can someone help me with downloading this shader i don't know how to download shaders :/ what do i need to do oh and by the way i want it for 1.12.2 update cuz im using optifine mod so i'm playing on forge update :/
Getting a weird sunlight glitch where any clouds make the light insanely reflective, also getting a blob effect at random spots on the screen (in this case at the bottom). Anyone know what's going on? I've messed with the graphics settings to no avail.
I seem to be having the bug some people have been experiencing when running on integrated GPUs (the bug where are the blocks just have a flat color and all of the OpenGL programs aren't working), I am experiencing the bug on a dedicated GPU though.
See the attachment for a screenshot of the bug as well as some system information.
I am using an AMD R9 Fury X as my GPU and I am using AMDGPU as my driver for it, my OS is Arch Linux.
Can I post SEUS on China (MCBBS website)? I will mark the author, as well as the light and shadow introduction, the download link will mark the original post download address. Will not post paid, only write your purchase page.
SEUS 1.0 Renewed and V11 does NOT work with 1.13! If anyone wants to use this shaderpack they'll have to go back to 1.12+. You can use 1.10 on 1.13+ though
I'm using SEUS PTGI E5 and I'm getting this strange artifacting that I haven't seen anyone else experience. Block textures are sometimes different/incorrect in reflections, and dark areas seem to flicker (it looks like invisible christmas lights are twinkling on and off) whenever I move my character. You can see in the attached image that the compass texture is reflected in the water for some reason. Anyone else have this issue or know what's causing it?
Edit: I was able to fix the issue by completely reinstalling minecraft and optifine.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_basic
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured_lit
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skybasic
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skytextured
[14:14:09] [Client thread/INFO]: [Shaders] Shader info log: /shaders/gbuffers_terrain.fsh
WARNING: 0:50: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:51: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:52: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:53: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:54: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:55: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:57: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:58: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:59: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:60: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:62: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:64: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:65: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:107: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:108: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:109: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:110: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:160: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:161: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:232: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:236: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_terrain.vsh, /shaders/gbuffers_terrain.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_terrain
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_water
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_entities
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_hand
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: composite1
[14:14:09] [Client thread/INFO]: [Shaders] gcolor mipmap enabled
[14:14:09] [Client thread/INFO]: [Shaders] gdepth mipmap enabled
[14:14:09] [Client thread/INFO]: [Shaders] Shader info log: /shaders/composite2.fsh
WARNING: 0:63: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:65: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:66: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:69: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:70: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:71: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:72: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:74: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:75: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:76: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:97: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:106: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:115: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:120: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:133: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:138: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:143: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:191: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:196: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:242: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:246: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:296: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:345: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:346: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:372: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:373: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:400: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:401: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:431: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:432: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:587: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:640: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1355: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1379: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:1452: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:1561: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:1622: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1621: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1620: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1619: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1633: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1634: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1635: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1636: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1685: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/composite2.vsh, /shaders/composite2.fsh
Validation successful.
Hello! I've been experiencing a problem with SEUS v.11 where the water still seems to display the default water texture with the new water effects overlapping it, as seen in the attachment below. I tried using SEUS Renewed (Which I wasn't particularly a fan of in the first place) to see if that was any better, but I soon found out that the water issue was even worse in that, as shown below. Any help would be much appreciated!
What does that mean exactly? Is there anyway to fix it?
I have also discovered more issues as I continued to explore with SEUS v.11: The entity shading seems to be broken, covering my character model and all creatures in weirdy, buggy shadow effects, as well as certain objects failing to render correctly, if at all, as is shown in the screenshot below (That hole is supposed to have a bed in it, the sign is invisible, and the chests seem to be broken)
Again, all help is greatly appreciated. I have tried redownloading and installing several times. Thanks in advance.
Seus v11.0 The problem with clouds, tried with 1.7.10 1.8.9 and 1.12.2 and all the same strips on clouds, perhaps it is connected with transition to windows 10, on 7 such problem is not present in settings too found nothing. Help please. Wnidows 10 Pro 64-bit 1809, Intel xeon e3-1275 v2, 16gb, msi gtx 1070ti, ssd samsung evo 860.
Everytime I install SEUS, I get this orange hue glow almost like there's torches everywhere only there's no light... When I gett my game up and running again, I'll show a pic...
Rollback Post to RevisionRollBack
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
All Your Base Are Belong To Us! Take off every Zig!
Seus v11.0 The problem with clouds, tried with 1.7.10 1.8.9 and 1.12.2 and all the same strips on clouds, perhaps it is connected with transition to windows 10, on 7 such problem is not present in settings too found nothing. Help please. Wnidows 10 Pro 64-bit 1809, Intel xeon e3-1275 v2, 16gb, msi gtx 1070ti, ssd samsung evo 860.
You change some settings in Nvidia pannel control ressently ?
In the Seus filesIn the Seus files
Copy gbuffers_entities.fsh and gbuffers_entities.vsh
Then rename the two copies, one in gbuffers_block.fsh and the other in gbuffers_block.vsh
can someone help me with downloading this shader i don't know how to download shaders :/ what do i need to do oh and by the way i want it for 1.12.2 update cuz im using optifine mod so i'm playing on forge update :/
Getting a weird sunlight glitch where any clouds make the light insanely reflective, also getting a blob effect at random spots on the screen (in this case at the bottom). Anyone know what's going on? I've messed with the graphics settings to no avail.
I seem to be having the bug some people have been experiencing when running on integrated GPUs (the bug where are the blocks just have a flat color and all of the OpenGL programs aren't working), I am experiencing the bug on a dedicated GPU though.
See the attachment for a screenshot of the bug as well as some system information.
I am using an AMD R9 Fury X as my GPU and I am using AMDGPU as my driver for it, my OS is Arch Linux.
Can I post SEUS on China (MCBBS website)? I will mark the author, as well as the light and shadow introduction, the download link will mark the original post download address. Will not post paid, only write your purchase page.
Is there a way to make the sun look like the vanilla square one instead of the big circle of light?
SEUS 1.0 Renewed and V11 does NOT work with 1.13! If anyone wants to use this shaderpack they'll have to go back to 1.12+. You can use 1.10 on 1.13+ though
I'm using SEUS PTGI E5 and I'm getting this strange artifacting that I haven't seen anyone else experience. Block textures are sometimes different/incorrect in reflections, and dark areas seem to flicker (it looks like invisible christmas lights are twinkling on and off) whenever I move my character. You can see in the attached image that the compass texture is reflected in the water for some reason. Anyone else have this issue or know what's causing it?
Edit: I was able to fix the issue by completely reinstalling minecraft and optifine.
Someone plz send help?
Seus v11 doesnt work anymore and seus reimagined doesnt work.The game just freezes forever when attempting to load it. Seus v10.1 works though.
i am using windows 10
My graphics card is an AMD radeon rx480 with the latest driver 19.4.1 with opengl version 4.6.13547
I tried using the latest version of optifine on minecraft 1.12.2 and 1.8.9.
Most other shaders still work as normal.
Minecraft log when loading it:
[14:14:09] [Client thread/INFO]: [Shaders] Loaded shaderpack: SEUS v11.0.zip
[14:14:09] [Client thread/INFO]: [OptiFine] [Shaders] Worlds: -1
[14:14:09] [Client thread/WARN]: [OptiFine] Ambiguous shader option: NORMAL_MAP_MAX_ANGLE
[14:14:09] [Client thread/WARN]: [OptiFine] - in gbuffers_textured_lit.fsh: 0.95f
[14:14:09] [Client thread/WARN]: [OptiFine] - in gbuffers_entities.fsh: 1.0f
[14:14:09] [Client thread/WARN]: [OptiFine] Ambiguous shader option: NORMAL_MAP_MAX_ANGLE
[14:14:09] [Client thread/WARN]: [OptiFine] - in gbuffers_textured_lit.fsh, gbuffers_entities.fsh, gbuffers_hand.fsh, world-1/gbuffers_textured_lit.fsh: 0.95f
[14:14:09] [Client thread/WARN]: [OptiFine] - in world-1/gbuffers_terrain.fsh: 1.0f
[14:14:09] [Client thread/WARN]: [OptiFine] Ambiguous shader option: NORMAL_MAP_MAX_ANGLE
[14:14:09] [Client thread/WARN]: [OptiFine] - in gbuffers_textured_lit.fsh, gbuffers_entities.fsh, gbuffers_hand.fsh, world-1/gbuffers_textured_lit.fsh, world-1/gbuffers_terrain.fsh: 0.95f
[14:14:09] [Client thread/WARN]: [OptiFine] - in world-1/gbuffers_entities.fsh: 1.0f
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: TONEMAP_STRENGTH
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 3.0
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: BRIGHTNESS_LEVEL
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 1.0
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: TONEMAP_STRENGTH
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 3.0
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: BRIGHTNESS_LEVEL
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 1.0
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: TONEMAP_STRENGTH
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 3.0
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: BRIGHTNESS_LEVEL
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 1.0
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: TONEMAP_STRENGTH
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 3.0
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: BRIGHTNESS_LEVEL
[14:14:09] [Client thread/WARN]: [OptiFine] [Shaders] Invalid option: 1.0
[14:14:09] [Client thread/INFO]: [Shaders] Uninit
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_basic.vsh, /shaders/gbuffers_basic.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_basic
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_textured_lit
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skybasic
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_skytextured
[14:14:09] [Client thread/INFO]: [Shaders] Shader info log: /shaders/gbuffers_terrain.fsh
WARNING: 0:50: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:51: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:52: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:53: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:54: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:55: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:57: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:58: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:59: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:60: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:62: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:64: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:65: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:107: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:108: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:109: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:110: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:160: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:161: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:232: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:236: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_terrain.vsh, /shaders/gbuffers_terrain.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_terrain
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_water
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_entities
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_hand
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: gbuffers_weather
[14:14:09] [Client thread/INFO]: [Shaders] Shadow map resolution: 2048
[14:14:09] [Client thread/INFO]: [Shaders] Shadow map distance: 120.0
[14:14:09] [Client thread/INFO]: [Shaders] Shadow map interval size: 4.0
[14:14:09] [Client thread/INFO]: [Shaders] shadowHardwareFiltering0
[14:14:09] [Client thread/INFO]: [Shaders] shadowtex1Mipmap
[14:14:09] [Client thread/INFO]: [Shaders] shadowcolor0Mipmap
[14:14:09] [Client thread/INFO]: [Shaders] shadowcolor1Mipmap
[14:14:09] [Client thread/INFO]: [Shaders] gcolor format: RGB16
[14:14:09] [Client thread/INFO]: [Shaders] gdepth format: RGB8
[14:14:09] [Client thread/INFO]: [Shaders] gnormal format: RGB16
[14:14:09] [Client thread/INFO]: [Shaders] composite format: RGB8
[14:14:09] [Client thread/INFO]: [Shaders] Eye brightness halflife: 10.0
[14:14:09] [Client thread/INFO]: [Shaders] Wetness halflife: 300.0
[14:14:09] [Client thread/INFO]: [Shaders] Dryness halflife: 40.0
[14:14:09] [Client thread/INFO]: [Shaders] Sun path rotation: -40.0
[14:14:09] [Client thread/INFO]: [Shaders] AO Level: 0.01
[14:14:09] [Client thread/INFO]: [Shaders] Noise texture enabled
[14:14:09] [Client thread/INFO]: [Shaders] Noise texture resolution: 64
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/composite.vsh, /shaders/composite.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: composite
[14:14:09] [Client thread/INFO]: [Shaders] Shadow map resolution: 2048
[14:14:09] [Client thread/INFO]: [Shaders] Shadow map distance: 120.0
[14:14:09] [Client thread/INFO]: [Shaders] Shadow map interval size: 4.0
[14:14:09] [Client thread/INFO]: [Shaders] shadowHardwareFiltering0
[14:14:09] [Client thread/INFO]: [Shaders] shadowtex1Mipmap
[14:14:09] [Client thread/INFO]: [Shaders] shadowcolor0Mipmap
[14:14:09] [Client thread/INFO]: [Shaders] shadowcolor1Mipmap
[14:14:09] [Client thread/INFO]: [Shaders] gcolor format: RGB16
[14:14:09] [Client thread/INFO]: [Shaders] gdepth format: RGB8
[14:14:09] [Client thread/INFO]: [Shaders] gnormal format: RGB16
[14:14:09] [Client thread/INFO]: [Shaders] composite format: RGB8
[14:14:09] [Client thread/INFO]: [Shaders] Eye brightness halflife: 10.0
[14:14:09] [Client thread/INFO]: [Shaders] Wetness halflife: 300.0
[14:14:09] [Client thread/INFO]: [Shaders] Dryness halflife: 40.0
[14:14:09] [Client thread/INFO]: [Shaders] Sun path rotation: -40.0
[14:14:09] [Client thread/INFO]: [Shaders] AO Level: 0.01
[14:14:09] [Client thread/INFO]: [Shaders] Noise texture enabled
[14:14:09] [Client thread/INFO]: [Shaders] Noise texture resolution: 64
[14:14:09] [Client thread/INFO]: [Shaders] gaux1 mipmap enabled
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: composite1
[14:14:09] [Client thread/INFO]: [Shaders] gcolor mipmap enabled
[14:14:09] [Client thread/INFO]: [Shaders] gdepth mipmap enabled
[14:14:09] [Client thread/INFO]: [Shaders] Shader info log: /shaders/composite2.fsh
WARNING: 0:63: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:65: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:66: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:69: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:70: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:71: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:72: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:74: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:75: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:76: deprecated130(#55) "varing" is deprecated since GLSL1.3. We suggest usage of "in/out"
WARNING: 0:97: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:106: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:115: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:120: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:133: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:138: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:143: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:191: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:196: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:242: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:246: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:296: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:345: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:346: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:372: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:373: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:400: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:401: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:431: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:432: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:587: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:640: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1355: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1379: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:1452: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:1561: deprecated130(#55) "texture2D" is deprecated since GLSL1.3. We suggest usage of "texture"
WARNING: 0:1622: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1621: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1620: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1619: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1633: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1634: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1635: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1636: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
WARNING: 0:1685: deprecated130(#55) "texture2DLod" is deprecated since GLSL1.3. We suggest usage of "textureLod"
[14:14:09] [Client thread/INFO]: [Shaders] Info log: /shaders/composite2.vsh, /shaders/composite2.fsh
Validation successful.
[14:14:09] [Client thread/INFO]: [Shaders] Program loaded: composite2
[14:14:09] [Client thread/INFO]: [Shaders] gnormal mipmap enabled
[14:14:10] [Client thread/INFO]: [Shaders] Info log: /shaders/composite3.vsh, /shaders/composite3.fsh
Validation successful.
[14:14:10] [Client thread/INFO]: [Shaders] Program loaded: composite3
[14:14:10] [Client thread/INFO]: [Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
Validation successful.
[14:14:10] [Client thread/INFO]: [Shaders] Program loaded: final
[14:14:10] [Client thread/INFO]: [Shaders] Info log: /shaders/shadow.vsh, /shaders/shadow.fsh
Validation successful.
[14:14:10] [Client thread/INFO]: [Shaders] Program loaded: shadow
[14:14:10] [Client thread/INFO]: [Shaders] usedColorBuffers: 8
[14:14:10] [Client thread/INFO]: [Shaders] usedDepthBuffers: 2
[14:14:10] [Client thread/INFO]: [Shaders] usedShadowColorBuffers: 2
[14:14:10] [Client thread/INFO]: [Shaders] usedShadowDepthBuffers: 2
[14:14:10] [Client thread/INFO]: [Shaders] usedColorAttachs: 8
[14:14:10] [Client thread/INFO]: [Shaders] usedDrawBuffers: 8
[14:14:10] [Client thread/INFO]: [Shaders] Framebuffer created.
[14:14:10] [Client thread/INFO]: [Shaders] Shadow framebuffer created.
[14:14:10] [Client thread/INFO]: [Shaders] Reset world renderers
Pardon me, I can't seem to find the legacy builds for 1.8.9 ....
Is there a version I can use for 1.8.9 (and therefore 1.8.9-optifine) ?
Or are all of these backwards compatible?
The last release for the 1.8.9 version of Optifine was 04-04-2018
Hello! I've been experiencing a problem with SEUS v.11 where the water still seems to display the default water texture with the new water effects overlapping it, as seen in the attachment below. I tried using SEUS Renewed (Which I wasn't particularly a fan of in the first place) to see if that was any better, but I soon found out that the water issue was even worse in that, as shown below. Any help would be much appreciated!
it's just a ID Problem
What does that mean exactly? Is there anyway to fix it?
I have also discovered more issues as I continued to explore with SEUS v.11: The entity shading seems to be broken, covering my character model and all creatures in weirdy, buggy shadow effects, as well as certain objects failing to render correctly, if at all, as is shown in the screenshot below (That hole is supposed to have a bed in it, the sign is invisible, and the chests seem to be broken)
Again, all help is greatly appreciated. I have tried redownloading and installing several times. Thanks in advance.
How do I dial out the orange hue?
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
Seus v11.0 The problem with clouds, tried with 1.7.10 1.8.9 and 1.12.2 and all the same strips on clouds, perhaps it is connected with transition to windows 10, on 7 such problem is not present in settings too found nothing. Help please. Wnidows 10 Pro 64-bit 1809, Intel xeon e3-1275 v2, 16gb, msi gtx 1070ti, ssd samsung evo 860.
Say again?
Everytime I install SEUS, I get this orange hue glow almost like there's torches everywhere only there's no light... When I gett my game up and running again, I'll show a pic...
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
You change some settings in Nvidia pannel control ressently ?
Oh, thanks to the default and it worked
Anyone know how to help with my problem?