Also, could you provide some tips on getting your shaders to play nicely with the mod Streams? Streams provides a readout on what to replace in a log.
Shader configuration: if you wish to use shaders with custom water blocks including Streams river blocks, edit your shader's gbuffers_water.vsh file to replace the line:
if (mc_Entity.x == 8 || mc_Entity.x == 9) {
with the following line:
if (mc_Entity.x == 8 || mc_Entity.x == 9 || mc_Entity.x == 298 || mc_Entity.x == 732 || mc_Entity.x == 733 || mc_Entity.x == 750 || mc_Entity.x == 751 || mc_Entity.x == 752 || mc_Entity.x == 753 || mc_Entity.x == 754 || mc_Entity.x == 1380 || mc_Entity.x == 1381 || mc_Entity.x == 1382 || mc_Entity.x == 1383 || mc_Entity.x == 1384 || mc_Entity.x == 1385 || mc_Entity.x == 1387 || mc_Entity.x == 1388 || mc_Entity.x == 1490 || mc_Entity.x == 1509 || mc_Entity.x == 1510 || mc_Entity.x == 1511 || mc_Entity.x == 1512 || mc_Entity.x == 1513 || mc_Entity.x == 1514 || mc_Entity.x == 1515 || mc_Entity.x == 1516 || mc_Entity.x == 1517 || mc_Entity.x == 1518 || mc_Entity.x == 1519 || mc_Entity.x == 1520 || mc_Entity.x == 1521 || mc_Entity.x == 1522 || mc_Entity.x == 1523 || mc_Entity.x == 1524 || mc_Entity.x == 1525) {
Note that these ids will change with every new combination of loaded mods.
That is what the log tells me to replace in gbuffers_water.vsh. I've attempted to do so and my edited version of your gbuffers_water.vsh looks like this now.
Either I erred somewhere (which is most likely the culprit) or your code is set up in a way that may not support said mod. If I could get any advice or feedback, I'd greatly appreciate it. Thanks!
P.S. Sorry about the formatting in the second pasted code. I just noticed that it didn't include line breaks.
That's an outdated way of checking block IDs. Nowadays, optifine uses the block alias system instead, which has already been explained in detail:
In shaders I have access to a variable called "mc_Entity.x", which returns the numeric ID of the block that's currently being rendered. So if it returns 2, then I know that the block that the current vertex belongs to is grass. The problem with this is that for an effect like wind, you have to check for everything that has wind effects. Tall grass, double tall grass, 2 different flowers, 2 different mushrooms, and 4 different crops. It's not exactly the most performant check in the world, especially if every vertex in the world has to do it every frame. The other problem is that it doesn't work for modded blocks, since their IDs are saved with the world, and not constant. Optifine's block alias system solves both of these problems by allowing me to specify a list of blocks that I want to be "mapped" to a given ID (see block.properties). In the case of wind, all of the blocks I just mentioned will "trick" mc_Entity.x into returning 31. This allows me to check only one ID to see if it has wind effects or not, which is much better on performance. Recently, I took this a step farther and mapped every block that had ANY effect to its standard ID + 10000. That way, I only have to check once to see if the ID is above 10000, and then figure out which effect to apply. Since most blocks in the world don't have any effects, this will also improve performance, since they'll all just do one check and then stop. This is what the ID_FIX config option is for, it removes the greater than 10000 check. In the next version it'll also manually check for all the IDs I've added mappings for.
That version has now been released, so the line of code you changed only has an effect when ID_FIX is enabled. The "correct" way of doing this nowadays would be to open up block.properties, or create it if it doesn't already exist. Then open it up and see if it contains "block.9=" or "block.8=" (for water) and "block.11=" or "block.10=" (for lava). If those lines don't exist, add them to the end of the file. Once you've got that, you'll need to add the following to the end of those lines:
First, I'd like to thank you for taking the time to explain the issue with streams.
There's one display bug I've found along the horizon during a good part of the day. I think it may have to do with certain biomes coloring the sky a bit (like swamps going green and such). There's just a black band along the horizon up until dusk, when it disappears. I've included a few pics.
First, I'd like to thank you for taking the time to explain the issue with streams.
There's one display bug I've found along the horizon during a good part of the day. I think it may have to do with certain biomes coloring the sky a bit (like swamps going green and such). There's just a black band along the horizon up until dusk, when it disappears. I've included a few pics.
Strange. I've seen a few issues that are sort of similar to this before, but all of them were A: hardware/driver-dependent, and B: just plain "weird". By this I mean that they're ultimately fixed by changing something which *shouldn't* have any effect. Most likely this one falls into the same category, so I guess we'll see if the next release magically fixes it. Hopefully that should happen some time in the next week or so, but no promises. In the meantime, try disabling infinite oceans to see if that does anything.
All: Added compatibility for camera being under lava (requires optifine preview HD_U_C2 or later)
All: Improved sunset colors a bit more
QOL: Cloud density now randomly fluctuates with time, so some days will be cloudier than others.
QOL: Added depth of field (disabled by default)
QOL and modded: Fixed ugly edges on ice when ice scattering is enabled
QOL: Fixed minor visual artifact with fog on stained glass in the nether/end
QOL: Removed debug mode and LIGHT_FIX options, since neither of them have been used since they were implemented.
All: Enabled the GL_EXT_gpu_shader4 extension in hopes that I can better optimize my code. If this causes compile errors for anyone let me know and I'll revert it.
I don't know if this is an issue with optifine or what, but the End portal's new effect looks extremely bright compared to the actual End sky.
Optifine says it added special support for End portal rendering in preview 'HD_U_E3_pre', but maybe it isn't completely implemented yet. Or maybe there's actually a difference in rendering between versions. I know at some point they changed the portal's effect from a cool 3d-like starscape, into something that reminds me of Chowder, so maybe that has something to do with it if Optifine and the shader are fine?
I should clarify, this is in 1.7.10. Also, the QoL version seems to be as compatible with mods as the Modded version; I haven't noticed ingot piles disappearing or anything with it, and this is a few days after switching to it.
Speaking of the End, would it be possible to do something with the beams that heal the Dragon? I've only just noticed that they're a bit like rings... didn't they look more arcane in the past?
I really do need to compliment you on those End clouds, though. They look pretty good up there!
I don't know if this is an issue with optifine or what, but the End portal's new effect looks extremely bright compared to the actual End sky.
Optifine says it added special support for End portal rendering in preview 'HD_U_E3_pre', but maybe it isn't completely implemented yet. Or maybe there's actually a difference in rendering between versions. I know at some point they changed the portal's effect from a cool 3d-like starscape, into something that reminds me of Chowder, so maybe that has something to do with it if Optifine and the shader are fine?
I should clarify, this is in 1.7.10. Also, the QoL version seems to be as compatible with mods as the Modded version; I haven't noticed ingot piles disappearing or anything with it, and this is a few days after switching to it.
Speaking of the End, would it be possible to do something with the beams that heal the Dragon? I've only just noticed that they're a bit like rings... didn't they look more arcane in the past?
I really do need to compliment you on those End clouds, though. They look pretty good up there!
Testing in 1.7.10, preview HD_U_E3_pre seems to be working as intended in regards to end portals. The problem previously was that end portals technically have 16 different polygons all stacked on top of each other, all using additive blending. As such, when I attempt to render end effects on them, they ended up being 16x brighter than they should be (which is probably what you're seeing). So I reported that to sp614x, and he kindly implemented a simplified renderer for end portals whenever shaders are enabled that only has one polygon and doesn't use additive blending; and that seems to be working just fine for me in 1.7.10_HD_U_E3_pre. If it's not working for you, try re-downloading HD_U_E3_pre, as preview versions are often updated without new version numbers, and the version you have might be outdated. If that still doesn't work, just disable the effect entirely (shader options > misc > block effects > end portal effects > off).
The QOL version should be compatible with any mods that only use alpha blending for their entities/tile entities. Mods that use additive/multiplicative/etc... will not render correctly in QOL, but they should work in modded and lite. At the very least, they'll work as well as vanilla; though shaders in general have issues when multiple transparent objects render on top of each other, even in vanilla.
You probably have a mod/resource pack modifying the texture of those healing beams. By default, they have a more static-y/random texture.
Testing in 1.7.10, preview HD_U_E3_pre seems to be working as intended in regards to end portals.
Great, I just tested it on a fresh instance with just the E3 I downloaded before and this shader, and the End portals are rendering just fine.
That probably means there's a mod conflict, which means I have a lot to sort through...
Well, at least I know it's working as intended. Or, it should be.
I really do like the End clouds. I've noticed that they have a periodic, localized 'Lightning' effect. I remember you spoke before about wanting to do something with lightning in the Overworld, if you could figure out how to have a lightning effect...
Or... wait, were we talking about actual arcing lightning? Now I'm not sure.
Great, I just tested it on a fresh instance with just the E3 I downloaded before and this shader, and the End portals are rendering just fine.
That probably means there's a mod conflict, which means I have a lot to sort through...
Well, at least I know it's working as intended. Or, it should be.
I really do like the End clouds. I've noticed that they have a periodic, localized 'Lightning' effect. I remember you spoke before about wanting to do something with lightning in the Overworld, if you could figure out how to have a lightning effect...
Or... wait, were we talking about actual arcing lightning? Now I'm not sure.
The void cloud lightning takes advantage of how the clouds clump together. Every 256x256 area has a 25% chance of being high-density, a 25% chance of being low-density, and a 50% chance of being normal. Lightning only occurs in high-density squares, and is indeed localized to that square. Even if multiple squares have high density all next to each other, lightning will only cover one of them at a time. As such, it would technically be easier to port to the overworld using the old square clouds than the new fancy ones. I would still like an ambient lightning effect for overworld storms though, and there's currently an issue on optifine's issue tracker about uniforms for lightning; so I guess we'll see if I can put those to good use once they're implemented. Actual arcing lightning isn't a great idea with shaders. It would be much more efficient to implement as actual geometry, and that would require a dedicated mod. Still, I can probably make parts of the sky light up when lightning strikes.
I've been playing a bit recently, and I was struck with a blindness potion effect.
Unfortunately, with this (and probably most) shader, the tactic was wholly ineffective.
Is it possible yet to make blindness actually work? I know night vision works, but it looks like there was a whole uniform for that. I don't know if you can do anything with Blindness at this stage.
I've been playing a bit recently, and I was struck with a blindness potion effect.
Unfortunately, with this (and probably most) shader, the tactic was wholly ineffective.
Is it possible yet to make blindness actually work? I know night vision works, but it looks like there was a whole uniform for that. I don't know if you can do anything with Blindness at this stage.
Fixed in V1.14.2:
All: Added support for blindness
All: Added support for some modded blocks (botania, ars magica, and streams so far). If you notice certain "effect blocks" failing to apply their effects (like tallgrass not waving or water not refracting), you'll need to enable block ID fix (under "internal stuff").
QOL: Removed nether-vision, since nightvision has been supported for quite a while now.
All: Added sliders for some config options (for versions of optifine which support it)
All: Re-enabled end portal effects by default, since the version of optifine that fixes them has been released for MC1.9 and above, and is available as a preview for older versions like 1.7.
Lite and modded: Fixed desaturation being applied to the nether
Lite: Fixed fog being completely black when entering a dark area
Okay, I think I've figured out which mod is making the portals too bright: Hardcore Ender Expansion.
I don't know why, but the portals were no longer blinding when it was removed. Unfortunately, I cannot justify removing it just to fix some bright portals; it simply does too much else.
On a side note, do you think you could get the portal effect to react to Y changes? It looks really weird without that, like the flat plane it is. Maybe it could be justified by the end being a weird, strange place where normal things don't make sense, or something. Perhaps you could just have it keep the same scale relative to the screen? You could even pull a 1.9 and have it be a thing on the screen that can only be seen through portals, which would make it look even weirder but more... internally consistent?
The 1.9 effect is like... the portal effect is being rendered at all times behind your frame, and the end portals are a hole into it.
Okay, I think I've figured out which mod is making the portals too bright: Hardcore Ender Expansion.
I don't know why, but the portals were no longer blinding when it was removed. Unfortunately, I cannot justify removing it just to fix some bright portals; it simply does too much else.
On a side note, do you think you could get the portal effect to react to Y changes? It looks really weird without that, like the flat plane it is. Maybe it could be justified by the end being a weird, strange place where normal things don't make sense, or something. Perhaps you could just have it keep the same scale relative to the screen? You could even pull a 1.9 and have it be a thing on the screen that can only be seen through portals, which would make it look even weirder but more... internally consistent?
The 1.9 effect is like... the portal effect is being rendered at all times behind your frame, and the end portals are a hole into it.
If bright portals bother you, you can always disable portal effects entirely (shader options > misc > block effects > end portal effects > off).
I'm honestly not sure what you're trying to describe with the rest of your message.
I seem to be experiencing problems with the day time skies.
Sky color is provided directly by optifine, and should always match vanilla. Either the uniform is failing to initialize entirely (which I doubt, considering that fog color looks normal), or something else is overriding it (most likely a resource pack with custom colors, or a modded biome with a hard-coded sky color).
Well... i don't use Texture packs and i took off every mod except optifine, still get the same sky. Here is a screenshot of a small error message i manged to see when i entered the world.
Do you think it would be possible to solve the odd issue with Hardcore Ender Expansion? It looks like it might override Optifine's shader-compatible rendering. Perhaps if you tried to render it 16x dimmer again, or had an option for it? That might hide the issue.
As for the confusing part, I was suggesting a potential improvement to the effect.
To make it seem more 3d, and less 'texture projected on a flat surface'. I know it moves depending on your position in the world, but it doesn't seem to react to your height, which makes it look really odd and obviously flat when you move up and down while looking at it.
I don't know exactly how it could be done, but maybe making it render a fixed distance from the player? Sort of like if you made clouds always render a fixed height away from the player, and then only rendered them onto the pixels of the End Portal (I don't know why I used clouds as an example). I think that might look better than it being an obvious distance away, and thus looking flat from any movement but horizontal.
I then made a side-suggestion that you could just make the effect more like the one in current Minecraft versions, where it looks like they render it as an image on the underside of the world, and End Portal blocks cut a hole through that scene to reveal it. It looks very strange, with the image staying in the same spot on-screen when you look around.
Well... i don't use Texture packs and i took off every mod except optifine, still get the same sky. Here is a screenshot of a small error message i manged to see when i entered the world.
See my section on reporting bugs.
If you get a chat message saying "[shaders] Error: Invalid program", simply screenshotting this message is not enough to find out where the problem is. I'll also need your log file. This file can be located in .minecraft/logs/latest.log. Do NOT simply copy-paste the entire thing into a reply to this thread. Either put it in a spoiler, or use a site like pastebin instead.
Do you think it would be possible to solve the odd issue with Hardcore Ender Expansion? It looks like it might override Optifine's shader-compatible rendering. Perhaps if you tried to render it 16x dimmer again, or had an option for it? That might hide the issue.
As for the confusing part, I was suggesting a potential improvement to the effect.
To make it seem more 3d, and less 'texture projected on a flat surface'. I know it moves depending on your position in the world, but it doesn't seem to react to your height, which makes it look really odd and obviously flat when you move up and down while looking at it.
I don't know exactly how it could be done, but maybe making it render a fixed distance from the player? Sort of like if you made clouds always render a fixed height away from the player, and then only rendered them onto the pixels of the End Portal (I don't know why I used clouds as an example). I think that might look better than it being an obvious distance away, and thus looking flat from any movement but horizontal.
I then made a side-suggestion that you could just make the effect more like the one in current Minecraft versions, where it looks like they render it as an image on the underside of the world, and End Portal blocks cut a hole through that scene to reveal it. It looks very strange, with the image staying in the same spot on-screen when you look around.
Using the 16x re-rendering technique would technically work, though I really don't want to have to resort to that to fix this, due to how laggy that would be. Still, I guess it wouldn't technically be worse than it already is.
Hmmm... this gives me ideas...
I hate the new 1.9 version of end portals. They used to have a nice parallax effect to them that reacted to where your position was, and now they just look like mojang couldn't come up with an interesting effect for them and just hoped that no one would notice.
That's an outdated way of checking block IDs. Nowadays, optifine uses the block alias system instead, which has already been explained in detail:
That version has now been released, so the line of code you changed only has an effect when ID_FIX is enabled. The "correct" way of doing this nowadays would be to open up block.properties, or create it if it doesn't already exist. Then open it up and see if it contains "block.9=" or "block.8=" (for water) and "block.11=" or "block.10=" (for lava). If those lines don't exist, add them to the end of the file. Once you've got that, you'll need to add the following to the end of those lines:
For water: (block.9 or block.8)
For lava: (block.11 or block.10)
In the case of my specific shader pack though, you'd look for block.10009 and block.10011 instead, so the final result should look like this:
I should also point out that the only reason I'm not currently supporting streams out-of-the-box is because of a bug in optifine.
I made my own shader pack, by the way.
First, I'd like to thank you for taking the time to explain the issue with streams.
There's one display bug I've found along the horizon during a good part of the day. I think it may have to do with certain biomes coloring the sky a bit (like swamps going green and such). There's just a black band along the horizon up until dusk, when it disappears. I've included a few pics.
Strange. I've seen a few issues that are sort of similar to this before, but all of them were A: hardware/driver-dependent, and B: just plain "weird". By this I mean that they're ultimately fixed by changing something which *shouldn't* have any effect. Most likely this one falls into the same category, so I guess we'll see if the next release magically fixes it. Hopefully that should happen some time in the next week or so, but no promises. In the meantime, try disabling infinite oceans to see if that does anything.
I made my own shader pack, by the way.
Looks nice
V1.14.0 released:
And in other news, I got a new avatar.
I made my own shader pack, by the way.
V1.14.1:
I made my own shader pack, by the way.
I don't know if this is an issue with optifine or what, but the End portal's new effect looks extremely bright compared to the actual End sky.
Optifine says it added special support for End portal rendering in preview 'HD_U_E3_pre', but maybe it isn't completely implemented yet. Or maybe there's actually a difference in rendering between versions. I know at some point they changed the portal's effect from a cool 3d-like starscape, into something that reminds me of Chowder, so maybe that has something to do with it if Optifine and the shader are fine?
I should clarify, this is in 1.7.10. Also, the QoL version seems to be as compatible with mods as the Modded version; I haven't noticed ingot piles disappearing or anything with it, and this is a few days after switching to it.
Speaking of the End, would it be possible to do something with the beams that heal the Dragon? I've only just noticed that they're a bit like rings... didn't they look more arcane in the past?
I really do need to compliment you on those End clouds, though. They look pretty good up there!
Testing in 1.7.10, preview HD_U_E3_pre seems to be working as intended in regards to end portals. The problem previously was that end portals technically have 16 different polygons all stacked on top of each other, all using additive blending. As such, when I attempt to render end effects on them, they ended up being 16x brighter than they should be (which is probably what you're seeing). So I reported that to sp614x, and he kindly implemented a simplified renderer for end portals whenever shaders are enabled that only has one polygon and doesn't use additive blending; and that seems to be working just fine for me in 1.7.10_HD_U_E3_pre. If it's not working for you, try re-downloading HD_U_E3_pre, as preview versions are often updated without new version numbers, and the version you have might be outdated. If that still doesn't work, just disable the effect entirely (shader options > misc > block effects > end portal effects > off).
The QOL version should be compatible with any mods that only use alpha blending for their entities/tile entities. Mods that use additive/multiplicative/etc... will not render correctly in QOL, but they should work in modded and lite. At the very least, they'll work as well as vanilla; though shaders in general have issues when multiple transparent objects render on top of each other, even in vanilla.
You probably have a mod/resource pack modifying the texture of those healing beams. By default, they have a more static-y/random texture.
I'm glad you like the void clouds!
I made my own shader pack, by the way.
Great, I just tested it on a fresh instance with just the E3 I downloaded before and this shader, and the End portals are rendering just fine.
That probably means there's a mod conflict, which means I have a lot to sort through...
Well, at least I know it's working as intended. Or, it should be.
I really do like the End clouds. I've noticed that they have a periodic, localized 'Lightning' effect. I remember you spoke before about wanting to do something with lightning in the Overworld, if you could figure out how to have a lightning effect...
Or... wait, were we talking about actual arcing lightning? Now I'm not sure.
The void cloud lightning takes advantage of how the clouds clump together. Every 256x256 area has a 25% chance of being high-density, a 25% chance of being low-density, and a 50% chance of being normal. Lightning only occurs in high-density squares, and is indeed localized to that square. Even if multiple squares have high density all next to each other, lightning will only cover one of them at a time. As such, it would technically be easier to port to the overworld using the old square clouds than the new fancy ones. I would still like an ambient lightning effect for overworld storms though, and there's currently an issue on optifine's issue tracker about uniforms for lightning; so I guess we'll see if I can put those to good use once they're implemented. Actual arcing lightning isn't a great idea with shaders. It would be much more efficient to implement as actual geometry, and that would require a dedicated mod. Still, I can probably make parts of the sky light up when lightning strikes.
I made my own shader pack, by the way.
I've been playing a bit recently, and I was struck with a blindness potion effect.
Unfortunately, with this (and probably most) shader, the tactic was wholly ineffective.
Is it possible yet to make blindness actually work? I know night vision works, but it looks like there was a whole uniform for that. I don't know if you can do anything with Blindness at this stage.
Fixed in V1.14.2:
I made my own shader pack, by the way.
Okay, I think I've figured out which mod is making the portals too bright: Hardcore Ender Expansion.
I don't know why, but the portals were no longer blinding when it was removed. Unfortunately, I cannot justify removing it just to fix some bright portals; it simply does too much else.
On a side note, do you think you could get the portal effect to react to Y changes? It looks really weird without that, like the flat plane it is. Maybe it could be justified by the end being a weird, strange place where normal things don't make sense, or something. Perhaps you could just have it keep the same scale relative to the screen? You could even pull a 1.9 and have it be a thing on the screen that can only be seen through portals, which would make it look even weirder but more... internally consistent?
The 1.9 effect is like... the portal effect is being rendered at all times behind your frame, and the end portals are a hole into it.
I seem to be experiencing problems with the day time skies.
If bright portals bother you, you can always disable portal effects entirely (shader options > misc > block effects > end portal effects > off).
I'm honestly not sure what you're trying to describe with the rest of your message.
Sky color is provided directly by optifine, and should always match vanilla. Either the uniform is failing to initialize entirely (which I doubt, considering that fog color looks normal), or something else is overriding it (most likely a resource pack with custom colors, or a modded biome with a hard-coded sky color).
I made my own shader pack, by the way.
Well... i don't use Texture packs and i took off every mod except optifine, still get the same sky. Here is a screenshot of a small error message i manged to see when i entered the world.
Do you think it would be possible to solve the odd issue with Hardcore Ender Expansion? It looks like it might override Optifine's shader-compatible rendering. Perhaps if you tried to render it 16x dimmer again, or had an option for it? That might hide the issue.
As for the confusing part, I was suggesting a potential improvement to the effect.
To make it seem more 3d, and less 'texture projected on a flat surface'. I know it moves depending on your position in the world, but it doesn't seem to react to your height, which makes it look really odd and obviously flat when you move up and down while looking at it.
I don't know exactly how it could be done, but maybe making it render a fixed distance from the player? Sort of like if you made clouds always render a fixed height away from the player, and then only rendered them onto the pixels of the End Portal (I don't know why I used clouds as an example). I think that might look better than it being an obvious distance away, and thus looking flat from any movement but horizontal.
I then made a side-suggestion that you could just make the effect more like the one in current Minecraft versions, where it looks like they render it as an image on the underside of the world, and End Portal blocks cut a hole through that scene to reveal it. It looks very strange, with the image staying in the same spot on-screen when you look around.
See my section on reporting bugs.
Using the 16x re-rendering technique would technically work, though I really don't want to have to resort to that to fix this, due to how laggy that would be. Still, I guess it wouldn't technically be worse than it already is.
Hmmm... this gives me ideas...
I hate the new 1.9 version of end portals. They used to have a nice parallax effect to them that reacted to where your position was, and now they just look like mojang couldn't come up with an interesting effect for them and just hoped that no one would notice.
I made my own shader pack, by the way.
[18:59:52] [main/INFO]: Setting user: KooplissKoopa
[18:59:58] [main/WARN]: Skipping bad option: lastServer:
[18:59:58] [main/INFO]: LWJGL Version: 2.9.4
[19:00:11] [main/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:AutoRegLib, FMLFileResourcePack:CustomNPCs, FMLFileResourcePack:Bailey's Dailies, FMLFileResourcePack:DungeonDQ, FMLFileResourcePack:DungeonTactics, FMLFileResourcePack:Dynamic Surroundings, FMLFileResourcePack:Presets!, FMLFileResourcePack:Extra Creatures, FMLFileResourcePack:Flat Biome Mod, FMLFileResourcePack:Halloween Mod, FMLFileResourcePack:NetherEx, FMLFileResourcePack:Prefab, FMLFileResourcePack:Quark, FMLFileResourcePack:TF2 Stuff Mod, FMLFileResourcePack:Recurrent Complex, FMLFileResourcePack:Rustic, FMLFileResourcePack:Squake, FMLFileResourcePack:Traverse, FMLFileResourcePack:Vampirism, FMLFileResourcePack:TeamLapen Library, FMLFileResourcePack:WorldEdit, quark-texture-proxy
[19:00:19] [main/WARN]: Skipping bad option: lastServer:
[19:00:26] [main/WARN]: File rafradek_tf2_weapons:sounds/weapon/rocket_shot_crit.ogg does not exist, cannot add it to event rafradek_tf2_weapons:weapon.fire.rocketjumper.crit
[19:00:26] [main/WARN]: File rafradek_tf2_weapons:sounds/weapon/rocket_shot_crit.ogg does not exist, cannot add it to event rafradek_tf2_weapons:weapon.fire.stickyjumper.crit
[19:00:26] [main/WARN]: File rafradek_tf2_weapons:sounds/misc/halloween_boss_summoned.ogg does not exist, cannot add it to event rafradek_tf2_weapons:mob.merasmus.start
[19:00:26] [main/WARN]: Missing sound for event: rafradek_tf2_weapons:weapon.fire.disciplinary.crit
[19:00:26] [main/WARN]: Missing sound for event: rafradek_tf2_weapons:weapon.fire.ball.crit
[19:00:26] [Sound Library Loader/INFO]: Starting up SoundSystem...
[19:00:26] [Thread-9/INFO]: Initializing LWJGL OpenAL
[19:00:26] [Thread-9/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[19:00:27] [Thread-9/INFO]: OpenAL initialized.
[19:00:27] [Sound Library Loader/INFO]: Sound engine started
[19:00:31] [main/WARN]: Unable to resolve texture due to upward reference: #texture in traverse:models/block/standard_item.json
[19:00:34] [main/INFO]: Created: 2048x1024 textures-atlas
[19:00:45] [main/WARN]: Skipping bad option: lastServer:
[19:00:45] [main/INFO]: Narrator library for x64 successfully loaded
[19:00:57] [Server thread/INFO]: Starting integrated minecraft server version 1.12
[19:00:57] [Server thread/INFO]: Generating keypair
[19:00:59] [Server thread/WARN]: Couldn't find resource table extracreatures:/entitys/bomb_beetle
[19:01:00] [Server thread/INFO]: Loaded 573 advancements
[19:01:00] [Server thread/INFO]: Preparing start region for level 0
[19:01:01] [Server thread/INFO]: Preparing spawn area: 4%
[19:01:02] [Server thread/INFO]: Preparing spawn area: 51%
[19:01:04] [Server thread/INFO]: Changing view distance to 19, from 10
[19:01:06] [Server thread/INFO]: KooplissKoopa[local:E:eb164a25] logged in with entity id 383 at (100.18526660939618, 69.40239491867952, 147.63471035455936)
[19:01:06] [Server thread/INFO]: KooplissKoopa joined the game
[19:01:09] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 3678ms behind, skipping 73 tick(s)
[19:01:12] [Thread-8/INFO]: [CHAT] §2CustomNpcs§f installed. For more info §9§nClick here
[19:01:12] [main/INFO]: [CHAT] A new §eOptiFine§f version is available: §eHD Ultra C5§f
[19:01:14] [Server thread/INFO]: Saving and pausing game...
[19:01:14] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/overworld
[19:01:15] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/the_nether
[19:01:15] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/the_end
[19:01:15] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World3
[19:01:15] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World2
[19:01:15] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World
[19:01:15] [main/INFO]: [CHAT] [Shaders] Error: Invalid program "gbuffers_skybasic"
[19:01:16] [main/INFO]: [CHAT] [Prefab] There is a new version available! New Version: [1.3.0.5] Your Version: [1.3.0.1]
[19:01:16] [main/INFO]: [CHAT] §6Update Available: §9[§2§3Dynamic Surroundings §ev3.4.6.2§f§9]
[19:01:16] [main/INFO]: [CHAT] §6Update Available: §9[§2§3Presets! §ev3.4.6.2§f§9]
[19:01:16] [main/INFO]: [CHAT] You are running Vampirism 1.3.0-alpha+07-06-20-05, the latest version is 1.3.0-alpha+07-27-18-59.
[19:01:16] [main/INFO]: [CHAT] Click for... [Download] [Website] [Changelog]
[19:01:16] [main/INFO]: Loaded 510 advancements
[19:01:41] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2387ms behind, skipping 47 tick(s)
[19:02:11] [main/INFO]: Loaded 527 advancements
[19:02:31] [Server thread/INFO]: Saving and pausing game...
[19:02:31] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/overworld
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/the_nether
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/the_end
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World3
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World2
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World
[19:02:32] [Server thread/INFO]: Stopping server
[19:02:32] [Server thread/INFO]: Saving players
[19:02:32] [Server thread/INFO]: KooplissKoopa lost connection: Disconnected
[19:02:32] [Server thread/INFO]: KooplissKoopa left the game
[19:02:32] [Server thread/INFO]: Stopping singleplayer server as player logged out
[19:02:32] [Server thread/INFO]: Saving worlds
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/overworld
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/the_nether
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/the_end
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World3
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World2
[19:02:32] [Server thread/INFO]: Saving chunks for level 'HalloweeeEEeEEEeEEEeeeen!'/DungeonDQ_World
[19:02:36] [main/INFO]: Stopping!
[19:02:36] [main/INFO]: SoundSystem shutting down...
[19:02:36] [main/WARN]: Author: Paul Lamb, www.paulscode.com
That log doesn't seem to be showing any errors. Try .minecraft/logs/fml-client-latest.log instead.
I made my own shader pack, by the way.