Since a lot of people didn't understand what exactly my video was demonstrating, here are two images comparing original Minecraft to Minecraft with parallax occlusion.
With parallax occlusion, each texture has a height-map associated with it. When rendering a point on a texture, the height of that point is checked. If that height is less than the maximum, a mini-raytracer is used to find the point on the texture that you should actually see.
This image uses parallax occlusion. Notice how when looking at the wall from an angle, the cracks aren't visible because the bricks cover them (like in real life). It gives the cracks a sense of depth.
This image is without parallax occlusion. The angle you're looking at doesn't matter at all. Everything is the same and you can see straight into the deepest cracks of a block when you look at it from an 89 degree angle.
It'll look so much more impressive on a high resolution texture pack. I'll probably draw up some height maps for one of them soon.
Dax, a suggestion: use a texture without shadowing for the bricks. It'll make people understand easily.
Your combined shaders are really epic !
Sadly you did not read my question on page 33, did you?
I did, and I tried it. I'm new to shaders, so I honestly didn't really understand fully how that code you posted was even working. After messing around with it for like 30 minutes, all I managed was to get a very faint outline.
I'd really like to get some sort of repository or something where people can upload shaders, but I don't want to take a lot of time to develop or maintain it. Anyone got any suggestions?
I don't know of any other ways without making your own site.
Also, how do you edit final.fsh? With notepad or do I need a different program.
Building a website isn't a problem. I was a web programmer before anything else. I just don't want to have to spend a lot of time on the actual web application itself.
I'm trying to improve the DoF shader to include the ability to shift gradually between different focal lengths instead of jumping immediately. From what I can gather through experimentation, I'm working under the assumption that the final.fsh script is initialized, executed, and destroyed for each frame, precluding the ability to create static variables that persist between frames. I'm also assuming that the shader plugin itself manages any static values and that the scripts can access these. If this is in fact the case, perhaps you can create a set of floats that can be used by us to have special effects, named like User0, User1, User2 etc. The effect I want to implement basically reads the current 'depth' then feeds it into a smoothing function to make the DoF effect fade between levels (see linked post for graphic). The shader scripts may actually support static variables, but variations in both scope and qualifiers (varying, uniform, etc) haven't had any effect.
I have an ati radeon hd 2600 xt and I ended up with the black screen error until my driver crashed, and it did this after updating as well.
I know you're still working on getting it to work at it's best on ati cards, I thought I would just report in.
Thanks a lot! I used the top one!
but I have some sad news...
I don't think its a mod incompatibility because all I have is my texture pack and better light/better grass.
I am running on a Radeon 4850 though with fully up to date drivers.
I'll keep using your mod though and try to get use to the lines, its just that awesome.
I'd really like to get some sort of repository or something where people can upload shaders, but I don't want to take a lot of time to develop or maintain it. Anyone got any suggestions?
Why not just use a pastebin?
Use any subdomain on pastebin.com, ex. daxnitro.pastebin.com, and have people use that.
Theres confirmed ATI/Linux working. So far, it seems to be anyone running ATI ~HD4000 to ~HD4700 with these issues. Other ATI cards seem okay, but most 4XXX series cards DO NOT WORK.
My ATI Radeon HD 4570 works very well with these shaders. The only glitch as far as I can see is that the sunrise looks a little odd, with the sun being surrounded by a pink square before it has fully risen (I might have to post a screenshot later to demonstrate what I mean).
Quote from blackops7799 »
-fancy code-
Very nice! Is that the more blatant depth of field, or azraeil's more realistic setting?
So I have my parallax occlusion implementation stable. I'm thinking about uploading an update either tonight or tomorrow with it so texture developers can start working on and testing normal and height-maps.
Dax, a suggestion: use a texture without shadowing for the bricks. It'll make people understand easily.
Now it's working, thanks , awesome xD
i lol'd. congrats
Better SSAO.
Original/Standalone code
Code merged with bloom, and dof.
It's still going to mess up on ati cards.
I did, and I tried it. I'm new to shaders, so I honestly didn't really understand fully how that code you posted was even working. After messing around with it for like 30 minutes, all I managed was to get a very faint outline.
I love the world curvature shader, great idea.
Though it takes my performance waaaaaaaay down.
Can I get the code or link to the inception effect?
Also, how do you edit final.fsh? With notepad or do I need a different program.
Building a website isn't a problem. I was a web programmer before anything else. I just don't want to have to spend a lot of time on the actual web application itself.
Yeah you can edit the files with Notepad.
I'm trying to improve the DoF shader to include the ability to shift gradually between different focal lengths instead of jumping immediately. From what I can gather through experimentation, I'm working under the assumption that the final.fsh script is initialized, executed, and destroyed for each frame, precluding the ability to create static variables that persist between frames. I'm also assuming that the shader plugin itself manages any static values and that the scripts can access these. If this is in fact the case, perhaps you can create a set of floats that can be used by us to have special effects, named like User0, User1, User2 etc. The effect I want to implement basically reads the current 'depth' then feeds it into a smoothing function to make the DoF effect fade between levels (see linked post for graphic). The shader scripts may actually support static variables, but variations in both scope and qualifiers (varying, uniform, etc) haven't had any effect.
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
I know you're still working on getting it to work at it's best on ati cards, I thought I would just report in.
This one I found seems to work better.
No more halo effect.
Thanks a lot! I used the top one!
but I have some sad news...
I don't think its a mod incompatibility because all I have is my texture pack and better light/better grass.
I am running on a Radeon 4850 though with fully up to date drivers.
I'll keep using your mod though and try to get use to the lines, its just that awesome.
Why not just use a pastebin?
Use any subdomain on pastebin.com, ex. daxnitro.pastebin.com, and have people use that.
My ATI Radeon HD 4570 works very well with these shaders. The only glitch as far as I can see is that the sunrise looks a little odd, with the sun being surrounded by a pink square before it has fully risen (I might have to post a screenshot later to demonstrate what I mean).
Very nice! Is that the more blatant depth of field, or azraeil's more realistic setting?