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Two resource packs for latest 1.17 snapshot. Try them both!

@JurassikLizard
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JurassikLizard commented Mar 11, 2021

There should be some sort of tutorial on how to use this. I mean like, how to create these shaders with the new 1.17 shader system.

@Kronifer
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Whats the purpose of mipinf?

@JurassikLizard
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It shows light level, but it's not that useful

@flynndenby
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The game crashes on M1 Macs when in Fabulous mode with no resource packs enabled.

@Elkku6
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Elkku6 commented Mar 12, 2021

I tried it on the latest snapshot, but whenever I try turning either on it immediately crashes my game. Here is the bug report:
https://docs.google.com/document/d/15EzeuVhhpN8EftowyU9V8gFeegsTO8TQHi1eRwnFjKw/edit?usp=sharing

thanks for not just copy pasting it to the comment

@Elkku6
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Elkku6 commented Mar 12, 2021

sodium + this means optitrash

@otter501
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sodium + this means optitrash

not yet, there are still some things in texturepacks that you can only do with optifine, until they add emersive textures and nameing stuff chnages texture optfine will still stand strong (also who doesnt like the video settings and zoom)

@BNTFryingPan
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textures based on names and lore and other nbt can pretty much be replaced by custom model data. sodiums video settings from what i have seen is also pretty decent. the only things that are really missing from a lithium sodium phosphor combination is zoom (which there are several fabric mods for), shaders (which there is a mod thats being worked on will be able to do, and these vanilla shaders to a lesser extent), and emissive textures (there is a mod that allows making textures emissive using models, but it makes resource packs not compatible with vanilla from my experience, also just having _e or whatever you want after the file name like in optifine would be amazing)

@superstorm192
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For some reason any resource pack i add, the shader only works with some of the leaves, not all of them. Also one of the tested resource packs doesn't do anything to any leaves or water block and it still messes up the shader. Is there some debugging i can do to make a compatible recource pack or are shaders simply too new and buggy in the snapshot?

@superstorm192
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also nowhere in the shader code do i see anything related to leaves, does this mean it's impossible for shaders to edit a certain block? (Say a shader only editing a crafting table)?

@isXander
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i would love to see a full optifine shader port to resource packs. also, I dont believe mc has connected textures mod yet which optifine does

@Vextrove
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Vextrove commented Mar 13, 2021

also nowhere in the shader code do i see anything related to leaves, does this mean it's impossible for shaders to edit a certain block? (Say a shader only editing a crafting table)?

In the shader code, there is a part that says:

if (UV0.x >= 288.0 / 1024.0 && UV0.x <= 304.0 / 1024.0) {
    if (UV0.y >= 64.0 / 1024.0 && UV0.y <= 80.0 / 1024.0) {
        xs = sin(position.x + animation);
        zs = cos(position.z + animation);
    }
}

Basically, the if condition is checking which block it is rendering. You can remove the if condition and it will apply to all blocks with that rendertype

@ewobee
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ewobee commented Mar 18, 2021

It does not work in 21w11a

@JurassikLizard
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Yes, because certain things where changed.

@JurassikLizard
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also nowhere in the shader code do i see anything related to leaves, does this mean it's impossible for shaders to edit a certain block? (Say a shader only editing a crafting table)?

uv0 is a texture atlas of all the textures in the game, it is dependant on the resource pack, so that is why some resource packs break this shader. The check of uv0.x or uv0.y is the location of the current pixel relative to what texture it is, so for example, one of the the leaf textures is between an X of 288 and 304, and a Y of 64 and 80. (If you recall, textures are usually 16x16, that is why there is a range in which the pixel would qualify as a leaf).

@JurassikLizard
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They will hopefully provide a better way to check what block it is (when 1.17 fully releases) than getting it from the texture atlas, as if resource packs break the shader, then that is no good.

@infibrocco
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Hopefully this built-in shader feature gets improved more and more so that we don't have to rely on optifine anymore.
And also hope that sodium can cope with these changes and if both shaders and sodium work somewhere down the line, optifine will be even more redundant.

@Doomsdayrs
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aw this doesn't work anymore ;-;

@Reeses-Puffs
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Hopefully this built-in shader feature gets improved more and more so that we don't have to rely on optifine anymore.
And also hope that sodium can cope with these changes and if both shaders and sodium work somewhere down the line, optifine will be even more redundant.

I'm sure sodium will be perfectly fine, I'm more worried about canvas

@Reeses-Puffs
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canvas already has a snapshot port going strong, so I guess they'll be fine as well

@JustResolveJr
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not working for me I have fabulous graphics enabled and have edited the pack.mcmeta to make sure it is compatible for 1.17, still nothing. I am looking at it in visual studio and it all looks fine.

@Snoworange420
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i have the same issue lol

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