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.
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)
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.
0
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.
0
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).
0
Shaders not getting round logs' block ID (17, 162).
Forge + Optifine + BF Version: 1.10
Minecraft 1.10.2
0
Perhaps you should try karyonix's bump-shadow-waving shader first (link above). If that does not work, please upgrade your system.
0
sp614x, for the shader mod, can you split clouds from particles? Also, gbuffers_textured_lit does not seem to get anything.
0
What about the others?
0
@Sedridor
The offset is defined inside the shaderpacks/[zip file]/shaders/Composite.fsh:
0
By the way, the shaders option, Cloud Shadow: on has no been working since 1.8. Can fix? Thanks.
0
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?
0
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).
11
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
1
I removed most of things.
0
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
1
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
0
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.