Hey I downloaded your basic shaders with motion blur and I have this problem where every time I go into a world I get an error message saying "invalid program gbuffers_terrain". I also tried to download your vibrant shaders for intel, but every time I load a world my minecraft crashes and it goes back to the launcher.
Can you please help me???
My CPU:Intel i3
My GPU:Intel HD Graphics 4000
I have the same GPU with an I5, and I've had the same issues. It's because of the way integrated Intel chips read the OpenGL; it's not up to date, and results in either errors (like in the motion blur pack) and crashes. I'm pretty sure god rays cause a lot of the crashing on these cards, as I've been able to run a lot of shaders that don't have them enabled, whereas packs with god rays always crash. I recently downloaded Hexagon's shaders from planetminecraft, which feature separate shaders for individual features, and everything except the god rays pack worked.
I'd either download one of Mr. Meep's pre-god ray packs until this one has a non-god ray version, or mess with it yourself (which is what I'm about to try...)
Sorry for the extensive response lol
I have the same GPU with an I5, and I've had the same issues. It's because of the way integrated Intel chips read the OpenGL; it's not up to date, and results in either errors (like in the motion blur pack) and crashes. I'm pretty sure god rays cause a lot of the crashing on these cards, as I've been able to run a lot of shaders that don't have them enabled, whereas packs with god rays always crash. I recently downloaded Hexagon's shaders from planetminecraft, which feature separate shaders for individual features, and everything except the god rays pack worked.
I'd either download one of Mr. Meep's pre-god ray packs until this one has a non-god ray version, or mess with it yourself (which is what I'm about to try...)
Sorry for the extensive response lol
You can turn god-rays off by putting two slashes infront of the option found within the shader files by opening them with notepad. Look through all of them, and once you find "#define Godrays" or something simmilar, write "//#define godrays"
With the update to the 1.03 shaders nothing has particuarly changed for me. Though the intel version of the virbant shaders does run for about a second longer than the other vibrant shaders.
It is too dim at night. Impossible to see anything if there's no light source.
There's no problem in the morning or noon.
Problem gone when switching to other shader pack.
I dont use any resource pack, and the game is in full brightness.
Quick question. For Texture packs do i need to provide the normal maps for the shaders or can the shader pack calculate them? also if anyone can show me how to mix world curvature and waving water together that would be cool.
Rollback Post to RevisionRollBack
Can anyone sssspare ssssome Gunpowder? it wassss taken from me thissss morning... CURSSSSE YOU SSSSTEVE!!! Sssseeya folkssss
I have a little question: Is there any way to configure the shaders so that the depth of field ignores tools? Right now, every time I hit something with a tool (or anything that reaches the center of the screen) the DoF adjusts really fast and nearly flickers...
for the POM effect, does it use the normal map or does it use a different hight map altogether. I just want to make sure I'm not wasting time/RAM spece.
Rollback Post to RevisionRollBack
Can anyone sssspare ssssome Gunpowder? it wassss taken from me thissss morning... CURSSSSE YOU SSSSTEVE!!! Sssseeya folkssss
So everytime I try and disable the waving of leaves it turns the water invisible. Anyone have an idea on how to avoid this?
*/
/*--------------------
//ADJUSTABLE VARIABLES//
---------------------*//#define WAVING_LEAVES//#define WAVING_VINES The red slash is what i added to disable the leaves
#define WAVING_GRASS
#define TALLPLANTS_and_TALLGRASS
#define WAVING_WHEAT
#define WAVING_CARROTS_POTATOES
#define WAVING_FLOWERS
#define WAVING_SAPLINGS
#define WAVING_FIRE
#define WAVING_LAVA
#define WAVING_LILYPAD
I have the same GPU with an I5, and I've had the same issues. It's because of the way integrated Intel chips read the OpenGL; it's not up to date, and results in either errors (like in the motion blur pack) and crashes. I'm pretty sure god rays cause a lot of the crashing on these cards, as I've been able to run a lot of shaders that don't have them enabled, whereas packs with god rays always crash. I recently downloaded Hexagon's shaders from planetminecraft, which feature separate shaders for individual features, and everything except the god rays pack worked.
I'd either download one of Mr. Meep's pre-god ray packs until this one has a non-god ray version, or mess with it yourself (which is what I'm about to try...)
Sorry for the extensive response lol
You can turn god-rays off by putting two slashes infront of the option found within the shader files by opening them with notepad. Look through all of them, and once you find "#define Godrays" or something simmilar, write "//#define godrays"
help...
Shaldur's Shaders (Sildurs Vibrant shaders 1.03 max. no_DoF)
MrMeep_x3s Shaders v04.0 RC2 Super Lite
Please Help Me..
There's no problem in the morning or noon.
Problem gone when switching to other shader pack.
I dont use any resource pack, and the game is in full brightness.
Using Sildurs Vibrant shaders 1.03 max. no_DoF
i7 2600k / 650Ti Boost / 8GB RAM / Win7 x64
Buy a PC
First off, you're using version 1.01 which is outdated, you may want to give the vibrant 1.03 Intel a try.
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how to make the night less dark ???
Besides this line uncommented
in to: composite.fsh
line: 30 #define NightIsTooDarkForMe
but it makes the "purple" night
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I see. Ignore our posts then. Get well soon.
.............mcf isnt gone???????????????
*/
/*--------------------
//ADJUSTABLE VARIABLES//
---------------------*//#define WAVING_LEAVES//#define WAVING_VINES The red slash is what i added to disable the leaves
#define WAVING_GRASS
#define TALLPLANTS_and_TALLGRASS
#define WAVING_WHEAT
#define WAVING_CARROTS_POTATOES
#define WAVING_FLOWERS
#define WAVING_SAPLINGS
#define WAVING_FIRE
#define WAVING_LAVA
#define WAVING_LILYPAD
//AETHER 2
//#define WAVING_AETHER_GRASS
//#define WAVING_AETHER_LEAVES
//#define WAVING_AE
communicate your configuration