This thread contains shaderpacks, which are for use with the GLSL Shaders Mod
Acid Shaders
This shaderpack warps the distant terrain based on trigonometric functions. Unlike most shaderpacks, this shaderpack is all about a psychedelic effect, rather than realism. The pack is not resource intensive. If you can run Minecraft, you probably run Minecraft with this shaderpack.
Screenshots
Videos
Animal Crossing Shaders
This shaderpack maps the local terrain onto a sphere, similar to the Animal Crossing games. Like the Acid Shaders they are based entirely on vertex transformations, and should yield little, if any, performance loss.
You can enable the World Space edition by opening the following files and removing the " // " from the line that reads:
//#define WORLD_SPACE
The files are:
gbuffers_terrain.vsh
gbuffers_entities.vsh
gbuffers_basic.vsh
What's the difference between Screen Space and World Space?
Screen space and world space refer to the geometric space in which the deformations are applied. The screen space version is the same version as previous releases where the screen/world space was unspecified.
The
world space edition is new, and warps the world around the player,
instead of around where the player is looking. This means that the
terrain is no longer morphed around as you change your camera's viewing
angle of the world.
The "de-spawning chunks" bug is more prevalent in the world space edition.
Release History
r6
Added the sky back into the background (it was just fog in r5)
r5
Reformatted some more code.
Fixed the block outline bug. The transformation needs to be done inside gbuffers_basic, however doing so will cause the transformation to apply to all the gbuffers, so I added programs for most of the gbuffers (water didn't need a program).
Made fog fancy instead of fast
Collapsed the World Space edition into the Screen Space edition. You can now enable World Space by un-commenting lines in the following files: gbuffers_terrain.vsh, gbuffers_entities.vsh and gbuffers_basic.vsh. You can also un-comment lines in the textured, textured_lit and weather programs, but the difference is not really worth the 30 seconds it would take you.
Released Animal Crossing Shaders (would have abbreviated as AC Shaders, but that would get confused with ACid).
r4
Reformatted code.
r3
Combined the 1.6 and 1.7 releases (they were literally the same things with different folder names).
Forked the shaders into 2 different releases, "Screen Space" and "World Space". These titles pertain to how the deformations are applied to the terrain.
Fixed the lack of Fog.
r2
Changed from using worldTime to frameTimeCounter (thanks to Beed28 for informing me of its existence). This should make things smoother (if you're running 60 fps, the shaders will update at it instead of 20 times per second). This also stops the shaders from jumping back to 0 at the beginning of a new day. I inherently added 36,000 to everywhere frameTimeCounter is referenced so that even if you just loaded up the world the shaders will still be doing something.
Visible areas of land will despawn from view when you turn your head to certain angles at certain times during the deformation cycle. This is because chunks are not rendered if some part of them is not inside your view frustrum prior to the deformation. This is should be fixed by disabling Advanced OpenGL in your graphics settings, however it is not fixed by doing so.
Fog settings aren't completely functional
Fixed in r5:
The highlighted block outline is not deformed with the terrain. The only way I could find to edit it was by editing gbuffers_basic, which causes serious epileptic side effects.
Fixed in r3:
Fog is disabled when you turn on the shaders. I suspect it's a change in how the new shaders work compared to Dax's, but documentation is sparse and I don't actually know GLSL.
Credits & Thanks:
Daxnitro - Originally creating and maintaining the GLSL Shaders Mod.
Karyonix - Maintaining the GLSL Shaders Mod after Dax disappeared.
Gaeel - Creating the original version of the Acid Shaders
Sildur - Indirectly showing me how the newer versions of Shaders work.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/3/2012
Posts:
192
Location:
United Kingdom
Member Details
This version here is better since entities actually move with the world. As for the highlighted block outline, I tried fixing it (using a way similar to how I did it in my shaderpack), but it only resulted in a epileptic flashing sky.
This version here is better since entities actually move with the world. As for the highlighted block outline, I tried fixing it (using a way similar to how I did it in my shaderpack), but it only resulted in a epileptic flashing sky.
Yeah that's exactly my problem. It's the fault of Karyonix messing with something as in the old shaders gbuffers_textured (and/or gbuffers_textured_lit) did box highlight distortions.
I'll update to 1.7.2 whenever the GLSL Shaders do, or whenever I get around to trying out the preview. Either way I doubt I'll have to do anything besides change the download file names. These shaders are pretty simple.
I'll update to 1.7.2 whenever the GLSL Shaders do, or whenever I get around to trying out the preview. Either way I doubt I'll have to do anything besides change the download file names. These shaders are pretty simple.
Great to see it updated. Let's hope we will be allowed to use such shader without the GLSL Mod soon.... (or MCPatcher and GLSL becoming close friends...)
Oh wow, I didn't even know MCPatcher still existed, I've always used Optifine. What did you think when people were using their high resulution texture packs + shadermaps (bump and specular and stuff) with Sonic Ether's Shaders?
Okay i tested again and yes there are things that Optifine can't do. Like CTMs in CTMs or CTMs based on faces of half blocks.
CTMs in CTMs? Dunno what that is. Anyway to be honest I've never really used advanced features like that, I just like my 32x and 64x packs. I turn CTM off most of the time because I don't really like it. Whatever works for you though.
HI EVERY ONE, COME AND CHECK OUT MY NEW SHADERS BENCHMARK TEST!!!! FOR THE FIRST TIME YOU CAN ALL PARTICIPATE IN BENCHMARKING YOUR PC WITH ALL SHADERS TO SEE HOW YOU STACK UP TO OTHERS. THIS BENCHMARK IS ALSO FOR PEOPLE NOT SURE WHAT VIDEO CARD TO GET OR WANT TO KNOW HOW THE FPS WOULD BE ON CERTAIN VIDEO CARDS ( AS LONG AS SOME ONE ELSE HAS POSTED RESULTS FOR THAT CARD). SO COME AND CHECK IT OUT AND LETS GET THIS BALL ROLLING!!!!!!
Videos
This shaderpack maps the local terrain onto a sphere, similar to the Animal Crossing games. Like the Acid Shaders they are based entirely on vertex transformations, and should yield little, if any, performance loss.
What's the difference between Screen Space and World Space?
The
world space edition is new, and warps the world around the player,
instead of around where the player is looking. This means that the
terrain is no longer morphed around as you change your camera's viewing
angle of the world.
The "de-spawning chunks" bug is more prevalent in the world space edition.
Release History
Old Releases & Download Mirrors
Acid Shaders r6 for Minecraft 1.6 and up
Animal Crossing Shaders r6 for Minecraft 1.6 and up
Acid Shaders r5 for Minecraft 1.6 and up
Animal Crossing Shaders r5 for Minecraft 1.6 and up
Acid Shaders (Screen Space) r4 for Minecraft 1.6 and up
Acid Shaders (World Space) r4 for Minecraft 1.6 and up
Acid Shaders (Screen Space) r3 for Minecraft 1.6 and up
Acid Shaders (World Space) r3 for Minecraft 1.6 and up
Acid Shaders r2 for Minecraft 1.6 and up
Acid Shaders r1 for Minecraft 1.2.5, Installation Instructions are included in the file
Known bugs and issues
Fixed in r5:
Credits & Thanks:
Daxnitro - Originally creating and maintaining the GLSL Shaders Mod.
Karyonix - Maintaining the GLSL Shaders Mod after Dax disappeared.
Gaeel - Creating the original version of the Acid Shaders

Sildur - Indirectly showing me how the newer versions of Shaders work.
My links:
Anyways good job!
Patreon, Offical Website, Twitter, Facebook, Youtube, Discord

Wow, this isn't literally true, isn't it?
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
Yeah that's exactly my problem. It's the fault of Karyonix messing with something as in the old shaders gbuffers_textured (and/or gbuffers_textured_lit) did box highlight distortions.
No that was a joke. I don't actually know. He probably just got to busy to update the shaders/any of his social media.
If you mean the potion effect I dunno. Stand in a Nether Portal and find out.
*Install and play the game*
Reaction: WTH?! xD
*Loads world*
*Feels like vomiting*
Wow this is trippy!
don't click this link...
This already works on 1.7.2 I made a video
That's kind of like asking what the point of a texture pack is, or any shaderpack really. It's to add a new aesthetic.
Oh wow, I didn't even know MCPatcher still existed, I've always used Optifine. What did you think when people were using their high resulution texture packs + shadermaps (bump and specular and stuff) with Sonic Ether's Shaders?
Seriously, use Optifine.
CTMs in CTMs? Dunno what that is. Anyway to be honest I've never really used advanced features like that, I just like my 32x and 64x packs. I turn CTM off most of the time because I don't really like it. Whatever works for you though.
no
http://www.minecraftforum.net/topic/2449242-shaders-benchmark/