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    posted a message on Shaders Mod (updated by karyonix)
    Quote from Taiheiyomi»
    Hey, thank you for this awesome mod. I really do enjoy the scenery and my builds much better now. I see that you also updated the list of known issues and fixed some of the problems I also encountered, thank you.



    On another note, I encountered various other issues that I didn't see being addressed (or I missed).

    1. Quartz Slabs are "waving".

    2. Spruce Logs are also "waving".

    3. The melon/pumpkin stems are bobbing up and down.

    Not so sure: You can see the lighting (shadows, rays of light, etc.) with a normal glass, but not with stained glass of any shape or form.

    That is all I found to be a major distraction, thank you for the good work!

    Adding on to this, some colors of wool are waving, but not others. (Using SEUS 10.2 preview)
    Posted in: Minecraft Mods
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    posted a message on Voxel Raycaster
    Added ambient occlusion. I also eliminated two branches from a loop, and it gave me a a 33% decrease in frame time. (That's a 50% increase in frame rate.)
    Posted in: General Off Topic
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    posted a message on Shaders Mod (updated by karyonix)
    Judging from the invalid program errors, I'd say that Apple's OpenGL implementation is failing to compile the shaders. You'll have to find shaders that are specifically Mac compatible.
    Posted in: Minecraft Mods
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    posted a message on Voxel Raycaster
    If it was the precomputed block based lighting, next to no performance impact, but for dynamic shadows, which would mean casting another ray, there would be a noticeable hit. Keep in mind that this is quite unoptimized, so there is still room for performance improvements.
    Posted in: General Off Topic
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    posted a message on Voxel Raycaster
    Just something I whipped up in a couple days. There's no textures or anything, just a proof of concept to show that raycasting is a feasible way to render a game like Minecraft. I will eventually add textures, dynamic chunk loading, and more. The advantage of raycasting over polygons is that effects like lighting and reflections are trivial to do - just send a ray towards the light and see if it hits anything for the former, or send a ray in the direction of the reflection for the latter.

    Posted in: General Off Topic
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    posted a message on Low FPS using Sonic Ether's Unbelievable Shaders on a good PC?
    Have you updated your drivers? Another thing I can think of is if your laptop can switch between the integrated and dedicated GPU, but for some reason it isn't switching when you play Minecraft.
    Posted in: Java Edition Support
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from Naelego

    Is there a way to set a perspective projection for the shadowmap rather than an orthographic projection? I'm making a "toy" shader, and want to make the sun look like a lightbulb above a diorama rather than a massive star.

    Replace SHADOWHPL with SHADOWFOV. It should be in either composite or final.fsh, can't remember which one.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from Naelego

    I made a cel shader for use with this mod (link in my sig), going off of the old spec from DaxNitro's wiki. Everything works fine, except I haven't been able to find any detailed information on a.) how shadows are set up and b.) what functionality (if any) has been added or changed since DaxNitro stopped development. Is there any chance we could get a wiki or an api explaining things like available textures and their resolutions, which shaders handle which sprites, etc? I'll gladly help in whatever way I can, and I feel it would be nice to have a resource for other new developers.

    I've been asking for this as well.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from Moster

    If you still don't get anywhere, try using the v8 shaders or maybe Sildur's modified shaders."

    v8 shaders are actually slower than the v10 RCs.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Can you document all the new features you are adding for shader developers? Such as the color shadow buffers, floating point G-buffers, etc?
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from Prisoner24601

    I'm having a bit of a problem when selecting my shaderpack. I followed the steps needed to install this mod and everything... However, when I try to select the bump shaderpack, the screen goes black and I get a notification saying "|Shaders| Not enough draw buffers! Require 6 draw buffers." I have noooooo idea what that is or anything, but I'd like to so that I can use this mod. I'm running on a Mac, using Optifine Ultra D5, TMI, and SPC (all 1.4.7) and I'm only using the bump shaderpack. Someone please help me with this :c

    What is your GPU and operating system? Have you installed up-to-date drivers?
    Posted in: Minecraft Mods
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    posted a message on Torches not working in glsl shaders
    Install RC6, you can find it at facebook.com/SonicEther
    Posted in: Java Edition Support
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from karyonix

    I have think about option in GUI for a while. It is possible in future version. Please wait.

    Thanks for considering my idea. Also, do you plan on including source code? I think you should, because Dax Nitro released his source, and you are building upon his work.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Bump in case you missed it:

    I had a suggestion for your mod. Have the shader authors write a configuration file that would create a graphical menu where you can set options for the shaders. For example:

    bool "SSAO"
    composite.fsh "#define SSAO"
    
    bool "Parallax Occlusion Mapping"
    gbuffers_entities.fsh gbuffers_hand.fsh gbuffers_terrain.fsh "#define POM"
    
    int "Shadowmap Resolution" res
    gbuffers_composite.fsh "#define SHADOW_RES res \n /* SHADOWRES:res */"
    
    float "Shadow Distance" dist
    gbuffers_composite.fsh "#define SHADOWDISTANCE dist \n /* SHADOWHPL:dist */"


    would generate a menu with a checkbox for SSAO and POM, and a text box that accepts a decimal number in the value. If a boolean option is enabled, the text in quotes is appended to the beginning of the file specified, and for ints and floats, the text in quotes is appended to the beginning, with the variable name replaced with the number the user has entered.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    I had a suggestion for your mod. Have the shader authors write a configuration file that would create a graphical menu where you can set options for the shaders. For example:

    bool "SSAO"
    composite.fsh "#define SSAO"
    
    bool "Parallax Occlusion Mapping"
    gbuffers_entities.fsh gbuffers_hand.fsh gbuffers_terrain.fsh "#define POM"
    
    int "Shadowmap Resolution" res
    gbuffers_composite.fsh "#define SHADOW_RES res \n /* SHADOWRES:res */"
    
    float "Shadow Distance" dist
    gbuffers_composite.fsh "#define SHADOWDISTANCE dist \n /* SHADOWHPL:dist */"


    would generate a menu with a checkbox for SSAO and POM, and a text box that accepts a decimal number in the value. If a boolean option is enabled, the text in quotes is appended to the beginning of the file specified, and for ints and floats, the text in quotes is appended to the beginning, with the variable name replaced with the number the user has entered.
    Posted in: Minecraft Mods
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