yae for some reason when i put the final.fsh in the shaders folder i go on and nothing has changed at all i dont know what happened because it use to work perfectly
I learned that you need to delete final.fsh in the minecraft.jar and then rename the final.fsh.txt to just final.fsh and
place that into the minecraft.jar
Whoops. mc_Entity totally slipped my mind. I added it. I think the only other uniform (excluding build-in GLSL uniforms) that wasn't on there was heldBlockLightValue which I just added to the mod today.
Yeah, I think you're right. :smile.gif: Must've been my mistake about the uniforms. I looked through the code last night after I posted that and didn't find any. Maybe I was looking at a built-in uniform and was thinking of something else. Sorry about that. :smile.gif:
I have a little problem, when I have both DOF and BLOOM on, I get a weird double vision. It goes back to normal when I only have one on at a time.
Did you change anything else in the shader file?
I'm not sure what would cause that... I've played around with quite a few settings and never gotten anything like that.
Download the shader I made on the wiki. Follow the instructions in the wiki.
Just open your minecraft.jar with a zip manager that can handle .rar and .jar files, then put the file you downloaded into the 'Shaders' folder inside the minecraft.jar. If it asks you to overwrite it, say yes.
Boom, you're done.
(Edit: And yeah... Please don't save with the .txt extension if you edit the file. It is supposed to be 'final.fsh' only. A regular '.txt' file, or anything else, won't be read by dax's mod.)
For everyone:
I added the anonymous Cel Shader to the other shaders.
So now you get: DOF, Bloom, an Cel Shading... All in one. http://www.mediafire.com/?71fwgqy9rvvojyd
(Someone can put this up on the wiki for me, if they want. Replace the one with DOF and Bloom... Don't want to clutter the wiki.)
For everyone:
I added the anonymous Cel Shader to the other shaders.
So now you get: DOF, Bloom, an Cel Shading... All in one. http://www.mediafire.com/?71fwgqy9rvvojyd
(Someone can put this up on the wiki for me, if they want. Replace the one with DOF and Bloom... Don't want to clutter the wiki.)
For everyone:
I added the anonymous Cel Shader to the other shaders.
So now you get: DOF, Bloom, an Cel Shading... All in one. http://www.mediafire.com/?71fwgqy9rvvojyd
(Someone can put this up on the wiki for me, if they want. Replace the one with DOF and Bloom... Don't want to clutter the wiki.)
Hi, so I was trying to install bump-mapping features, and followed all of the instructions , but when I start a new world, the texture looks like this :
I've also tried force updating the minecraft.jar before installing GLSL. Does anyone know how to fix it? Thanks in advance :smile.gif:
The shaders and waving weat look amazing! I've got the depth of field by Azraeil, bloom by CosmicSpore along with the edited bloom and colour by anonymous. Really nice work daxnitro, ComicSpore, Azraeil and anonymous!
The only problem I'm having is seeing the mob spawners through walls like a few other people mentioned. Is everyone getting this? And is there a fix?
I just posted a new update. It has a bug fix or two, but also includes some new uniforms that will allow people to make some interesting shaders. The new uniforms are gbufferPreviousProjection, gbufferProjection, gbufferPreviousModelView, gbufferModelView, gbufferModelViewInverse, previousCameraPosition, and cameraPosition. Using those shaders can know what the exact location and orientation of the camera currently is and was for the previous frame. This information can be used to perform cheap motion blur and I even threw an implementation of this into the alternative shaders folder. However, I'm not completely happy with it so I named it motion-sickness instead. Maybe someone else can make it better? Another interesting use of these uniforms could do something like project the cardinal directions on the ground when you have out the compass.
One of the bugs I fixed was the mob spawner bug. That was just a stray piece of code I didn't mean to leave in the shader.
I just posted a new update. It has a bug fix or two, but also includes some new uniforms that will allow people to make some interesting shaders. The new uniforms are gbufferPreviousProjection, gbufferProjection, gbufferPreviousModelView, gbufferModelView, gbufferModelViewInverse, previousCameraPosition, and cameraPosition. Using those shaders can know what the exact location and orientation of the camera currently is and was for the previous frame. This information can be used to perform cheap motion blur and I even threw an implementation of this into the alternative shaders folder. However, I'm not completely happy with it so I named it motion-sickness instead. Maybe someone else can make it better? Another interesting use of these uniforms could do something like project the cardinal directions on the ground when you have out the compass.
One of the bugs I fixed was the mob spawner bug. That was just a stray piece of code I didn't mean to leave in the shader.
I'll try this one. I am gonna try it with Optifine instead of MCpatcher this time. Maybe it'll make a difference. It's the only thing I haven't tried yet.
I'll try this one. I am gonna try it with Optifine instead of MCpatcher this time. Maybe it'll make a difference. It's the only thing I haven't tried yet.
I looked up your error and apparently it can be caused when the framebuffer's color attachments have different internal formats (in this case, the depth g-buffer is of higher precision than the other g-buffers). I have no idea why you're getting this error when other people aren't, but I might be able to make it work for you in the next update. We'll see.
I learned that you need to delete final.fsh in the minecraft.jar and then rename the final.fsh.txt to just final.fsh and
place that into the minecraft.jar
Yeah, I think you're right. :smile.gif: Must've been my mistake about the uniforms. I looked through the code last night after I posted that and didn't find any. Maybe I was looking at a built-in uniform and was thinking of something else. Sorry about that. :smile.gif:
Nevermind, I got my answers from your bump mapping composite vector. Thanks. :smile.gif:
Did you change anything else in the shader file?
I'm not sure what would cause that... I've played around with quite a few settings and never gotten anything like that.
Download the shader I made on the wiki. Follow the instructions in the wiki.
Just open your minecraft.jar with a zip manager that can handle .rar and .jar files, then put the file you downloaded into the 'Shaders' folder inside the minecraft.jar. If it asks you to overwrite it, say yes.
Boom, you're done.
(Edit: And yeah... Please don't save with the .txt extension if you edit the file. It is supposed to be 'final.fsh' only. A regular '.txt' file, or anything else, won't be read by dax's mod.)
For everyone:
I added the anonymous Cel Shader to the other shaders.
So now you get: DOF, Bloom, an Cel Shading... All in one.
http://www.mediafire.com/?71fwgqy9rvvojyd
(Someone can put this up on the wiki for me, if they want. Replace the one with DOF and Bloom... Don't want to clutter the wiki.)
Enjoy! :smile.gif:
thanks will try this..
Looks all good but I found a bug. You can see the outlines of blocks through what your holding. http://dl.dropbox.com/u/7748762/Photos/2011-12-05_00.04.34.png
edit.
Also noticed something with the sky.
http://dl.dropbox.com/u/7748762/Photos/2011-12-05_00.15.09.png
Still having problem. Anyone know fix?
2) Crosschair on the mob on the hitting distance.
I've also tried force updating the minecraft.jar before installing GLSL. Does anyone know how to fix it? Thanks in advance :smile.gif:
The only problem I'm having is seeing the mob spawners through walls like a few other people mentioned. Is everyone getting this? And is there a fix?
I tried this tutorial http://www.minecraftforum.net/topic/350344-allocating-more-memory-to-java-windows
but nothing change :sad.gif:
>_< I can't believe I left that in there . . . Remove this from gbuffers_terrain.vsh:
One of the bugs I fixed was the mob spawner bug. That was just a stray piece of code I didn't mean to leave in the shader.
Damn that's pretty. I'm gonna try this one as soon as I can get shaders.
I'll try this one. I am gonna try it with Optifine instead of MCpatcher this time. Maybe it'll make a difference. It's the only thing I haven't tried yet.
Ok thank you very much. loving that your shader is back up :smile.gif:
I looked up your error and apparently it can be caused when the framebuffer's color attachments have different internal formats (in this case, the depth g-buffer is of higher precision than the other g-buffers). I have no idea why you're getting this error when other people aren't, but I might be able to make it work for you in the next update. We'll see.
Depth of field is cool and all but doesn't really work well for me since often times I'm not looking right where the cursor is.