Into final.fsh, line 572 :
vec2 newTC = clamp(texcoord + fake_refract * 0.01 * (rainlens+isEyeInWater*0.2),1.0/vec2(viewWidth,viewHeight),1.0-1.0/vec2(viewWidth,viewHeight));
add to the next line :
newTC = texcoord;
Thanks! The water distortion effect when under water is nice but when using vr, it can be a bit nauseating at times since its out of focus.
Performance wise, it is about 10% faster than V5 extreme on my GTX670.
There is a folder named POM which contain files to replace in order to activate or desactivate POM. Also enable the option "DISABLE_SSAO_DEPTH_FILTER" into menus if you are using POM or ssao will be completely glitched.
I am using Chocapic13_V6_Extreme_RC and ChromaHills128x-1.9-v.1 but can't seem to get POM working. Moved the files from Chocapic13 V6 Extreme RC\shaders\POM\POM to Chocapic13 V6 Extreme RC\shaders. Opened up gbuffers_terrain.fsh and checked line 10 which is "#define POM". Is there something I am missing? Enabled the option "DISABLE_SSAO_DEPTH_FILTER" and set smooth lighting to 0.
Did some testing on v6 beta. Getting a white outline on particles when using lite, low, and medium and a transparent outline when using high and extreme. Noticed the water reflections disappear from far left an right of screen and can see the sun through hand and other objects that are held by the player. The sun flares are a nice addition and noticed an FPS increase with v6.
Did some testing on v6 beta. Getting a white outline on particles when using lite, low, and medium and a transparent outline when using high and extreme. Noticed the water reflections disappear from far left an right of screen and can see the sun through hand and other objects that are held by the player. The sun flares are a nice addition and noticed an FPS increase with v6.
Um, the particles maybe a problem with the Texture pack, try using deafult minecraft textures.
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I'm TheCoolSteveMan, you can call me CSM for short!
Um, the particles maybe a problem with the Texture pack, try using deafult minecraft textures.
No longer see an issue with particles when using the default minecraft textures but when using chroma hills and seus, I do not see any white or transparent outline on particle effects.
I am using Chocapic13_V6_Extreme_RC and ChromaHills128x-1.9-v.1 but can't seem to get POM working. Moved the files from Chocapic13 V6 Extreme RC\shaders\POM\POM to Chocapic13 V6 Extreme RC\shaders. Opened up gbuffers_terrain.fsh and checked line 10 which is "#define POM". Is there something I am missing? Enabled the option "DISABLE_SSAO_DEPTH_FILTER" and set smooth lighting to 0.
Check if Normal Map is activated, also I don't think every Chroma Hills version has support for POM.
Check if Normal Map is activated, also I don't think every Chroma Hills version has support for POM.
It is present but only on a few blocks. Same thing when using Seus and Contimuum. Any possibility for adding water caustics and volumetric clouds? Currently using V6 Extreme RC and its running real smooth and looks great.
The shader pack is overriding the sky texture from the resource pack. Is there away to force the sky textures? Turning custom sky on or off does not change anything.
The shader pack is overriding the sky texture from the resource pack. Is there away to force the sky textures? Turning custom sky on or off does not change anything.
No, Im guessing he has the same issue there as i have. (i dont use his v5 as a base tho) But unless its his clouds. Then you can disable them and see if it works.
Disable Conected textures, that should bring POM to a lot more blocks. Chromahills doesnt have normal maps for connected textures. Yes POM exists for them, they do have transparency
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Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
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what v6 preset is the mac v6 version based on?ive tried the v6 extreme rc version and it just lowers my fps and does nothing. there were so much error messages that i think that all the code is not working
and i was getting around 30 to 50 fps.does that mean that in the mac version you are going to release I'm also getting 30-50 fps?
It is present but only on a few blocks. Same thing when using Seus and Contimuum. Any possibility for adding water caustics and volumetric clouds? Currently using V6 Extreme RC and its running real smooth and looks great.
I probably won't add water caustics as caustics would be applied in some unwanted cases (fountains). There's probably a workaround but it would cost some fps. Volumetric clouds could be added someday if I find an efficient way to do it, as well as global illumination.
what v6 preset is the mac v6 version based on?ive tried the v6 extreme rc version and it just lowers my fps and does nothing. there were so much error messages that i think that all the code is not working
and i was getting around 30 to 50 fps.does that mean that in the mac version you are going to release I'm also getting 30-50 fps?
Can you tell me how much fps do you get on a working shaderpack?
Are Auroras even possible to add? i personally don't know
That could be something do-able but that's not on my to-do list currently.
-----
Also I just released Ultra and High version with some improvements :
-Fixed shadows underwater and new underwater shading
-Water is more transparent but more reflective
-Some improvements to ssao sampling
I will add these changes to others versions, then if there is no major issues I will finally officialise V6 as the new official version and work on mac compatibility.
Also here is what I'll be working on after V6 release :
- No shadows shaders (3 versions)
- Human readable code and optifine options
- "Gameplay/enhanced default" shaders
- Specular/PBR support if more texturepacks use it in the future
That could be something do-able but that's not on my to-do list currently.
-----
Well i'm asking if it is possible to add auroras, they're not seen in all Shader Packs ATM, that it would be cool if it is possible, i'm not asking to add (add if you want) but i'm asking if it is possible to add on a shaderpack
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I'm TheCoolSteveMan, you can call me CSM for short!
IDK what's running in my mind from what i've said
I'm TheCoolSteveMan, you can call me CSM for short!
Thanks! The water distortion effect when under water is nice but when using vr, it can be a bit nauseating at times since its out of focus.
I am using Chocapic13_V6_Extreme_RC and ChromaHills128x-1.9-v.1 but can't seem to get POM working. Moved the files from Chocapic13 V6 Extreme RC\shaders\POM\POM to Chocapic13 V6 Extreme RC\shaders. Opened up gbuffers_terrain.fsh and checked line 10 which is "#define POM". Is there something I am missing? Enabled the option "DISABLE_SSAO_DEPTH_FILTER" and set smooth lighting to 0.
Did some testing on v6 beta. Getting a white outline on particles when using lite, low, and medium and a transparent outline when using high and extreme. Noticed the water reflections disappear from far left an right of screen and can see the sun through hand and other objects that are held by the player. The sun flares are a nice addition and noticed an FPS increase with v6.
Um, the particles maybe a problem with the Texture pack, try using deafult minecraft textures.
I'm TheCoolSteveMan, you can call me CSM for short!
The reflection bug is a limitation of raytracing that we have. Every single shader has that. The other bugs have to be fixed by chocapic
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Ok, thanks. Not a big deal but thought I would mention it anyways. Anyone have luck enabling POM on v6 extreme?
No longer see an issue with particles when using the default minecraft textures but when using chroma hills and seus, I do not see any white or transparent outline on particle effects.
Check if Normal Map is activated, also I don't think every Chroma Hills version has support for POM.
It is present but only on a few blocks. Same thing when using Seus and Contimuum. Any possibility for adding water caustics and volumetric clouds? Currently using V6 Extreme RC and its running real smooth and looks great.
The shader pack is overriding the sky texture from the resource pack. Is there away to force the sky textures? Turning custom sky on or off does not change anything.
No, Im guessing he has the same issue there as i have. (i dont use his v5 as a base tho) But unless its his clouds. Then you can disable them and see if it works.
Disable Conected textures, that should bring POM to a lot more blocks. Chromahills doesnt have normal maps for connected textures. Yes POM exists for them, they do have transparency
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
what v6 preset is the mac v6 version based on?ive tried the v6 extreme rc version and it just lowers my fps and does nothing. there were so much error messages that i think that all the code is not working
and i was getting around 30 to 50 fps.does that mean that in the mac version you are going to release I'm also getting 30-50 fps?
There are light blue lines in water when I use the medium version. It makes it look terrible, what do I do?
Looks nice! But what's the difference between V6 Lite and V6 Low ? It looks that they are very similar.
I probably won't add water caustics as caustics would be applied in some unwanted cases (fountains). There's probably a workaround but it would cost some fps. Volumetric clouds could be added someday if I find an efficient way to do it, as well as global illumination.
Can you tell me how much fps do you get on a working shaderpack?
Try using the latest V6 RC versions in the Beta versions folder.
The Low version has higher quality godrays and lens flares.
Are Auroras even possible to add? i personally don't know
I'm TheCoolSteveMan, you can call me CSM for short!
That could be something do-able but that's not on my to-do list currently.
-----
Also I just released Ultra and High version with some improvements :
-Fixed shadows underwater and new underwater shading
-Water is more transparent but more reflective
-Some improvements to ssao sampling
I will add these changes to others versions, then if there is no major issues I will finally officialise V6 as the new official version and work on mac compatibility.
Also here is what I'll be working on after V6 release :
- No shadows shaders (3 versions)
- Human readable code and optifine options
- "Gameplay/enhanced default" shaders
- Specular/PBR support if more texturepacks use it in the future
Well i'm asking if it is possible to add auroras, they're not seen in all Shader Packs ATM, that it would be cool if it is possible, i'm not asking to add (add if you want) but i'm asking if it is possible to add on a shaderpack
I'm TheCoolSteveMan, you can call me CSM for short!