro-bump mapping" from your GLSL install folder.
minecraft.jar/terrain.png - Different glass + colored wheat.
minecraft.jar/terrain_nh.png - ~50% done
minecraft.jar/terrain_s.png - ~30% done
The bloom I'm using is a 12 step star gaussian blur limited to only the glow bits of the scene and then added to the render. It's not the best, but it should give an eerie feeling. If I could, i would have done a full 16 step gaussian blur on the glow into a preprocessing layer and then add it to the final scene, but sadly, i can't do that with GLSL as it is now.
You can adjust the intensity in the final.fsh file by changing the BLOOM_STRENGTH definition. You can make a bit more or less stuff look somewhat glowy by changing BLOOM_THRESHOLD, down for more, up for less. It's already set on 0.7 which ensures everything that should glow has that bloom and lets other stuff have a bit of it as well.
Other than that, I updated the leaves that were glowing madly and changed the glass' parallax effect to make it more visible. I also updated the wood floor but I'm not entirely happy with it yet. The regular trees look nice now, with a glow and a nice specular effect when used as flooring.
I was looking for a good skin to use or convert to GLSL, but after looking around for a few days, I came back to yours, which is pretty much one of my fav and decided to add the GLSL data to it. Glad I did, it's looking even better.
Please note that I put very -little- work into the specular texture and the glows, so most things will have fuxxored glow. But the things that have their glow set correctly, do look nice. Also, ignore the shiny trees, I will fix them later.
I will probably continue working on a decent glow shader effect for now and resume work on the textures later.
Right now I'm working on a shader to simulate tron's glow because, well, I got that in my mind and now I need to work it through before tackling the textures again.
Here's a little teaser:
For now it's using the specular map to calculate where the glow should be, but I don't want to lose the specular features either, so I need to alter the fragment shader, which I haven't yet. The glow right now is just a square 9-pass blur glow. Ideally, I should create a glow layer for each frame and then add it to the scene, but I'm not sure I can, since I only have access to the final pixel shader. So if I try to make the glow wider (without looking squareish), it becomes too intensive for the GPU. On the other hand, if I could create a pass just for the glow, I could make it awesome without wasting much GPU, gotta figure this out.
0
0
I did a small update on the shader anyway:
Part of the problem of the torches not giving light is because the textures themselves are really dark. So they are not exactly 'reflective'. That's my only issue with this texture pack, everything ends up so dark, but at least that gives a nice contrast with the glow now.
Edit: If anyone else is continuing this texture pack, make sure to announce, make a new post and let me know, if you want to add my stuff to the pack.
0
0
Plus on the GLSL mod they warn you about it.
0
Yup.
0
Little treat for you guys, guess what's unusual about that picture. :wink.gif:
0
First time I went into the Nether after I started this, I think I like it.
0
0
You only have 3 you can comment out now anyway:
#define ENABLE_AA
#define ENABLE_BLOOM_SOUL <- Only thing I edited in that final.fsh
#define ENABLE_DOF
Just in case, to comment out you add a "//" before the define, like:
//#define ENABLE_DOF
It could be my bloom, since it's the only thing using arrays in that shader. If ATI has issues with GLSL arrays, well, that would be silly.
0
Btw, you need to run the HD texture fix with rezcraft first, then install GLSL, then put in those files. To see if things are installing correctly, run the game before putting my files in.
0
Sorry, forgot to mention you need the vertex shader (base.vsh) from "mods/shaders/alternative shaders/daxnitro-bump mapping". It's in the GLSL install zip. It should go inside minecraft.jar/shaders/
0
Alright, did some more work on the bloom and a bit of the textures but stopped for today since I didn't get much sleep. Tiiired.
Anyway, re-quoting the links and adding one more.
The bloom I'm using is a 12 step star gaussian blur limited to only the glow bits of the scene and then added to the render. It's not the best, but it should give an eerie feeling. If I could, i would have done a full 16 step gaussian blur on the glow into a preprocessing layer and then add it to the final scene, but sadly, i can't do that with GLSL as it is now.
You can adjust the intensity in the final.fsh file by changing the BLOOM_STRENGTH definition. You can make a bit more or less stuff look somewhat glowy by changing BLOOM_THRESHOLD, down for more, up for less. It's already set on 0.7 which ensures everything that should glow has that bloom and lets other stuff have a bit of it as well.
Other than that, I updated the leaves that were glowing madly and changed the glass' parallax effect to make it more visible. I also updated the wood floor but I'm not entirely happy with it yet. The regular trees look nice now, with a glow and a nice specular effect when used as flooring.
0
Thanks. :smile.gif:
I was looking for a good skin to use or convert to GLSL, but after looking around for a few days, I came back to yours, which is pretty much one of my fav and decided to add the GLSL data to it. Glad I did, it's looking even better.
0
Most notable examples right now are chests, grass, smooth stone steps, mossy cobble, and dirt.
You need to redownload base.fsh for this.
Please note that I put very -little- work into the specular texture and the glows, so most things will have fuxxored glow. But the things that have their glow set correctly, do look nice. Also, ignore the shiny trees, I will fix them later.
I will probably continue working on a decent glow shader effect for now and resume work on the textures later.
0
Here's a little teaser:
For now it's using the specular map to calculate where the glow should be, but I don't want to lose the specular features either, so I need to alter the fragment shader, which I haven't yet. The glow right now is just a square 9-pass blur glow. Ideally, I should create a glow layer for each frame and then add it to the scene, but I'm not sure I can, since I only have access to the final pixel shader. So if I try to make the glow wider (without looking squareish), it becomes too intensive for the GPU. On the other hand, if I could create a pass just for the glow, I could make it awesome without wasting much GPU, gotta figure this out.