TY for taking the time to look into it. I decided to tinker with some stuff today on my own, and I seemed to have fixed the clouds poking through everything by adding /* DRAWBUFFERS:0 */ to the top of gbuffers_textured.fsh. I haven't seen any ill effects from it yet, so I can only assume that was the solution. I'm gonna poke around a bit more and see if I can't figure out the particles.
EDIT: Adding the /* DRAWBUFFERS:0 */ line to gbuffers_weather.fsh seems to fix another minor oddity of rain being incorrectly drawn on top of the player's hand.
I tried for a bit to fix the particles and the wacky lighting bugs on and near emissive blocks like glowstone and sea lanterns (place something like tallgrass next to a block of glowstone and the lighting goes crazy bright, even worse with smooth lighting off). The only way I can get the emissive blocks back to normal is to kill shadows entirely. As far as the particles, I'm at a loss.
I managed to fix the emissive blocks breaking lighting around them with a little workaround in gbuffers_terrain.vsh. I just set a default modlmap value and only set a brighter one on emissive blocks. Worked like a charm. Now all thats left is squashing the particle bug.
Ugh... I see the BBCode corruption bug still isn't fixed after all these months. wow.
Good find, I could easily fix the particles but it breaks clouds. My guess is that they are handled as particles aswell? Didn't find a way to not break them yet.
Good find, I could easily fix the particles but it breaks clouds. My guess is that they are handled as particles aswell? Didn't find a way to not break them yet.
I ran into the same thing here. Yes, they are handled the same as clouds unfortunately, using gbuffers_textured. If only gbuffers_particle was a thing...
EDIT: On a curious note, what changes would I have to make to fix the particles? I can always use an MCPatcher sky for clouds unless it breaks that too.
EDIT2: I ran into another awkward one. The nether "sky" sometimes sticks to a very bright near-white color on me for a little bit, then goes back to my set fog color. I have no clue what's causing it, so I just copied everything into a world-1 folder and put a little workaround in final.fsh to detect the color and set it back to black. Its not perfect for sure, but it at least makes it less obvious when it does happen. I'll let you know if I manage to track it down and find a proper fix.
I ran into the same thing here. Yes, they are handled the same as clouds unfortunately, using gbuffers_textured. If only gbuffers_particle was a thing...
EDIT: On a curious note, what changes would I have to make to fix the particles? I can always use an MCPatcher sky for clouds unless it breaks that too.
Your download links dont work. every time i try to download one, it takes me to adfly and counts down from 5 to skip the ad. then after that,it akes me to a another ad that has nothing to do with this.....
varying vec2 lmcoord;
//void main
lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;
Particles then use the default lightmap. I might redo enhanced default based on my devbuild of v1.15, that should solve most issues.
That fix got the particles working. I see what you meant by the clouds breaking a bit. I kicked them off and switched to a custom sky from "Dramatic Skys 1.6" instead. It seems to work so far.
Thanks for all the help! These shaders are looking great! I like that Enhanced Default isn't overpowering with tons of crazy bloom and oversaturation/overbrightening. I think I've finally gotten most stuff set up the way I like it. Figured I might as well throw up a couple screenshots of how it looks so far (been working on MCPatcher custom colormaps and lightmaps for grass, leaves, fog, skies, etc. to go along with using the shaders):
Savanna just before sun starts to set, after customizing the colormaps and stuff:
Just your everyday forest biome:
Roofed forest at sunset (nice and spooky looking now. Grass is actually slate gray, kinda like BoP has in the biome with the spooky trees and poison):
Nether (I might work on adding some custom effects myself here):
Colorized end:
Custom effect in progress here. I'm trying to add a bit of blurriness and maybe even waviness underwater. I just started working on it. It definitely needs toned down quite a bit.
I'm using Sildur's Vibrant shaders 1.141 Extreme (65-85fps on a GTX960@1080p) but I'm using a GTX980Ti and I'm experiencing micro-stuttering even if the FPS counter in-game doesn't go below 100fps. Look at the graph, as you can see frames go periodically to 30fps or even below when I move camera around. Is this normal or I'm missing something?
Hmm, you're running 31mods. Minecraft usually does that with so many mods, you just don't notice the jumpy framerate because without shaders your framerate is way higher. There also seems to be alot grass and such. So the ambient occlusion could also bring you down by quite abit, everything on your screen is rendered in real time after all.
The Vibrant High download always ends up in just an ad page after the adfly.
Disable your adblocker on adfly sites and it should work. This goes to everyone with issues on adfly sites. Anyways sent you a pm with the direct link.
I have a Intel graphics card on this computer. I crash when I try to use your shaders (I love your shaders which absolutely sucks that I can't use them).
Tried the same shaders (Vibrant shaders screenshots (v1.141) one on my other computer and it works fine! Same type of graphics card.
I was wondering why won't it work on this computer? I also use mods. The one that worked fine without crash had no mod besides optifine and the GLS shaders mod.
I have a Intel graphics card on this computer. I crash when I try to use your shaders (I love your shaders which absolutely sucks that I can't use them).
Tried the same shaders (Vibrant shaders screenshots (v1.141) one on my other computer and it works fine! Same type of graphics card.
I was wondering why won't it work on this computer? I also use mods. The one that worked fine without crash had no mod besides optifine and the GLS shaders mod.
In order for us to help you we need to know what Minecraft version you are running, what mods you have, and what your graphics driver version is.
For the new versions of Optifine you don't need to install the GLSL Shaders mod as Optifine already has its own support for shaders. Also make sure you're using the latest graphics driver version.
I found another bug in your shaders. I don't know if you're aware of it or not but here is a video I made showing it.
I currently have only tested it with Zombie Pigmen bit I'm sure it will be the same with other mobs too. Also at 0:45 I'm looking at the furnace to show another bug, it's glowing.
That was the first thing that I reported in the optifine thread after playing arround with the entity hurt uniform. For some reason it sometimes affects items and such if looking at them at a certain angle.
I have a Intel graphics card on this computer. I crash when I try to use your shaders (I love your shaders which absolutely sucks that I can't use them).
Tried the same shaders (Vibrant shaders screenshots (v1.141) one on my other computer and it works fine! Same type of graphics card.
I was wondering why won't it work on this computer? I also use mods. The one that worked fine without crash had no mod besides optifine and the GLS shaders mod.
Make sure your gpu drivers are up to date. Reinstalling minecraft and the optifine mod could also help.
I ran into the same thing here. Yes, they are handled the same as clouds unfortunately, using gbuffers_textured. If only gbuffers_particle was a thing...
EDIT: On a curious note, what changes would I have to make to fix the particles? I can always use an MCPatcher sky for clouds unless it breaks that too.
EDIT2: I ran into another awkward one. The nether "sky" sometimes sticks to a very bright near-white color on me for a little bit, then goes back to my set fog color. I have no clue what's causing it, so I just copied everything into a world-1 folder and put a little workaround in final.fsh to detect the color and set it back to black. Its not perfect for sure, but it at least makes it less obvious when it does happen. I'll let you know if I manage to track it down and find a proper fix.
Currently the particles use "gbuffers_textured" and lit particles use "gbuffers_textured_lit". The sky uses "gbuffers_skybasic" and "gbuffers_skytextured".
Program "gbuffers_clouds" is not being used which is probably a bug, but the shaderpack disables clouds anyway.
Does it make sense to add "gbuffers_particles"?
That was the first thing that I reported in the optifine thread after playing arround with the entity hurt uniform. For some reason it sometimes affects items and such if looking at them at a certain angle.
...
Fixed the "entity_hurt" affecting other entities, coming in next preview.
Currently the particles use "gbuffers_textured" and lit particles use "gbuffers_textured_lit". The sky uses "gbuffers_skybasic" and "gbuffers_skytextured".
Program "gbuffers_clouds" is not being used which is probably a bug, but the shaderpack disables clouds anyway.
Does it make sense to add "gbuffers_particles"?
There's gbuffers_clouds? Can't tell if gbuffers_particles is needed because, to be honest, the documentation is so bad I don't even know how many gbuffers we got, nor what they actually do.
Pretty weird that default clouds are affected by gbuffers_textured.
There's gbuffers_clouds? Can't tell if gbuffers_particles is needed because, to be honest, the documentation is so bad I don't even know how many gbuffers we got, nor what they actually do.
Pretty weird that default clouds are affected by gbuffers_textured.
Good find, I could easily fix the particles but it breaks clouds. My guess is that they are handled as particles aswell? Didn't find a way to not break them yet.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I ran into the same thing here. Yes, they are handled the same as clouds unfortunately, using gbuffers_textured. If only gbuffers_particle was a thing...
EDIT: On a curious note, what changes would I have to make to fix the particles? I can always use an MCPatcher sky for clouds unless it breaks that too.
EDIT2: I ran into another awkward one. The nether "sky" sometimes sticks to a very bright near-white color on me for a little bit, then goes back to my set fog color. I have no clue what's causing it, so I just copied everything into a world-1 folder and put a little workaround in final.fsh to detect the color and set it back to black. Its not perfect for sure, but it at least makes it less obvious when it does happen. I'll let you know if I manage to track it down and find a proper fix.
gbuffers_textured.fsh:
.vsh:
Particles then use the default lightmap. I might redo enhanced default based on my devbuild of v1.15, that should solve most issues.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Your download links dont work. every time i try to download one, it takes me to adfly and counts down from 5 to skip the ad. then after that,it akes me to a another ad that has nothing to do with this.....
can you provide a better ling please?
That fix got the particles working. I see what you meant by the clouds breaking a bit. I kicked them off and switched to a custom sky from "Dramatic Skys 1.6" instead. It seems to work so far.
Thanks for all the help! These shaders are looking great! I like that Enhanced Default isn't overpowering with tons of crazy bloom and oversaturation/overbrightening. I think I've finally gotten most stuff set up the way I like it. Figured I might as well throw up a couple screenshots of how it looks so far (been working on MCPatcher custom colormaps and lightmaps for grass, leaves, fog, skies, etc. to go along with using the shaders):
Just your everyday forest biome:
Roofed forest at sunset (nice and spooky looking now. Grass is actually slate gray, kinda like BoP has in the biome with the spooky trees and poison):
Nether (I might work on adding some custom effects myself here):
Colorized end:
Custom effect in progress here. I'm trying to add a bit of blurriness and maybe even waviness underwater. I just started working on it. It definitely needs toned down quite a bit.
Hmm, you're running 31mods. Minecraft usually does that with so many mods, you just don't notice the jumpy framerate because without shaders your framerate is way higher. There also seems to be alot grass and such. So the ambient occlusion could also bring you down by quite abit, everything on your screen is rendered in real time after all.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
The Vibrant High download always ends up in just an ad page after the adfly.
Disable your adblocker on adfly sites and it should work. This goes to everyone with issues on adfly sites. Anyways sent you a pm with the direct link.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
So, my antivirus is blocking the site that the link takes me to. the Wot extension doesn't like it either. Is it possible to get a safer mirror?
Probably not, but there are extensions for chrome that skip around adfly. Look into those
Sent him one in a pm already.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hey Sildur!
I have a Intel graphics card on this computer. I crash when I try to use your shaders (I love your shaders which absolutely sucks that I can't use them).
Tried the same shaders (Vibrant shaders screenshots (v1.141) one on my other computer and it works fine! Same type of graphics card.
I was wondering why won't it work on this computer? I also use mods. The one that worked fine without crash had no mod besides optifine and the GLS shaders mod.
In order for us to help you we need to know what Minecraft version you are running, what mods you have, and what your graphics driver version is.
For the new versions of Optifine you don't need to install the GLSL Shaders mod as Optifine already has its own support for shaders. Also make sure you're using the latest graphics driver version.
I found another bug in your shaders. I don't know if you're aware of it or not but here is a video I made showing it.
I currently have only tested it with Zombie Pigmen bit I'm sure it will be the same with other mobs too. Also at 0:45 I'm looking at the furnace to show another bug, it's glowing.
Idk why there isn't any sound in the vid, sorry
That was the first thing that I reported in the optifine thread after playing arround with the entity hurt uniform. For some reason it sometimes affects items and such if looking at them at a certain angle.
Make sure your gpu drivers are up to date. Reinstalling minecraft and the optifine mod could also help.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Currently the particles use "gbuffers_textured" and lit particles use "gbuffers_textured_lit". The sky uses "gbuffers_skybasic" and "gbuffers_skytextured".
Program "gbuffers_clouds" is not being used which is probably a bug, but the shaderpack disables clouds anyway.
Does it make sense to add "gbuffers_particles"?
Fixed the "entity_hurt" affecting other entities, coming in next preview.
There's gbuffers_clouds? Can't tell if gbuffers_particles is needed because, to be honest, the documentation is so bad I don't even know how many gbuffers we got, nor what they actually do.
Pretty weird that default clouds are affected by gbuffers_textured.
Awesome!
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
The current state of the shader programs: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/shaders.txt
Now that's pretty useful, awesome work there! One question tho, is armor glint used for enchantments on armor?
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord