I looked through the wiki and the config.ini file and can't seem to find out how to disable depth of field. is it possible? hopefully no one asked this before or its in the wiki or else i'll really feel like an idiot haha.
Honestly, I have no clue. Two other people have posted in this thread with the same problem and I can't really do anything about it until someone can run Minecraft from the command line and get me running log. :-/ For some reason your textures just aren't being loaded. Make sure you try installing on a clean Minecraft installation.
This thread has some steps to run Minecraft from the command line:
Also, let me know what kind of graphics card you're using.
One of these days the patcher is going to need to get an upgrade which includes working right-click work for Windows users and a debug button which starts Minecraft in this way.
I looked through the wiki and the config.ini file and can't seem to find out how to disable depth of field. is it possible? hopefully no one asked this before or its in the wiki or else i'll really feel like an idiot haha.
Yes, you can disable it in the final.fsh file. It's located in .minecraft/bin/minecraft.jar/shaders/.
Not sure which shader you're using but there should be a line like '#define DOF' just put two // in front of it like this: //#define DOF
I love this mod, however it lags quite a bit. All I want from it is Cel Shading. Is there a way to disable everything but Cel Shading? At the very least I need to know how to turn off the waving grass.
Honestly, I have no clue. Two other people have posted in this thread with the same problem and I can't really do anything about it until someone can run Minecraft from the command line and get me running log. :-/ For some reason your textures just aren't being loaded. Make sure you try installing on a clean Minecraft installation.
This thread has some steps to run Minecraft from the command line:
Also, let me know what kind of graphics card you're using.
One of these days the patcher is going to need to get an upgrade which includes working right-click work for Windows users and a debug button which starts Minecraft in this way.
Here's what comes up when I get into a world.
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
GL_MAX_DRAW_BUFFERS = 8
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Fragment shader(s) linked, vertex shader(s) linked.
Validation successful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value gdepth has not been set. Validation successf
ul.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value gdepth has not been set. Validation successf
ul.
I love this mod, however it lags quite a bit. All I want from it is Cel Shading. Is there a way to disable everything but Cel Shading? At the very least I need to know how to turn off the waving grass.
Yes, see my last post. Do the same thing for everything except #define CEL_SHADING line.
However, I don't think you'll get any performance improvement. I've tried 3 different shaders and they all seem to have about the same impact on performance. This wasn't true in the 1.5 version, at least not for me. I used to get much higher framerates with a shader that just did waving wheat/trees, world curvature, and cell shading. The DoF, bump mapping, etc. shaders were the performance killers in the old version. It's all the same now it seems.
Yes, see my last post. Do the same thing for everything except #define CEL_SHADING line.
However, I don't think you'll get any performance improvement. I've tried 3 different shaders and they all seem to have about the same impact on performance. This wasn't true in the 1.5 version, at least not for me. I used to get much higher framerates with a shader that just did waving wheat/trees, world curvature, and cell shading. The DoF, bump mapping, etc. shaders were the performance killers in the old version. It's all the same now it seems.
Ok, I got Cel Shading working but I'm having some other problems now that I can't figure out. I'm using the Shaders 2.0 port of Yourself's Cell Shader from Here. This should only have cel-shading but I still have wavy grass, which I think is my big fps killer right now. I can't seem to figure out how to turn that off. Also, anything I hold in my hand turns transparent and I have a solid blue line right at the horizon. Any ideas?
I love this mod, however it lags quite a bit. All I want from it is Cel Shading. Is there a way to disable everything but Cel Shading? At the very least I need to know how to turn off the waving grass.
I am also getting around 200ms of mouse look lag. It runs beautifully... it's just hard to play reactively with the mod at 1080p. Running Win7 64bit/latest java/Dual Radeon 5870 + latest Catalyst/Optifine. Like I said.. looks great but sorta unplayable right now :sad.gif: Thanks for your hard work though!
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Minecrafting since October 26th, 2010 for €9.95 EUR
Ok, I got Cel Shading working but I'm having some other problems now that I can't figure out. I'm using the Shaders 2.0 port of Yourself's Cell Shader from Here. This should only have cel-shading but I still have wavy grass, which I think is my big fps killer right now. I can't seem to figure out how to turn that off. Also, anything I hold in my hand turns transparent and I have a solid blue line right at the horizon. Any ideas?
You're right... it must be in one of the other files but I can't seem to find it. Previously one of them made a call for the texture ID (39 for tall grass), but I can't find that in any of the shader files now. Either it has changed methods or it's hiding somewhere else I guess.
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
GL_MAX_DRAW_BUFFERS = 8
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Fragment shader(s) linked, vertex shader(s) linked.
Validation successful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value texture has not been set. Validation success
ful.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value gdepth has not been set. Validation successf
ul.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Validation warning! - Sampler value gdepth has not been set. Validation successf
ul.
You're right... it must be in one of the other files but I can't seem to find it. Previously one of them made a call for the texture ID (39 for tall grass), but I can't find that in any of the shader files now. Either it has changed methods or it's hiding somewhere else I guess.
Fixed the waving grass. It's done by the file gbuffers_terrain.vsh. Frame rate is MUCH better now.... until I get an out of memory error. So I guess I'm done with this mod until I get my new computer later this month. >_< Still need to figure out the transparent item and blue boxed horizon though. Thanks for the help.
perhaps changing the installer so you can choose to install different shader sets from "alternate shaders" rather than having to move files around. it gets confusing with several different shader sets
also, the waving grass doesnt work anymore, but it did with the "buggy release" from the other day. or is it texture pack specific?
Me too...
Yes, you can disable it in the final.fsh file. It's located in .minecraft/bin/minecraft.jar/shaders/.
Not sure which shader you're using but there should be a line like '#define DOF' just put two // in front of it like this: //#define DOF
Here's what comes up when I get into a world.
Does that help? :blink.gif:
Yes, see my last post. Do the same thing for everything except #define CEL_SHADING line.
However, I don't think you'll get any performance improvement. I've tried 3 different shaders and they all seem to have about the same impact on performance. This wasn't true in the 1.5 version, at least not for me. I used to get much higher framerates with a shader that just did waving wheat/trees, world curvature, and cell shading. The DoF, bump mapping, etc. shaders were the performance killers in the old version. It's all the same now it seems.
Ok, I got Cel Shading working but I'm having some other problems now that I can't figure out. I'm using the Shaders 2.0 port of Yourself's Cell Shader from Here. This should only have cel-shading but I still have wavy grass, which I think is my big fps killer right now. I can't seem to figure out how to turn that off. Also, anything I hold in my hand turns transparent and I have a solid blue line right at the horizon. Any ideas?
lol, looks a lot like ace-of-spades :tongue.gif:
I am also getting around 200ms of mouse look lag. It runs beautifully... it's just hard to play reactively with the mod at 1080p. Running Win7 64bit/latest java/Dual Radeon 5870 + latest Catalyst/Optifine. Like I said.. looks great but sorta unplayable right now :sad.gif: Thanks for your hard work though!
You're right... it must be in one of the other files but I can't seem to find it. Previously one of them made a call for the texture ID (39 for tall grass), but I can't find that in any of the shader files now. Either it has changed methods or it's hiding somewhere else I guess.
I've tried copying and pasting one file into another but it hasn't worked. Can it be done?
Yep. I can probably figure it out using this.
Fixed the waving grass. It's done by the file gbuffers_terrain.vsh. Frame rate is MUCH better now.... until I get an out of memory error. So I guess I'm done with this mod until I get my new computer later this month. >_< Still need to figure out the transparent item and blue boxed horizon though. Thanks for the help.
how you make the shaders work like that? with the black line and stuff?
its the cell-shader from here: http://daxnitro.wikia.com/wiki/Alternative_Shaders_(Shaders2)
easy to install. only problem is semi-transperant held items and a box around the sun.
doesnt work the link, it doesnt show i thingwhat i install?
I'm working on it. I have it 'done' but people have pointed out several bugs that I'm trying to fix.
I'll put it on the wiki when it's done.
just go to shader folder in minecraft.jar open final.fsh with notepad++ delete all text and replace with this
#version 120
#define CELL_SHADING
#define THRESHOLD 0.4
#define THICKNESS 0.0025
uniform sampler2D texture;
uniform sampler2D gdepth;
uniform float near;
uniform float far;
varying vec4 texcoord;
#ifdef CELL_SHADING
float getDepth(vec2 coord) {
float depth = texture2D(gdepth, coord).x;
return 2.0 * near * far / ( far + near - ( 2.0 * depth - 1.0 ) * ( far - near ) );
}
float getCellShaderFactor(vec2 coord) {
float d=getDepth(coord);
vec3 n=normalize(vec3(getDepth(coord+vec2(THICKNESS,0.0))-d,getDepth(coord+vec2(0.0,THICKNESS))-d ,THRESHOLD));
return n.z;//clamp(n.z*3.0,0.0,1.0);
}
#endif
void main()
{
vec4 color = texture2D(texture, texcoord.st);
#ifdef CELL_SHADING
color.rgb *= (getCellShaderFactor(texcoord.st));
#endif
gl_FragColor = color;
}
512x pureBDcraft cellshaded greatness.
also, the waving grass doesnt work anymore, but it did with the "buggy release" from the other day. or is it texture pack specific?