The Meaning of Life, the Universe, and Everything.
Join Date:
11/20/2013
Posts:
58
Minecraft:
SgtSarcasm7
Member Details
DoF HQ is not supposed to be used for standard play. It is strictly for cinematics and stills. I do need to tweak the hand depth though, it gets buggy with the way I focus the DoF. Since it now works on a physical focal length, the default hand depth is at the very edge of the focal length which creates a really ugly looking large blur at small f/stops. If you want more performance friendly DoF, use LQ. It is the version of DoF that is actually meant for casual use, and I say again, you should definitely not use HQ for standard use unless you're running 2 Titan XPs on SLI or something ridiculous like that. The reason why the FPS is so low on DoF HQ and will remain so low is because 1, there is little to do to optimize without lowering quality. It is meant to be the very top of the line DoF, which means no corners cut. Also certain mods will optimize FPS for rendering, making performance less of a problem. However, I am working pretty hard at getting some performance back, despite it still being better than V1. Also, chromatic abberration is still there. It's called fringe now, it's a less fancy though more widely known term for the effect. I'm still working on implimenting all effects again, if you noticed this new version is made from scratch rather than being a Robobo1221 edit, and since it's not finished I haven't added in all the effects.
Ahh okay, its looking good! its gotten much more worse performance wise though i don't have the best computer in the world, but i shouldn't get 10 fps on a 960 with dof on and effects/filters on. I see some effects were removed or changed around. I would've preferred if you kept chromatic aberration. It's one of my favorite effects usually the first thing I look for while looking for shaders. But a lot of the issues were fixed, though more issues were introduced.
with DoF (hq dof ive only tried) this happens with whatever is in your hand if its enchanted:
Also DoF introduced A LOT of performance issues. I never had a drop or increase of FPS with it on or off. Though I love how it looks now, i still loved the old way though. I can see this being improved on a lot. I'll find more issues and report back
DoF HQ is not supposed to be used for standard play. It is strictly for cinematics and stills. I do need to tweak the hand depth though, it gets buggy with the way I focus the DoF. Since it now works on a physical focal length, the default hand depth is at the very edge of the focal length which creates a really ugly looking large blur at small f/stops. If you want more performance friendly DoF, use LQ. It is the version of DoF that is actually meant for casual use, and I say again, you should definitely not use HQ for standard use unless you're running 2 Titan XPs on SLI or something ridiculous like that. The reason why the FPS is so low on DoF HQ and will remain so low is because 1, there is little to do to optimize without lowering quality. It is meant to be the very top of the line DoF, which means no corners cut. Also certain mods will optimize FPS for rendering, making performance less of a problem. However, I am working pretty hard at getting some performance back, despite it still being better than V1. Also, chromatic abberration is still there. It's called fringe now, it's a less fancy though more widely known term for the effect. I'm still working on implimenting all effects again, if you noticed this new version is made from scratch rather than being a Robobo1221 edit, and since it's not finished I haven't added in all the effects.
I agree with you about DoF being cinematic, but I get worse FPS on LQ DoF for some reason. and the fringe yeah I see it now it wasnt as strong or obvious as the previous version. Two titans for DoF? that must be some pretty powerful shaders here. I like these shaders and the way DoF looks and I must say its the strongpoint of these. The cinematic look is fantastic but I know it can be tweaked and improved
I agree with you about DoF being cinematic, but I get worse FPS on LQ DoF for some reason. and the fringe yeah I see it now it wasnt as strong or obvious as the previous version. Two titans for DoF? that must be some pretty powerful shaders here. I like these shaders and the way DoF looks and I must say its the strongpoint of these. The cinematic look is fantastic but I know it can be tweaked and improved
Thanks, but do you have both HQ and LQ enabled at the same time? they can not both be enabled. You should not be getting worse FPS with LQ either.
No, I turn each on individually. I know I shouldn't turn them on at the same time
That's weird then, that shouldn't be happening. There are way fewer samples in LQ (60) then there are in HQ (anywhere between 100 and 3,600 in a perfect scenario. Fewer samples means fewer loops, and fewer loops means better performance, but lower quality.), so for you to get worse performance with LQ must mean there's something else going on. I'll look into why it may be happening and try to fix it though. As of right now i'm completely focused on optimizing everything to its fullest extent, so hopefully I can get it running better. But as far as the HQ DoF FPS hit goes, it's pretty much optimized to its fullest extent (to my knowledge at least) without dropping quality or going into micro-optimizing, but with that the best improvement you'd see is 1 FPS. And that's for a later time, large optimizations first then micro-optimizations later.
Scott : Dude! This thing claims I have mail.
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
the shader looks amazing in the videos I've seen of it, but I can't get it to work in my setup :
Minecraft 1.10.2
Forge 1.10.2-12.18.3.2185
Optifine 1.10.2 HD_U_D6
When I start the shader it tells me that multiple thing can't load properly and half the things are pitch black.
I tried a 1.10.2 install with ShadersMod-v2.5.3mc1.10.2 installed, but same result.
Am I missing something obvious? Other shaders work fine.
Thank you
For me to do anything I need an error log and your specs. Tell me your graphics card and follow the steps I said in the thread on how to report bugs so I can find the issue.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2010
Posts:
62
Member Details
Sorry about forgetting the relevant info :
Specs :
ATI Radeon R9-290 4gb ddr5
Intel i5-4690K 3.5ghz
16 gb ram
Windows 10 Home 64bits
Monitor HP ZR24w - 1920x1200
Minecraft 1.10.2
Mods:
Forge 1.10.2-12.18.3.2185
Optifine 1.10.2 HD_U_D6
ShadersMod-v2.5.3mc1.10.2
Issue:
The shade doesn't seems to load(no discernable effects) and the skybox is black.
[14:33:22] [main/INFO]: Loading tweak class name shadersmod.launch.SMCTweaker
[14:33:22] [main/INFO]: Using primary tweak class name shadersmod.launch.SMCTweaker
[14:33:22] [main/INFO]: Calling tweak class shadersmod.launch.SMCTweaker
[SMC INF]ShadersMod 2.5.3
[14:33:22] [main/INFO]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[SMC FNE]transforming bcx bcx
[SMC FNE]transforming bwg bwg
[14:33:22] [Client thread/INFO]: Setting user: BLKMMB
[14:33:24] [Client thread/WARN]: Skipping bad option: lastServer:
[14:33:24] [Client thread/INFO]: LWJGL Version: 2.9.4
[SMC FNE]transforming caf caf
[SMC FNT] set activeTexUnit
[SMC FNE]transforming bvu bvu
[SMC FNE]transforming bvt bvt
[SMC FNE]transforming bwd bwd
[SMC FNT] loadRes
[SMC FNT] loadRes
[SMC FNT] allocateTextureMap
[SMC FNT] setSprite setIconName
[SMC FNT] uploadTexSubForLoadAtlas
[14:33:24] [Client thread/INFO]: Reloading ResourceManager: Default, Conquest_1.11.zip
[SMC FNE]transforming bwf bwf
[SMC FNE]transforming bnu bnu
[SMC FNE]transforming bnt bnt
[SMC FNE]transforming bwm bwm
[SMC FNE]transforming bwo bwo
[SMC FNR] patching method bwo.a(Lbwp;)Lbwo;
[SMC FNE]transforming bwa bwa
[SMC FNR] loadSimpleTexture
[14:33:27] [Sound Library Loader/INFO]: Starting up SoundSystem...
[SMC INF]ShadersMod version : 2.5.3
OpenGL Version : 4.5.13464 Compatibility Profile Context 21.19.384.0
Vendor : ATI Technologies Inc.
Renderer : AMD Radeon R9 200 Series
Capabilities 2.0 2.1 3.0 3.2 4.0
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
GL_MAX_TEXTURE_IMAGE_UNITS = 32
[SMC INF]Load ShadersMod configuration.
[SMC INF]Did not load shaderpack.
[SMC FNE]transforming bwe bwe
[SMC FNE]transforming bpg bpg
[SMC FNR] patch method bpg.a(Lbpc;Lbwe;Lct;[FLbym;Lbpb;Z)[I
[SMC FNR] patch method bpg.a([IIILorg/lwjgl/util/vector/Vector3f;ILbwe;Lbpc;)V
[SMC FNR] patch method bpg.a([I)Lct;
[SMC FNR] patch method bpg.a([ILct;)V
[14:33:27] [Thread-6/INFO]: Initializing LWJGL OpenAL
[14:33:27] [Thread-6/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[14:33:27] [Thread-6/INFO]: OpenAL initialized.
[14:33:28] [Sound Library Loader/INFO]: Sound engine started
[14:33:28] [Client thread/WARN]: Texture minecraft:textures/blocks/beacon.png with size 33x33 limits mip level from 4 to 0
[14:33:28] [Client thread/WARN]: textures: dropping miplevel from 4 to 0, because of minimum power of two: 1
[14:33:28] [Client thread/INFO]: Created: 2048x2048 textures-atlas
[SMC INF]allocateTextureMap 0 2048 2048
[SMC FNE]transforming bpf bpf
[SMC FNR] patch method bpf.f()V
[SMC FNE]transforming bsh bsh
[SMC FNE]transforming bsi bsi
[SMC FNR] conditionally skip default shadow
[SMC FNE]transforming blf blf
[SMC FNE]transforming bld bld
[SMC FNE]transforming bjz bjz
[SMC FNE]transforming bst bst
[SMC FNE]transforming bnz bnz
[SMC FNR] patch method bnz.b(FI)V
[SMC FNR] patch method bnz.h()V
[SMC FNR] patch method bnz.i()V
[SMC FNR] patch method bnz.b(FJ)V
[SMC FNR] patch method bnz.a(IFJ)V
[SMC FNR] patch method bnz.a(Lboh;FI)V
[SMC FNR] patch method bnz.h(F)V
[SMC FNR] patch method bnz.a(IF)V
[SMC FNR] patch method bnz.a(FFFF)Ljava/nio/FloatBuffer;
[SMC FNE]transforming bov bov
[SMC FNE]transforming box box
[SMC FNR] patch method box.a(Lars;[ILct;[FLjava/util/BitSet;)V
[SMC FNE]transforming boh boh
[SMC FNR] patch method boh.a(Lrw;Lbrf;F)V
[SMC FNR] patch method boh.a(Lrw;DLbrf;IZ)V
[SMC FNR] patch method boh.a(Lahv;)V
[SMC FNR] patch method boh.a(FI)V
[SMC FNR] patch method boh.u()V
[SMC FNR] patch method boh.v()V
[SMC FNR] patch method boh.a(Lzs;Lbbz;IF)V
[SMC FNE]transforming boo boo
[SMC FNR] patch method boo.a()V
[SMC FNE]transforming bfn bfn
[SMC INF] method bfn.<init>(Lbft;Lbcz;)V
[SMC INF] method bfn.b()V
[SMC INF] patching method b()V
[SMC FNT] decrease language button size
[SMC FNT] add shaders button
[SMC INF] method bfn.a(Lqp;)Ljava/lang/String;
[SMC INF] method bfn.a(ZI)V
[SMC INF] method bfn.a(Lbdr;)V
[SMC INF] patching method a(Lbdr;)V
[SMC FNT] shaders button action
[SMC INF] method bfn.a(IIF)V
[SMC INF] method bfn.<clinit>()V
[SMC FNE]transforming bqe bqe
[SMC FNR] patch method bqe.a(DDDDDDII[FDD)V
[14:33:34] [Server thread/INFO]: Starting integrated minecraft server version 1.10.2
[14:33:34] [Server thread/INFO]: Generating keypair
[14:33:34] [Server thread/INFO]: Preparing start region for level 0
[14:33:35] [Server thread/INFO]: Preparing spawn area: 64%
[14:33:36] [Server thread/INFO]: Changing view distance to 16, from 10
[14:33:36] [Server thread/INFO]: BLKMMB[local:E:50d8e62c] logged in with entity id 142 at (108.37852531857595, 75.0, -278.27955172822794)
[14:33:36] [Server thread/INFO]: BLKMMB joined the game
[SMC FNE]transforming bqt bqt
[SMC FNE]transforming bnv bnv
[SMC INF]Framebuffer created.
[SMC INF]Reset world renderers
[14:33:37] [Server thread/INFO]: Saving and pausing game...
[SMC INF].
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/The End
[14:33:37] [Client thread/WARN]: Failed reading metadata of: minecraft:textures/misc/vignette.png
com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Expected name at line 6 column 2
at com.google.gson.internal.Streams.parse(Streams.java:56) ~[Streams.class:?]
at com.google.gson.JsonParser.parse(JsonParser.java:84) ~[JsonParser.class:?]
at com.google.gson.JsonParser.parse(JsonParser.java:59) ~[JsonParser.class:?]
at bxj.a(SourceFile:65) ~[bxj.class:?]
at bwa.a(SourceFile:36) [bwa.class:?]
at bwf.a(SourceFile:56) [bwf.class:?]
at bwf.a(SourceFile:38) [bwf.class:?]
at bdm.b(SourceFile:936) [bdm.class:?]
at bdm.a(SourceFile:133) [bdm.class:?]
at bnz.a(SourceFile:1044) [bnz.class:?]
at bcx.av(SourceFile:991) [bcx.class:?]
at bcx.a(SourceFile:396) [bcx.class:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_21]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_21]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_21]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_21]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
Caused by: com.google.gson.stream.MalformedJsonException: Expected name at line 6 column 2
at com.google.gson.stream.JsonReader.syntaxError(JsonReader.java:1505) ~[JsonReader.class:?]
at com.google.gson.stream.JsonReader.doPeek(JsonReader.java:494) ~[JsonReader.class:?]
at com.google.gson.stream.JsonReader.hasNext(JsonReader.java:403) ~[JsonReader.class:?]
at com.google.gson.internal.bind.TypeAdapters$25.read(TypeAdapters.java:666) ~[TypeAdapters$25.class:?]
at com.google.gson.internal.bind.TypeAdapters$25.read(TypeAdapters.java:642) ~[TypeAdapters$25.class:?]
at com.google.gson.internal.Streams.parse(Streams.java:44) ~[Streams.class:?]
... 18 more
[SMC INF]Reset model renderers
[14:33:42] [Server thread/INFO]: Saving and pausing game...
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/The End
[SMC INF]Loaded shaderpack.
[SMC INF]Loaded shaderpack.
[SMC INF]Uninit
[SMC INF]Loaded shaderpack.
[SMC INF]Loaded shaderpack.
[SMC INF]Info log: /shaders/gbuffers_skybasic.vsh,/shaders/gbuffers_skybasic.fsh
Validation successful.
[SMC INF]Program gbuffers_skybasic loaded
[SMC INF]Info log: /shaders/gbuffers_terrain.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:9: error(#143) Undeclared identifier: POM_DEPTH
ERROR: 0:9: error(#143) Undeclared identifier: POM_MAP_RES
ERROR: 0:9: error(#143) Undeclared identifier: OCCLUSION_POINTS
ERROR: 0:9: error(#206) Assigning non-constant to: const highp 3-component vector of vec3
ERROR: 0:12: error(#209) Non-matching types for initializer: const
ERROR: error(#273) 6 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram gbuffers_terrain
GL error 0x0501: Invalid value at useProgram gbuffers_terrain
[SMC INF]Info log: /shaders/gbuffers_terrain.vsh,/shaders/gbuffers_terrain.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program gbuffers_terrain
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program gbuffers_terrain
[SMC INF]Info log: /shaders/gbuffers_water.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:25: error(#110) Invalid Directive: include
ERROR: 0:26: error(#110) Invalid Directive: include
ERROR: 0:30: error(#143) Undeclared identifier: getWaterBump
ERROR: 0:30: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:33: error(#143) Undeclared identifier: waveS
ERROR: 0:40: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:48: error(#143) Undeclared identifier: getWaterBump
ERROR: 0:48: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:78: error(#143) Undeclared identifier: waterNormals
ERROR: 0:78: error(#202) No matching overloaded function found: waterNormals
ERROR: 0:78: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: error(#273) 11 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram gbuffers_water
GL error 0x0501: Invalid value at useProgram gbuffers_water
[SMC INF]Info log: /shaders/gbuffers_water.vsh,/shaders/gbuffers_water.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC INF]Program gbuffers_hand loaded
[SMC INF]Wetness halflife: 70
[SMC INF]Dryness halflife: 70
[SMC INF]Center depth halflife: 4
[SMC INF]Eye brightness halflife: 7
[SMC INF]Sun path rotation: -40
[SMC INF]Shadow map distance: 360.0
[SMC INF]AO Level: 0.5
[SMC INF]Noise texture enabled
[SMC INF]Noise texture resolution: 512
[SMC INF]Shadow map resolution: 2048
[SMC INF]Hardware shadow filtering enabled.
gnormal format: RGB16
gaux1 format: RGBA16
composite format: RGB32F
gcolor format: RGBA32F
[SMC INF]Info log: /shaders/composite.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:68: error(#110) Invalid Directive: include
ERROR: 0:69: error(#110) Invalid Directive: include
ERROR: 0:70: error(#110) Invalid Directive: include
ERROR: 0:125: error(#110) Invalid Directive: include
ERROR: 0:151: error(#143) Undeclared identifier: depth2
ERROR: 0:152: error(#143) Undeclared identifier: depth1
ERROR: 0:153: error(#143) Undeclared identifier: biasedShadows
ERROR: 0:153: error(#143) Undeclared identifier: getShadowSpace
ERROR: 0:153: error(#202) No matching overloaded function found: getShadowSpace
ERROR: 0:153: error(#202) No matching overloaded function found: biasedShadows
ERROR: 0:153: error(#160) Cannot convert from: "const float" to: "highp 4-component vector of vec4"
ERROR: 0:194: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:194: error(#143) Undeclared identifier: aux
ERROR: 0:194: error(#216) Vector field selection out of range "z"
ERROR: 0:194: error(#202) No matching overloaded function found: pow
ERROR: 0:306: error(#110) Invalid Directive: include
ERROR: 0:314: error(#143) Undeclared identifier: normal
ERROR: 0:314: error(#202) No matching overloaded function found: dot
ERROR: 0:315: error(#202) No matching overloaded function found: dot
ERROR: 0:316: error(#143) Undeclared identifier: aux
ERROR: 0:316: error(#216) Vector field selection out of range "z"
ERROR: 0:322: error(#143) Undeclared identifier: sunColor
ERROR: 0:322: error(#143) Undeclared identifier: moonColor
ERROR: 0:322: error(#143) Undeclared identifier: time
ERROR: 0:322: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:322: error(#216) Vector field selection out of range "y"
ERROR: 0:322: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:323: error(#143) Undeclared identifier: getSky
ERROR: 0:323: error(#202) No matching overloaded function found: getSky
ERROR: 0:323: error(#202) No matching overloaded function found: getSky
ERROR: 0:323: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: 0:328: error(#143) Undeclared identifier: hand
ERROR: 0:329: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:329: error(#216) Vector field selection out of range "y"
ERROR: 0:330: error(#143) Undeclared identifier: translucent
ERROR: 0:331: error(#143) Undeclared identifier: islit
ERROR: 0:331: error(#143) Undeclared identifier: istransparent
ERROR: 0:331: error(#143) Undeclared identifier: torchColor
ERROR: 0:331: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:340: error(#143) Undeclared identifier: land
ERROR: 0:354: error(#143) Undeclared identifier: normal2
ERROR: 0:354: error(#202) No matching overloaded function found: dot
ERROR: 0:358: error(#143) Undeclared identifier: sunColor
ERROR: 0:358: error(#143) Undeclared identifier: moonColor
ERROR: 0:358: error(#143) Undeclared identifier: time
ERROR: 0:358: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:358: error(#216) Vector field selection out of range "y"
ERROR: 0:358: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:359: error(#143) Undeclared identifier: skyColor
ERROR: 0:359: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:359: error(#216) Vector field selection out of range "y"
ERROR: 0:361: error(#143) Undeclared identifier: iswater
ERROR: 0:362: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:362: error(#202) No matching overloaded function found: pow
ERROR: 0:363: error(#143) Undeclared identifier: hand
ERROR: 0:555: error(#143) Undeclared identifier: depth2
ERROR: 0:558: error(#143) Undeclared identifier: depth1
ERROR: 0:566: error(#143) Undeclared identifier: land
ERROR: 0:570: error(#143) Undeclared identifier: metal
ERROR: 0:576: error(#143) Undeclared identifier: aux
ERROR: 0:576: error(#216) Vector field selection out of range "z"
ERROR: 0:582: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: error(#273) 64 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite
GL error 0x0501: Invalid value at useProgram composite
[SMC INF]Info log: /shaders/composite.vsh,/shaders/composite.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite
gcolor mipmap enabled for /shaders/composite1.fsh
gdepth mipmap enabled for /shaders/composite1.fsh
gaux2 mipmap enabled for /shaders/composite1.fsh
[SMC INF]Info log: /shaders/composite1.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:5: error(#110) Invalid Directive: include
ERROR: 0:53: error(#110) Invalid Directive: include
ERROR: 0:54: error(#110) Invalid Directive: include
ERROR: 0:55: error(#110) Invalid Directive: include
ERROR: 0:67: error(#110) Invalid Directive: include
ERROR: 0:86: error(#143) Undeclared identifier: istransparent
ERROR: 0:86: error(#143) Undeclared identifier: iswater
ERROR: 0:86: error(#143) Undeclared identifier: hand
ERROR: 0:377: error(#110) Invalid Directive: include
ERROR: 0:378: error(#110) Invalid Directive: include
ERROR: 0:382: error(#143) Undeclared identifier: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#216) Vector field selection out of range "y"
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#216) Vector field selection out of range "y"
ERROR: 0:383: error(#143) Undeclared identifier: transition_fading
ERROR: 0:384: error(#143) Undeclared identifier: skyColor
ERROR: 0:384: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:384: error(#216) Vector field selection out of range "y"
ERROR: 0:384: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:557: error(#143) Undeclared identifier: normal2
ERROR: 0:557: error(#216) Vector field selection out of range "xyz"
ERROR: 0:557: error(#143) Undeclared identifier: fragpos
ERROR: 0:557: error(#216) Vector field selection out of range "xyz"
ERROR: 0:558: error(#143) Undeclared identifier: iswater
ERROR: 0:560: error(#143) Undeclared identifier: aux
ERROR: 0:560: error(#216) Vector field selection out of range "z"
ERROR: 0:563: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: 0:565: error(#143) Undeclared identifier: hand
ERROR: 0:565: error(#143) Undeclared identifier: getSky
ERROR: 0:565: error(#202) No matching overloaded function found: getSky
ERROR: 0:565: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:565: error(#202) No matching overloaded function found: mix
ERROR: 0:565: error(#202) No matching overloaded function found: pow
ERROR: 0:565: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: error(#273) 38 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite1
GL error 0x0501: Invalid value at useProgram composite1
[SMC INF]Info log: /shaders/composite1.vsh,/shaders/composite1.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite1
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite1
gcolor mipmap enabled for /shaders/composite2.fsh
[SMC INF]Info log: /shaders/composite2.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: error(#273) 1 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite2
GL error 0x0501: Invalid value at useProgram composite2
[SMC INF]Info log: /shaders/composite2.vsh,/shaders/composite2.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite2
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite2
gcolor mipmap enabled for /shaders/final.fsh
gaux2 mipmap enabled for /shaders/final.fsh
gaux3 mipmap enabled for /shaders/final.fsh
[SMC INF]Info log: /shaders/final.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:40: error(#110) Invalid Directive: include
ERROR: 0:46: error(#143) Undeclared identifier: RES
ERROR: 0:46: error(#206) Assigning non-constant to: const highp float
ERROR: 0:98: error(#143) Undeclared identifier: time
ERROR: 0:98: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:98: error(#216) Vector field selection out of range "y"
ERROR: 0:109: error(#143) Undeclared identifier: time
ERROR: 0:109: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:109: error(#216) Vector field selection out of range "y"
ERROR: 0:655: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: 0:781: error(#143) Undeclared identifier: SATBOOST
ERROR: error(#273) 13 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram final
GL error 0x0501: Invalid value at useProgram final
[SMC INF]Info log: /shaders/final.vsh,/shaders/final.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program final
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program final
[SMC INF]Info log: /shaders/shadow.vsh
Vertex shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:33: error(#143) Undeclared identifier: SHADOW_BIAS
ERROR: error(#273) 2 compilation errors. No code generated
[SMC INF]Info log: /shaders/shadow.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:13: error(#110) Invalid Directive: include
ERROR: error(#273) 1 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram shadow
GL error 0x0501: Invalid value at useProgram shadow
[SMC INF]Info log: /shaders/shadow.vsh,/shaders/shadow.fsh
Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program shadow
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program shadow
[SMC INF]Framebuffer created.
[SMC INF]Shadow framebuffer created.
[SMC INF]Reset world renderers
[SMC INF].
[14:33:47] [Client thread/INFO]: [CHAT] Shaders initialized.
[SMC INF]Reset model renderers
[SMC FNE]transforming bvv bvv
[SMC INF]Save ShadersMod configuration.
[14:33:53] [Server thread/INFO]: Saving and pausing game...
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/The End
Put your spoiler here.
Rollback Post to RevisionRollBack
Scott : Dude! This thing claims I have mail.
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
The shade doesn't seems to load(no discernable effects) and the skybox is black.
[14:33:22] [main/INFO]: Loading tweak class name shadersmod.launch.SMCTweaker
[14:33:22] [main/INFO]: Using primary tweak class name shadersmod.launch.SMCTweaker
[14:33:22] [main/INFO]: Calling tweak class shadersmod.launch.SMCTweaker
[SMC INF]ShadersMod 2.5.3
[14:33:22] [main/INFO]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[SMC FNE]transforming bcx bcx
[SMC FNE]transforming bwg bwg
[14:33:22] [Client thread/INFO]: Setting user: BLKMMB
[14:33:24] [Client thread/WARN]: Skipping bad option: lastServer:
[14:33:24] [Client thread/INFO]: LWJGL Version: 2.9.4
[SMC FNE]transforming caf caf
[SMC FNT] set activeTexUnit
[SMC FNE]transforming bvu bvu
[SMC FNE]transforming bvt bvt
[SMC FNE]transforming bwd bwd
[SMC FNT] loadRes
[SMC FNT] loadRes
[SMC FNT] allocateTextureMap
[SMC FNT] setSprite setIconName
[SMC FNT] uploadTexSubForLoadAtlas
[14:33:24] [Client thread/INFO]: Reloading ResourceManager: Default, Conquest_1.11.zip
[SMC FNE]transforming bwf bwf
[SMC FNE]transforming bnu bnu
[SMC FNE]transforming bnt bnt
[SMC FNE]transforming bwm bwm
[SMC FNE]transforming bwo bwo
[SMC FNR] patching method bwo.a(Lbwp;)Lbwo;
[SMC FNE]transforming bwa bwa
[SMC FNR] loadSimpleTexture
[14:33:27] [Sound Library Loader/INFO]: Starting up SoundSystem...
[SMC INF]ShadersMod version : 2.5.3
OpenGL Version : 4.5.13464 Compatibility Profile Context 21.19.384.0
Vendor : ATI Technologies Inc.
Renderer : AMD Radeon R9 200 Series
Capabilities 2.0 2.1 3.0 3.2 4.0
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
GL_MAX_TEXTURE_IMAGE_UNITS = 32
[SMC INF]Load ShadersMod configuration.
[SMC INF]Did not load shaderpack.
[SMC FNE]transforming bwe bwe
[SMC FNE]transforming bpg bpg
[SMC FNR] patch method bpg.a(Lbpc;Lbwe;Lct;[FLbym;Lbpb;Z)[I
[SMC FNR] patch method bpg.a([IIILorg/lwjgl/util/vector/Vector3f;ILbwe;Lbpc;)V
[SMC FNR] patch method bpg.a([I)Lct;
[SMC FNR] patch method bpg.a([ILct;)V
[14:33:27] [Thread-6/INFO]: Initializing LWJGL OpenAL
[14:33:27] [Thread-6/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[14:33:27] [Thread-6/INFO]: OpenAL initialized.
[14:33:28] [Sound Library Loader/INFO]: Sound engine started
[14:33:28] [Client thread/WARN]: Texture minecraft:textures/blocks/beacon.png with size 33x33 limits mip level from 4 to 0
[14:33:28] [Client thread/WARN]: textures: dropping miplevel from 4 to 0, because of minimum power of two: 1
[14:33:28] [Client thread/INFO]: Created: 2048x2048 textures-atlas
[SMC INF]allocateTextureMap 0 2048 2048
[SMC FNE]transforming bpf bpf
[SMC FNR] patch method bpf.f()V
[SMC FNE]transforming bsh bsh
[SMC FNE]transforming bsi bsi
[SMC FNR] conditionally skip default shadow
[SMC FNE]transforming blf blf
[SMC FNE]transforming bld bld
[SMC FNE]transforming bjz bjz
[SMC FNE]transforming bst bst
[SMC FNE]transforming bnz bnz
[SMC FNR] patch method bnz.b(FI)V
[SMC FNR] patch method bnz.h()V
[SMC FNR] patch method bnz.i()V
[SMC FNR] patch method bnz.b(FJ)V
[SMC FNR] patch method bnz.a(IFJ)V
[SMC FNR] patch method bnz.a(Lboh;FI)V
[SMC FNR] patch method bnz.h(F)V
[SMC FNR] patch method bnz.a(IF)V
[SMC FNR] patch method bnz.a(FFFF)Ljava/nio/FloatBuffer;
[SMC FNE]transforming bov bov
[SMC FNE]transforming box box
[SMC FNR] patch method box.a(Lars;[ILct;[FLjava/util/BitSet;)V
[SMC FNE]transforming boh boh
[SMC FNR] patch method boh.a(Lrw;Lbrf;F)V
[SMC FNR] patch method boh.a(Lrw;DLbrf;IZ)V
[SMC FNR] patch method boh.a(Lahv;)V
[SMC FNR] patch method boh.a(FI)V
[SMC FNR] patch method boh.u()V
[SMC FNR] patch method boh.v()V
[SMC FNR] patch method boh.a(Lzs;Lbbz;IF)V
[SMC FNE]transforming boo boo
[SMC FNR] patch method boo.a()V
[SMC FNE]transforming bfn bfn
[SMC INF] method bfn.<init>(Lbft;Lbcz;)V
[SMC INF] method bfn.b()V
[SMC INF] patching method b()V
[SMC FNT] decrease language button size
[SMC FNT] add shaders button
[SMC INF] method bfn.a(Lqp;)Ljava/lang/String;
[SMC INF] method bfn.a(ZI)V
[SMC INF] method bfn.a(Lbdr;)V
[SMC INF] patching method a(Lbdr;)V
[SMC FNT] shaders button action
[SMC INF] method bfn.a(IIF)V
[SMC INF] method bfn.<clinit>()V
[SMC FNE]transforming bqe bqe
[SMC FNR] patch method bqe.a(DDDDDDII[FDD)V
[14:33:34] [Server thread/INFO]: Starting integrated minecraft server version 1.10.2
[14:33:34] [Server thread/INFO]: Generating keypair
[14:33:34] [Server thread/INFO]: Preparing start region for level 0
[14:33:35] [Server thread/INFO]: Preparing spawn area: 64%
[14:33:36] [Server thread/INFO]: Changing view distance to 16, from 10
[14:33:36] [Server thread/INFO]: BLKMMB[local:E:50d8e62c] logged in with entity id 142 at (108.37852531857595, 75.0, -278.27955172822794)
[14:33:36] [Server thread/INFO]: BLKMMB joined the game
[SMC FNE]transforming bqt bqt
[SMC FNE]transforming bnv bnv
[SMC INF]Framebuffer created.
[SMC INF]Reset world renderers
[14:33:37] [Server thread/INFO]: Saving and pausing game...
[SMC INF].
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/The End
[14:33:37] [Client thread/WARN]: Failed reading metadata of: minecraft:textures/misc/vignette.png
com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Expected name at line 6 column 2
at com.google.gson.internal.Streams.parse(Streams.java:56) ~[Streams.class:?]
at com.google.gson.JsonParser.parse(JsonParser.java:84) ~[JsonParser.class:?]
at com.google.gson.JsonParser.parse(JsonParser.java:59) ~[JsonParser.class:?]
at bxj.a(SourceFile:65) ~[bxj.class:?]
at bwa.a(SourceFile:36) [bwa.class:?]
at bwf.a(SourceFile:56) [bwf.class:?]
at bwf.a(SourceFile:38) [bwf.class:?]
at bdm.b(SourceFile:936) [bdm.class:?]
at bdm.a(SourceFile:133) [bdm.class:?]
at bnz.a(SourceFile:1044) [bnz.class:?]
at bcx.av(SourceFile:991) [bcx.class:?]
at bcx.a(SourceFile:396) [bcx.class:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_21]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_21]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_21]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_21]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
Caused by: com.google.gson.stream.MalformedJsonException: Expected name at line 6 column 2
at com.google.gson.stream.JsonReader.syntaxError(JsonReader.java:1505) ~[JsonReader.class:?]
at com.google.gson.stream.JsonReader.doPeek(JsonReader.java:494) ~[JsonReader.class:?]
at com.google.gson.stream.JsonReader.hasNext(JsonReader.java:403) ~[JsonReader.class:?]
at com.google.gson.internal.bind.TypeAdapters$25.read(TypeAdapters.java:666) ~[TypeAdapters$25.class:?]
at com.google.gson.internal.bind.TypeAdapters$25.read(TypeAdapters.java:642) ~[TypeAdapters$25.class:?]
at com.google.gson.internal.Streams.parse(Streams.java:44) ~[Streams.class:?]
... 18 more
[SMC INF]Reset model renderers
[14:33:42] [Server thread/INFO]: Saving and pausing game...
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/The End
[SMC INF]Loaded shaderpack.
[SMC INF]Loaded shaderpack.
[SMC INF]Uninit
[SMC INF]Loaded shaderpack.
[SMC INF]Loaded shaderpack.
[SMC INF]Info log: /shaders/gbuffers_skybasic.vsh,/shaders/gbuffers_skybasic.fsh
Validation successful.
[SMC INF]Program gbuffers_skybasic loaded
[SMC INF]Info log: /shaders/gbuffers_terrain.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:9: error(#143) Undeclared identifier: POM_DEPTH
ERROR: 0:9: error(#143) Undeclared identifier: POM_MAP_RES
ERROR: 0:9: error(#143) Undeclared identifier: OCCLUSION_POINTS
ERROR: 0:9: error(#206) Assigning non-constant to: const highp 3-component vector of vec3
ERROR: 0:12: error(#209) Non-matching types for initializer: const
ERROR: error(#273) 6 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram gbuffers_terrain
GL error 0x0501: Invalid value at useProgram gbuffers_terrain
[SMC INF]Info log: /shaders/gbuffers_terrain.vsh,/shaders/gbuffers_terrain.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program gbuffers_terrain
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program gbuffers_terrain
[SMC INF]Info log: /shaders/gbuffers_water.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:25: error(#110) Invalid Directive: include
ERROR: 0:26: error(#110) Invalid Directive: include
ERROR: 0:30: error(#143) Undeclared identifier: getWaterBump
ERROR: 0:30: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:33: error(#143) Undeclared identifier: waveS
ERROR: 0:40: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:48: error(#143) Undeclared identifier: getWaterBump
ERROR: 0:48: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:78: error(#143) Undeclared identifier: waterNormals
ERROR: 0:78: error(#202) No matching overloaded function found: waterNormals
ERROR: 0:78: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: error(#273) 11 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram gbuffers_water
GL error 0x0501: Invalid value at useProgram gbuffers_water
[SMC INF]Info log: /shaders/gbuffers_water.vsh,/shaders/gbuffers_water.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC INF]Program gbuffers_hand loaded
[SMC INF]Wetness halflife: 70
[SMC INF]Dryness halflife: 70
[SMC INF]Center depth halflife: 4
[SMC INF]Eye brightness halflife: 7
[SMC INF]Sun path rotation: -40
[SMC INF]Shadow map distance: 360.0
[SMC INF]AO Level: 0.5
[SMC INF]Noise texture enabled
[SMC INF]Noise texture resolution: 512
[SMC INF]Shadow map resolution: 2048
[SMC INF]Hardware shadow filtering enabled.
gnormal format: RGB16
gaux1 format: RGBA16
composite format: RGB32F
gcolor format: RGBA32F
[SMC INF]Info log: /shaders/composite.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:68: error(#110) Invalid Directive: include
ERROR: 0:69: error(#110) Invalid Directive: include
ERROR: 0:70: error(#110) Invalid Directive: include
ERROR: 0:125: error(#110) Invalid Directive: include
ERROR: 0:151: error(#143) Undeclared identifier: depth2
ERROR: 0:152: error(#143) Undeclared identifier: depth1
ERROR: 0:153: error(#143) Undeclared identifier: biasedShadows
ERROR: 0:153: error(#143) Undeclared identifier: getShadowSpace
ERROR: 0:153: error(#202) No matching overloaded function found: getShadowSpace
ERROR: 0:153: error(#202) No matching overloaded function found: biasedShadows
ERROR: 0:153: error(#160) Cannot convert from: "const float" to: "highp 4-component vector of vec4"
ERROR: 0:194: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:194: error(#143) Undeclared identifier: aux
ERROR: 0:194: error(#216) Vector field selection out of range "z"
ERROR: 0:194: error(#202) No matching overloaded function found: pow
ERROR: 0:306: error(#110) Invalid Directive: include
ERROR: 0:314: error(#143) Undeclared identifier: normal
ERROR: 0:314: error(#202) No matching overloaded function found: dot
ERROR: 0:315: error(#202) No matching overloaded function found: dot
ERROR: 0:316: error(#143) Undeclared identifier: aux
ERROR: 0:316: error(#216) Vector field selection out of range "z"
ERROR: 0:322: error(#143) Undeclared identifier: sunColor
ERROR: 0:322: error(#143) Undeclared identifier: moonColor
ERROR: 0:322: error(#143) Undeclared identifier: time
ERROR: 0:322: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:322: error(#216) Vector field selection out of range "y"
ERROR: 0:322: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:323: error(#143) Undeclared identifier: getSky
ERROR: 0:323: error(#202) No matching overloaded function found: getSky
ERROR: 0:323: error(#202) No matching overloaded function found: getSky
ERROR: 0:323: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: 0:328: error(#143) Undeclared identifier: hand
ERROR: 0:329: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:329: error(#216) Vector field selection out of range "y"
ERROR: 0:330: error(#143) Undeclared identifier: translucent
ERROR: 0:331: error(#143) Undeclared identifier: islit
ERROR: 0:331: error(#143) Undeclared identifier: istransparent
ERROR: 0:331: error(#143) Undeclared identifier: torchColor
ERROR: 0:331: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:340: error(#143) Undeclared identifier: land
ERROR: 0:354: error(#143) Undeclared identifier: normal2
ERROR: 0:354: error(#202) No matching overloaded function found: dot
ERROR: 0:358: error(#143) Undeclared identifier: sunColor
ERROR: 0:358: error(#143) Undeclared identifier: moonColor
ERROR: 0:358: error(#143) Undeclared identifier: time
ERROR: 0:358: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:358: error(#216) Vector field selection out of range "y"
ERROR: 0:358: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:359: error(#143) Undeclared identifier: skyColor
ERROR: 0:359: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:359: error(#216) Vector field selection out of range "y"
ERROR: 0:361: error(#143) Undeclared identifier: iswater
ERROR: 0:362: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:362: error(#202) No matching overloaded function found: pow
ERROR: 0:363: error(#143) Undeclared identifier: hand
ERROR: 0:555: error(#143) Undeclared identifier: depth2
ERROR: 0:558: error(#143) Undeclared identifier: depth1
ERROR: 0:566: error(#143) Undeclared identifier: land
ERROR: 0:570: error(#143) Undeclared identifier: metal
ERROR: 0:576: error(#143) Undeclared identifier: aux
ERROR: 0:576: error(#216) Vector field selection out of range "z"
ERROR: 0:582: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: error(#273) 64 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite
GL error 0x0501: Invalid value at useProgram composite
[SMC INF]Info log: /shaders/composite.vsh,/shaders/composite.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite
gcolor mipmap enabled for /shaders/composite1.fsh
gdepth mipmap enabled for /shaders/composite1.fsh
gaux2 mipmap enabled for /shaders/composite1.fsh
[SMC INF]Info log: /shaders/composite1.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:5: error(#110) Invalid Directive: include
ERROR: 0:53: error(#110) Invalid Directive: include
ERROR: 0:54: error(#110) Invalid Directive: include
ERROR: 0:55: error(#110) Invalid Directive: include
ERROR: 0:67: error(#110) Invalid Directive: include
ERROR: 0:86: error(#143) Undeclared identifier: istransparent
ERROR: 0:86: error(#143) Undeclared identifier: iswater
ERROR: 0:86: error(#143) Undeclared identifier: hand
ERROR: 0:377: error(#110) Invalid Directive: include
ERROR: 0:378: error(#110) Invalid Directive: include
ERROR: 0:382: error(#143) Undeclared identifier: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#216) Vector field selection out of range "y"
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#216) Vector field selection out of range "y"
ERROR: 0:383: error(#143) Undeclared identifier: transition_fading
ERROR: 0:384: error(#143) Undeclared identifier: skyColor
ERROR: 0:384: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:384: error(#216) Vector field selection out of range "y"
ERROR: 0:384: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:557: error(#143) Undeclared identifier: normal2
ERROR: 0:557: error(#216) Vector field selection out of range "xyz"
ERROR: 0:557: error(#143) Undeclared identifier: fragpos
ERROR: 0:557: error(#216) Vector field selection out of range "xyz"
ERROR: 0:558: error(#143) Undeclared identifier: iswater
ERROR: 0:560: error(#143) Undeclared identifier: aux
ERROR: 0:560: error(#216) Vector field selection out of range "z"
ERROR: 0:563: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: 0:565: error(#143) Undeclared identifier: hand
ERROR: 0:565: error(#143) Undeclared identifier: getSky
ERROR: 0:565: error(#202) No matching overloaded function found: getSky
ERROR: 0:565: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:565: error(#202) No matching overloaded function found: mix
ERROR: 0:565: error(#202) No matching overloaded function found: pow
ERROR: 0:565: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: error(#273) 38 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite1
GL error 0x0501: Invalid value at useProgram composite1
[SMC INF]Info log: /shaders/composite1.vsh,/shaders/composite1.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite1
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite1
gcolor mipmap enabled for /shaders/composite2.fsh
[SMC INF]Info log: /shaders/composite2.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: error(#273) 1 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite2
GL error 0x0501: Invalid value at useProgram composite2
[SMC INF]Info log: /shaders/composite2.vsh,/shaders/composite2.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite2
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite2
gcolor mipmap enabled for /shaders/final.fsh
gaux2 mipmap enabled for /shaders/final.fsh
gaux3 mipmap enabled for /shaders/final.fsh
[SMC INF]Info log: /shaders/final.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:40: error(#110) Invalid Directive: include
ERROR: 0:46: error(#143) Undeclared identifier: RES
ERROR: 0:46: error(#206) Assigning non-constant to: const highp float
ERROR: 0:98: error(#143) Undeclared identifier: time
ERROR: 0:98: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:98: error(#216) Vector field selection out of range "y"
ERROR: 0:109: error(#143) Undeclared identifier: time
ERROR: 0:109: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:109: error(#216) Vector field selection out of range "y"
ERROR: 0:655: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: 0:781: error(#143) Undeclared identifier: SATBOOST
ERROR: error(#273) 13 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram final
GL error 0x0501: Invalid value at useProgram final
[SMC INF]Info log: /shaders/final.vsh,/shaders/final.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program final
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program final
[SMC INF]Info log: /shaders/shadow.vsh
Vertex shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:33: error(#143) Undeclared identifier: SHADOW_BIAS
ERROR: error(#273) 2 compilation errors. No code generated
[SMC INF]Info log: /shaders/shadow.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:13: error(#110) Invalid Directive: include
ERROR: error(#273) 1 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram shadow
GL error 0x0501: Invalid value at useProgram shadow
[SMC INF]Info log: /shaders/shadow.vsh,/shaders/shadow.fsh
Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program shadow
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program shadow
[SMC INF]Framebuffer created.
[SMC INF]Shadow framebuffer created.
[SMC INF]Reset world renderers
[SMC INF].
[14:33:47] [Client thread/INFO]: [CHAT] Shaders initialized.
[SMC INF]Reset model renderers
[SMC FNE]transforming bvv bvv
[SMC INF]Save ShadersMod configuration.
[14:33:53] [Server thread/INFO]: Saving and pausing game...
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/The End
Put your spoiler here.
Update Optifine, my pack uses features that only new-ish versions of Optifine have. Try HD U B7 on Minecraft 1.11.2.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2010
Posts:
62
Member Details
Thank you! It works perfectly and it is divine.
Rollback Post to RevisionRollBack
Scott : Dude! This thing claims I have mail.
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2011
Posts:
60
Minecraft:
pimpinpsp
PSN:
Shakeweight24
Member Details
Love the shaders, version 1.0 was decent for casual gameplay for me aside from the minor issues. version 2.0 cant be used for casual playing, but the cinematics are amazing for screenshots and people with beefy computers can record videos with it. Also, I love Shimoon's screenshots. What settings did they use? That looks amazing
Love the shaders, version 1.0 was decent for casual gameplay for me aside from the minor issues. version 2.0 cant be used for casual playing, but the cinematics are amazing for screenshots and people with beefy computers can record videos with it. Also, I love Shimoon's screenshots. What settings did they use? That looks amazing
As far as I know, Shimoon used the default ultra settings plus Dirty Lens and Depth of Field HQ in some, then Fringe, Letterbox, and Film Grain. Then, in the pic where it was partially underwater, I forgot to mention Photoshop was used to make it look like the water was touching the glass.
Also, I introduced the use of profiles in this new version. So even though there is only one download and the default settings are ultra, you can switch to a profile that is more built for casual gameplay like standard. The pack is supposed to have a kinda cinematic geared out of the box experience, so the default settings are a bit intensive.
OOOOOOOOOHHHHHH YYYEEEEESS... I love this shaderpack. But could you please tell me how to turn off the 2d Minecraft texture covering the screen when underwater? Because the underwater looks really amazing apart from this annoying 2d texture.
OOOOOOOOOHHHHHH YYYEEEEESS... I love this shaderpack. But could you please tell me how to turn off the 2d Minecraft texture covering the screen when underwater? Because the underwater looks really amazing apart from this annoying 2d texture.
Pretty sure there's an Optifine setting for it, I don't think us devs have access to that overlay.
DoF HQ is not supposed to be used for standard play. It is strictly for cinematics and stills. I do need to tweak the hand depth though, it gets buggy with the way I focus the DoF. Since it now works on a physical focal length, the default hand depth is at the very edge of the focal length which creates a really ugly looking large blur at small f/stops. If you want more performance friendly DoF, use LQ. It is the version of DoF that is actually meant for casual use, and I say again, you should definitely not use HQ for standard use unless you're running 2 Titan XPs on SLI or something ridiculous like that. The reason why the FPS is so low on DoF HQ and will remain so low is because 1, there is little to do to optimize without lowering quality. It is meant to be the very top of the line DoF, which means no corners cut. Also certain mods will optimize FPS for rendering, making performance less of a problem. However, I am working pretty hard at getting some performance back, despite it still being better than V1. Also, chromatic abberration is still there. It's called fringe now, it's a less fancy though more widely known term for the effect. I'm still working on implimenting all effects again, if you noticed this new version is made from scratch rather than being a Robobo1221 edit, and since it's not finished I haven't added in all the effects.
Forgot to quote Read above
I agree with you about DoF being cinematic, but I get worse FPS on LQ DoF for some reason. and the fringe yeah I see it now it wasnt as strong or obvious as the previous version. Two titans for DoF? that must be some pretty powerful shaders here. I like these shaders and the way DoF looks and I must say its the strongpoint of these. The cinematic look is fantastic but I know it can be tweaked and improved
Thanks, but do you have both HQ and LQ enabled at the same time? they can not both be enabled. You should not be getting worse FPS with LQ either.
No, I turn each on individually. I know I shouldn't turn them on at the same time
That's weird then, that shouldn't be happening. There are way fewer samples in LQ (60) then there are in HQ (anywhere between 100 and 3,600 in a perfect scenario. Fewer samples means fewer loops, and fewer loops means better performance, but lower quality.), so for you to get worse performance with LQ must mean there's something else going on. I'll look into why it may be happening and try to fix it though. As of right now i'm completely focused on optimizing everything to its fullest extent, so hopefully I can get it running better. But as far as the HQ DoF FPS hit goes, it's pretty much optimized to its fullest extent (to my knowledge at least) without dropping quality or going into micro-optimizing, but with that the best improvement you'd see is 1 FPS. And that's for a later time, large optimizations first then micro-optimizations later.
This shaderpack looks very good, but there is a huge problem with indoor lighting.
EDIT: This problem was only with warm filter
One of the best shaders ever:)
Thanks, glad you like it!
As far as this issue goes, it's probably something to do with the exposure. I'll check it out and see if there's anything I can do about it
Hey Sergeant,
the shader looks amazing in the videos I've seen of it, but I can't get it to work in my setup :
Minecraft 1.10.2
Forge 1.10.2-12.18.3.2185
Optifine 1.10.2 HD_U_D6
When I start the shader it tells me that multiple thing can't load properly and half the things are pitch black.
I tried a 1.10.2 install with ShadersMod-v2.5.3mc1.10.2 installed, but same result.
Am I missing something obvious? Other shaders work fine.
Thank you
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
What's your Graphics Card?
I'm TheCoolSteveMan, you can call me CSM for short!
For me to do anything I need an error log and your specs. Tell me your graphics card and follow the steps I said in the thread on how to report bugs so I can find the issue.
Sorry about forgetting the relevant info :
Specs :
ATI Radeon R9-290 4gb ddr5
Intel i5-4690K 3.5ghz
16 gb ram
Windows 10 Home 64bits
Monitor HP ZR24w - 1920x1200
Minecraft 1.10.2
Mods:
Forge 1.10.2-12.18.3.2185
Optifine 1.10.2 HD_U_D6
ShadersMod-v2.5.3mc1.10.2
Issue:
The shade doesn't seems to load(no discernable effects) and the skybox is black.
[14:33:22] [main/INFO]: Loading tweak class name shadersmod.launch.SMCTweaker
[14:33:22] [main/INFO]: Using primary tweak class name shadersmod.launch.SMCTweaker
[14:33:22] [main/INFO]: Calling tweak class shadersmod.launch.SMCTweaker
[SMC INF]ShadersMod 2.5.3
[14:33:22] [main/INFO]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[SMC FNE]transforming bcx bcx
[SMC FNE]transforming bwg bwg
[14:33:22] [Client thread/INFO]: Setting user: BLKMMB
[14:33:24] [Client thread/WARN]: Skipping bad option: lastServer:
[14:33:24] [Client thread/INFO]: LWJGL Version: 2.9.4
[SMC FNE]transforming caf caf
[SMC FNT] set activeTexUnit
[SMC FNE]transforming bvu bvu
[SMC FNE]transforming bvt bvt
[SMC FNE]transforming bwd bwd
[SMC FNT] loadRes
[SMC FNT] loadRes
[SMC FNT] allocateTextureMap
[SMC FNT] setSprite setIconName
[SMC FNT] uploadTexSubForLoadAtlas
[14:33:24] [Client thread/INFO]: Reloading ResourceManager: Default, Conquest_1.11.zip
[SMC FNE]transforming bwf bwf
[SMC FNE]transforming bnu bnu
[SMC FNE]transforming bnt bnt
[SMC FNE]transforming bwm bwm
[SMC FNE]transforming bwo bwo
[SMC FNR] patching method bwo.a(Lbwp;)Lbwo;
[SMC FNE]transforming bwa bwa
[SMC FNR] loadSimpleTexture
[14:33:27] [Sound Library Loader/INFO]: Starting up SoundSystem...
[SMC INF]ShadersMod version : 2.5.3
OpenGL Version : 4.5.13464 Compatibility Profile Context 21.19.384.0
Vendor : ATI Technologies Inc.
Renderer : AMD Radeon R9 200 Series
Capabilities 2.0 2.1 3.0 3.2 4.0
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
GL_MAX_TEXTURE_IMAGE_UNITS = 32
[SMC INF]Load ShadersMod configuration.
[SMC INF]Did not load shaderpack.
[SMC FNE]transforming bwe bwe
[SMC FNE]transforming bpg bpg
[SMC FNR] patch method bpg.a(Lbpc;Lbwe;Lct;[FLbym;Lbpb;Z)[I
[SMC FNR] patch method bpg.a([IIILorg/lwjgl/util/vector/Vector3f;ILbwe;Lbpc;)V
[SMC FNR] patch method bpg.a([I)Lct;
[SMC FNR] patch method bpg.a([ILct;)V
[14:33:27] [Thread-6/INFO]: Initializing LWJGL OpenAL
[14:33:27] [Thread-6/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[14:33:27] [Thread-6/INFO]: OpenAL initialized.
[14:33:28] [Sound Library Loader/INFO]: Sound engine started
[14:33:28] [Client thread/WARN]: Texture minecraft:textures/blocks/beacon.png with size 33x33 limits mip level from 4 to 0
[14:33:28] [Client thread/WARN]: textures: dropping miplevel from 4 to 0, because of minimum power of two: 1
[14:33:28] [Client thread/INFO]: Created: 2048x2048 textures-atlas
[SMC INF]allocateTextureMap 0 2048 2048
[SMC FNE]transforming bpf bpf
[SMC FNR] patch method bpf.f()V
[SMC FNE]transforming bsh bsh
[SMC FNE]transforming bsi bsi
[SMC FNR] conditionally skip default shadow
[SMC FNE]transforming blf blf
[SMC FNE]transforming bld bld
[SMC FNE]transforming bjz bjz
[SMC FNE]transforming bst bst
[SMC FNE]transforming bnz bnz
[SMC FNR] patch method bnz.b(FI)V
[SMC FNR] patch method bnz.h()V
[SMC FNR] patch method bnz.i()V
[SMC FNR] patch method bnz.b(FJ)V
[SMC FNR] patch method bnz.a(IFJ)V
[SMC FNR] patch method bnz.a(Lboh;FI)V
[SMC FNR] patch method bnz.h(F)V
[SMC FNR] patch method bnz.a(IF)V
[SMC FNR] patch method bnz.a(FFFF)Ljava/nio/FloatBuffer;
[SMC FNE]transforming bov bov
[SMC FNE]transforming box box
[SMC FNR] patch method box.a(Lars;[ILct;[FLjava/util/BitSet;)V
[SMC FNE]transforming boh boh
[SMC FNR] patch method boh.a(Lrw;Lbrf;F)V
[SMC FNR] patch method boh.a(Lrw;DLbrf;IZ)V
[SMC FNR] patch method boh.a(Lahv;)V
[SMC FNR] patch method boh.a(FI)V
[SMC FNR] patch method boh.u()V
[SMC FNR] patch method boh.v()V
[SMC FNR] patch method boh.a(Lzs;Lbbz;IF)V
[SMC FNE]transforming boo boo
[SMC FNR] patch method boo.a()V
[SMC FNE]transforming bfn bfn
[SMC INF] method bfn.<init>(Lbft;Lbcz;)V
[SMC INF] method bfn.b()V
[SMC INF] patching method b()V
[SMC FNT] decrease language button size
[SMC FNT] add shaders button
[SMC INF] method bfn.a(Lqp;)Ljava/lang/String;
[SMC INF] method bfn.a(ZI)V
[SMC INF] method bfn.a(Lbdr;)V
[SMC INF] patching method a(Lbdr;)V
[SMC FNT] shaders button action
[SMC INF] method bfn.a(IIF)V
[SMC INF] method bfn.<clinit>()V
[SMC FNE]transforming bqe bqe
[SMC FNR] patch method bqe.a(DDDDDDII[FDD)V
[14:33:34] [Server thread/INFO]: Starting integrated minecraft server version 1.10.2
[14:33:34] [Server thread/INFO]: Generating keypair
[14:33:34] [Server thread/INFO]: Preparing start region for level 0
[14:33:35] [Server thread/INFO]: Preparing spawn area: 64%
[14:33:36] [Server thread/INFO]: Changing view distance to 16, from 10
[14:33:36] [Server thread/INFO]: BLKMMB[local:E:50d8e62c] logged in with entity id 142 at (108.37852531857595, 75.0, -278.27955172822794)
[14:33:36] [Server thread/INFO]: BLKMMB joined the game
[SMC FNE]transforming bqt bqt
[SMC FNE]transforming bnv bnv
[SMC INF]Framebuffer created.
[SMC INF]Reset world renderers
[14:33:37] [Server thread/INFO]: Saving and pausing game...
[SMC INF].
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:37] [Server thread/INFO]: Saving chunks for level 'prout'/The End
[14:33:37] [Client thread/WARN]: Failed reading metadata of: minecraft:textures/misc/vignette.png
com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Expected name at line 6 column 2
at com.google.gson.internal.Streams.parse(Streams.java:56) ~[Streams.class:?]
at com.google.gson.JsonParser.parse(JsonParser.java:84) ~[JsonParser.class:?]
at com.google.gson.JsonParser.parse(JsonParser.java:59) ~[JsonParser.class:?]
at bxj.a(SourceFile:65) ~[bxj.class:?]
at bwa.a(SourceFile:36) [bwa.class:?]
at bwf.a(SourceFile:56) [bwf.class:?]
at bwf.a(SourceFile:38) [bwf.class:?]
at bdm.b(SourceFile:936) [bdm.class:?]
at bdm.a(SourceFile:133) [bdm.class:?]
at bnz.a(SourceFile:1044) [bnz.class:?]
at bcx.av(SourceFile:991) [bcx.class:?]
at bcx.a(SourceFile:396) [bcx.class:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_21]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_21]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_21]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_21]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
Caused by: com.google.gson.stream.MalformedJsonException: Expected name at line 6 column 2
at com.google.gson.stream.JsonReader.syntaxError(JsonReader.java:1505) ~[JsonReader.class:?]
at com.google.gson.stream.JsonReader.doPeek(JsonReader.java:494) ~[JsonReader.class:?]
at com.google.gson.stream.JsonReader.hasNext(JsonReader.java:403) ~[JsonReader.class:?]
at com.google.gson.internal.bind.TypeAdapters$25.read(TypeAdapters.java:666) ~[TypeAdapters$25.class:?]
at com.google.gson.internal.bind.TypeAdapters$25.read(TypeAdapters.java:642) ~[TypeAdapters$25.class:?]
at com.google.gson.internal.Streams.parse(Streams.java:44) ~[Streams.class:?]
... 18 more
[SMC INF]Reset model renderers
[14:33:42] [Server thread/INFO]: Saving and pausing game...
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:42] [Server thread/INFO]: Saving chunks for level 'prout'/The End
[SMC INF]Loaded shaderpack.
[SMC INF]Loaded shaderpack.
[SMC INF]Uninit
[SMC INF]Loaded shaderpack.
[SMC INF]Loaded shaderpack.
[SMC INF]Info log: /shaders/gbuffers_skybasic.vsh,/shaders/gbuffers_skybasic.fsh
Validation successful.
[SMC INF]Program gbuffers_skybasic loaded
[SMC INF]Info log: /shaders/gbuffers_terrain.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:9: error(#143) Undeclared identifier: POM_DEPTH
ERROR: 0:9: error(#143) Undeclared identifier: POM_MAP_RES
ERROR: 0:9: error(#143) Undeclared identifier: OCCLUSION_POINTS
ERROR: 0:9: error(#206) Assigning non-constant to: const highp 3-component vector of vec3
ERROR: 0:12: error(#209) Non-matching types for initializer: const
ERROR: error(#273) 6 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram gbuffers_terrain
GL error 0x0501: Invalid value at useProgram gbuffers_terrain
[SMC INF]Info log: /shaders/gbuffers_terrain.vsh,/shaders/gbuffers_terrain.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program gbuffers_terrain
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program gbuffers_terrain
[SMC INF]Info log: /shaders/gbuffers_water.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:25: error(#110) Invalid Directive: include
ERROR: 0:26: error(#110) Invalid Directive: include
ERROR: 0:30: error(#143) Undeclared identifier: getWaterBump
ERROR: 0:30: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:33: error(#143) Undeclared identifier: waveS
ERROR: 0:40: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:48: error(#143) Undeclared identifier: getWaterBump
ERROR: 0:48: error(#202) No matching overloaded function found: getWaterBump
ERROR: 0:78: error(#143) Undeclared identifier: waterNormals
ERROR: 0:78: error(#202) No matching overloaded function found: waterNormals
ERROR: 0:78: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: error(#273) 11 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram gbuffers_water
GL error 0x0501: Invalid value at useProgram gbuffers_water
[SMC INF]Info log: /shaders/gbuffers_water.vsh,/shaders/gbuffers_water.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program gbuffers_water
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program gbuffers_water
[SMC INF]Info log: /shaders/gbuffers_entities.vsh,/shaders/gbuffers_entities.fsh
Validation successful.
[SMC INF]Program gbuffers_entities loaded
[SMC INF]Info log: /shaders/gbuffers_hand.vsh,/shaders/gbuffers_hand.fsh
Validation successful.
[SMC INF]Program gbuffers_hand loaded
[SMC INF]Wetness halflife: 70
[SMC INF]Dryness halflife: 70
[SMC INF]Center depth halflife: 4
[SMC INF]Eye brightness halflife: 7
[SMC INF]Sun path rotation: -40
[SMC INF]Shadow map distance: 360.0
[SMC INF]AO Level: 0.5
[SMC INF]Noise texture enabled
[SMC INF]Noise texture resolution: 512
[SMC INF]Shadow map resolution: 2048
[SMC INF]Hardware shadow filtering enabled.
gnormal format: RGB16
gaux1 format: RGBA16
composite format: RGB32F
gcolor format: RGBA32F
[SMC INF]Info log: /shaders/composite.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:68: error(#110) Invalid Directive: include
ERROR: 0:69: error(#110) Invalid Directive: include
ERROR: 0:70: error(#110) Invalid Directive: include
ERROR: 0:125: error(#110) Invalid Directive: include
ERROR: 0:151: error(#143) Undeclared identifier: depth2
ERROR: 0:152: error(#143) Undeclared identifier: depth1
ERROR: 0:153: error(#143) Undeclared identifier: biasedShadows
ERROR: 0:153: error(#143) Undeclared identifier: getShadowSpace
ERROR: 0:153: error(#202) No matching overloaded function found: getShadowSpace
ERROR: 0:153: error(#202) No matching overloaded function found: biasedShadows
ERROR: 0:153: error(#160) Cannot convert from: "const float" to: "highp 4-component vector of vec4"
ERROR: 0:194: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:194: error(#143) Undeclared identifier: aux
ERROR: 0:194: error(#216) Vector field selection out of range "z"
ERROR: 0:194: error(#202) No matching overloaded function found: pow
ERROR: 0:306: error(#110) Invalid Directive: include
ERROR: 0:314: error(#143) Undeclared identifier: normal
ERROR: 0:314: error(#202) No matching overloaded function found: dot
ERROR: 0:315: error(#202) No matching overloaded function found: dot
ERROR: 0:316: error(#143) Undeclared identifier: aux
ERROR: 0:316: error(#216) Vector field selection out of range "z"
ERROR: 0:322: error(#143) Undeclared identifier: sunColor
ERROR: 0:322: error(#143) Undeclared identifier: moonColor
ERROR: 0:322: error(#143) Undeclared identifier: time
ERROR: 0:322: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:322: error(#216) Vector field selection out of range "y"
ERROR: 0:322: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:323: error(#143) Undeclared identifier: getSky
ERROR: 0:323: error(#202) No matching overloaded function found: getSky
ERROR: 0:323: error(#202) No matching overloaded function found: getSky
ERROR: 0:323: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: 0:328: error(#143) Undeclared identifier: hand
ERROR: 0:329: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:329: error(#216) Vector field selection out of range "y"
ERROR: 0:330: error(#143) Undeclared identifier: translucent
ERROR: 0:331: error(#143) Undeclared identifier: islit
ERROR: 0:331: error(#143) Undeclared identifier: istransparent
ERROR: 0:331: error(#143) Undeclared identifier: torchColor
ERROR: 0:331: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:340: error(#143) Undeclared identifier: land
ERROR: 0:354: error(#143) Undeclared identifier: normal2
ERROR: 0:354: error(#202) No matching overloaded function found: dot
ERROR: 0:358: error(#143) Undeclared identifier: sunColor
ERROR: 0:358: error(#143) Undeclared identifier: moonColor
ERROR: 0:358: error(#143) Undeclared identifier: time
ERROR: 0:358: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:358: error(#216) Vector field selection out of range "y"
ERROR: 0:358: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:359: error(#143) Undeclared identifier: skyColor
ERROR: 0:359: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:359: error(#216) Vector field selection out of range "y"
ERROR: 0:361: error(#143) Undeclared identifier: iswater
ERROR: 0:362: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:362: error(#202) No matching overloaded function found: pow
ERROR: 0:363: error(#143) Undeclared identifier: hand
ERROR: 0:555: error(#143) Undeclared identifier: depth2
ERROR: 0:558: error(#143) Undeclared identifier: depth1
ERROR: 0:566: error(#143) Undeclared identifier: land
ERROR: 0:570: error(#143) Undeclared identifier: metal
ERROR: 0:576: error(#143) Undeclared identifier: aux
ERROR: 0:576: error(#216) Vector field selection out of range "z"
ERROR: 0:582: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: error(#273) 64 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite
GL error 0x0501: Invalid value at useProgram composite
[SMC INF]Info log: /shaders/composite.vsh,/shaders/composite.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite
gcolor mipmap enabled for /shaders/composite1.fsh
gdepth mipmap enabled for /shaders/composite1.fsh
gaux2 mipmap enabled for /shaders/composite1.fsh
[SMC INF]Info log: /shaders/composite1.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:5: error(#110) Invalid Directive: include
ERROR: 0:53: error(#110) Invalid Directive: include
ERROR: 0:54: error(#110) Invalid Directive: include
ERROR: 0:55: error(#110) Invalid Directive: include
ERROR: 0:67: error(#110) Invalid Directive: include
ERROR: 0:86: error(#143) Undeclared identifier: istransparent
ERROR: 0:86: error(#143) Undeclared identifier: iswater
ERROR: 0:86: error(#143) Undeclared identifier: hand
ERROR: 0:377: error(#110) Invalid Directive: include
ERROR: 0:378: error(#110) Invalid Directive: include
ERROR: 0:382: error(#143) Undeclared identifier: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#216) Vector field selection out of range "y"
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:382: error(#216) Vector field selection out of range "y"
ERROR: 0:383: error(#143) Undeclared identifier: transition_fading
ERROR: 0:384: error(#143) Undeclared identifier: skyColor
ERROR: 0:384: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:384: error(#216) Vector field selection out of range "y"
ERROR: 0:384: error(#160) Cannot convert from: "float" to: "highp 3-component vector of vec3"
ERROR: 0:557: error(#143) Undeclared identifier: normal2
ERROR: 0:557: error(#216) Vector field selection out of range "xyz"
ERROR: 0:557: error(#143) Undeclared identifier: fragpos
ERROR: 0:557: error(#216) Vector field selection out of range "xyz"
ERROR: 0:558: error(#143) Undeclared identifier: iswater
ERROR: 0:560: error(#143) Undeclared identifier: aux
ERROR: 0:560: error(#216) Vector field selection out of range "z"
ERROR: 0:563: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: 0:565: error(#143) Undeclared identifier: hand
ERROR: 0:565: error(#143) Undeclared identifier: getSky
ERROR: 0:565: error(#202) No matching overloaded function found: getSky
ERROR: 0:565: error(#143) Undeclared identifier: absorptionColor
ERROR: 0:565: error(#202) No matching overloaded function found: mix
ERROR: 0:565: error(#202) No matching overloaded function found: pow
ERROR: 0:565: error(#160) Cannot convert from: "const float" to: "highp 3-component vector of vec3"
ERROR: error(#273) 38 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite1
GL error 0x0501: Invalid value at useProgram composite1
[SMC INF]Info log: /shaders/composite1.vsh,/shaders/composite1.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite1
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite1
gcolor mipmap enabled for /shaders/composite2.fsh
[SMC INF]Info log: /shaders/composite2.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: error(#273) 1 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram composite2
GL error 0x0501: Invalid value at useProgram composite2
[SMC INF]Info log: /shaders/composite2.vsh,/shaders/composite2.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program composite2
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program composite2
gcolor mipmap enabled for /shaders/final.fsh
gaux2 mipmap enabled for /shaders/final.fsh
gaux3 mipmap enabled for /shaders/final.fsh
[SMC INF]Info log: /shaders/final.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:4: error(#110) Invalid Directive: include
ERROR: 0:40: error(#110) Invalid Directive: include
ERROR: 0:46: error(#143) Undeclared identifier: RES
ERROR: 0:46: error(#206) Assigning non-constant to: const highp float
ERROR: 0:98: error(#143) Undeclared identifier: time
ERROR: 0:98: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:98: error(#216) Vector field selection out of range "y"
ERROR: 0:109: error(#143) Undeclared identifier: time
ERROR: 0:109: error(#145) Left of "[" is not of type array, matrix, or vector: time
ERROR: 0:109: error(#216) Vector field selection out of range "y"
ERROR: 0:655: error(#143) Undeclared identifier: MAX_COLOR_RANGE
ERROR: 0:781: error(#143) Undeclared identifier: SATBOOST
ERROR: error(#273) 13 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram final
GL error 0x0501: Invalid value at useProgram final
[SMC INF]Info log: /shaders/final.vsh,/shaders/final.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program final
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program final
[SMC INF]Info log: /shaders/shadow.vsh
Vertex shader failed to compile with the following errors:
ERROR: 0:3: error(#110) Invalid Directive: include
ERROR: 0:33: error(#143) Undeclared identifier: SHADOW_BIAS
ERROR: error(#273) 2 compilation errors. No code generated
[SMC INF]Info log: /shaders/shadow.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:13: error(#110) Invalid Directive: include
ERROR: error(#273) 1 compilation errors. No code generated
GL error 0x0502: Invalid operation at useProgram shadow
GL error 0x0501: Invalid value at useProgram shadow
[SMC INF]Info log: /shaders/shadow.vsh,/shaders/shadow.fsh
Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[SMC SEVERE][Shaders] Error : Invalid program shadow
[14:33:46] [Client thread/INFO]: [CHAT] [Shaders] Error : Invalid program shadow
[SMC INF]Framebuffer created.
[SMC INF]Shadow framebuffer created.
[SMC INF]Reset world renderers
[SMC INF].
[14:33:47] [Client thread/INFO]: [CHAT] Shaders initialized.
[SMC INF]Reset model renderers
[SMC FNE]transforming bvv bvv
[SMC INF]Save ShadersMod configuration.
[14:33:53] [Server thread/INFO]: Saving and pausing game...
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/Overworld
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/Nether
[14:33:53] [Server thread/INFO]: Saving chunks for level 'prout'/The End
Put your spoiler here.
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
Update Optifine, my pack uses features that only new-ish versions of Optifine have. Try HD U B7 on Minecraft 1.11.2.
Thank you! It works perfectly and it is divine.
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
Love the shaders, version 1.0 was decent for casual gameplay for me aside from the minor issues. version 2.0 cant be used for casual playing, but the cinematics are amazing for screenshots and people with beefy computers can record videos with it. Also, I love Shimoon's screenshots. What settings did they use? That looks amazing
As far as I know, Shimoon used the default ultra settings plus Dirty Lens and Depth of Field HQ in some, then Fringe, Letterbox, and Film Grain. Then, in the pic where it was partially underwater, I forgot to mention Photoshop was used to make it look like the water was touching the glass.
Also, I introduced the use of profiles in this new version. So even though there is only one download and the default settings are ultra, you can switch to a profile that is more built for casual gameplay like standard. The pack is supposed to have a kinda cinematic geared out of the box experience, so the default settings are a bit intensive.
OOOOOOOOOHHHHHH YYYEEEEESS... I love this shaderpack. But could you please tell me how to turn off the 2d Minecraft texture covering the screen when underwater? Because the underwater looks really amazing apart from this annoying 2d texture.
Pretty sure there's an Optifine setting for it, I don't think us devs have access to that overlay.