I downloaded the newer ShadersModCore-v2.3.17-mc1.7.10-f1160.jar, and I can confirm that my Jelly World shader still has the flat shading on my character as well as plants not bouncing about while planted in flower pots.
I have an issue that seems to be related to the mod, I get it regardless of shaderpacks used. It may be related to some other mods though, im not sure.
The issue
At certain chunks, or areas, the shadows becomes very wrong and starts to move around on the ground rapidly, unfortunately, one of these areas is at my base.
Special Circumstances that may affect the bug Im running TechnicLauncher using a modpack called Moonlite Vanilla++. It adds around 50 mods, some of which may impact this, specifically since this occurs in my base where Im using a lot of non-vanilla light blocks. Some notable mods that may affect the shadersmod: ProjectRed: Lightning, Thaumcraft (nodes) and Botania (particle effects).
My Setup Minecraft 1.7.2, with the latest version of Forge.
Java 7, 64 bits
Intel i7 Haswell, with an Nvidia 760 GTX - Drivers updated.
PC is good enough, Im getting 60 FPS without drops using the mod and the SEUS shaders
Console Error When entering the area affected, this is spammed in the console: [B#439] GL error 0x0502: Invalid operation at shadow fogMode Note, the game does not crash, nor is the FPS affected negatively, everything just renders funny.
Video Notice how it's ok outside the affected area, around 00:20-25 the issue starts appearing.
If you run into this problem without other mod or if you can specify which mod is conflicting with ShadersMod, please tell me.
So I have Shaders installed. On big servers that have lobbies in it and whenever I switch to a different lobby my skin changes to Steve. This only happens Client-Side. My friend also has the same thing going on with him.
Does anybody know a solution for fixing this? It gets very annoying seeing Steve's hand...
Running many shaderpacks will cause an "invalid program" error to appear in chat involving gbuffers_terrain, gbuffers_hand, and gbuffers_entities, amongst others. Those ones are the most common. The result is either a black screen or a greenscaled frame-overlay screen. Not sure why this is happening. I'm running Ubuntu 14.04 LTS, latest graphics drivers installed. The graphics card itself is Intel 2nd-gen core integrated controller (It's an old but really powerful Dell Inspiron desktop). I know that Intel Integrated cards aren't exactly supported, but I don't think these errors are related to that. I have not altered the shaderpacks in question whatsoever. Please help me as soon as you can.
I also can't run any SEUS packs, but I think that's because of the graphics card itself, as they don't give me any of the above errors when I load the packs.
These errors are related to graphics driver and shaders.
The graphics drivers from different vendors has different GLSL compiler.
Shaders which pass the test on NVIDIA and AMD driver may contain errors that NVIDIA's and AMD's compilers overlook but Intel's compiler doesn't let it pass. There can also be the case that the driver has bug.
Some render problem are caused by shaders' dependence on some behavior of graphics driver which is not defined in OpenGL standard.
With limited resource (man-time and money), some programmers just release what work on their computers.
More work need to be done if you want to make shaders that is compatible with Intel's driver. But even if it work, the Intel GPUs are very slow, so people think it will be a waste of time to develop for Intel GPU.
Call me a weirdo, but I like to fish in Minecraft...
Since updating to 1.7.10 I can no longer see the little air bubbles in water (indicating that a fish is about to bite) when using SEUS 10.1 or Chocapic 4.2, but Sildur's 1.03 still works ok. Funny thing is they are the exact same unmodified packs I was using in 1.7.2 (ShadersModCore 2.3.12), but now that I've updated to 1.7.10 (ShadersModCore 2.3.18) these particles are invisible or almost invisible.
Any ideas what might be causing this? The shaders mod version, the shader packs I'm using, Optifine (1.7.10 U A4), MC 1.7.10 itself?
I don't know at this time what cause this problem.
I fixed the flickering nametags. I've never modded before, but after a couple hours of fiddling around and I found turning the alpha channel to 0 on the nameplates fixed everything. I'm running mc 1.7.10 on windows 8 with a gtx 760.
there was another RGBA code somewhere in a different class in minecraft.jar that had the have the same done to it for when people are sneaking. There's no nameplates now, but the names themselves appear. You'd think the names would be hard to see without a backdrop, but it really isn't that bad, and definitely not bad as what I was looking at.
I'm not a big mc player, but this shader got me liking it a lot more.
Developing environment
- Extract forge src to forge folder. Run "gradlew setupDecompWorkspace setupDevWorkspace" until it succeeded, then "gradlew build", then "gradlew eclipse".
- Delete everything in src\main folder inside forge folder.
- Extract smc-2.3.18-mc1.7.10-src.7z to src\main folder.
- Read patch file shadersmod-mcf.patch
- Find %userprofile%\.gradle\caches\minecraft\net\minecraftforge\forge\*\forgeSrc-*-sources.jar and extract it somewhere.
-- Select files that need to be patched and copy them to src\main with correct folder structure.
- Apply patch shadersmod-mcf.patch
- In eclipse, add java_dev folder as another source folder.
- In eclipse, exclude InitNames in src folder from build path. Use InitNames in java_dev folder instead.
- Find %userprofile%\.gradle\caches\modules-2\files-2.1\net.minecraftforge\forge\*\*\forge-*-userdev.jar and extract conf\*.csv and conf\*.srg in it to forge\conf and rename packaged.srg to joined.srg.
I am getting lag with a GTX 770 and I7-4770K. It runs at 60fps but constantly drops to low 30's, I tried a few different shaders and also tried forge and non forge version but still get lag. I am using 1.7.2 forge and 1.7.10 non forge. Any idea how to fix it?
Have you tried installing Optifine? Using Optifine alongside shaders is very helpful
I think it's the John Smith resource pack that is causing the problem. I reinstalled 1.7.2 and it runs perfectly with all other resource packs, but as soon as I add John Smith into the resource pack folder they all start to lag. I noticed on the John smith site that they don't have a specific version for 1.7.2 could anyone recommend one that would work with this mod? If so it would be really helpful as that is my favourite resource pack. Thanks
I'm using ChromaHills from the OP, and it looks similar, but not the same. Also, DO use optifine if using anything above a 16x16 texture pack. Minecraft can't handle more than that along side shaders. Also Optifine can better handle the 780 than vanilla minecraft.
java.lang.OutOfMemoryError: Java heap space
at shadersmodcore.client.ShadersTex.getIntArray(ShadersTex.java:75)
at shadersmodcore.client.ShadersTex.loadSimpleTexture(ShadersTex.java:837)
at bpu.a(SourceFile:48)
at bqf.a(SourceFile:72)
at bqf.a(SourceFile:40)
at bbu.(SourceFile:58)
at bao.ag(SourceFile:387)
at bao.f(SourceFile:713)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at shadersmodcore.client.ShadersTex.getIntArray(ShadersTex.java:75)
at shadersmodcore.client.ShadersTex.loadSimpleTexture(ShadersTex.java:837)
at bpu.a(SourceFile:48)
-- Resource location being registered --
Details:
Resource location: minecraft:textures/font/ascii.png
Texture object class: bpu
Stacktrace:
at bqf.a(SourceFile:72)
at bqf.a(SourceFile:40)
at bbu.(SourceFile:58)
at bao.ag(SourceFile:387)
-- Initialization --
Details:
Stacktrace:
at bao.f(SourceFile:713)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 418016496 bytes (398 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.10-ShadersMod2.3.19
LWJGL: 2.9.1
OpenGL: GeForce GT 630/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [[1.7]_R3D.CRAFT_DR-128x_v0.1.5.zip] Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
You only have 512MB allocated to Minecraft, you need to bump that to 1G or 2G (1G is the default).
It's a known bug, chances are it is at the default, but some systems get a windows variable that sets the MC Java Heap to 512MB.
Hold the windows key and press pause/break (brings up the System window), then go to Advanced System Settings, then Environment Variables. Find the variable (likely in the bottom of the 2 windows) that says JAVA_HEAP or something like that, click on it, and delete. It will be set to 512M or 512Mb.
I am getting lag with a GTX 770 and I7-4770K. It runs at 60fps but constantly drops to low 30's, I tried a few different shaders and also tried forge and non forge version but still get lag. I am using 1.7.2 forge and 1.7.10 non forge. Any idea how to fix it?
I think it's the John Smith resource pack that is causing the problem. I reinstalled 1.7.2 and it runs perfectly with all other resource packs, but as soon as I add John Smith into the resource pack folder they all start to lag. I noticed on the John smith site that they don't have a specific version for 1.7.2 could anyone recommend one that would work with this mod? If so it would be really helpful as that is my favourite resource pack. Thanks
I'm using ChromaHills from the OP, and it looks similar, but not the same. Also, DO use optifine if using anything above a 16x16 texture pack. Minecraft can't handle more than that along side shaders. Also Optifine can better handle the 780 than vanilla minecraft.
I use John Smith Legacy myself, and it does have a 1.7.2/1.7.10 version. Mine is also Bump Mapped (thanks to EskimoNoise) -- mind you the bumps are old, and it is probably missing a few blocks by now.
You only have 512MB allocated to Minecraft, you need to bump that to 1G or 2G (1G is the default).
It's a known bug, chances are it is at the default, but some systems get a windows variable that sets the MC Java Heap to 512MB.
Hold the windows key and press pause/break (brings up the System window), then go to Advanced System Settings, then Environment Variables. Find the variable (likely in the bottom of the 2 windows) that says JAVA_HEAP or something like that, click on it, and delete. It will be set to 512M or 512Mb.
I've also found out on my PC there is no JAVA_HEAP. I've talked with Mojang and they said my computer is broken. (Figures, they don't want to fix anything) But, what I did was change from the Minecraft.exe to Minecraft.jar. See if that helps aswell, as it did for me.
i have a very weird problem. i use this mod since the time it was created, back in beta, but never seen this
the problem is that i can open minecraft normally, choose shaderpacks and all, but, when i enter a world (SSP or SMP, doesnt matter) the game runs perfectly for exactly one second then the application stops responding. when i rarely go lucky it runs for two or three secs, but never more than that. the pc im on sure can handle it, as it has lots of RAM and also an NVIDIA GPU. whats happening here, anyone knows?
==EDIT==
from further testing i just noted that the freeze does not rely on time, it relies on movement. if i stand still on a world, it goes just fine, but if i move (mouse included) the game runs for 1~3 secs then freezes. im very puzzled now.
==EDIT==
Update on my findings: the logs of every attempt have a line in common:
Not JAVA_HEAP. The variable to be deleted is called JAVA_OPTIONS.
Yeah, I don't have anything even close to being java related. I've tried time and time again. I finally downloaded the Minecraft.jar instead of the .exe and it worked flawlessly. There is something messed up in the exe. Doesn't matter for me anyways, I use MultiMC and its perfect.
I am trying to use the shaders mod with The Lord of the Rings mod but none of the shader packs seem to work in the Middle Earth dimension. All I can see are the sun and moon while everything else is almost black. The shaders work fine in the regular minecraft dimension. Help would be appreciated thanks!
Is there any kind of tutorial on how to install the shaders mod on vanilla minecraft? I really like the graphical update, but I'm not interested in any of the forge stuff.
Thanks. (off I go to continue searching. I saw the tutorial for installing it with Forge, but that's not what I'm interested in doing)
Edit: OK, discovered that the vanilla installer was actually an installer, not just files that needed to be installed.
For anyone else wondering how to install this, well, just double click on the install.jar file. Almost too simple.
Is there a way to have the non-Forge version/profile loaded with Optifine that has been chained with Liteloader? Voxel Map requires it now instead of Forge because it just doesn't need everything expansive that Forge makes possible.
Liteloader can just chain so far to the pure Optifine profiles at this point I think, which causes it to be loaded when using the Liteloader profile.
Yes, that is a nice one, I am currently switching between that and sphax pureBDcraft, both look really cool.
Thanks, But it seems John Smith will never work for me with shaders I can get it to run pretty smooth on 1.7.10 but most the mods I use are not updated yet so I guess I will stick with Chroma Hills and sphax pureBDcraft. Thanks for the help though
Sphax has pretty good mod support, the community is amazing. I used to like it, but it is far too 'cartoony' for me. I wasn't aware that Chroma Hills had any mod support at all?
John Smith has some pretty good support, there are no 'packs' readily available, but you can grab the files and pack them up yourself quite simply.
In the end, use what you like best ;)! I haven't had any issues with John Smith myself, so I don't think it's the RP causing your issues. It's likely an old version, or invalid/missing textures in your version, or like you said using a 1.6.X RP in 1.7.X.
Yeah, I don't have anything even close to being java related. I've tried time and time again. I finally downloaded the Minecraft.jar instead of the .exe and it worked flawlessly. There is something messed up in the exe. Doesn't matter for me anyways, I use MultiMC and its perfect.
Well, that's why I said JAVA_HEAP or something like that ;). But you don't have any filters in environment variables for Java..
It's got to be the profiles in the MC Launcher than. Edit the forge profile (or your custom profile), and change the JVM Arguments down at the bottom to a higher value.
I use this: -Xms350m -Xmx2G.
I know you have a workaround in place, but it still bugs me knowing your launcher doesn't work :P.
Is there a way to have the non-Forge version/profile loaded with Optifine that has been chained with Liteloader? Voxel Map requires it now instead of Forge because it just doesn't need everything expansive that Forge makes possible.
Liteloader can just chain so far to the pure Optifine profiles at this point I think, which causes it to be loaded when using the Liteloader profile.
I haven't checked out Liteloader at all....
When you install GLSL, it detects Optifine and sets up 2 more profiles, one for just Shaders, and the other for Shaders+Optifine.
So, you'll get:
1.7.10
1.7.10-Optifine
1.7.10-Optifine-Shaders
1.7.10-Shaders
Just link Liteloader to the Optifine-Shaders profile? You'll have to move your RPs and Saves to the new profile, but that's simple :).
Else, you can manually edit the Optifine profile to include GLSL as well. It's just 2 or 3 libraries (.jar files), and a command line value to call GLSL to init after Optifine.
i have a very weird problem. i use this mod since the time it was created, back in beta, but never seen this
the problem is that i can open minecraft normally, choose shaderpacks and all, but, when i enter a world (SSP or SMP, doesnt matter) the game runs perfectly for exactly one second then the application stops responding. when i rarely go lucky it runs for two or three secs, but never more than that. the pc im on sure can handle it, as it has lots of RAM and also an NVIDIA GPU. whats happening here, anyone knows?
==EDIT==
from further testing i just noted that the freeze does not rely on time, it relies on movement. if i stand still on a world, it goes just fine, but if i move (mouse included) the game runs for 1~3 secs then freezes. im very puzzled now.
==EDIT==
Update on my findings: the logs of every attempt have a line in common:
Plants in flowerpots problem is fixed in 2.3.18.
Dev envs have different method names and field names.
What dev env do you want to run it in ? And what is your plan ?
If you run into this problem without other mod or if you can specify which mod is conflicting with ShadersMod, please tell me.
I test Intel driver 15.33.22.64.3621 for a little while. It does not cause game to crash. I need some more test.
EDIT : The game crashes again
Fixed in 2.3.18.
I will have to check this problem.
I don't know. I will check this problem.
These errors are related to graphics driver and shaders.
The graphics drivers from different vendors has different GLSL compiler.
Shaders which pass the test on NVIDIA and AMD driver may contain errors that NVIDIA's and AMD's compilers overlook but Intel's compiler doesn't let it pass. There can also be the case that the driver has bug.
Some render problem are caused by shaders' dependence on some behavior of graphics driver which is not defined in OpenGL standard.
With limited resource (man-time and money), some programmers just release what work on their computers.
More work need to be done if you want to make shaders that is compatible with Intel's driver. But even if it work, the Intel GPUs are very slow, so people think it will be a waste of time to develop for Intel GPU.
I don't know at this time what cause this problem.
var15.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F); ---> var15.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.0F);
there was another RGBA code somewhere in a different class in minecraft.jar that had the have the same done to it for when people are sneaking. There's no nameplates now, but the names themselves appear. You'd think the names would be hard to see without a backdrop, but it really isn't that bad, and definitely not bad as what I was looking at.
I'm not a big mc player, but this shader got me liking it a lot more.
https://www.dropbox.com/s/n0s6aitufwdhrdj/smc-2.3.18-mc1.7.10-src.7z
Developing environment
- Extract forge src to forge folder. Run "gradlew setupDecompWorkspace setupDevWorkspace" until it succeeded, then "gradlew build", then "gradlew eclipse".
- Delete everything in src\main folder inside forge folder.
- Extract smc-2.3.18-mc1.7.10-src.7z to src\main folder.
- Read patch file shadersmod-mcf.patch
- Find %userprofile%\.gradle\caches\minecraft\net\minecraftforge\forge\*\forgeSrc-*-sources.jar and extract it somewhere.
-- Select files that need to be patched and copy them to src\main with correct folder structure.
- Apply patch shadersmod-mcf.patch
- In eclipse, add java_dev folder as another source folder.
- In eclipse, exclude InitNames in src folder from build path. Use InitNames in java_dev folder instead.
- Find %userprofile%\.gradle\caches\modules-2\files-2.1\net.minecraftforge\forge\*\*\forge-*-userdev.jar and extract conf\*.csv and conf\*.srg in it to forge\conf and rename packaged.srg to joined.srg.
Have you tried installing Optifine? Using Optifine alongside shaders is very helpful
I'm using ChromaHills from the OP, and it looks similar, but not the same. Also, DO use optifine if using anything above a 16x16 texture pack. Minecraft can't handle more than that along side shaders. Also Optifine can better handle the 780 than vanilla minecraft.
--My PC --SEUS 10.1 Fixes --SEUS Water Fix --SEUS 10.2 Preview --MultiMC 1.8 Shaders Fix (Not needed if using Forge)
No problem, glad to help out, and to hear that you are running better :D!
You only have 512MB allocated to Minecraft, you need to bump that to 1G or 2G (1G is the default).
It's a known bug, chances are it is at the default, but some systems get a windows variable that sets the MC Java Heap to 512MB.
Hold the windows key and press pause/break (brings up the System window), then go to Advanced System Settings, then Environment Variables. Find the variable (likely in the bottom of the 2 windows) that says JAVA_HEAP or something like that, click on it, and delete. It will be set to 512M or 512Mb.
I use John Smith Legacy myself, and it does have a 1.7.2/1.7.10 version. Mine is also Bump Mapped (thanks to EskimoNoise) -- mind you the bumps are old, and it is probably missing a few blocks by now.
You can give it a shot if you wish:
https://www.dropbox.com/s/hzdkqapb7koxxeb/John%20Smith%20Legacy%2032x%201.2.20%20Bump%20MC17.zip
Chroma Hills is highly recommended by Sonic Ether, but it doesn't have the Mod Support that I want.
I've also found out on my PC there is no JAVA_HEAP. I've talked with Mojang and they said my computer is broken. (Figures, they don't want to fix anything) But, what I did was change from the Minecraft.exe to Minecraft.jar. See if that helps aswell, as it did for me.
--My PC --SEUS 10.1 Fixes --SEUS Water Fix --SEUS 10.2 Preview --MultiMC 1.8 Shaders Fix (Not needed if using Forge)
Thanks!
Sadly, I can't test right now until I get home later this week or whenever.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
the problem is that i can open minecraft normally, choose shaderpacks and all, but, when i enter a world (SSP or SMP, doesnt matter) the game runs perfectly for exactly one second then the application stops responding. when i rarely go lucky it runs for two or three secs, but never more than that. the pc im on sure can handle it, as it has lots of RAM and also an NVIDIA GPU. whats happening here, anyone knows?
==EDIT==
from further testing i just noted that the freeze does not rely on time, it relies on movement. if i stand still on a world, it goes just fine, but if i move (mouse included) the game runs for 1~3 secs then freezes. im very puzzled now.
==EDIT==
Update on my findings: the logs of every attempt have a line in common:
it appears right before the freeze and nothing more is written on the log.
does that mean anything?
Yeah, I don't have anything even close to being java related. I've tried time and time again. I finally downloaded the Minecraft.jar instead of the .exe and it worked flawlessly. There is something messed up in the exe. Doesn't matter for me anyways, I use MultiMC and its perfect.
--My PC --SEUS 10.1 Fixes --SEUS Water Fix --SEUS 10.2 Preview --MultiMC 1.8 Shaders Fix (Not needed if using Forge)
I am trying to use the shaders mod with The Lord of the Rings mod but none of the shader packs seem to work in the Middle Earth dimension. All I can see are the sun and moon while everything else is almost black. The shaders work fine in the regular minecraft dimension. Help would be appreciated thanks!
i have permission from Chocapic to monetize my shaders
New Trailer for Super Shaders V2:
Thanks. (off I go to continue searching. I saw the tutorial for installing it with Forge, but that's not what I'm interested in doing)
Edit: OK, discovered that the vanilla installer was actually an installer, not just files that needed to be installed.
For anyone else wondering how to install this, well, just double click on the install.jar file. Almost too simple.
Liteloader can just chain so far to the pure Optifine profiles at this point I think, which causes it to be loaded when using the Liteloader profile.
Sphax has pretty good mod support, the community is amazing. I used to like it, but it is far too 'cartoony' for me. I wasn't aware that Chroma Hills had any mod support at all?
John Smith has some pretty good support, there are no 'packs' readily available, but you can grab the files and pack them up yourself quite simply.
In the end, use what you like best ;)! I haven't had any issues with John Smith myself, so I don't think it's the RP causing your issues. It's likely an old version, or invalid/missing textures in your version, or like you said using a 1.6.X RP in 1.7.X.
Well, that's why I said JAVA_HEAP or something like that ;). But you don't have any filters in environment variables for Java..
It's got to be the profiles in the MC Launcher than. Edit the forge profile (or your custom profile), and change the JVM Arguments down at the bottom to a higher value.
I use this: -Xms350m -Xmx2G.
I know you have a workaround in place, but it still bugs me knowing your launcher doesn't work :P.
I haven't checked out Liteloader at all....
When you install GLSL, it detects Optifine and sets up 2 more profiles, one for just Shaders, and the other for Shaders+Optifine.
So, you'll get:
1.7.10
1.7.10-Optifine
1.7.10-Optifine-Shaders
1.7.10-Shaders
Just link Liteloader to the Optifine-Shaders profile? You'll have to move your RPs and Saves to the new profile, but that's simple :).
Else, you can manually edit the Optifine profile to include GLSL as well. It's just 2 or 3 libraries (.jar files), and a command line value to call GLSL to init after Optifine.
Hmm, what GPU and driver do you have installed on your PC right now?
Please post the fml-client-latest.log from your logs folder. Unless you're not using Forge, then post whatever is in console.
--My PC --SEUS 10.1 Fixes --SEUS Water Fix --SEUS 10.2 Preview --MultiMC 1.8 Shaders Fix (Not needed if using Forge)