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  • 1

    posted a message on Chocapic13's Shaders
    Quote from Scriptuz67»

    I make this cinematic of new version of Chocapic13 : V7 RC1



    Looks really nice, do you mind if I use it on the first post once V7 is officially released (probably before the end of the year).


    Quote from vrackfall»

    Chocapic13, will the parralax occlusion mapping (POM) be included in the V7 cause I think it wasn't in the V6 (or it was very buggy, yah I really like the POM)?


    It was available in V6 if you replaced some files, and it was supposed to work without problems.


    Quote from Veresk»

    cloud shadow can be implemented in V7?


    It would be probably very slow, so it is not on my to-do list.

    Quote from Perfie»

    Best shaders with No Shadows, I just registered to say that.


    There is one "but": we can't adjust night brightness. It's too dark in the night, please give us ability to adjust it or say how we can do that...


    Quote from Defamatory»

    V7 lite without shadows doesn't have waving beetroot plants and enchanted gear is a neon purplish-pink near light sources. Also the light emitted from torches, especially at night, looks exactly like daytime light which looks bizarre.


    Check out High RC2 that I just uploaded, it adds some options, adaptative torch intensity and enchanted items support. I will update other versions asap and hope for an official release this week-end or the next.
    Posted in: Minecraft Mods
  • 1

    posted a message on Chocapic13's Shaders

    Hey everyone!

    I just uploaded a release candidade for V7 with several new features such as TAA, volumetric lighting or volumetric clouds. You can grab it at the usual WIP shaders download link.

    Posted in: Minecraft Mods
  • 2

    posted a message on Chocapic13's Shaders

    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.

    Posted in: Minecraft Mods
  • 0

    posted a message on Chocapic13's Shaders

    No shadows lite version available for testing : Download

    Features custom sky gradient and fog, custom lighting and water reflections. Wavy stuff is disabled by default but can be turned on in the settings.

    Posted in: Minecraft Mods
  • 0

    posted a message on Chocapic13's Shaders
    Quote from Builderb0y»


    How do you do it in high+ versions then? It's not that hard to overwrite light levels behind and under water:



    #ifdef CLEAR_WATER
     if      ( water && !inWater) skylight = max(skylight, aux2.r * 0.5);
     else if (!water &&  inWater) skylight = skylight * 0.5 + 0.5;
    #endif



    aux2.r is sky light level of the water (the terrain behind it stores light levels in aux). The only visual artifact of this method that I've found so far is that if you are underwater in a cave, then anything else that is ALSO submerged will be well-lit. This is mostly due to the fact that there's no reference to the light level of the surface if you're not looking at the surface. Other than that though, it works great in every other case I've tested it with.


    Medium version uses forward shading in order to maximize performance, which means shading is applied directly on the rendered pixel. All terrain is rendered in one pass then transparencies are rendered after in another pass. When appling shading I have no way to know if the rendered pixel will be underwater or not.
    High versions uses deferred shading, which means all components needed for lighting are exported in multiple framebuffers when rendering the scene, then lighting is applied in several processing stages. Terrain is rendered in one pass with all these datas, but transparencies are rendered in another pass using forward shading in another framebuffer. This way I can tag pixels which will be underwater and modify the lighting equation in the deferred pass.
    Posted in: Minecraft Mods
  • 0

    posted a message on Chocapic13's Shaders
    Quote from Moosbart4»

    I have a little question about the Clear Water option.

    As advised I turned it OFF for Medium and below and ON for High and above.

    With V6 Medium the Clear Water option makes 5 block deep water pitch black when turned OFF, no transition to darkness whatsoever. Which is a bit of an eyesore and even worse when you try to dive... you can't see a damned thing.

    If I turn Clear Water ON the water becomes completely see-through until a certain depth, which is too much see-through for my taste.


    With V6 High and Clear Water turned OFF it becomes dark pretty early but at least there is a transition to a darker level. We reach a sweet spot with Clear Water turned ON with High, the transition and the depth at which it becomes darker is pleasant to look at and just what I was looking for.


    Now my question, is there a way to achieve the same level of darkness, depth, transition etc. that I experience on High (Clear Water ON) on Medium as well? Since my game performs better with Medium, I would like to keep it on Medium but tweak it a little here and there to keep it as quality-rich as possible.



    PS:

    Can't wait for the OptiFine options!! Been trying out a couple shader like SEUS and Kuda, just to name a few. But I've been very happy with this one so far and the V6 update just hit a whole new level for me (really liking the attention of detail with glowing spider- and enderman- eyes).

    Thanks again for the hard work, Chocapic13. I appreciate it a lot!



    Unfortunately that's not possible, due to the way medium version is rendered I can't modify the way the minecraft lightmap is handled underwater (which is possible in High, Ultra and Extreme versions), so it has to follow the same gradient as above the surface.

    Quote from soccerguy3»



    i agree this is very impressive , chocapic13 can you implement Gama control over brightness as sp614x mentioned in the Optifine Topic . At present turning on shaders breaks the Gammabright litemod . If there is a way to control the Gamma either in the Shaderpack or Optifine


    Thanks and great work

    This mod doesn't really affect gamma, but modifies the minecraft lightmap. I may add an option for that but it may quickly result in a kind of "cheat" because you could have full visibility very easily.
    Posted in: Minecraft Mods
  • 3

    posted a message on Chocapic13's Shaders
    Quote from Moosbart4»

    Days and nights are brighter as well as underground. The glowing bug is gone and everything looks so much better, thanks a lot Chocapic13!


    But I do have to say that V5 High was performing slightly better than V6 High on my end. V6 Medium looks just as great to me so I can get the frames back and the quality loss in water is negligible. High density areas are still the death of me with a drop to 35-45 fps, I would have to use the V6 Low or Lite version to even get passed those areas with acceptable frames. Anyway thanks a lot for this new version!


    I appreciate the hard work but I mean to ask, will there be more options to adjust in the future?



    Thanks for the feedback! Tons of optifine options will come once mac compatibility is fixed and no shadows versions are released.


    Is there a way to reduce the bloom on V6 Medium?



    Around line 407 in final.fsh :

    color = color/samples+texture2D(composite,texcoord/4.0).rgb*0.4;
    #endif
    #ifndef MOTIONBLUR
    color += texture2D(composite,texcoord/4.0).rgb*0.4;


    The number in red is the bloom intensity.


    -----

    Some pics of the No shadows Lite version I'm working on (1080p/2x Render Quality/24 Render Distance) :

    Versus YShaders Low at same settings :


    YShaders Lite does not have waving stuff, disabling it on No shadows lite offers an additionnal 7 fps boost.

    Posted in: Minecraft Mods
  • 3

    posted a message on OptiFine HD C6 (FPS Boost, Dynamic Lights, Shaders and much more)

    Finally, after several months of development, here is the official release of the 6th version of my shaders! This version is a huge code re-writting and re-organisation, which probably make this shaderpack the one with highest performance/quality ratio at the moment.

    Lowest versions have been optimized for integrated gpus and minimize memory bandwith usage. For example, V6-Lite is the fastest shaderpack with shadows on an Intel HD 4600 with a 10-20% lead on the second one while maintaining a superior level of quality.


    NB : Macs are not supported at the moment but will supported be in a short future.


    Download it on my shaderpack thread : http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293898-chocapic13s-shaders


    Short list of improvements over V5:

    - Massive increase of the performance/quality ratio

    - Totally new and improved lighting

    - First shaderpack to support transparencies and particles correctly

    - New lens flares

    - Improved godrays

    - Greatly increased shadow draw distance

    - New SSAO for ultra and extreme versions

    - Improved variable penumbra shadows (Ultra and extreme versions)

    - POM support for High/Ultra/Extreme


    Screenshots :


    Posted in: Minecraft Mods
  • 3

    posted a message on Shaders Mod (updated by karyonix)

    Finally, after several months of development, here is the official release of the 6th version of my shaders! This version is a huge code re-writting and re-organisation, which probably make this shaderpack the one with highest performance/quality ratio at the moment.

    Lowest versions have been optimized for integrated gpus and minimize memory bandwith usage. For example, V6-Lite is the fastest shaderpack with shadows on an Intel HD 4600 with a 10-20% lead on the second one while maintaining a superior level of quality.



    NB : Macs are not supported at the moment but will supported be in a short future.


    Download it on shaderpack thread : http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293898-chocapic13s-shaders


    Short list of improvements over V5:

    - Massive increase of the performance/quality ratio

    - Totally new and improved lighting

    - First shaderpack to support transparencies and particles correctly

    - New lens flares

    - Improved godrays

    - Greatly increased shadow draw distance

    - New SSAO for ultra and extreme versions

    - Improved variable penumbra shadows (Ultra and extreme versions)

    - POM support for High/Ultra/Extreme


    Screenshots :




    Posted in: Minecraft Mods
  • 2

    posted a message on Chocapic13's Shaders

    Finally, after several months of development, here is the official release of the 6th version of my shaders! This version is a huge code re-writting and re-organisation, which probably make this shaderpack the one with highest performance/quality ratio at the moment.

    Lowest versions have been optimized for integrated gpus and minimize memory bandwith usage. For example, V6-Lite is the fastest shaderpack with shadows on an Intel HD 4600 with a 10-20% lead on the second one while maintaining a superior level of quality.


    Downloads :

    V6 Lite

    V6 Low

    V6 Medium

    V6 High

    V6 Ultra

    V6 Extreme

    NB : Macs are not supported at the moment but will supported be in a short future.



    Recommended optifine settings :

    Old Lighting : OFF or DEFAULT!
    Vignette : Fast
    Clear water : Off for Lite/Low/Medium, On for High/Ultra/Extreme
    Smooth Lighting Level : 55-75% for Lite/Low/Medium/High, 0-20% for Ultra/Extreme
    Clouds : Default or off



    Short list of improvements over V5:

    - Massive increase of the performance/quality ratio

    - Totally new and improved lighting

    - First shaderpack to support transparencies and particles correctly

    - New lens flares

    - Improved godrays

    - Greatly increased shadow draw distance

    - New SSAO for ultra and extreme versions

    - Improved variable penumbra shadows (Ultra and extreme versions)

    - POM support for High/Ultra/Extreme



    Screenshots :

    Posted in: Minecraft Mods
  • 1

    posted a message on Chocapic13's Shaders
    Quote from Acurapassion»

    I appreciate you taking the time to respond. What would the fix be for caves?

    Thanks again.


    It is already applied in caves, the "fix" is just to not apply sun light to areas with very low light when the player is in a very low light area.


    Edit : Fixed motion blur on hand, I'm just checking if everything is ok for release right now.

    Posted in: Minecraft Mods
  • 1

    posted a message on Chocapic13's Shaders
    Quote from Police4896»

    how do i make enchanted items behave like torches and give out light when you are holding it



    Dynamic light is fully handled by optifine now, you should make a request on optifine's thread as it is a nice idea in my opinion.


    //Template from Dedelner's Report a problem\\


    Shaderpack: Chocapic13's V6 Extreme RC (and RC2)
    What is the problem?: It crashes
    When it happend?: All the time
    Minecraft version: 1.10.2
    Optifine installed?: Yes (obviously)
    Graphics card: Intel(R) HD Graphics 5500
    Graphic card driver version: 20.19.15.4454
    Other installed mods: No

    Game Output Log: (Below)



    Oct 15, 2016 7:27:27 AM net.minecraft.launchwrapper.LogWrapper log
    INFO: Loading tweak class name optifine.OptiFineTweaker
    Oct 15, 2016 7:27:27 AM net.minecraft.launchwrapper.LogWrapper log
    INFO: Using primary tweak class name optifine.OptiFineTweaker
    Oct 15, 2016 7:27:27 AM 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/1.10.2_HD_U_C4_pre/OptiFine-1.10.2_HD_U_C4_pre.jar
    OptiFine ZIP file: C:\Users\CoolSteveMan5555\AppData\Roaming\.minecraft\libraries\optifine\OptiFine\1.10.2_HD_U_C4_pre\OptiFine-1.10.2_HD_U_C4_pre.jar
    OptiFineTweaker: getLaunchArguments
    OptiFineTweaker: getLaunchTarget
    Oct 15, 2016 7:27:28 AM net.minecraft.launchwrapper.LogWrapper log
    INFO: Launching wrapped minecraft {net.minecraft.client.main.Main}
    Completely ignored arguments: [--nativeLauncherVersion, 307]
    [07:27:29] [Client thread/INFO]: Setting user: CoolSteveMan5555
    [OptiFine] (Reflector) Class not present: net.minecraftforge.common.MinecraftForge
    [OptiFine] (Reflector) Class not present: net.minecraftforge.common.ForgeHooks
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.MinecraftForgeClient
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.ForgeHooksClient
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.FMLCommonHandler
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.FMLClientHandler
    [OptiFine] (Reflector) Method not present: atl.getSkyRenderer
    [OptiFine] (Reflector) Method not present: atl.getCloudRenderer
    [OptiFine] (Reflector) Method not present: atl.getWeatherRenderer
    [OptiFine] (Reflector) Method not present: aid.countEntities
    [OptiFine] (Reflector) Method not present: aid.getPerWorldStorage
    [OptiFine] (Reflector) Method not present: aid.initCapabilities
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.IRenderHandler
    [OptiFine] (Reflector) Class not present: net.minecraftforge.common.DimensionManager
    [OptiFine] (Reflector) Class not present: net.minecraftforge.event.world.WorldEvent$Load
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderItemInFrameEvent
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.GuiScreenEvent$DrawScreenEvent$Pre
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.GuiScreenEvent$DrawScreenEvent$Post
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.EntityViewRenderEvent$FogColors
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.EntityViewRenderEvent$RenderFogEvent
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.EntityViewRenderEvent$CameraSetup
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Pre
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Post
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Specials$Pre
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderLivingEvent$Specials$Post
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.eventhandler.EventBus
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.eventhandler.Event$Result
    [OptiFine] (Reflector) Class not present: net.minecraftforge.event.ForgeEventFactory
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.event.RenderBlockOverlayEvent$OverlayType
    [OptiFine] (Reflector) Class not present: net.minecraftforge.event.world.ChunkWatchEvent$UnWatch
    [OptiFine] (Reflector) Method not present: akf.getBedDirection
    [OptiFine] (Reflector) Method not present: akf.isBed
    [OptiFine] (Reflector) Method not present: akf.isBedFoot
    [OptiFine] (Reflector) Method not present: akf.hasTileEntity
    [OptiFine] (Reflector) Method not present: akf.canCreatureSpawn
    [OptiFine] (Reflector) Method not present: akf.addHitEffects
    [OptiFine] (Reflector) Method not present: akf.addDestroyEffects
    [OptiFine] (Reflector) Method not present: akf.isAir
    [OptiFine] (Reflector) Method not present: akf.canRenderInLayer
    [OptiFine] (Reflector) Method not present: akf.getExtendedState
    [OptiFine] (Reflector) Method not present: akf.getSoundType
    [OptiFine] (Reflector) Method not present: akf.getLightOpacity
    [OptiFine] (Reflector) Method not present: akf.getLightValue
    [OptiFine] (Reflector) Method not present: akf.isSideSolid
    [OptiFine] (Reflector) Method not present: akf.doesSideBlockRendering
    [OptiFine] (Reflector) Field not present: rw.captureDrops
    [OptiFine] (Reflector) Field not present: rw.capturedDrops
    [OptiFine] (Reflector) Method not present: rw.shouldRenderInPass
    [OptiFine] (Reflector) Method not present: rw.canRiderInteract
    [OptiFine] (Reflector) Method not present: rw.shouldRiderSit
    [OptiFine] (Reflector) Method not present: aqk.shouldRenderInPass
    [OptiFine] (Reflector) Method not present: aqk.getRenderBoundingBox
    [OptiFine] (Reflector) Method not present: aqk.canRenderBreaking
    [OptiFine] (Reflector) Method not present: adx.onEntitySwing
    [OptiFine] (Reflector) Method not present: adx.shouldCauseReequipAnimation
    [OptiFine] (Reflector) Method not present: adx.showDurabilityBar
    [OptiFine] (Reflector) Method not present: adx.getDurabilityForDisplay
    [OptiFine] (Reflector) Method not present: acf.hasOverlay
    [OptiFine] (Reflector) Method not present: rp.shouldRenderHUD
    [OptiFine] (Reflector) Method not present: rp.renderHUDEffect
    [OptiFine] (Reflector) Method not present: rq.isCurativeItem
    [OptiFine] (Reflector) Method not present: aeo.getRecordResource
    [OptiFine] (Reflector) Method not present: bwp$b.preDraw
    [OptiFine] (Reflector) Method not present: bwp$b.postDraw
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.common.asm.transformers.BlamingTransformer
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.relauncher.CoreModManager
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.SplashProgress
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.model.pipeline.LightUtil
    [OptiFine] (Reflector) Class not present: net.minecraftforge.common.property.IExtendedBlockState
    [OptiFine] (Reflector) Class not present: net.minecraftforge.common.property.ExtendedBlockState
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.ItemModelMesherForge
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.model.ModelLoader
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.model.Attributes
    [OptiFine] (Reflector) Class not present: mods.betterfoliage.client.BetterFoliageClient
    [OptiFine] (Reflector) Method not present: aiq.getWaterColorMultiplier
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.registry.RenderingRegistry
    [OptiFine] (Reflector) Method not present: bqf.preDrawBatch
    [OptiFine] (Reflector) Method not present: bqf.drawBatch
    [OptiFine] (Reflector) Method not present: bpj.handleItemState
    [OptiFine] (Reflector) Class not present: net.minecraftforge.common.ForgeModContainer
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.settings.KeyConflictContext
    [OptiFine] (Reflector) Method not present: bcu.setKeyConflictContext
    [OptiFine] (Reflector) Method not present: bcu.setKeyModifierAndCode
    [OptiFine] (Reflector) Method not present: bcu.getKeyModifier
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.settings.KeyModifier
    [OptiFine] (Reflector) Class not present: net.minecraftforge.client.gui.NotificationModUpdateScreen
    [OptiFine] (Reflector) Class not present: net.minecraftforge.fml.client.GuiModList
    [07:27:32] [Client thread/INFO]: LWJGL Version: 2.9.4
    [OptiFine]
    [OptiFine] OptiFine_1.10.2_HD_U_C4_pre
    [OptiFine] Build: 20160926-122002
    [OptiFine] OS: Windows 10 (amd64) version 10.0
    [OptiFine] Java: 1.8.0_25, Oracle Corporation
    [OptiFine] VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    [OptiFine] LWJGL: 2.9.4
    [OptiFine] OpenGL: Intel(R) HD Graphics 5500, version 4.4.0 - Build 20.19.15.4454, Intel
    [OptiFine] OpenGL Version: 4.0
    [OptiFine] OpenGL Fancy fog: Not available (GL_NV_fog_distance)
    [OptiFine] Maximum texture size: 8192x8192
    [OptiFine] Checking for new version
    [Shaders] ShadersMod version: 2.4.12
    [Shaders] OpenGL Version: 4.4.0 - Build 20.19.15.4454
    [Shaders] Vendor: Intel
    [Shaders] Renderer: Intel(R) HD Graphics 5500
    [Shaders] Capabilities: 2.0 2.1 3.0 3.2 4.0
    [Shaders] GL_MAX_DRAW_BUFFERS: 8
    [Shaders] GL_MAX_COLOR_ATTACHMENTS_EXT: 8
    [Shaders] GL_MAX_TEXTURE_IMAGE_UNITS: 32
    [Shaders] Load ShadersMod configuration.
    [Shaders] Loaded shaderpack: §6Paolos §aLagLess §4Shaders §cv03 §3RC8.zip
    [OptiFine] [WARN] Ambiguous shader option: GODRAYS_EXPOSURE
    [OptiFine] [WARN] - in composite.fsh: 0.10
    [OptiFine] [WARN] - in final.fsh: 0.11
    [OptiFine] [WARN] Ambiguous shader option: GODRAYS_DECAY
    [OptiFine] [WARN] - in composite.fsh: 0.95
    [OptiFine] [WARN] - in final.fsh: 0.99
    [OptiFine] [WARN] Ambiguous shader option: GODRAYS_DENSITY
    [OptiFine] [WARN] - in composite.fsh: 0.65
    [OptiFine] [WARN] - in final.fsh: 0.30
    [07:27:32] [Client thread/INFO]: Reloading ResourceManager: Default
    [OptiFine] *** Reloading textures ***
    [OptiFine] Resource packs: Default
    [OptiFine] Version found: C3
    [07:27:51] [Sound Library Loader/INFO]: Starting up SoundSystem...
    [07:27:52] [Thread-6/INFO]: Initializing LWJGL OpenAL
    [07:27:52] [Thread-6/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
    AL lib: (EE) MMDevApiOpenPlayback: Device init failed: 0x80004005
    AL lib: (EE) MMDevApiOpenPlayback: Device init failed: 0x80004005
    [07:27:52] [Thread-6/ERROR]: Error in class 'LibraryLWJGLOpenAL'
    [07:27:52] [Thread-6/ERROR]: Unable to initialize OpenAL. Probable cause: OpenAL not supported.
    [07:27:52] [Thread-6/WARN]: ERROR MESSAGE:
    [07:27:52] [Thread-6/INFO]: Could not locate OpenAL library.
    [07:27:52] [Thread-6/WARN]: STACK TRACE:
    [07:27:52] [Thread-6/INFO]: org.lwjgl.openal.AL.create(AL.java:156)
    [07:27:52] [Thread-6/INFO]: org.lwjgl.openal.AL.create(AL.java:102)
    [07:27:52] [Thread-6/INFO]: org.lwjgl.openal.AL.create(AL.java:206)
    [07:27:52] [Thread-6/INFO]: paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:164)
    [07:27:52] [Thread-6/INFO]: paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
    [07:27:52] [Thread-6/INFO]: paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
    [07:27:52] [Thread-6/INFO]: paulscode.sound.CommandThread.run(CommandThread.java:121)
    [07:27:52] [Sound Library Loader/WARN]: ERROR MESSAGE:
    [07:27:52] [Sound Library Loader/INFO]: Could not locate OpenAL library.
    [07:27:52] [Sound Library Loader/INFO]: Starting up SoundSystem...
    [07:27:52] [Thread-8/INFO]: Switching to No Sound
    [07:27:52] [Thread-8/INFO]: (Silent Mode)
    [07:27:53] [Sound Library Loader/INFO]: Sound engine started
    [OptiFine] Mipmap levels: 4
    [OptiFine] Multitexture: false
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/0_glass_white/glass_pane_white.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/0_glass_white/glass_white.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/10_glass_purple/glass_pane_purple.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/10_glass_purple/glass_purple.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/11_glass_blue/glass_blue.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/11_glass_blue/glass_pane_blue.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/12_glass_brown/glass_brown.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/12_glass_brown/glass_pane_brown.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/13_glass_green/glass_green.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/13_glass_green/glass_pane_green.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/14_glass_red/glass_pane_red.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/14_glass_red/glass_red.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/15_glass_black/glass_black.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/15_glass_black/glass_pane_black.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/1_glass_orange/glass_orange.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/1_glass_orange/glass_pane_orange.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/2_glass_magenta/glass_magenta.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/2_glass_magenta/glass_pane_magenta.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/3_glass_light_blue/glass_light_blue.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/3_glass_light_blue/glass_pane_light_blue.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/4_glass_yellow/glass_pane_yellow.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/4_glass_yellow/glass_yellow.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/5_glass_lime/glass_lime.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/5_glass_lime/glass_pane_lime.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/6_glass_pink/glass_pane_pink.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/6_glass_pink/glass_pink.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/7_glass_gray/glass_gray.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/7_glass_gray/glass_pane_gray.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/8_glass_silver/glass_pane_silver.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/8_glass_silver/glass_silver.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/9_glass_cyan/glass_cyan.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/9_glass_cyan/glass_pane_cyan.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/bookshelf.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/glass.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/glasspane.properties
    [OptiFine] ConnectedTextures: mcpatcher/ctm/default/sandstone.properties
    [OptiFine] Multipass connected textures: false
    [OptiFine] BetterGrass: Parsing default configuration optifine/bettergrass.properties
    [07:27:55] [Client thread/INFO]: Created: 1024x512 textures-atlas
    [Shaders] allocateTextureMap 4 1024 512
    [OptiFine] *** Reloading custom textures ***
    [OptiFine] Natural Textures: Parsing default configuration "optifine/natural.properties"
    [OptiFine] Natural Textures: Valid only for textures from default resource pack
    [OptiFine] NaturalTextures: grass_side = F
    [OptiFine] NaturalTextures: grass_side_overlay = F
    [OptiFine] NaturalTextures: grass_side_snowed = F
    [OptiFine] NaturalTextures: mycelium_side = F
    [OptiFine] NaturalTextures: mycelium_top = 4F
    [OptiFine] NaturalTextures: grass_path_top = 4
    [OptiFine] NaturalTextures: grass_path_side = F
    [OptiFine] NaturalTextures: snow = 4F
    [OptiFine] NaturalTextures: coarse_dirt = 4F
    [OptiFine] NaturalTextures: dirt_podzol_top = 4F
    [OptiFine] NaturalTextures: farmland_wet = 2F
    [OptiFine] NaturalTextures: farmland_dry = 2F
    [OptiFine] NaturalTextures: stone_granite = 2F
    [OptiFine] NaturalTextures: stone_diorite = 2F
    [OptiFine] NaturalTextures: stone_andesite = 2F
    [OptiFine] NaturalTextures: sandstone_top = 4
    [OptiFine] NaturalTextures: sandstone_bottom = 4F
    [OptiFine] NaturalTextures: stone_slab_top = F
    [OptiFine] NaturalTextures: end_stone = 4
    [OptiFine] NaturalTextures: gravel = 2
    [OptiFine] NaturalTextures: clay = 4F
    [OptiFine] NaturalTextures: log_oak = 2F
    [OptiFine] NaturalTextures: log_spruce = 2F
    [OptiFine] NaturalTextures: log_birch = F
    [OptiFine] NaturalTextures: log_jungle = 2F
    [OptiFine] NaturalTextures: log_acacia = 2F
    [OptiFine] NaturalTextures: log_big_oak = 2F
    [OptiFine] NaturalTextures: log_oak_top = 4F
    [OptiFine] NaturalTextures: log_spruce_top = 4F
    [OptiFine] NaturalTextures: log_birch_top = 4F
    [OptiFine] NaturalTextures: log_jungle_top = 4F
    [OptiFine] NaturalTextures: log_acacia_top = 4F
    [OptiFine] NaturalTextures: log_big_oak_top = 4F
    [OptiFine] NaturalTextures: leaves_oak = 2F
    [OptiFine] NaturalTextures: leaves_spruce = 2F
    [OptiFine] NaturalTextures: leaves_birch = 2F
    [OptiFine] NaturalTextures: leaves_jungle = 2
    [OptiFine] NaturalTextures: leaves_big_oak = 2F
    [OptiFine] NaturalTextures: leaves_acacia = 2F
    [OptiFine] NaturalTextures: gold_ore = 2F
    [OptiFine] NaturalTextures: iron_ore = 2F
    [OptiFine] NaturalTextures: coal_ore = 2F
    [OptiFine] NaturalTextures: diamond_ore = 2F
    [OptiFine] NaturalTextures: redstone_ore = 2F
    [OptiFine] NaturalTextures: lapis_ore = 2F
    [OptiFine] NaturalTextures: netherrack = 4F
    [OptiFine] NaturalTextures: quartz_ore = 2
    [OptiFine] NaturalTextures: soul_sand = 4F
    [OptiFine] NaturalTextures: glowstone = 4
    [OptiFine] NaturalTextures: redstone_lamp_on = 4F
    [OptiFine] NaturalTextures: redstone_lamp_off = 4F
    [OptiFine] NaturalTextures: prismarine_rough = 4F
    [OptiFine] NaturalTextures: obsidian = 4F
    [OptiFine] NaturalTextures: cactus_side = 2F
    [Shaders] Loaded shaderpack: Chocapic13 V6 Extreme RC2.zip
    [OptiFine] [Shaders] Dimensions: -1 1
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_LEAVES
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 18.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 18
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_VINES
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 106.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 106
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_TALLGRASS
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 31.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 31
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_DANDELION
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 37.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 37
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_ROSE
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 38.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 38
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_WHEAT
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 59.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 59
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_LILYPAD
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 111.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 111
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_FIRE
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 51.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 51
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_LAVAFLOWING
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 10.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 10
    [OptiFine] [WARN] Ambiguous shader option: ENTITY_LAVASTILL
    [OptiFine] [WARN] - in gbuffers_textured.vsh: 11.0
    [OptiFine] [WARN] - in gbuffers_terrain.vsh: 11
    [OptiFine] [WARN] Ambiguous shader option: SHADOW_MAP_BIAS
    [OptiFine] [WARN] - in gbuffers_textured.fsh: 0.8
    [OptiFine] [WARN] - in gbuffers_water.fsh: 0.80
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_basic.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_textured.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_textured_lit.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_clouds.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_terrain.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_damagedblock.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_water.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_entities.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh: 4096
    [OptiFine] [WARN] - in world-1/gbuffers_hand.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: VIGNETTE_END
    [OptiFine] [WARN] - in final.fsh: 1.25
    [OptiFine] [WARN] - in world-1/final.fsh: 1.2
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_basic.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_textured.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh, world1/gbuffers_textured.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_textured_lit.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh, world1/gbuffers_textured.fsh, world1/gbuffers_textured_lit.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_clouds.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh, world1/gbuffers_textured.fsh, world1/gbuffers_textured_lit.fsh, world1/gbuffers_clouds.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_terrain.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh, world1/gbuffers_textured.fsh, world1/gbuffers_textured_lit.fsh, world1/gbuffers_clouds.fsh, world1/gbuffers_terrain.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_damagedblock.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh, world1/gbuffers_textured.fsh, world1/gbuffers_textured_lit.fsh, world1/gbuffers_clouds.fsh, world1/gbuffers_terrain.fsh, world1/gbuffers_damagedblock.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_water.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh, world1/gbuffers_textured.fsh, world1/gbuffers_textured_lit.fsh, world1/gbuffers_clouds.fsh, world1/gbuffers_terrain.fsh, world1/gbuffers_damagedblock.fsh, world1/gbuffers_water.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_entities.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: shadowMapResolution
    [OptiFine] [WARN] - in gbuffers_textured.fsh, gbuffers_water.fsh, gbuffers_hand.fsh, composite2.fsh, world-1/gbuffers_basic.fsh, world-1/gbuffers_textured.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_clouds.fsh, world-1/gbuffers_terrain.fsh, world-1/gbuffers_damagedblock.fsh, world-1/gbuffers_water.fsh, world-1/gbuffers_entities.fsh, world-1/gbuffers_hand.fsh, world1/gbuffers_basic.fsh, world1/gbuffers_textured.fsh, world1/gbuffers_textured_lit.fsh, world1/gbuffers_clouds.fsh, world1/gbuffers_terrain.fsh, world1/gbuffers_damagedblock.fsh, world1/gbuffers_water.fsh, world1/gbuffers_entities.fsh: 4096
    [OptiFine] [WARN] - in world1/gbuffers_hand.fsh: 1024
    [OptiFine] [WARN] Ambiguous shader option: VIGNETTE_END
    [OptiFine] [WARN] - in final.fsh, world-1/final.fsh: 1.25
    [OptiFine] [WARN] - in world1/final.fsh: 1.2
    [Shaders] Save ShadersMod configuration.
    [07:33:48] [Server thread/INFO]: Starting integrated minecraft server version 1.10.2
    [07:33:48] [Server thread/INFO]: Generating keypair
    [07:33:48] [Server thread/INFO]: Preparing start region for level 0
    [07:33:50] [Server thread/INFO]: Preparing spawn area: 2%
    [07:33:51] [Server thread/INFO]: Preparing spawn area: 69%
    [07:33:51] [Server thread/INFO]: Changing view distance to 7, from 10
    [07:33:54] [Server thread/INFO]: CoolSteveMan5555[local:E:5899f1ba] logged in with entity id 359 at (160.60081735940508, 65.75931046918258, -393.5542686416769)
    [07:33:54] [Server thread/INFO]: CoolSteveMan5555 joined the game
    [Shaders] composite format: RGBA16
    [Shaders] gaux2 format: RGBA16
    [Shaders] gaux3 format: RGBA16
    [Shaders] gaux4 format: RGBA16
    [Shaders] gcolor format: RGBA8
    [Shaders] gdepth format: RGBA16
    [Shaders] gnormal format: RGBA16
    [Shaders] composite format: R11F_G11F_B10F
    [Shaders] gaux1 format: RGBA16
    [Shaders] gaux2 format: R11F_G11F_B10F
    [Shaders] gaux3 format: R11F_G11F_B10F
    [Shaders] gaux4 format: R11F_G11F_B10F
    [Shaders] Program loaded: gbuffers_basic
    [Shaders] Program loaded: gbuffers_textured
    [Shaders] Program loaded: gbuffers_textured_lit
    [Shaders] Program loaded: gbuffers_skybasic
    [Shaders] Program loaded: gbuffers_skytextured
    [Shaders] composite format: RGBA16
    [Shaders] gaux2 format: RGBA16
    [Shaders] gaux3 format: RGBA16
    [Shaders] gaux4 format: RGBA16
    [Shaders] gcolor format: RGBA8
    [Shaders] gdepth format: RGBA16
    [Shaders] gnormal format: RGBA16
    [Shaders] composite format: R11F_G11F_B10F
    [Shaders] gaux1 format: RGBA16
    [Shaders] gaux2 format: R11F_G11F_B10F
    [Shaders] gaux3 format: R11F_G11F_B10F
    [Shaders] gaux4 format: R11F_G11F_B10F
    [Shaders] Program loaded: gbuffers_terrain
    [07:33:55] [Server thread/INFO]: Saving and pausing game...
    [07:33:55] [Server thread/INFO]: Saving chunks for level 'dqf'/Overworld
    [Shaders] Program loaded: gbuffers_water
    [Shaders] Program loaded: gbuffers_entities
    [07:33:56] [Server thread/INFO]: Saving chunks for level 'dqf'/Nether
    [07:33:56] [Server thread/INFO]: Saving chunks for level 'dqf'/The End
    [Shaders] Program loaded: gbuffers_hand
    [Shaders] Program loaded: gbuffers_weather
    [Shaders] Noise texture enabled
    [Shaders] Noise texture resolution: 1024
    #
    # A fatal error has been detected by the Java Runtime Environment:
    #
    # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ff9fe8cada9, pid=9532, tid=10332
    #
    # JRE version: Java(TM) SE Runtime Environment (8.0_25-b18) (build 1.8.0_25-b18)
    # Java VM: Java HotSpot(TM) 64-Bit Server VM (25.25-b02 mixed mode windows-amd64 compressed oops)
    # Problematic frame:
    # C [ig8icd64.dll+0x80ada9]
    #
    # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
    #
    # An error report file with more information is saved as:
    # C:\Users\CoolSteveMan5555\AppData\Roaming\.minecraft\hs_err_pid9532.log
    #
    # If you would like to submit a bug report, please visit:
    # http://bugreport.sun.com/bugreport/crash.jsp
    # The crash happened outside the Java Virtual Machine in native code.
    # See problematic frame for where to report the bug.
    #
    Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release


    It's a bit strange for me, since this didn't happen on your previous extreme versions. Motion Blur is nice, just hoping the hand could be fixed. (just hoping, not forcing)



    I have a similar issue on my intel laptop, I think intel gpus does not handle lots of texture cache misses (V6 high versions have higher texture cache misses rates) due to the very small bandwith. It seems that intel drivers does not handle very well the case when an application uses a lot of power from the gpu, as it nearly makes my computer crash (at least on my laptop).

    I will share a little advice for laptop users : a nice and not too much expensive way (max 30 euros for 4go) to dramatically improve performance of a laptop (cpu and gpu if integrated) is to add another RAM "module" (not totally sure how to translate that), as most often laptops have only a big single ram module in order to save money on fabrication costs. Adding another RAM module nearly doubles the bandwith as well as offering more memory size. Of course it's useless if your laptop is already in dual channel (bandwith is doubled only when using a pair number of ram modules). Just be sure you have a free slot of memory and buy the same memory as the one in your laptop.

    Posted in: Minecraft Mods
  • 3

    posted a message on Chocapic13's Shaders
    Quote from Moosbart4»

    I've got an annoying lighting issue with pretty much every bright light source during a downfall.

    Torches and lava for example are glowing annoyingly bright and my hand/tools are glowing as well if I am holding a torch as you can see.

    I am using the latest version High and besides a dislike in the brightness during night time I have not encountered any more issues.

    I am only experiencing this issue on version High and above.

    Is there a way to remove the glow, adjust it somehow or is this even intentional by any chance?


    Windows 7 Home Premium 64-bit

    Intel Xeon CPU E3-1231 v3 @ 3.40 GHz

    8,0GB RAM

    Nvidia GeForce GTX 750 Ti


    Try the lastest V6 Release Candidates in the Wip folder, it fixes the issue as well as providing major performance and quality improvements.


    Quote from DatWeirdPerson»

    Oh, I didn't realize you aren't doing the stuff I'm used to. Another thing I noticed, your shader starts with composite2? Is that just because you haven't cleaned everything or is there some reason? Also, why are you rendering shading in gbuffers_hand and some other files? It doesn't seem to take performance but it doesn't make sense to my unexperienced self. Mind explaining?

    EDIT: I forgot to mention, depth of field looks really nice.

    I was too lazy to clean, I will clean everything and remove duplicated code everywhere when I will add optifine options. I'm using direct shading on lite,low and medium versions because it is faster to render fast and basic lighting directly rather than in a deffered way. However more complex shading and shadow filtering requires deffered shading in order to have the best performance.

    Quote from VMan_2002»

    Will you allow people to put your shader in their modpack if they follow the current thread's rules for sharing and modification?


    Can you send me a PM with more details about how you want to share your modpack?
    Quote from Acurapassion»

    Anyone know why I'm getting these bits of light on the edges when I'm in caves?


    http://imgur.com/a/tFAdw


    Using the Ultra version, and Minecraft 1.10.2.


    Unfortunately that's not really fixable at the moment, there's a "fix" to avoid this in caves but it wouldn't work on the surface.

    ----

    I forgot to quote, but moon and sky textures are currently being fixed for lite/low and medium version.
    If no other bugs are reported I will (finally) officialize V6 tomorrow.
    Posted in: Minecraft Mods
  • 0

    posted a message on Chocapic13's Shaders
    Quote from DatWeirdPerson»



    Cant you just multiply the velocity by 0 (or a lower number) if its on your hand?


    I don't think I have a way to detect hand in post processing stages.


    Also, I have updated Lite and Low versions.
    Posted in: Minecraft Mods
  • 1

    posted a message on Chocapic13's Shaders

    1. Motion Blur is very buggy on V6 Medium RC2
    2. MC Clouds are STILL going through everything on High RC4 (Not sure on Ultra & Extreme).
    Suggestion:
    1. Add an option that'll disable your clouds and use Deafult Clouds, most people liked custom sky but only very few people like MC Clouds.
    2. Make Motion Blur look like in old versions, your MotionBlur is WAY too similar to Sildur's. (There will be photos of what I mean)


    Motion Blur:

    This is what i'm expecting (Screenshot from MrMeepz V05 Ultra Motion Blur)

    Not like this (SOO similar to Sildur's Motion Blur in Vibrant Shaders V1.153)

    And MC Clouds:

    didn't change at all :'(

    I know you're working hard on this one, but some were unexpected, and some didn't change at all. (sigh)


    Well, it's your property, not mine. So if you would improve them, or leave it, whatever will come out on the final release, it is DONE!. :,'(


    I don't know if motion blur could be fixed on hand, but you are not supposed to play with default mc clouds with high, ultra and extreme versions.
    Posted in: Minecraft Mods
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