Yeah I will. But my pc runs vanilla minecraft no lag. So really I will try it out for fun. Not for performance. I do think however it might come useful to test how old my monitor is. And play with at least some shaders in mulitplayer (I lag in multiplayer).
Anyways! Wish you a bright future!
Rollback Post to RevisionRollBack
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Correct, it has the tint, cause its still from my V5.
Im working on a new feature, rain fog, it still has some bugs, but when its done, its ready.
Here is a picture of it.
Right. Now this looks like something I'd want to play with. Also one suggestion, Maybe make the water transparent? Or make it a natural blue color and not a mineral filled swamp like water
Rollback Post to RevisionRollBack
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Right. Now this looks like something I'd want to play with. Also one suggestion, Maybe make the water transparent? Or make it a natural blue color and not a mineral filled swamp like water
Thanks. Yes im pleased with the colours. Im working on the water. Its transparent enough, but yes im gonna change colours
Right. Now this looks like something I'd want to play with. Also one suggestion, Maybe make the water transparent? Or make it a natural blue color and not a mineral filled swamp like water
This might be off-topic for your particular shader - but is it compatible for Mac people? I tried on a macbook pro and the shader is running yet everything but rain is 'black'.
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1096
[Shaders] Shadow map distance: 50.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] Save ShadersMod configuration.
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] Uninit
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] Program gbuffers_basic loaded
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1024
[Shaders] Shadow map distance: 70.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] Save ShadersMod configuration.
[Shaders] No shaderpack loaded.
[Shaders] Uninit
[Shaders] Save ShadersMod configuration.
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] allocateTextureMap 4 1024 512
[Shaders] Program gbuffers_basic loaded
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1024
[Shaders] Shadow map distance: 70.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] No shaderpack loaded.
[Shaders] Uninit
[Shaders] Save ShadersMod configuration.
----
OS X Yosemite: Version 10.10.5 - MacBook Pro (15-inch, Mid 2012) 2.3Ghz intel Core i7 - 16GB ram, 2TB HD, NVIDIA GeForce GT 650M 512 MB
Yeah. That looks really nice. Could use this shader for a tropical map! Once it's out though. A couple of other suggestions: Make shader have overall brighter atmosphere (bright blue sky and sunny like lighting). Is this the edit AFTER the green tint was removed or before. Because the fog and shadows still sort of have it. No rush.
Rollback Post to RevisionRollBack
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
This might be off-topic for your particular shader - but is it compatible for Mac people? I tried on a macbook pro and the shader is running yet everything but rain is 'black'.
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1096
[Shaders] Shadow map distance: 50.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] Save ShadersMod configuration.
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] Uninit
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] Program gbuffers_basic loaded
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1024
[Shaders] Shadow map distance: 70.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] Save ShadersMod configuration.
[Shaders] No shaderpack loaded.
[Shaders] Uninit
[Shaders] Save ShadersMod configuration.
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] allocateTextureMap 4 1024 512
[Shaders] Program gbuffers_basic loaded
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1024
[Shaders] Shadow map distance: 70.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] No shaderpack loaded.
[Shaders] Uninit
[Shaders] Save ShadersMod configuration.
----
OS X Yosemite: Version 10.10.5 - MacBook Pro (15-inch, Mid 2012) 2.3Ghz intel Core i7 - 16GB ram, 2TB HD, NVIDIA GeForce GT 650M 512 MB
Using OptiFine 1.8.8 as the loader for Shaders.
Mac's usually are not compatible. I'm not sure though. Did you put the shaderpack in the right folder? All shaderpacks must NOT be unzipped. Take the whole zip file and put it into the "shaderpacks" folder. And resource packs into the "resourcepacks" folder.
Also put crash reports in spoilers
Rollback Post to RevisionRollBack
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Yeah. That looks really nice. Could use this shader for a tropical map! Once it's out though. A couple of other suggestions: Make shader have overall brighter atmosphere (bright blue sky and sunny like lighting). Is this the edit AFTER the green tint was removed or before. Because the fog and shadows still sort of have it. No rush.
Tropical would be nice. Im working on atmosphere. No more blueish tint. Just take a look at this picture.
No problem. Enjoy
I am currently working on a new lens flare
Yeah I will. But my pc runs vanilla minecraft no lag. So really I will try it out for fun. Not for performance. I do think however it might come useful to test how old my monitor is. And play with at least some shaders in mulitplayer (I lag in multiplayer).
Anyways! Wish you a bright future!
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
It was ment for TheCool1James, and others who wanted a Light version.
But thanx
It still has the tint... But its better. Any chances of the dev version coming soon?
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Correct, it has the tint, cause its still from my V5.
Im working on a new feature, rain fog, it still has some bugs, but when its done, its ready.
Here is a picture of it.
Right. Now this looks like something I'd want to play with. Also one suggestion, Maybe make the water transparent? Or make it a natural blue color and not a mineral filled swamp like water
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Thanks. Yes im pleased with the colours. Im working on the water. Its transparent enough, but yes im gonna change colours
How about this?
Looks like the same thing... At least that's how my eyes see it. But yeah this is good. Also is that green tint still present in that screenshot?
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Im gonna change water colour completely then. No green tint anymore
This might be off-topic for your particular shader - but is it compatible for Mac people? I tried on a macbook pro and the shader is running yet everything but rain is 'black'.
here is the log:
[Shaders] ShadersMod version: 2.4.12
[Shaders] OpenGL Version: 2.1 NVIDIA-10.4.2 310.41.35f01
[Shaders] Vendor: NVIDIA Corporation
[Shaders] Renderer: NVIDIA GeForce GT 650M OpenGL Engine
[Shaders] Capabilities: 2.0 2.1 - - -
[Shaders] GL_MAX_DRAW_BUFFERS: 8
[Shaders] GL_MAX_COLOR_ATTACHMENTS_EXT: 8
[Shaders] GL_MAX_TEXTURE_IMAGE_UNITS: 16
[Shaders] Load ShadersMod configuration.
[Shaders] Loaded shaderpack: (internal)
[Shaders] allocateTextureMap 4 1024 512
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Light (Chocapic13`s Shaders edit).zip
[Shaders] No shaderpack loaded.
[Shaders] No shaderpack loaded.
[Shaders] Save ShadersMod configuration.
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Light (Chocapic13`s Shaders edit).zip
[Shaders] allocateTextureMap 4 1024 512
[Shaders] Program gbuffers_basic loaded
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1096
[Shaders] Shadow map distance: 50.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] Save ShadersMod configuration.
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] Uninit
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] Program gbuffers_basic loaded
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1024
[Shaders] Shadow map distance: 70.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] Save ShadersMod configuration.
[Shaders] No shaderpack loaded.
[Shaders] Uninit
[Shaders] Save ShadersMod configuration.
[Shaders] Loaded shaderpack: Triliton`s shaders V5 Low (Chocapic13`s Shaders edit).zip
[Shaders] allocateTextureMap 4 1024 512
[Shaders] Program gbuffers_basic loaded
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured loaded
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_textured_lit loaded
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skybasic loaded
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
WARNING: Output of vertex shader 'distance' not read by fragment shader
WARNING: Output of vertex shader 'normal' not read by fragment shader
[Shaders] Program gbuffers_skytextured loaded
[Shaders] Program gbuffers_terrain loaded
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
WARNING: Output of vertex shader 'viewVector' not read by fragment shader
[Shaders] Program gbuffers_water loaded
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_entities loaded
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
[Shaders] Program gbuffers_hand loaded
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
WARNING: Output of vertex shader 'lmcoord' not read by fragment shader
[Shaders] Program gbuffers_weather loaded
[Shaders] AO Level: 1.0
[Shaders] Shadow map resolution: 1024
[Shaders] Shadow map distance: 70.0f
[Shaders] Sun path rotation: -35.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Shadow map interval size: 4.0f
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 512
[Shaders] Program composite loaded
[Shaders][SEVERE] Error linking program: 25
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
ERROR: Input of fragment shader 'moonlight' not written by vertex shader
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation Failed: Link error:
Program is not successfully linked.
[Shaders][SEVERE] [Shaders] Error: Invalid program "composite1"
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
WARNING: Output of vertex shader 'sunlight' not read by fragment shader
[Shaders] Program final loaded
[Shaders] Program shadow loaded
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers
[Shaders] No shaderpack loaded.
[Shaders] Uninit
[Shaders] Save ShadersMod configuration.
----
OS X Yosemite: Version 10.10.5 - MacBook Pro (15-inch, Mid 2012) 2.3Ghz intel Core i7 - 16GB ram, 2TB HD, NVIDIA GeForce GT 650M 512 MB
Using OptiFine 1.8.8 as the loader for Shaders.
Just to be clear I loaded up Chocapic13's V5 Lite and it works fine.
In Chocapic13's thread for their shader it was noted there was a 'black screen' issue that was fixed in their v5.
So perhaps this is related?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293898-chocapic13s-shaders
Yeah. That looks really nice. Could use this shader for a tropical map! Once it's out though. A couple of other suggestions: Make shader have overall brighter atmosphere (bright blue sky and sunny like lighting). Is this the edit AFTER the green tint was removed or before. Because the fog and shadows still sort of have it. No rush.
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Mac's usually are not compatible. I'm not sure though. Did you put the shaderpack in the right folder? All shaderpacks must NOT be unzipped. Take the whole zip file and put it into the "shaderpacks" folder. And resource packs into the "resourcepacks" folder.
Also put crash reports in spoilers
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Tropical would be nice. Im working on atmosphere. No more blueish tint. Just take a look at this picture.
http://imgur.com/zWWIQgE
One word.
noice
There was a computer dating back to Adam and Eve. An apple, and a very bad one at that, it only took 1 byte to crash everything.
"If they say IT IS Opposite day .. doesn't that mean IT ISN'T?
The Opposite of Opposite day is Normal day. so in turn, there will never be an opposite day. "
Creator of Oceano Shaders, feel free to contact me via the Shader Labs discord server found here