How do you add different shaders to the installer? I got the default DoF installed fine, but i cant get any of the alternatives to work, also, what does nitrous.jar do?
Didnt see the post above mine :tongue.gif: i guess im going to have to wait to enjoy inception curves
Also, what's with the fullbright mobs? plan to fix that?
Go to shaders/files/shaders. Those are the files you need to mess with. You can replace those files with the ones in the "shaders/alternative shaders" folder to try different effects or you can copy/paste shaders from this thread or the wiki.
Yeah I plan to fix fullbright mobs.
Quote from elias79 »
Are you going to add support for loading custom shader presets in installer later ?
Maybe. I definitely want to make editing/changing shaders easier but I'm not totally sure how yet.
How do you add different shaders to the installer? I got the default DoF installed fine, but i cant get any of the alternatives to work, also, what does nitrous.jar do?
Didnt see the post above mine :tongue.gif: i guess im going to have to wait to enjoy inception curves
Also, what's with the fullbright mobs? plan to fix that?
Go to shaders/files/shaders. Those are the files you need to mess with. You can replace those files with the ones in the "shaders/alternative shaders" folder to try different effects or you can copy/paste shaders from this thread or the wiki.
Yeah I plan to fix fullbright mobs.
There doesnt seem to be a shader/files/shaders folder, inside shaders there is alternative shaders, contents, and source
Installer works great I used the java version on my windows vista 64bit with no trouble :smile.gif: I didn't test the windows version figured everyone else would. I notice you added a line in the shader for 128 parallax mapping, cool that should help.
I like the installer this should help a lot. Congratulations on dax.com :smile.gif:
==== Installing Shaders ====
Error installing Shaders!
javassist.CannotCompileException: [source error] setRenderType(int) not found in Shaders
at javassist.expr.MethodCall.replace(MethodCall.java:240)
at Hooks$6.edit(Hooks.java:93)
at javassist.expr.ExprEditor.loopBody(ExprEditor.java:191)
at javassist.expr.ExprEditor.doit(ExprEditor.java:90)
at javassist.CtBehavior.instrument(CtBehavior.java:663)
at Hooks.install(Hooks.java:89)
at daxnitro.nitrous.InstallThread.installErrors(InstallThread.java:122)
at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
Caused by: compile error: setRenderType(int) not found in Shaders
at javassist.compiler.TypeChecker.atMethodCallCore(TypeChecker.java:716)
at javassist.compiler.TypeChecker.atCallExpr(TypeChecker.java:681)
at javassist.compiler.JvstTypeChecker.atCallExpr(JvstTypeChecker.java:156)
at javassist.compiler.ast.CallExpr.accept(CallExpr.java:45)
at javassist.compiler.CodeGen.doTypeCheck(CodeGen.java:241)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:329)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atIfStmnt(CodeGen.java:390)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:354)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.Javac.compileStmnt(Javac.java:568)
at javassist.expr.MethodCall.replace(MethodCall.java:234)
... 7 more
==== Shaders Failed Installation ====
==== Installing Shaders ====
Error installing Shaders!
javassist.CannotCompileException: [source error] setRenderType(int) not found in Shaders
at javassist.expr.MethodCall.replace(MethodCall.java:240)
at Hooks$6.edit(Hooks.java:93)
at javassist.expr.ExprEditor.loopBody(ExprEditor.java:191)
at javassist.expr.ExprEditor.doit(ExprEditor.java:90)
at javassist.CtBehavior.instrument(CtBehavior.java:663)
at Hooks.install(Hooks.java:89)
at daxnitro.nitrous.InstallThread.installErrors(InstallThread.java:122)
at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
Caused by: compile error: setRenderType(int) not found in Shaders
at javassist.compiler.TypeChecker.atMethodCallCore(TypeChecker.java:716)
at javassist.compiler.TypeChecker.atCallExpr(TypeChecker.java:681)
at javassist.compiler.JvstTypeChecker.atCallExpr(JvstTypeChecker.java:156)
at javassist.compiler.ast.CallExpr.accept(CallExpr.java:45)
at javassist.compiler.CodeGen.doTypeCheck(CodeGen.java:241)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:329)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atIfStmnt(CodeGen.java:390)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:354)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.Javac.compileStmnt(Javac.java:568)
at javassist.expr.MethodCall.replace(MethodCall.java:234)
... 7 more
==== Shaders Failed Installation ====
Is this using a fresh copy of Minecraft? Anyone else getting this?
After another full night of messing around with the shader code and textures, with a point in the right direction from Dax I fixed the seam problem with the Parallax shader :smile.gif: the results are simply stunning with 256 textures :smile.gif:
So much better without seams or without the ugly padding that I came up with that resulted in lines.
I knew padding wasn't gonna work for the grass so I tried to fix the shader instead.
This was the problem line in the code, and why we had a seam the number was off by less than .0001 Took me going up in small intervals to figure out what they did and why and then I realized that all the values needed to be the same and that in dax's code they weren't.
I changed this to "vec2 maxCoord = vec2(minCoord.s + 0.0625, minCoord.t + 0.0625);"
took me literally 50 attempts of trying different things to see what the variables did before finally put it all together in my head why it wasn't working.
Please include this with your next version dax. And thanks again for the mod it's fun to mess with.
edit: WOW just WOW, changing these values did the trick, thx alot!
the next line:
vec3 interval = viewVector * vec3(0.00048828125, 0.00048828125, 0.2)
must be change to fit resolution too, like daxniro says in the base.fsh
After another full night of messing around with the shader code and textures, with a point in the right direction from Dax I fixed the seam problem with the Parallax shader :smile.gif: the results are simply stunning with 256 textures :smile.gif:
Snip
Wow, that's... Amazing looking, actually, and I can't stand the 'HD' texture packs...
Hm, I really want this but it doesnt work. I use an Sapphire Radeon HD 5670.
Still not working, why?
My 4650 is still not working either; crashing even faster if anything (my 4650 crashes upon loading world). Dax hasn't commented on any of the ATI problems recently, either; so I don't think support is coming soon. I'ma stop watching this thread now, and come back in a few weeks with low hopes, lol
After another full night of messing around with the shader code and textures, with a point in the right direction from Dax I fixed the seam problem with the Parallax shader :smile.gif: the results are simply stunning with 256 textures :smile.gif:
So much better without seams or without the ugly padding that I came up with that resulted in lines.
I knew padding wasn't gonna work for the grass so I tried to fix the shader instead.
This was the problem line in the code, and why we had a seam the number was off by less than .0001 Took me going up in small intervals to figure out what they did and why and then I realized that all the values needed to be the same and that in dax's code they weren't.
I changed this to "vec2 maxCoord = vec2(minCoord.s + 0.0625, minCoord.t + 0.0625);"
took me literally 50 attempts of trying different things to see what the variables did before finally put it all together in my head why it wasn't working.
Please include this with your next version dax. And thanks again for the mod it's fun to mess with.
That's so real... it's kind of scary. Awesome job, can't wait to see it in action.
That wouldn't really look natural, or at least the type of subtle effect that dof is supposed to be. If you want that though, just change the declaration of HYPERFOCAL to 10.0. (it's in the top of final.fsh)
Is what happens at HYPERFOCAL = 10
This would be good if this didn't happen, guess I'll just wait for your new shader
I'm a little unsure of what I'm looking at here. Maybe it would be good to show you how it is calculated by default. As the focal length increases, so does the dof:
The y axis represents the clarity of the blur applied to the fragments (0 to 1 where 0 is fully blurred and 1 is totally clear) while x represents distance from camera (0 to ∞). The most clear point is where the cursor is (as it is the focus).
The Meaning of Life, the Universe, and Everything.
Join Date:
8/17/2010
Posts:
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Minecraft:
Maxzilla
Member Details
I have a little problem;
I tried the "shader" where it makes your world curve from afar and I didn't like it very much so I deleted the bin folder and restarted minecraft so it redownloads the bin folder so that it has a clean minecraft.jar
Then I deleted everything that was for the patcher (shaders folder, INSTALLER and nitrous) and extracted them again from the zip file.
I tried the "shader" where it makes your world curve from afar and I didn't like it very much so I deleted the bin folder and restarted minecraft so it redownloads the bin folder so that it has a clean minecraft.jar
Then I deleted everything that was for the patcher (shaders folder, INSTALLER and nitrous) and extracted them again from the zip file.
Go to shaders/files/shaders. Those are the files you need to mess with. You can replace those files with the ones in the "shaders/alternative shaders" folder to try different effects or you can copy/paste shaders from this thread or the wiki.
Yeah I plan to fix fullbright mobs.
Maybe. I definitely want to make editing/changing shaders easier but I'm not totally sure how yet.
Vanilla Minecraft + ATI Mobility Radeon HD 3430 + GLSL Shaders = Success
There doesnt seem to be a shader/files/shaders folder, inside shaders there is alternative shaders, contents, and source
Whoops. There's a shaders/contents/files/shaders folder right?
Yeah! I managed to get the alternative shaders working right though, but now i dont know how to remove them! Rasterbator is pretty harsh on my eyes
The default was azraeil's dof + world curvature.
I like the installer this should help a lot. Congratulations on dax.com :smile.gif:
Is this using a fresh copy of Minecraft? Anyone else getting this?
So much better without seams or without the ugly padding that I came up with that resulted in lines.
I knew padding wasn't gonna work for the grass so I tried to fix the shader instead.
This was the problem line in the code, and why we had a seam the number was off by less than .0001 Took me going up in small intervals to figure out what they did and why and then I realized that all the values needed to be the same and that in dax's code they weren't.
"vec2 maxCoord = vec2(minCoord.s + 0.0624609375, minCoord.t + 0.0624609375);"
I changed this to "vec2 maxCoord = vec2(minCoord.s + 0.0625, minCoord.t + 0.0625);"
took me literally 50 attempts of trying different things to see what the variables did before finally put it all together in my head why it wasn't working.
Please include this with your next version dax. And thanks again for the mod it's fun to mess with.
yes the grass texture looks realy cool.
edit: WOW just WOW, changing these values did the trick, thx alot!
the next line:
vec3 interval = viewVector * vec3(0.00048828125, 0.00048828125, 0.2)
must be change to fit resolution too, like daxniro says in the base.fsh
Wow, that's... Amazing looking, actually, and I can't stand the 'HD' texture packs...
My 4650 is still not working either; crashing even faster if anything (my 4650 crashes upon loading world). Dax hasn't commented on any of the ATI problems recently, either; so I don't think support is coming soon. I'ma stop watching this thread now, and come back in a few weeks with low hopes, lol
Amazing...
That's so real... it's kind of scary. Awesome job, can't wait to see it in action.
I'm a little unsure of what I'm looking at here. Maybe it would be good to show you how it is calculated by default. As the focal length increases, so does the dof:
The y axis represents the clarity of the blur applied to the fragments (0 to 1 where 0 is fully blurred and 1 is totally clear) while x represents distance from camera (0 to ∞). The most clear point is where the cursor is (as it is the focus).
I tried the "shader" where it makes your world curve from afar and I didn't like it very much so I deleted the bin folder and restarted minecraft so it redownloads the bin folder so that it has a clean minecraft.jar
Then I deleted everything that was for the patcher (shaders folder, INSTALLER and nitrous) and extracted them again from the zip file.
I repatched and it's still curvy. :s
I hope I explained it well enough. xD
Please help.
Isn't that shader in as a default?