• 0

    posted a message on hoo00's shaders pack B
    Quote from SwordShaman»

    I've been playing with your shader settings to try to increase overall brightness, as I find it very hard to see even during the day when under any form of shadows and such. Do you have any suggestions?


    Great shader, btw. Do you have any plans on implementing POM in the future?




    Thank you for your questions and comments. To increase the overall brightness, please adjust the color brightness and color contrast under lights. The settings now work for end and nether in v3.2.3.

    Yes, POM is being tested.


    Test build: B-v4.0.0.zip. A resource pack required.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Foliage
    Quote from OctarineNoise»

    Actually, it seems BF+OF with shaders work fine in 1.10.2. No issues with leaves or logs or anything.

    What exactly is the problem?


    You can see the problem with this simple shaderpack: BF.zip


    The grass and logs (using MC_ENTITY.X / BLOCK ID) are colored blue (in gbuffers_terrain.vsh). Turning BF on, they turn red (MC_ENTITY.X == 0).

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Foliage

    Shaders not getting round logs' block ID (17, 162).


    Forge + Optifine + BF Version: 1.10

    Minecraft 1.10.2

    Posted in: Minecraft Mods
  • 0

    posted a message on hoo00's shaders pack B

    Perhaps you should try karyonix's bump-shadow-waving shader first (link above). If that does not work, please upgrade your system.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    sp614x, for the shader mod, can you split clouds from particles? Also, gbuffers_textured_lit does not seem to get anything.

    Posted in: Minecraft Mods
  • 0

    posted a message on hoo00's shaders pack B

    What about the others?

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    @Sedridor
    The offset is defined inside the shaderpacks/[zip file]/shaders/Composite.fsh:

    const float	sunPathRotation	= -23.5;   // Internal
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    By the way, the shaders option, Cloud Shadow: on has no been working since 1.8. Can fix? Thanks.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Edit: *It is a known bug for Minecraft*


    Why do the clouds and sky on the horizon turn dark gray whenever the player enters a water block? Can it be fixed?

    dark

    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders that keep water textures?

    Please try my shader (self promotion :). It uses the resource pack water texture. Turn off bloom and dof if it is too slow (optifine 1.8.9).

    Posted in: Mods Discussion
  • 11

    posted a message on hoo00's shaders pack B

    Shaders pack for karyonix's shaders mod

    B

    Version 1.10.2
    B-v3.2.4.zip
    - Fixed glowing chest
    - Modified SSAO to sample colors
    - Fixed tangent matrix

    Version 1.9.2
    B-v3.2.1.zip
    - Added wetness reflection
    - Added volumetric clouds
    - Added shader options

    B-v3.1.4.zip
    - Reduced noise in fog
    - Fixed sky, end and nether
    - Fixed glowing lamps, beacons and beams
    - Modified lights and shadow again
    - Fixed lighting of main-hand and off-hand





    Version 1.8.9
    B-v3.0.16.zip
    - Added support for nether and end
    - Added dynamic ambient and grass illumination
    - Fixed SSAO banding issue
    - Added fire glows and fixed DOF cursor transition
    - Fixed specular map effect
    - Modified visual of clouds, beacons and transparent objects
    - Modified visual of hand, fixed shadow
    - Improved fire model

    Default normals and specular
    NormSpec.zip
    - version 1.8.9 resource pack
    - release 0.1 (mostly auto generated)

    Version 1.8
    B-v2.3.22.zip

    Version 1.7
    B-v2.3.20.zip

    Disclaimer:
    Shaders pack developed for sharing with permissions from and/or credits given to:
    karyonix's bump-shadow-waving - base work
    Sildur's Vibrant shaders 1.03
    MrMeep_x3 v0.3
    DeDelner

    Posted in: Minecraft Mods
  • 1

    posted a message on Shaders pack B (for Shaders mod by karyonix)
    request_1

    I removed most of things.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders pack B (for Shaders mod by karyonix)
    SUES and others dedicate more resolution to nearby shadows by changing the shadow projection matrix. The change however screws up cloud shadows. If you don't care about clouds or manage to get volumetric clouds to work, you can change the projection matrix in shadow.vsh and shadow projection matrix in composite.fsh. Below is a simple bias using a sine function. pi/2 = 1.57079.... values of warp is from 0 to 1.

    shadow.vsh
    vec4 warp = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    warp.x = sin(1.5708f * warp.x); // shadow bias
    warp.y = sin(1.5708f * warp.y); // shadow bias
    gl_Position = warp;

    composite.fsh
    vec4 warp = shadowProjection * worldpos;
    warp.x = sin(1.5708f * warp.x); // shadow bias
    warp.y = sin(1.5708f * warp.y); // shadow bias
    warp /= warp.w;
    vec2 shadowPos = warp.st * 0.5f + 0.5f;

    Other packs use:
    warp.xy *= 1.0f / (length(warp.xy) * 0.9f + 0.1f); // shadow bias
    Posted in: Minecraft Mods
  • 1

    posted a message on Shaders pack B (for Shaders mod by karyonix)
    You can have detailed shadow by editing composite.fsh:

    const int shadowMapResolution = 2048; // Internal <<< as high as you wish (4096, 8192, etc)

    const float shadowDistance = 128.0f; // Internal <<< as far as your computer can handle
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders pack B (for Shaders mod by karyonix)
    Thanks for the comments.
    The distance fog function is in composite1.fsh:

    Currently:
    float dist = (1.0f + rainStrength * 0.4f) * 180.0f / max(280.0f - length(feye) * fog_level * 215.0f / far, 122.0f) - 0.5f + rainStrength * 0.1f;
    70 blocks away:
    float dist = (1.0f + rainStrength * 0.4f) * 350.0f / clamp(280.0f - length(feye) * fog_level * 215.0f / far, 132.0f, 208.0f) - 1.68f + rainStrength * 0.1f;


    EDIT: It looks quite good at 70 blocks away. I have updated the pack.
    Posted in: Minecraft Mods
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