Does anyone knows why this happens? I'm using conqest resource pack (1.11) and chocapic13 shader V5 Lite (noshadow). Foliage on the leaves looks glitched (extreme glow) if there's a light source near. So far I only saw this in conquest pack because iof the added foliage on leaves.
Running this on Linux Mint 18 and my gxf card is Radeon6850. Minecraft is 1.11 and the latest version of optifine (B2).
Is this a shader bug, optifine,...or something else?
Screenshots here.
Either its a glitch from Chocapic or ur drivers.
I run Conquest Rpack always and have no troubles with it with my own shaders.
It can be that Chocs latest renders shadows differnt then mine,
Tried any other shaders on the Rpack?
Only tried it with chocapic shaders V5 and it only happenes on conquest pack because it has that extra foliage added on leaves. No problems with other packs with normal leaves.
Then i guess you have connected textures set to fancy or fast?
Also, I've talked about this before but anyway, here's a screenshot of what happenes with the V6 Noshadow Lite Beta shaders.
Again: Linux Mint 18, gfx card is Radeon 6850, Minecraft 1.11, latest Optifine version.
This picture tells me your card and the shaders have clearly driver issues.
Invalid gbuffers, basic, water, weather and final. So it has nothing to do with the resourcepack.
The best is to post an error log here pastebin.org (you dont need to create user there)
Just paste the error log there and share the link here.
Ah, I just noticed it again. Same foliage glitch also in "V5 Lite" as in "V5 Lite Fixed" but not during the day. Only at night and less intensive, less noticable.
Anyway, I'll just stay on V5 Lite until V6 gets updated and compatible across all platforms.
- V6 extreme with a new HQ DoF and true volumetric light (not screen space based), traced on a 200 blocks distance, takes about 15% more fps than regular version.
I also reworked the HQ DoF option and it features a very high quality blur with depth aware sampling: it allows objects in front to blur outside their normal geometry and avoid front objects to bleed into the blur of far objects. However this DoF is very slow. Also, there is a distant blur option.
[15:12:19] [Client thread/ERROR]: [Shaders] Error linking program: 10
[15:12:19] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_basic.vsh, /shaders/gbuffers_basic.fsh
Attached vertex shader is not compiled.
GL error 0x0502: Invalid operation at useProgram gbuffers_basic
GL error 0x0501: Invalid value at useProgram gbuffers_basic
[15:12:19] [Client thread/ERROR]: [Shaders] [Shaders] Error: Invalid program "gbuffers_basic"
[15:12:19] [Client thread/INFO]: [CHAT] [Shaders] Error: Invalid program "gbuffers_basic"
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured_lit
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skybasic
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skytextured
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_clouds
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_terrain
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_damagedblock
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_water
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_entities
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_hand
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_weather
[15:12:20] [Client thread/INFO]: [Shaders] gcolor format: RGBA16
[15:12:20] [Client thread/INFO]: [Shaders] gcolor format: R11F_G11F_B10F
[15:12:20] [Client thread/INFO]: [Shaders] gnormal format: RGBA16
[15:12:20] [Client thread/INFO]: [Shaders] Sun path rotation: -40.0f
[15:12:20] [Client thread/INFO]: [Shaders] gdepth mipmap enabled for /shaders/final.fsh
[15:12:20] [Server thread/INFO]: Saving and pausing game...
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: final
[15:12:20] [Client thread/INFO]: [Shaders] usedColorBuffers: 4
[15:12:20] [Client thread/INFO]: [Shaders] usedDepthBuffers: 1
[15:12:20] [Client thread/INFO]: [Shaders] usedShadowColorBuffers: 0
[15:12:20] [Client thread/INFO]: [Shaders] usedShadowDepthBuffers: 0
[15:12:20] [Client thread/INFO]: [Shaders] usedColorAttachs: 4
[15:12:20] [Client thread/INFO]: [Shaders] usedDrawBuffers: 2
[15:12:20] [Client thread/INFO]: [Shaders] Framebuffer created.
[15:12:20] [Client thread/INFO]: [Shaders] Reset world renderers
[15:12:20] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[15:12:21] [Client thread/INFO]: [Shaders] Reset model renderers
[15:12:21] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[15:12:21] [Server thread/INFO]: Saving chunks for level 'New World'/The End
[15:12:21] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2935ms behind, skipping 58 tick(s)
[15:12:27] [Server thread/INFO]: Saving and pausing game...
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/The End
[15:12:28] [Server thread/INFO]: Stopping server
[15:12:28] [Server thread/INFO]: Saving players
[15:12:28] [Server thread/INFO]: CoolSteveMan5555 lost connection: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
[15:12:28] [Server thread/INFO]: CoolSteveMan5555 left the game
[15:12:28] [Server thread/INFO]: Stopping singleplayer server as player logged out
[15:12:28] [Server thread/INFO]: Saving worlds
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/The End
[15:12:29] [Client thread/INFO]: Stopping!
[15:12:29] [Client thread/INFO]: SoundSystem shutting down...
[15:12:30] [Client thread/WARN]: Author: Paul Lamb, www.paulscode.com
And also, i want to ask you these, when will you make V6 codes readable? All shader devs are confused on V6, even me. CrankerMan is having difficulties on using V6 as a base for V3 of TME Shaders.
Rollback Post to RevisionRollBack
I'm TheCoolSteveMan, you can call me CSM for short!
- V6 extreme with a new HQ DoF and true volumetric light (not screen space based), traced on a 200 blocks distance, takes about 15% more fps than regular version.
I also reworked the HQ DoF option and it features a very high quality blur with depth aware sampling: it allows objects in front to blur outside their normal geometry and avoid front objects to bleed into the blur of far objects. However this DoF is very slow. Also, there is a distant blur option.
-Updated V6 Lite no shadows beta and added medium and High versions.
Looks pretty good. Things get a bit broken at tick 13000 (rays through ground, wrong colors etc). Changing sunVisibility > 0.0 to something like sunVisibility > 0.2 fixes those issues.
Also, in Linux Mint 18 or for example Ubuntu 16.04 and up, if you have a radeon graphics card you can only use open source drivers now.
So yeah, that's probably the reason for compatibilty issues.
Not likely. Shaders rarely work at all on any platform unless the developer is developing on that platform specifically. For example, chocapic13's shaders rarely work on Macs because AFAIK Chocapic13 mainly works in Windows. And yShaders (back when I still did that) was primarily compatible with Macs running Intel Graphics because that's what I was developing it on.
In Mint 18 with the current open source drivers, only Chocapic13 V5 works on my system. I tried Kuda, Sildur, Mr Meepz, Rudoplays, and some others, nothing works. They did work on Linux Mint 17 with propriarity drivers, but the drivers are buggy and the performance not that good.
So I just decided to switch back to Windows. Just ordered Windows 10 and while writing this, I'm downloading all the drivers and preparing for the move. Too many problems with linux drivers.
Ive only ever had problems with linux drivers for nvidia on laptops. on desktops i have no problems at all
Rollback Post to RevisionRollBack
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
I was just thinking about the shadows. Would it be possible to make shadows only for certain things like trees, or bigger buildings for example? Like an option wher you could select which object can cast a shadow. This could improve the performance a lot I think. Because currently every block/pixel casts a shadow.
Ok, so here's the thing: basically, the way shadows work is that it's actually rendering the world twice. Once from your perspective, which generates an image of what the world looks like, and the second time from the perspective of the sun, which generates an "image" of how far away everything is from the sun. This is called a depth mask, and once you have it, you can take any pixel in the world, do some math on it to figure out where that pixel's location is in the depth mask, and lastly: compare its distance from the sun to the depth mask's distance. If the distance is the same or less, then it must be the closest thing to the sun at that point. If it's farther away, then there must be something between it and the sun, and should therefore be in shadows.
Now, as for making certain things not cast shadows: the only way to achieve this is to make those specific blocks not get added to the depth mask. That way, whatever's behind them becomes the new closest thing to the sun at that location. As far as I know, the part of shaders responsible for generating that depth mask does have access to which blocks are at which pixels. So you could, for example, make it so that tall grass doesn't get added to the depth mask; but that's about it. If you wanted to make only "large" structures cast shadows, you'd need to identify what makes a structure large. That normally involves finding all the blocks connected to it, and continuing to search until you find the ground. This can't be done with shaders because from a technical perspective, every vertex in the world is completely unrelated to every other vertex. Therefore no vertex is capable of checking blocks around it. Additionally, everything shaders does is done every single frame, so even if they did have access to which blocks were around them, it would have to redo this "large structure check" for every block in the world, every single frame, which would be absolutely horrible for performance.
TL;DR: No, this is not possible. And if it were, it would make performance *worse*, not better.
Yeah, I figured that this might be the case. But it might improve the performance a little bit if all the grass and flowers would be added to that depth mask. Just an options to turn grass/flowers shadows.
But how about the vanilla shadows? Maybe the shader could have something like vanilla shadows but better and dynamic instead of static?
Checking weather or not a given block is a flower or grass is actually harder than you might think too. You'd have to check for every possible ID, which is explained in slightly more detail here. As that issue mentions though, this will get better in future versions of optifine. The point is, it's actually faster to write to the depth mask than it is to check if it *should* write to it, and then do so. Remember, every vertex in the world will have to do this every frame.
As for vanilla lighting, the only reason that's faster is BECAUSE it's static. That way, it can be calculated outside of shaders, and more importantly, it only has to be done once each time a block update occurs, instead of every frame. If it was dynamic, then it would have to re-calculate light levels for the entire world every single tick, at which point using shaders would be MUCH faster… but then it would have to check every vertex to see if it should cast a shadow or not every frame too.
All things considered though, once optifine updates it will still be relatively fast to check if a given vertex/pixel is a flower or not, so having shadow-less flowers may be a possibility soon after all.
My new graphics card just arrived. It's installed and everything is working smooth. All shaders are working and I can now run the medium and high ones. It's so smooth. Also the card is very quite.
True
I'm TheCoolSteveMan, you can call me CSM for short!
Can you point out which one?
As far as i know, it's not possible as Minecraft Light Source can only light up the place from 11 Blocks away.
I'm TheCoolSteveMan, you can call me CSM for short!
its called #define TORCH_ATTEN 3.5
Increasing this will increase the range of torches and glowstones.
Either its a glitch from Chocapic or ur drivers.
I run Conquest Rpack always and have no troubles with it with my own shaders.
It can be that Chocs latest renders shadows differnt then mine,
Tried any other shaders on the Rpack?
Then i guess you have connected textures set to fancy or fast?
Can you send a log? Maybe some of us can help.
I'm TheCoolSteveMan, you can call me CSM for short!
As i can see here, your card is having difficulties with the shaders.
This picture tells me your card and the shaders have clearly driver issues.
Invalid gbuffers, basic, water, weather and final. So it has nothing to do with the resourcepack.
The best is to post an error log here pastebin.org (you dont need to create user there)
Just paste the error log there and share the link here.
Good idea.
I just added some stuff to the beta folder :
- V6 extreme with a new HQ DoF and true volumetric light (not screen space based), traced on a 200 blocks distance, takes about 15% more fps than regular version.
I also reworked the HQ DoF option and it features a very high quality blur with depth aware sampling: it allows objects in front to blur outside their normal geometry and avoid front objects to bleed into the blur of far objects. However this DoF is very slow. Also, there is a distant blur option.
Screenshots : http://imgur.com/a/zWCrt
-Updated V6 Lite no shadows beta and added medium and High versions.
Hi there chocapic13, took you awhile before you comeback again.
Now i love how you're making "V6 No Shadows" recently & today. But i just don't get it, i get a problem on gbuffers_basic when i play
any version of V6 No Shadows.
Log:
Dec 09, 2016 3:10:32 PM net.minecraft.launchwrapper.LogWrapper log
INFO: Loading tweak class name optifine.OptiFineTweaker
Dec 09, 2016 3:10:32 PM net.minecraft.launchwrapper.LogWrapper log
INFO: Using primary tweak class name optifine.OptiFineTweaker
Dec 09, 2016 3:10:32 PM net.minecraft.launchwrapper.LogWrapper log
INFO: Calling tweak class optifine.OptiFineTweaker
OptiFineTweaker: acceptOptions
OptiFineTweaker: injectIntoClassLoader
OptiFine ClassTransformer
OptiFine URL: file:/C:/Users/CoolSteveMan5555/AppData/Roaming/.minecraft/libraries/optifine/OptiFine/1.11_HD_U_B2/OptiFine-1.11_HD_U_B2.jar
OptiFine ZIP file: C:\Users\CoolSteveMan5555\AppData\Roaming\.minecraft\libraries\optifine\OptiFine\1.11_HD_U_B2\OptiFine-1.11_HD_U_B2.jar
OptiFineTweaker: getLaunchArguments
OptiFineTweaker: getLaunchTarget
Dec 09, 2016 3:10:32 PM net.minecraft.launchwrapper.LogWrapper log
INFO: Launching wrapped minecraft {net.minecraft.client.main.Main}
Completely ignored arguments: [--nativeLauncherVersion, 307]
[15:10:34] [Client thread/INFO]: Setting user: CoolSteveMan5555
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.common.MinecraftForge
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.common.ForgeHooks
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.MinecraftForgeClient
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.ForgeHooksClient
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.FMLCommonHandler
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.FMLClientHandler
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: avd.getSkyRenderer
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: avd.getCloudRenderer
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: avd.getWeatherRenderer
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: ajq.countEntities
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: ajq.getPerWorldStorage
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: ajq.initCapabilities
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.IRenderHandler
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.common.DimensionManager
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.event.world.WorldEvent$Load
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderItemInFrameEvent
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.GuiScreenEvent$DrawScreenEvent$Pre
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.GuiScreenEvent$DrawScreenEvent$Post
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.EntityViewRenderEvent$FogColors
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.EntityViewRenderEvent$RenderFogEvent
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.EntityViewRenderEvent$CameraSetup
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Pre
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Post
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Specials$Pre
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Specials$Post
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.eventhandler.EventBus
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.eventhandler.Event$Result
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.event.ForgeEventFactory
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderBlockOverlayEvent$OverlayType
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.event.world.ChunkWatchEvent$UnWatch
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.getBedDirection
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.isBed
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.isBedFoot
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.hasTileEntity
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.canCreatureSpawn
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.addHitEffects
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.addDestroyEffects
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.isAir
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.canRenderInLayer
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.getExtendedState
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.getSoundType
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.getLightOpacity
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.getLightValue
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.isSideSolid
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: als.doesSideBlockRendering
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Field not present: sm.captureDrops
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Field not present: sm.capturedDrops
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: sm.shouldRenderInPass
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: sm.canRiderInteract
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: sm.shouldRiderSit
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: asa.shouldRenderInPass
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: asa.getRenderBoundingBox
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: asa.canRenderBreaking
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: asa.hasFastRenderer
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: afg.onEntitySwing
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: afg.shouldCauseReequipAnimation
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: afg.showDurabilityBar
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: afg.getDurabilityForDisplay
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: afg.getRGBDurabilityForDisplay
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: ado.hasOverlay
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: sf.shouldRenderHUD
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: sf.renderHUDEffect
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: sg.isCurativeItem
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: afx.getRecordResource
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: bzh$b.preDraw
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: bzh$b.postDraw
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.asm.transformers.BlamingTransformer
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.relauncher.CoreModManager
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.SplashProgress
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.model.pipeline.LightUtil
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.common.property.IExtendedBlockState
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.common.property.ExtendedBlockState
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.ItemModelMesherForge
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.model.ModelLoader
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.model.Attributes
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: mods.betterfoliage.client.BetterFoliageClient
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: akd.getWaterColorMultiplier
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.registry.RenderingRegistry
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: brm.handleItemState
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.common.ForgeModContainer
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.settings.KeyConflictContext
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: ben.setKeyConflictContext
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: ben.setKeyModifierAndCode
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Method not present: ben.getKeyModifier
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.settings.KeyModifier
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.gui.NotificationModUpdateScreen
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.GuiModList
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.eventhandler.Event
[15:10:36] [Client thread/INFO]: [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.ScreenshotEvent
[15:10:36] [Client thread/INFO]: LWJGL Version: 2.9.4
[15:10:37] [Client thread/INFO]: [OptiFine]
[15:10:37] [Client thread/INFO]: [OptiFine] OptiFine_1.11_HD_U_B2
[15:10:37] [Client thread/INFO]: [OptiFine] Build: 20161201-225153
[15:10:37] [Client thread/INFO]: [OptiFine] OS: Windows 10 (amd64) version 10.0
[15:10:37] [Client thread/INFO]: [OptiFine] Java: 1.8.0_25, Oracle Corporation
[15:10:37] [Client thread/INFO]: [OptiFine] VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
[15:10:37] [Client thread/INFO]: [OptiFine] LWJGL: 2.9.4
[15:10:37] [Client thread/INFO]: [OptiFine] OpenGL: Intel(R) HD Graphics 5500, version 4.4.0 - Build 20.19.15.4454, Intel
[15:10:37] [Client thread/INFO]: [OptiFine] OpenGL Version: 4.0
[15:10:37] [Client thread/INFO]: [OptiFine] OpenGL Fancy fog: Not available (GL_NV_fog_distance)
[15:10:37] [Client thread/INFO]: [OptiFine] Maximum texture size: 8192x8192
[15:10:37] [Client thread/INFO]: [Shaders] ShadersMod version: 2.4.12
[15:10:37] [Client thread/INFO]: [Shaders] OpenGL Version: 4.4.0 - Build 20.19.15.4454
[15:10:37] [Client thread/INFO]: [Shaders] Vendor: Intel
[15:10:37] [Client thread/INFO]: [Shaders] Renderer: Intel(R) HD Graphics 5500
[15:10:37] [Client thread/INFO]: [Shaders] Capabilities: 2.0 2.1 3.0 3.2 4.0
[15:10:37] [Client thread/INFO]: [Shaders] GL_MAX_DRAW_BUFFERS: 8
[15:10:37] [Client thread/INFO]: [Shaders] GL_MAX_COLOR_ATTACHMENTS_EXT: 8
[15:10:37] [Client thread/INFO]: [Shaders] GL_MAX_TEXTURE_IMAGE_UNITS: 32
[15:10:37] [Client thread/INFO]: [Shaders] Load ShadersMod configuration.
[15:10:37] [Client thread/INFO]: [Shaders] Loaded shaderpack: Chocapic13 V6 NoShadows Medium Beta.zip
[15:10:37] [Client thread/INFO]: [OptiFine] [Shaders] Dimensions: -1 1
[15:10:37] [Thread-5/INFO]: [OptiFine] Checking for new version
[15:10:37] [Client thread/WARN]: [OptiFine] Ambiguous shader option: VIGNETTE_END
[15:10:37] [Client thread/WARN]: [OptiFine] - in final.fsh: 1.25
[15:10:37] [Client thread/WARN]: [OptiFine] - in world-1/final.fsh: 1.2
[15:10:37] [Client thread/WARN]: [OptiFine] Ambiguous shader option: VIGNETTE_END
[15:10:37] [Client thread/WARN]: [OptiFine] - in final.fsh, world-1/final.fsh: 1.25
[15:10:37] [Client thread/WARN]: [OptiFine] - in world1/final.fsh: 1.2
[15:10:38] [Client thread/INFO]: Reloading ResourceManager: Default
[15:10:38] [Client thread/INFO]: [OptiFine] *** Reloading textures ***
[15:10:38] [Client thread/INFO]: [OptiFine] Resource packs: Default
[15:10:52] [Sound Library Loader/INFO]: Starting up SoundSystem...
[15:10:52] [Thread-6/INFO]: Initializing LWJGL OpenAL
[15:10:52] [Thread-6/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[15:10:53] [Thread-6/INFO]: OpenAL initialized.
[15:10:53] [Sound Library Loader/INFO]: Sound engine started
[15:11:00] [Client thread/INFO]: [OptiFine] Mipmap levels: 4
[15:11:00] [Client thread/INFO]: [OptiFine] Multitexture: false
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/0_glass_white/glass_pane_white.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/0_glass_white/glass_white.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/10_glass_purple/glass_pane_purple.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/10_glass_purple/glass_purple.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/11_glass_blue/glass_blue.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/11_glass_blue/glass_pane_blue.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/12_glass_brown/glass_brown.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/12_glass_brown/glass_pane_brown.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/13_glass_green/glass_green.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/13_glass_green/glass_pane_green.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/14_glass_red/glass_pane_red.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/14_glass_red/glass_red.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/15_glass_black/glass_black.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/15_glass_black/glass_pane_black.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/1_glass_orange/glass_orange.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/1_glass_orange/glass_pane_orange.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/2_glass_magenta/glass_magenta.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/2_glass_magenta/glass_pane_magenta.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/3_glass_light_blue/glass_light_blue.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/3_glass_light_blue/glass_pane_light_blue.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/4_glass_yellow/glass_pane_yellow.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/4_glass_yellow/glass_yellow.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/5_glass_lime/glass_lime.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/5_glass_lime/glass_pane_lime.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/6_glass_pink/glass_pane_pink.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/6_glass_pink/glass_pink.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/7_glass_gray/glass_gray.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/7_glass_gray/glass_pane_gray.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/8_glass_silver/glass_pane_silver.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/8_glass_silver/glass_silver.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/9_glass_cyan/glass_cyan.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/9_glass_cyan/glass_pane_cyan.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/bookshelf.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/glass.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/glasspane.properties
[15:11:00] [Client thread/INFO]: [OptiFine] ConnectedTextures: mcpatcher/ctm/default/sandstone.properties
[15:11:00] [Client thread/INFO]: [OptiFine] Multipass connected textures: false
[15:11:00] [Client thread/INFO]: [OptiFine] BetterGrass: Parsing default configuration optifine/bettergrass.properties
[15:11:02] [Thread-5/INFO]: [OptiFine] Version found: B2
[15:11:04] [Client thread/INFO]: Created: 1024x512 textures-atlas
[15:11:04] [Client thread/INFO]: [Shaders] allocateTextureMap 4 1024 512
[15:11:07] [Client thread/INFO]: [OptiFine] *** Reloading custom textures ***
[15:11:07] [Client thread/INFO]: [OptiFine] Natural Textures: Parsing default configuration "optifine/natural.properties"
[15:11:07] [Client thread/INFO]: [OptiFine] Natural Textures: Valid only for textures from default resource pack
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: grass_side = F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: grass_side_overlay = F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: grass_side_snowed = F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: mycelium_side = F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: mycelium_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: grass_path_top = 4
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: grass_path_side = F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: snow = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: coarse_dirt = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: dirt_podzol_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: farmland_wet = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: farmland_dry = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: stone_granite = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: stone_diorite = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: stone_andesite = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: sandstone_top = 4
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: sandstone_bottom = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: stone_slab_top = F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: end_stone = 4
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: gravel = 2
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: clay = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_oak = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_spruce = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_birch = F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_jungle = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_acacia = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_big_oak = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_oak_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_spruce_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_birch_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_jungle_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_acacia_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: log_big_oak_top = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: leaves_oak = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: leaves_spruce = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: leaves_birch = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: leaves_jungle = 2
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: leaves_big_oak = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: leaves_acacia = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: gold_ore = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: iron_ore = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: coal_ore = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: diamond_ore = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: redstone_ore = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: lapis_ore = 2F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: netherrack = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: quartz_ore = 2
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: soul_sand = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: glowstone = 4
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: redstone_lamp_on = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: redstone_lamp_off = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: prismarine_rough = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: obsidian = 4F
[15:11:07] [Client thread/INFO]: [OptiFine] NaturalTextures: cactus_side = 2F
[15:11:48] [Client thread/INFO]: [Shaders] Loaded shaderpack: Chocapic13 V6 NoShadows Lite Beta2.zip
[15:11:48] [Client thread/INFO]: [OptiFine] [Shaders] Dimensions: -1 1
[15:11:48] [Client thread/WARN]: [OptiFine] Ambiguous shader option: VIGNETTE_END
[15:11:48] [Client thread/WARN]: [OptiFine] - in final.fsh: 1.25
[15:11:48] [Client thread/WARN]: [OptiFine] - in world-1/final.fsh: 1.2
[15:11:48] [Client thread/WARN]: [OptiFine] Ambiguous shader option: VIGNETTE_END
[15:11:48] [Client thread/WARN]: [OptiFine] - in final.fsh, world-1/final.fsh: 1.25
[15:11:48] [Client thread/WARN]: [OptiFine] - in world1/final.fsh: 1.2
[15:11:50] [Server thread/INFO]: Starting integrated minecraft server version 1.11
[15:11:50] [Server thread/INFO]: Generating keypair
[15:11:50] [Server thread/INFO]: Preparing start region for level 0
[15:11:51] [Server thread/INFO]: Preparing spawn area: 4%
[15:11:52] [Server thread/INFO]: Preparing spawn area: 59%
[15:11:53] [Server thread/INFO]: Changing view distance to 8, from 10
[15:12:18] [Server thread/INFO]: CoolSteveMan5555[local:E:3c302491] logged in with entity id 304 at (196.09836717778555, 68.0, 265.6746467317564)
[15:12:18] [Server thread/INFO]: CoolSteveMan5555 joined the game
[15:12:19] [Client thread/ERROR]: [Shaders] Error compiling vertex shader: /shaders/gbuffers_basic.vsh
[15:12:19] [Client thread/INFO]: [Shaders] Shader info log: /shaders/gbuffers_basic.vsh
ERROR: 0:23: 'flat' : syntax error syntax error
[15:12:19] [Client thread/ERROR]: [Shaders] Error compiling fragment shader: /shaders/gbuffers_basic.fsh
[15:12:19] [Client thread/INFO]: [Shaders] Shader info log: /shaders/gbuffers_basic.fsh
ERROR: 0:10: 'flat' : syntax error syntax error
[15:12:19] [Client thread/ERROR]: [Shaders] Error linking program: 10
[15:12:19] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_basic.vsh, /shaders/gbuffers_basic.fsh
Attached vertex shader is not compiled.
GL error 0x0502: Invalid operation at useProgram gbuffers_basic
GL error 0x0501: Invalid value at useProgram gbuffers_basic
[15:12:19] [Client thread/ERROR]: [Shaders] [Shaders] Error: Invalid program "gbuffers_basic"
[15:12:19] [Client thread/INFO]: [CHAT] [Shaders] Error: Invalid program "gbuffers_basic"
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured_lit
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skybasic
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skytextured
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_clouds
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_terrain
[15:12:19] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_damagedblock
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_water
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_entities
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_hand
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_weather
[15:12:20] [Client thread/INFO]: [Shaders] gcolor format: RGBA16
[15:12:20] [Client thread/INFO]: [Shaders] gcolor format: R11F_G11F_B10F
[15:12:20] [Client thread/INFO]: [Shaders] gnormal format: RGBA16
[15:12:20] [Client thread/INFO]: [Shaders] Sun path rotation: -40.0f
[15:12:20] [Client thread/INFO]: [Shaders] gdepth mipmap enabled for /shaders/final.fsh
[15:12:20] [Server thread/INFO]: Saving and pausing game...
[15:12:20] [Client thread/INFO]: [Shaders] Program loaded: final
[15:12:20] [Client thread/INFO]: [Shaders] usedColorBuffers: 4
[15:12:20] [Client thread/INFO]: [Shaders] usedDepthBuffers: 1
[15:12:20] [Client thread/INFO]: [Shaders] usedShadowColorBuffers: 0
[15:12:20] [Client thread/INFO]: [Shaders] usedShadowDepthBuffers: 0
[15:12:20] [Client thread/INFO]: [Shaders] usedColorAttachs: 4
[15:12:20] [Client thread/INFO]: [Shaders] usedDrawBuffers: 2
[15:12:20] [Client thread/INFO]: [Shaders] Framebuffer created.
[15:12:20] [Client thread/INFO]: [Shaders] Reset world renderers
[15:12:20] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[15:12:21] [Client thread/INFO]: [Shaders] Reset model renderers
[15:12:21] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[15:12:21] [Server thread/INFO]: Saving chunks for level 'New World'/The End
[15:12:21] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2935ms behind, skipping 58 tick(s)
[15:12:27] [Server thread/INFO]: Saving and pausing game...
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/The End
[15:12:28] [Server thread/INFO]: Stopping server
[15:12:28] [Server thread/INFO]: Saving players
[15:12:28] [Server thread/INFO]: CoolSteveMan5555 lost connection: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
[15:12:28] [Server thread/INFO]: CoolSteveMan5555 left the game
[15:12:28] [Server thread/INFO]: Stopping singleplayer server as player logged out
[15:12:28] [Server thread/INFO]: Saving worlds
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[15:12:28] [Server thread/INFO]: Saving chunks for level 'New World'/The End
[15:12:29] [Client thread/INFO]: Stopping!
[15:12:29] [Client thread/INFO]: SoundSystem shutting down...
[15:12:30] [Client thread/WARN]: Author: Paul Lamb, www.paulscode.com
And also, i want to ask you these, when will you make V6 codes readable? All shader devs are confused on V6, even me. CrankerMan is having difficulties on using V6 as a base for V3 of TME Shaders.
I'm TheCoolSteveMan, you can call me CSM for short!
Looks pretty good. Things get a bit broken at tick 13000 (rays through ground, wrong colors etc). Changing sunVisibility > 0.0 to something like sunVisibility > 0.2 fixes those issues.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
is there a v6 mac version beta
Not Available yet. I'm sure he's working on it.
I'm TheCoolSteveMan, you can call me CSM for short!
Doesn't look like it's compatible for other platforms, well except for Strum355 of course.
Send a log, i haven't see if what i said before was correct yet.
I'm TheCoolSteveMan, you can call me CSM for short!
Not likely. Shaders rarely work at all on any platform unless the developer is developing on that platform specifically. For example, chocapic13's shaders rarely work on Macs because AFAIK Chocapic13 mainly works in Windows. And yShaders (back when I still did that) was primarily compatible with Macs running Intel Graphics because that's what I was developing it on.
LOve your $hhaderpack!!
Its the best one Guys
BUT...
I found 2 bugs which are irratating
First...
Whenever i wear diamond or other enchanted armour ,, it goes all black and buggy
Second...
Whenever i blow up a TNT in morning it,s one side gets green which is wierd
The Link of photos
Using Chocapic13's HIGH Shaders v6
Plz find a Solution and update
Specs
Gt 730 GPU
intel pentium 2.6ghz CPU
8gb RAM
Ive only ever had problems with linux drivers for nvidia on laptops. on desktops i have no problems at all
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Ok, so here's the thing: basically, the way shadows work is that it's actually rendering the world twice. Once from your perspective, which generates an image of what the world looks like, and the second time from the perspective of the sun, which generates an "image" of how far away everything is from the sun. This is called a depth mask, and once you have it, you can take any pixel in the world, do some math on it to figure out where that pixel's location is in the depth mask, and lastly: compare its distance from the sun to the depth mask's distance. If the distance is the same or less, then it must be the closest thing to the sun at that point. If it's farther away, then there must be something between it and the sun, and should therefore be in shadows.
Now, as for making certain things not cast shadows: the only way to achieve this is to make those specific blocks not get added to the depth mask. That way, whatever's behind them becomes the new closest thing to the sun at that location. As far as I know, the part of shaders responsible for generating that depth mask does have access to which blocks are at which pixels. So you could, for example, make it so that tall grass doesn't get added to the depth mask; but that's about it. If you wanted to make only "large" structures cast shadows, you'd need to identify what makes a structure large. That normally involves finding all the blocks connected to it, and continuing to search until you find the ground. This can't be done with shaders because from a technical perspective, every vertex in the world is completely unrelated to every other vertex. Therefore no vertex is capable of checking blocks around it. Additionally, everything shaders does is done every single frame, so even if they did have access to which blocks were around them, it would have to redo this "large structure check" for every block in the world, every single frame, which would be absolutely horrible for performance.
TL;DR: No, this is not possible. And if it were, it would make performance *worse*, not better.
I made my own shader pack, by the way.
Checking weather or not a given block is a flower or grass is actually harder than you might think too. You'd have to check for every possible ID, which is explained in slightly more detail here. As that issue mentions though, this will get better in future versions of optifine. The point is, it's actually faster to write to the depth mask than it is to check if it *should* write to it, and then do so. Remember, every vertex in the world will have to do this every frame.
As for vanilla lighting, the only reason that's faster is BECAUSE it's static. That way, it can be calculated outside of shaders, and more importantly, it only has to be done once each time a block update occurs, instead of every frame. If it was dynamic, then it would have to re-calculate light levels for the entire world every single tick, at which point using shaders would be MUCH faster… but then it would have to check every vertex to see if it should cast a shadow or not every frame too.
All things considered though, once optifine updates it will still be relatively fast to check if a given vertex/pixel is a flower or not, so having shadow-less flowers may be a possibility soon after all.
I made my own shader pack, by the way.
Thats good