When I click on the download link for these I get bombarded with ads and browser updates and all this nonsense.... Seems a little sketchy to try to install any of this. Do any of the links in the first post not do this?
Hey Sildur I really enjoy your Shaderpacks ,but can you pls make an Extreme Version with Motion Blur? I hope it will exist anytime I love your Shaders.
Options-->Shaders-->Use any version of Sildur's Vibrant Shaders-->Shader Options-->Motion Blur
Everything has been simplified with OptiFine.
Rollback Post to RevisionRollBack
I'm TheCoolSteveMan, you can call me CSM for short!
Vibrant shaders 1.16:
- Reworked rendering system to fix a bunch of issues, see below:
- Fixed stained glass colors near lightsources
- Fixed entities rendering (players etc)
- Fixed hand rendering
- Fixed translucent blocks rendering (stained glass etc)
- Fixed rendering of enchanted items (armor, weapons etc)
- Fixed distance dof/blur, blurring your hand
- Fixed motionblur blurring your hand
- Fixed underwater shadows
- Fixed block selection color (leads are a bit broken because of this)
- Fixed rain on water/translucent blocks
- Fixed light bleeding in caves
- Fixed weird color issues on certain systems
- Code optimizations to reduce potential errors on certain systems. (Like weird colors)
- Improved support for translucent blocks, mods that add translucent blocks should work better now.
- Improved bloom
- Improved lens flare
- Improved water caustics
- Improved water ripples
- Improved lighting
- Improved motionblur
- Improved ambient occlusion (it's now only enabled in extreme, because it causes huge slowdowns with lots of entities nearby)
- Added Volumetric lighting (based off chocapics beta release, WIP)
- Added an ingame option to toggle volumetric lighting, found in sky options. Disable godrays before enabling it.
- Added waving beetroot
- Added an ingame option to adjust the motionblur strength
- Added an ingame option to adjust the bloom strength
- Added an ingame option to toggle ice and stained glass reflections
- Adjusted water colors
- Adjusted colors, they were abit over the top.
- Color boost can now be adjusted ingame:
0.04 = old color boost set to off.
0.2 = new adjusted colors
0.35 = old color boost set to on.
- Removed dynamic handheld light due to rendering issues. Use the inbuild "Dynamic Lights" option from Optifine.
Found in options -> video settings -> quality. Or options -> video settings.
Known issues:
- Bloom on torches can become to strong if they are next to each other because they light themself up.
Updated everything love all the fixes you've done it 99% perfect now, except i get this new bug when its raining and i look slightly up.
Interesting, I suggest you to play arround with the ingame options, it might be related to bloom. Also whats your GPU? Make sure its drivers are fully up to date.
Yes, thanks a lot for the new update. Volumetric lighting was the only feature this shader was missing, now it has it. Definitely my new favorite, it looks great.
With the new version, the End doesn't display textures, just showing black objects that are easier to fall off of since you can't make out details. Torches don't light anything up there either. This is with default settings and no volumetric lighting.
With the new version, the End doesn't display textures, just showing black objects that are easier to fall off of since you can't make out details. Torches don't light anything up there either. This is with default settings and no volumetric lighting.
Good catch, reuploaded without version change. Forgot to include the basic shaders for end. You can easily fix that yourself by moving the world1 folder from 1.153 into 1.16/shaders.
Water seem to be a bit broken around x = 0 or z = 0:
Coincidentally, this seems to occur whenever x or z is less than (deltaPos / waterpos.xz's multiplier, AKA 0.4 / 7.0) blocks away from the origin (lines 114 and 112). I have yet to figure out why your math breaks down in that region, but I have managed to fix it by moving the fract() call in noiseW() to noisetexture() instead. So noiseW's "coord" variable = pos.xz / 2000.0; and noisetexture's return value = texture2D(noisetex, fract(coord*offset + frameTimeCounter*speed*2)).x/offset; instead of the other way around.
Using v1.16 lite, and all the code that I referenced above is from gbuffers_water.fsh
Water seem to be a bit broken around x = 0 or z = 0:
Coincidentally, this seems to occur whenever x or z is less than (deltaPos / waterpos.xz's multiplier, AKA 0.4 / 7.0) blocks away from the origin (lines 114 and 112). I have yet to figure out why your math breaks down in that region, but I have managed to fix it by moving the fract() call in noiseW() to noisetexture() instead. So noiseW's "coord" variable = pos.xz / 2000.0; and noisetexture's return value = texture2D(noisetex, fract(coord*offset + frameTimeCounter*speed*2)).x/offset; instead of the other way around.
Using v1.16 lite, and all the code that I referenced above is from gbuffers_water.fsh
Interesting, added your fix to the pack and changelog, updated without version change once again, thanks.
Sent you a PM.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord

When's the next updating coming out silder?
It will come when Sildur believes the update is ready to leave his nest of shader development.
I have been playing since 2014. I own the Java, Xbox 360, and Windows 10 Edition of this game
Motion designed 20+ animated Minecraft intros
Options-->Shaders-->Use any version of Sildur's Vibrant Shaders-->Shader Options-->Motion Blur
Everything has been simplified with OptiFine.
I'm TheCoolSteveMan, you can call me CSM for short!
1.16 is out now, have fun guys!
First of all, thanks to Digitalshadowhawk & Donovan for testing!
Works fine with MC 1.9-1.11
For MC 1.8-1.8.9 you must enable a new ingame shader option called: MC 1.8.x.
For 1.7.10 and below. There's a separate version, also found in the main post. Bloom sadly won't work in it, which is why it's removed.
Also make sure your GPU drivers are up to date.
Latest driver for Nvidia cards is 376.19:
https://www.guru3d.com/files-details/geforce-376-19-whql-driver-download.html
For AMD cards above the 7700 series its 16.12.1, which was a huge driver update/rework:
https://www.guru3d.com/files-details/amd-radeon-software-crimson-relive-16-12-driver-download.html
For AMD cards below the 7700 series its 16.2.1 Beta:
https://support.amd.com/en-us/download/desktop/legacy?product=legacy3&os=Windows 10 - 64
As for Intel GPUs, there are so many variants that you should just search for your CPU or GPU model here:
https://downloadcenter.intel.com/
Changelog (definitely check it out):
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord

Great work, Sildur!
Your shaders are my favorite by far! I checked out Chocapic's new V6 release, but I keep coming back to yours :)!
Hey Sildur, i just noticed that your Lens Flare is similar to CaptTatsu's Lens Flare.
I'm TheCoolSteveMan, you can call me CSM for short!
And BLOOM Strikes again!
Sildur's Vibrant Shaders V1.16
Intel(R) HD Graphics 5500
I'm TheCoolSteveMan, you can call me CSM for short!
60 is duplicated twice as a shadow distance option...I dunno if that's intentional.
Screenshot of v1.16's Shadows menu:
I have been playing since 2014. I own the Java, Xbox 360, and Windows 10 Edition of this game
Motion designed 20+ animated Minecraft intros
Known issue, should only happen on Intel gpus (and maybe 500series of nvidia)
Ty, fixed without version change, redownload.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord

Updated everything love all the fixes you've done it 99% perfect now, except i get this new bug when its raining and i look slightly up.
http://prntscr.com/di7nim
Um, there's a note saying that you must disable godrays before using it:

Interesting, I suggest you to play arround with the ingame options, it might be related to bloom. Also whats your GPU? Make sure its drivers are fully up to date.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord

Yes, thanks a lot for the new update. Volumetric lighting was the only feature this shader was missing, now it has it. Definitely my new favorite, it looks great.
Im using a 770 gtx with the most up to date drivers
What preset of the shaders are you using? What settings are on, off, etc?
Purple rain clearly doesn't reference anything...amirite?
I have been playing since 2014. I own the Java, Xbox 360, and Windows 10 Edition of this game
Motion designed 20+ animated Minecraft intros
Glitch report time!! :3
So, it seems to be that the sun flares are not fading out, because the moon is a just off the screen in that sun flare glitch one.
Using an Intel (HD) 4000
Windows 7.
With the new version, the End doesn't display textures, just showing black objects that are easier to fall off of since you can't make out details. Torches don't light anything up there either. This is with default settings and no volumetric lighting.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Good catch, reuploaded without version change. Forgot to include the basic shaders for end. You can easily fix that yourself by moving the world1 folder from 1.153 into 1.16/shaders.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord

Water seem to be a bit broken around x = 0 or z = 0:
Coincidentally, this seems to occur whenever x or z is less than (deltaPos / waterpos.xz's multiplier, AKA 0.4 / 7.0) blocks away from the origin (lines 114 and 112). I have yet to figure out why your math breaks down in that region, but I have managed to fix it by moving the fract() call in noiseW() to noisetexture() instead. So noiseW's "coord" variable = pos.xz / 2000.0; and noisetexture's return value = texture2D(noisetex, fract(coord*offset + frameTimeCounter*speed*2)).x/offset; instead of the other way around.
Using v1.16 lite, and all the code that I referenced above is from gbuffers_water.fsh
I made my own shader pack, by the way.
Interesting, added your fix to the pack and changelog, updated without version change once again, thanks.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
