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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
MACs can only run in version 120 OpenGL, most of us avoid using newer versions (such as version 400 compatibility) If you're thinking maybe there is an extension that chocapic can use? No, there isnt, he uses a lot of newer functions (texelFetch, textureGather, etc) So, sadly, I dont think there is any hope for getting the shader to work for him :/
I'll make a version that doesn't use textureGather after I finish V6 for windows (I hope I could do it this week-end).
0
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.
0
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.
0
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.
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.
3
Thanks for the feedback! Tons of optifine options will come once mac compatibility is fixed and no shadows versions are released.
Around line 407 in final.fsh :
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.
3
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 :
3
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 :
2
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 :
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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.
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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.
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.
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Try the lastest V6 Release Candidates in the Wip folder, it fixes the issue as well as providing major performance and quality improvements.
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.
Can you send me a PM with more details about how you want to share your modpack?
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.
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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.
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I don't think I have a way to detect hand in post processing stages.
Also, I have updated Lite and Low versions.
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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.
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Updated Medium,High,Ultra and Extreme versions.
-Small performance gain (5% max) on medium and higher versions
-Bloom now has a constant "size" (does not vary in function of resolution)
-SSAO radius doesn't change with fov, improved sampling.
-Fixed very bright artifact bug on some gpus.
-Fixed underwater shadows.
-Fixed adaptative exposure
I will update Lite and Low versions as soon as possible, also don't forget to report bugs!
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I'll make a version that doesn't use textureGather after I finish V6 for windows (I hope I could do it this week-end).
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This fixes the issue on intel gpus : http://www.mediafire.com/download/s05p7ecob1s5l11/Chocapic13_V6_High_RC3.zip
I don't know if it will be working on GTX 5XX