Hmmm....
Alright, so it says there is a single error after adding the minecraftforge.zip. I tried minecraftforge for minecraft 1.4.6, and for minecraft 1.4.7. I am also using the universal version. Does anyone have any ideas for what to do?
Hmmm....
Alright, so it says there is a single error after adding the minecraftforge.zip. I tried minecraftforge for minecraft 1.4.6, and for minecraft 1.4.7. I am also using the universal version. Does anyone have any ideas for what to do?
Try install forge first then optifine and then glsl
It gives me black screen can you please make a tutorial video in installing this mod.
A stacktrace would be easier than making a video. Try running the game with this batch file (written by me) and copy the output shown in the console. That will give us an error report and we can tell you exactly what's wrong.
Everything is jumpy when recorded with the minema mod.
[media][media][/media[/media]]
I know it's not Minema's problem, I have tested it with separate Water Shader mods.
EDIT: It seems to be a problem with window size. When I play in a small window it doesn't jump, but in my 1920x1080 it does. The small window resolution is terrible, though.
I made a cel shader for use with this mod (link in my sig), going off of the old spec from DaxNitro's wiki. Everything works fine, except I haven't been able to find any detailed information on a.) how shadows are set up and b.) what functionality (if any) has been added or changed since DaxNitro stopped development. Is there any chance we could get a wiki or an api explaining things like available textures and their resolutions, which shaders handle which sprites, etc? I'll gladly help in whatever way I can, and I feel it would be nice to have a resource for other new developers.
I made a cel shader for use with this mod (link in my sig), going off of the old spec from DaxNitro's wiki. Everything works fine, except I haven't been able to find any detailed information on a.) how shadows are set up and b.) what functionality (if any) has been added or changed since DaxNitro stopped development. Is there any chance we could get a wiki or an api explaining things like available textures and their resolutions, which shaders handle which sprites, etc? I'll gladly help in whatever way I can, and I feel it would be nice to have a resource for other new developers.
Minecraft GLSL ShadersMod v1.44
Information for shader authors.
=============
GLSL programs
=============
Each program is composed of vertex shader and fragment shader.
Vertex shader is read from "shaders/(program name).vsh" in selected shaderpack.
Fragment shader is read from "shaders/(program name).fsh" in selected shaderpack.
"gbuffers_basic" draw color without texture or light
"gbuffers_textured" draw texture*color : firework
"gbuffers_textured_lit" draw texture*color*light : particles and items
"gbuffers_skybasic" draw sky gradient
"gbuffers_skytextured" draw textured object on sky : sun, moon, custom sky
"gbuffers_terrain" draw non-semi-transparent blocks
"gbuffers_entities" draw mobs, players
"gbuffers_hand" draw hand, hand-held blocks, hand-held items
"gbuffers_water" draw semi-transparent blocks : water, ice
"gbuffers_weather" draw rain and snow
"composite" draw a quad on render target textures
"composite1" ... "composite7" draw a quad on render target textures
"final" draw a quad on final render target
=============
Render target
=============
There are up to 8 color textures that non-final GLSL programs can draw to.
These textures are attached to color attachment 0 to 7 of the frame buffer object.
Future ShadersMod version may allow changing the color attachment but not the current version.
Fragment shaders can specify which color attachment it will write to by using DRAWBUFFERS setting.
/* DRAWBUFFERS:???????? */
The first letter is target for gl_FragData[0], next is for [1] and so on ...
0 means color attachment 0, 1 means color attachment 1, ...
N means none -- ignore value written to this gl_FragData slot.
Please keep the length draw buffer list short for best performance.
The color textures can be read in fragment texture by using there name.
0: colortex0 or gcolor
1: colortex1 or gdepth
2: colortex2 or gnormal
3: colortex3 or composite
4: colortex4 or gaux1
5: colortex5 or gaux2
6: colortex6 or gaux3
7: colortex7 or gaux4
Default texture format is RGBA.
These lines in fragment shader trigger the change of texture format.
"uniform sampler2D gdepth;" : gdepth is RGB32F.
"/* GAUX4FORMAT:RGB32F */" : gaux4 is RGB32F.
"/* GAUX4FORMAT:RGBA32F */" : gaux4 is RGBA32F.
"/* GNORMALFORMAT:RGB32F */" : gnormal is RGB32F.
"/* GNORMALFORMAT:RGBA32F */" : gnormal is RGBA32F.
Clear
At the start of each frame, gcolor is filled with blue sky color.
gdepth is filled with 1.0.
Other color textures are filled with 0.0.
============
Depth buffer
============
Depth buffer used while drawing geometry is also available for reading in composite and final.
uniform sampler2D depthtex0;
I want to add a separate depth buffer for semitransparent blocks in the future. (not currently available)
==============
Shadow buffers
==============
uniform sampler2D shadow;
// depth buffer of non-semitransparent blocks and mobs and players
uniform sampler2D watershadow;
// depth buffer of semitransparent blocks -- including water, ice
=================
Vertex Attributes
=================
attribute vec4 mc_Entity;
// mc_Entity.x = block ID
// I am not sure whether vec4 is the proper type.
uniform ivec2 eyeBrightness;
// brightness of block that player head is in
// .x 0...240 light level from Fire/Glowstone/Lava/Torch
// .y 0...240 light level from Sky
// use texture2D(lightmap, vec2((eyeBrightness.x+8)/256.0, (0.5/16.0))) to get Fire/Glowstone/Lava/Torch light color
// use texture2D(lightmap, vec2((0.5/16.0), (eyeBrightness.y+8)/256.0)) to get Sky light color
uniform int entityHurt;
// available in gbuffers_entities
// not hurt : 0
// hurt : 102
uniform int entityFlash;
// available in gbuffers_entities
// not flashing : 0
// flashing creeper : 1...255
Is it just me, or do shaders still make the game too bright? I'm using the proper light map in my texturepack, but it still just seems to be too bright outside during the day. Is there a way to adjust the sunlight? Because i Have the lighting set to moody, and it's STILL too bright outside. Though the cloud cover helps some.
Wow, Karyonix, thanks for the fast reply! This is really helpful. Just a few clarifications: the gdepth texture is high-precision by default, right? What is the difference between the gdepth and depthtex0 textures? And if you're using a floating point normal texture, for example, do you have to put the "/* GNORMALFORMAT:RGBA32F */" declaration in all the fragment shaders that use that texture? Finally, what are the resolutions of each of the render targets? Is it possible to change these resolutions? Thanks again for posting this. I have a few requests and feature recommendations, but I feel like I've asked enough of you for now xD
Alright, so it says there is a single error after adding the minecraftforge.zip. I tried minecraftforge for minecraft 1.4.6, and for minecraft 1.4.7. I am also using the universal version. Does anyone have any ideas for what to do?
Try install forge first then optifine and then glsl
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord

A stacktrace would be easier than making a video. Try running the game with this batch file (written by me) and copy the output shown in the console. That will give us an error report and we can tell you exactly what's wrong.
[media][media][/media[/media]]
I know it's not Minema's problem, I have tested it with separate Water Shader mods.
EDIT: It seems to be a problem with window size. When I play in a small window it doesn't jump, but in my 1920x1080 it does. The small window resolution is terrible, though.
I've been asking for this as well.
http://imgur.com/m5Vqt45
Everything on the right side of the screen is glitchy, any ideas on what's causing this?
1. Texture appending does not working.
2. Feedback looping not fixed.
Information for shader authors.
=============
GLSL programs
=============
Each program is composed of vertex shader and fragment shader.
Vertex shader is read from "shaders/(program name).vsh" in selected shaderpack.
Fragment shader is read from "shaders/(program name).fsh" in selected shaderpack.
"gbuffers_basic" draw color without texture or light
"gbuffers_textured" draw texture*color : firework
"gbuffers_textured_lit" draw texture*color*light : particles and items
"gbuffers_skybasic" draw sky gradient
"gbuffers_skytextured" draw textured object on sky : sun, moon, custom sky
"gbuffers_terrain" draw non-semi-transparent blocks
"gbuffers_entities" draw mobs, players
"gbuffers_hand" draw hand, hand-held blocks, hand-held items
"gbuffers_water" draw semi-transparent blocks : water, ice
"gbuffers_weather" draw rain and snow
"composite" draw a quad on render target textures
"composite1" ... "composite7" draw a quad on render target textures
"final" draw a quad on final render target
=============
Render target
=============
There are up to 8 color textures that non-final GLSL programs can draw to.
These textures are attached to color attachment 0 to 7 of the frame buffer object.
Future ShadersMod version may allow changing the color attachment but not the current version.
Fragment shaders can specify which color attachment it will write to by using DRAWBUFFERS setting.
/* DRAWBUFFERS:???????? */
The first letter is target for gl_FragData[0], next is for [1] and so on ...
0 means color attachment 0, 1 means color attachment 1, ...
N means none -- ignore value written to this gl_FragData slot.
Please keep the length draw buffer list short for best performance.
The color textures can be read in fragment texture by using there name.
0: colortex0 or gcolor
1: colortex1 or gdepth
2: colortex2 or gnormal
3: colortex3 or composite
4: colortex4 or gaux1
5: colortex5 or gaux2
6: colortex6 or gaux3
7: colortex7 or gaux4
Default texture format is RGBA.
These lines in fragment shader trigger the change of texture format.
"uniform sampler2D gdepth;" : gdepth is RGB32F.
"/* GAUX4FORMAT:RGB32F */" : gaux4 is RGB32F.
"/* GAUX4FORMAT:RGBA32F */" : gaux4 is RGBA32F.
"/* GNORMALFORMAT:RGB32F */" : gnormal is RGB32F.
"/* GNORMALFORMAT:RGBA32F */" : gnormal is RGBA32F.
Clear
At the start of each frame, gcolor is filled with blue sky color.
gdepth is filled with 1.0.
Other color textures are filled with 0.0.
============
Depth buffer
============
Depth buffer used while drawing geometry is also available for reading in composite and final.
uniform sampler2D depthtex0;
I want to add a separate depth buffer for semitransparent blocks in the future. (not currently available)
==============
Shadow buffers
==============
uniform sampler2D shadow;
// depth buffer of non-semitransparent blocks and mobs and players
uniform sampler2D watershadow;
// depth buffer of semitransparent blocks -- including water, ice
=================
Vertex Attributes
=================
attribute vec4 mc_Entity;
// mc_Entity.x = block ID
// I am not sure whether vec4 is the proper type.
=================
Uniform Variables
=================
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferPreviousModelView;
uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferPreviousProjection;
uniform mat4 shadowProjection;
uniform mat4 shadowProjectionInverse;
uniform mat4 shadowModelView;
uniform mat4 shadowModelViewInverse;
uniform vec3 sunPosition;
uniform vec3 moonPosition;
uniform vec3 previousCameraPosition;
uniform vec3 cameraPosition;
uniform int heldItemId;
uniform int heldBlockLightValue;
uniform int fogMode;
uniform int worldTime;
// 0 <= worldTime < 24000
// 0...11999 = day
uniform float viewWidth;
uniform float viewHeight;
uniform float aspectRatio;
uniform float near;
// 0.05
uniform float far;
// depends on render distance
uniform float sunAngle;
// 0.0 <= sunAngle < 1.0
// 0.0=east (morning) 0.25=zenith (noon) 0.5=west (evening) 0.75=nadir (midnight)
uniform float shadowAngle;
// shadowAngle = sunAngle in the day, (sunAngle-0.5) in the night
uniform float rainStrength;
// 0.0...1.0
uniform float wetness;
// slowly follows rainStrength
uniform float eyeAltitude;
// y position of eye
uniform ivec2 eyeBrightness;
// brightness of block that player head is in
// .x 0...240 light level from Fire/Glowstone/Lava/Torch
// .y 0...240 light level from Sky
// use texture2D(lightmap, vec2((eyeBrightness.x+8)/256.0, (0.5/16.0))) to get Fire/Glowstone/Lava/Torch light color
// use texture2D(lightmap, vec2((0.5/16.0), (eyeBrightness.y+8)/256.0)) to get Sky light color
uniform ivec2 eyeBrightnessSmooth;
// slowly follows eyeBrightness
uniform int entityHurt;
// available in gbuffers_entities
// not hurt : 0
// hurt : 102
uniform int entityFlash;
// available in gbuffers_entities
// not flashing : 0
// flashing creeper : 1...255