Temporary fix: Open up gbuffers_textured.fsh, line 37:
const float sunPathRotation = -40.0f; //[0.0f -40.0f]
Change 0.0f to -0.15f. Ingame go to shader options - shadows and set sun/moon angle to -0.15f
Thanks for the temporary fix! Is the issue caused some sort of z-fighting involving the shadows? (I'm a beginner programmer myself, and am just starting to get into OpenGL and GLSL)
I guess it's caused by your mods, can't really fix that in current vibrant shaders. However enhanced default should work with your mods, if you want to give it a try.
Found the culprit, the current version of malisisdoors
malisisdoors -1.10.2 -5.2.0
and malisiscore - 1.10.2 -4.30
in combination with your recent vibrant shader is messing up all doors Sadly, maybe one of you guys might find out why this is happening,
those are two really nice enhancements for the game and it'd a shame if they can't work together.
I've been messing around with your enhanced default shaders and have been loving it so far, but I've got a small bug where multiple block plants dont act as if they're connected. Two block high ferns & grass will have each block wave separately, as will sugarcane. This causes the textures to become disconnected and they look pretty gross.
Any idea how I can fix that?
Are you running 1.7.10? That MC version uses a different ID for the upper block of 2 height blocks, causing that glitch. Worlds that are generated in 1.7.10 and used in newer MC versions will also cause this. On the other hand, worlds generated in 1.8+ are working fine in 1.7.10.
Thanks for the temporary fix! Is the issue caused some sort of z-fighting involving the shadows? (I'm a beginner programmer myself, and am just starting to get into OpenGL and GLSL)
Hm, yea it could be z-fighting, could also be caused by a new uniform that I'm using. ShadowLightPosition for NdotL, it's sun and moon in eye space, maybe it's doing something weird at tick 6000.
Found the culprit, the current version of malisisdoors
malisisdoors -1.10.2 -5.2.0
and malisiscore - 1.10.2 -4.30
in combination with your recent vibrant shader is messing up all doors Sadly, maybe one of you guys might find out why this is happening,
those are two really nice enhancements for the game and it'd a shame if they can't work together.
Greetings.
Hm, I don't think there's much that I can do about this.
Are you running 1.7.10? That MC version uses a different ID for the upper block of 2 height blocks, causing that glitch. Worlds that are generated in 1.7.10 and used in newer MC versions will also cause this. On the other hand, worlds generated in 1.8+ are working fine in 1.7.10.
Hm, yea it could be z-fighting, could also be caused by a new uniform that I'm using. ShadowLightPosition for NdotL, it's sun and moon in eye space, maybe it's doing something weird at tick 6000.
Hm, I don't think there's much that I can do about this.
No probs, but I'd really know why, got alot of core mods etc. all working fine, but then malisis likes to **** it up.
Gonna post it on a malisis forum if possible, thanks for the great support btw.
Also, any possibility we'll have working nightvision/blindness in the Extreme version?
Looked into that end gateway issue, can't really fix it. As for fireworks, not yet, at least not for vibrant shaders. Nightvision/blindness require support for the default lightmap, hard to support it while applying your own lighting. You might want to check out the rewritten enhanced default shaders, they support both fireworks particles and nightvision.
I'm sorry to bug you about this Sildur, but I was wondering if specular mapping would be coming anytime soon. I love shiny surfaces; I think it adds a lot to the feel, especially for stuff like ore and rails. I'm not familiar with shader programming; is it difficult to add? Does GLSL provide a thin layer over the graphics pipeline and you have to program the effects yourself, or does it come with standard functions for a lot of this stuff?
I'm sorry to bug you about this Sildur, but I was wondering if specular mapping would be coming anytime soon. I love shiny surfaces; I think it adds a lot to the feel, especially for stuff like ore and rails. I'm not familiar with shader programming; is it difficult to add? Does GLSL provide a thin layer over the graphics pipeline and you have to program the effects yourself, or does it come with standard functions for a lot of this stuff?
Have to do it myself. It's still planned, there was a discussion with other shader devs aswell as a formula to use in order to make resourcepacks work across different shaderpacks. So will see how that goes.
Have to do it myself. It's still planned, there was a discussion with other shader devs aswell as a formula to use in order to make resourcepacks work across different shaderpacks. So will see how that goes.
Ah, so it's more manual then. That makes the shaders much more impressive! Thanks for getting back to me; I'm glad it's still planned.
hi Sildur,I was wondering, in older versions of the sildurs vibrant shades you saw A blue ish tint if you looked in the distance, I thought that it looked really cool and realistic, how ever in the more recent versions of your shaders a lot of other cool things have been added but the blue tint seems to be gone, now I could just use an older version of your shaders but I also really like the new water shaders, lighting,shadows ect. So I was wondering if your ever going to add that effect again (because I absolutely loved it :P)
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Hey Sildur, is there anyway to get the Enhanced Default working properly with underwater vision (respiration)? Everything else aboutthe shader seems perfect.
Running around in avg forest with renderdistance 10 with 75-83fps with GTX 980Ti with avg 50-70% load and spikes some times 80-90% with Driver 378.78 using Sildur's Vibrant Shaders 1.162 Extreme-Volumetric Lighting WIP with default settings in 1080p with 1.11.2 Optifine HD B6... Is this what I'm supposed to be getting? Or am I hitting a CPU bottle neck with my i7 3930k 4.2Ghz?
Also depth of field doesn't work with motion blur.
And God rays are simply broken... Although With these Volumetric Lightings who needs god rays. (God rays work on the non Volumetrich Lighting versio)
This is my faivorite Shader pack. Keep up the good work!
Sounds good to me, ambient occlusion probably causes the biggest slowdown in that scenario because of all the leaves.
Hover over the volumetric lighting option, a note should popup saying that godrays must be disabled before enabling -> they don't work together. Same for motionblur and dof.
hi Sildur,I was wondering, in older versions of the sildurs vibrant shades you saw A blue ish tiny if you looked in the distance, I thought that it looked really cool and realistic, how ever in the more recent versions of your shades a lot of other cool things have been added but the blue tint seems to be gone, now I could just use an older version of your shaders but I also really like the new water shaders, lighting,shadows ect. So I was wondering if your ever going to add that effect again (because I absolutely loved it :P)
You mean the blue-ish fog? Yeah lost abit of blue in general, but it might comeback in future versions.
Hey Sildur, is there anyway to get the Enhanced Default working properly with underwater vision (respiration)? Everything else aboutthe shader seems perfect.
Seems to be working just fine for me. (Bit darker because of underwater shadows) https://imgur.com/a/8xplf
I love the effect of volumetric lighting! I noticed it makes the atmosphere pretty hazy, particularly at sunset. I was wondering if you planned on having settings for the average atmospheric density, or whether you wanted to add a sort of dynamic system where different days have different amounts of haze.
Or is the volumetric lighting haze dependent on the fog setting?
I love the effect of volumetric lighting! I noticed it makes the atmosphere pretty hazy, particularly at sunset. I was wondering if you planned on having settings for the average atmospheric density, or whether you wanted to add a sort of dynamic system where different days have different amounts of haze.
Or is the volumetric lighting haze dependent on the fog setting?
Hm, volumetric lighting is currently more like slapped ontop of everything, which is why I put WIP behind it's build. It will most likely be rewritten in the future to fit more into the current lighting. (I actually prefer godrays over volumetric lighting, at least for now)
Hm, volumetric lighting is currently more like slapped ontop of everything, which is why I put WIP behind it's build. It will most likely be rewritten in the future to fit more into the current lighting. (I actually prefer godrays over volumetric lighting, at least for now)
Ah, I saw that it was a WIP, but I didn't think you were going to rewrite the whole thing lol. I like the clean look of godrays a lot, but there's something about the haziness and light shafts from volumetric lighting that makes the game feel more alive to me. I hope you don't drop it entirely!
So this shaderpack, for 1.7.10, won't work with the shadersmod, you have to use Optifine's builtin shaders-loader-thingie?
Why is this the case? Why does everything seem to force Optifine's use? I ask because it isn't open source, and it creates a lot of problems trying to use Optifine with modpacks.
That would explain the pictures I attached...the sky is like reflecting the world and zoomed in.
Hey Sildur
first of all i want to say good work with your shaders i use them now for a while .
what i wanted to ask is if it is possible to add the option to go back to the "old" water ...to be honest this is the reason why i still use the 1.141 version instead of the better optimized 1.162
i think i am not alone here with the opinion that your old water was a lot more pretty ^-^ atleast maybe its possible to get the old color of the water if it is not possible to provide 2 water versios??
kind regards
Hmm, gonna think about this, I agree with the water having some issues in newer versions.
So this shaderpack, for 1.7.10, won't work with the shadersmod, you have to use Optifine's builtin shaders-loader-thingie?
Why is this the case? Why does everything seem to force Optifine's use? I ask because it isn't open source, and it creates a lot of problems trying to use Optifine with modpacks.
That would explain the pictures I attached...the sky is like reflecting the world and zoomed in.
Because it features alot improvements to the shadersmod, allowing me to optimize my shaderpack further. The issue you get is caused by the old shadersmod, for 1.7.10 you must use Optifine D7. If you really can't make use of optifine try an older version of my pack. They should work with the old shadersmod. (v1.153 and lower)
Because it features alot improvements to the shadersmod, allowing me to optimize my shaderpack further. The issue you get is caused by the old shadersmod, for 1.7.10 you must use Optifine D7. If you really can't make use of optifine try an older version of my pack. They should work with the old shadersmod. (v1.153 and lower)
Okay, thanks for your help I guess I will just have to live with all the bugs and graphical glitches OptiFine creates, or settle for not using a shaders pack.
Thanks for the temporary fix! Is the issue caused some sort of z-fighting involving the shadows? (I'm a beginner programmer myself, and am just starting to get into OpenGL and GLSL)
Found the culprit, the current version of malisisdoors
malisisdoors -1.10.2 -5.2.0
and malisiscore - 1.10.2 -4.30
in combination with your recent vibrant shader is messing up all doors Sadly, maybe one of you guys might find out why this is happening,
those are two really nice enhancements for the game and it'd a shame if they can't work together.
Greetings.
Are you running 1.7.10? That MC version uses a different ID for the upper block of 2 height blocks, causing that glitch. Worlds that are generated in 1.7.10 and used in newer MC versions will also cause this. On the other hand, worlds generated in 1.8+ are working fine in 1.7.10.
Hm, yea it could be z-fighting, could also be caused by a new uniform that I'm using. ShadowLightPosition for NdotL, it's sun and moon in eye space, maybe it's doing something weird at tick 6000.
Hm, I don't think there's much that I can do about this.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
No probs, but I'd really know why, got alot of core mods etc. all working fine, but then malisis likes to **** it up.
Gonna post it on a malisis forum if possible, thanks for the great support btw.
Hi Sildur! This is still my favourite shader, which is impressive since normally I would stop using one within a few weeks.
Any chance you've made progress on the particle or End Gateway issues I mentioned earlier?
Also, any possibility we'll have working nightvision/blindness in the Extreme version?
Looked into that end gateway issue, can't really fix it. As for fireworks, not yet, at least not for vibrant shaders. Nightvision/blindness require support for the default lightmap, hard to support it while applying your own lighting. You might want to check out the rewritten enhanced default shaders, they support both fireworks particles and nightvision.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I'm sorry to bug you about this Sildur, but I was wondering if specular mapping would be coming anytime soon. I love shiny surfaces; I think it adds a lot to the feel, especially for stuff like ore and rails. I'm not familiar with shader programming; is it difficult to add? Does GLSL provide a thin layer over the graphics pipeline and you have to program the effects yourself, or does it come with standard functions for a lot of this stuff?
Have to do it myself. It's still planned, there was a discussion with other shader devs aswell as a formula to use in order to make resourcepacks work across different shaderpacks. So will see how that goes.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Ah, so it's more manual then. That makes the shaders much more impressive! Thanks for getting back to me; I'm glad it's still planned.
hi Sildur,I was wondering, in older versions of the sildurs vibrant shades you saw A blue ish tint if you looked in the distance, I thought that it looked really cool and realistic, how ever in the more recent versions of your shaders a lot of other cool things have been added but the blue tint seems to be gone, now I could just use an older version of your shaders but I also really like the new water shaders, lighting,shadows ect. So I was wondering if your ever going to add that effect again (because I absolutely loved it :P)
http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/wip-maps/2869084-w-i-p-fallout-deadstate-official-beta-release
Hey Sildur, is there anyway to get the Enhanced Default working properly with underwater vision (respiration)? Everything else aboutthe shader seems perfect.
Sounds good to me, ambient occlusion probably causes the biggest slowdown in that scenario because of all the leaves.
Hover over the volumetric lighting option, a note should popup saying that godrays must be disabled before enabling -> they don't work together. Same for motionblur and dof.
You mean the blue-ish fog? Yeah lost abit of blue in general, but it might comeback in future versions.
Seems to be working just fine for me. (Bit darker because of underwater shadows)
https://imgur.com/a/8xplf
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Omg sorry I ever doubted you Sildur, thank you for your greatest shaders!!
Sildur
Yeah I ment the blue ish fog, because I really think that it looks awesome, I hope you succeed if you ever add it back in in the future
http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/wip-maps/2869084-w-i-p-fallout-deadstate-official-beta-release
I love the effect of volumetric lighting! I noticed it makes the atmosphere pretty hazy, particularly at sunset. I was wondering if you planned on having settings for the average atmospheric density, or whether you wanted to add a sort of dynamic system where different days have different amounts of haze.
Or is the volumetric lighting haze dependent on the fog setting?
Hm, volumetric lighting is currently more like slapped ontop of everything, which is why I put WIP behind it's build. It will most likely be rewritten in the future to fit more into the current lighting. (I actually prefer godrays over volumetric lighting, at least for now)
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Ah, I saw that it was a WIP, but I didn't think you were going to rewrite the whole thing lol. I like the clean look of godrays a lot, but there's something about the haziness and light shafts from volumetric lighting that makes the game feel more alive to me. I hope you don't drop it entirely!
So this shaderpack, for 1.7.10, won't work with the shadersmod, you have to use Optifine's builtin shaders-loader-thingie?
Why is this the case? Why does everything seem to force Optifine's use? I ask because it isn't open source, and it creates a lot of problems trying to use Optifine with modpacks.
That would explain the pictures I attached...the sky is like reflecting the world and zoomed in.
Hmm, gonna think about this, I agree with the water having some issues in newer versions.
Because it features alot improvements to the shadersmod, allowing me to optimize my shaderpack further. The issue you get is caused by the old shadersmod, for 1.7.10 you must use Optifine D7. If you really can't make use of optifine try an older version of my pack. They should work with the old shadersmod. (v1.153 and lower)
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Okay, thanks for your help I guess I will just have to live with all the bugs and graphical glitches OptiFine creates, or settle for not using a shaders pack.