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Candela Shaders

  • 7 Devlogs
  • 10 Total hours

Originally a HackCraft project, an optimised set of shaders that dosen't compromise on customisability, kinda inspired by Essential shaders by @ahnafiscool!

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Ship #1

An optimized set of shaders for Minecraft, runs great and looks great!

The idea for this shader was inspired by @ahnafiscool 's essentials shader!

I definitely had my hurdles throught this project, they are all documented in the devlogs! (its kinda embarrasing tho).

FEATURES:
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- Nice, smooth shadows, colored shaows, and PCF blur!
- Godrays, that don't fry your GPU
- Optimized so much, I can set shadow map resolution to 2048 and still have 120+ FPS! (I use GTX 1060 btw)
- Block outlines!
- FXAA antialiasing!
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CREDITS:
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- @ahnafiscool for the very initial idea for the shader!
- @IGoByLotsOfNames on youtube for the godrays method!
- SuperDuperVanilla for code referncing!
- Lumen and Iris guides for the initial development stages!
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THANK YOU d=====( ̄▽ ̄*)b
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Made with ╰(*°▽°*)╯by BlueFireStudios.

  • 7 devlogs
  • 10h
Try project → See source code →
Open comments for this post

23m 32s logged

Small day today also:


  • Fixed a transaparent bug with tile entities
  • Fixed weird shadows on water

I’m officially done with this project! ; - ]


For the ones out there, thanks for following my development! ☆: .。. o(≧▽≦)o .。.:


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24m 8s logged

Didn’t do a lot today actually, coz of yesterday’s disaster. (iykyk) T_T


Just added some optimizations to my shader (mainly having to do with ‘Don’t compute this if its far away’), which is rather effective! As seen in the image (sry for low quality : ( ), i am able to get 120+ FPS on shadowMapResolution set to 2048, which is regarded as an FPS killer. I am impressed! :0


Thanks for reading, byeeeeeeeeeeee!


P.S. : btw, should i ship?


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1h 40m 15s logged

This was a disaster…

I tried optimizing my shader by rendering the shadowmap every other frame, and now i got another flickery mess. I tried removing it and now I have errors on errors, on errors:

shadow_sodium_terrain_solid: shadow_sodium_terrain_solid: 0(42) : error C5052: gl_MultiTexCoord0 is not accessible in this profile 0(42) : error C7616: global variable gl_MultiTexCoord0 is removed after version 140 0(42) : error C7565: assignment to varying 'texcoord' 0(43) : error C7565: assignment to varying 'glcolor' 0(44) : error C5052: gl_Position is not accessible in this profile 0(44) : error C1503: undefined variable "iris_ftransform" 0(45) : error C5052: gl_Position is not accessible in this profile 0(45) : error C1503: undefined variable "distortShadowClipPos" 0(45) : error C5052: gl_Position is not accessible in this profile 0(46) : error C1503: undefined variable "iris_Entity" 0(47) : error C5052: gl_Position is not accessible in this profile 0(49) : error C1503: undefined variable "frameCounter" 0(50) : error C5052: gl_Position is not accessible in this profile

I had to revert everything, and now I have met a new bug…

sighs

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55m 24s logged

Nice! Today I did a lot of stuff, so I’ll just paste the changelog from GitHub’s latest release, v1.4:

CHANGELOG

  • Added customization for cloud transparency
  • Excluded clouds from the block outlines, due to visual artifacting
  • Added customization for shadow distance
  • Tweaked FXAA edge detection values a bit :)

And thats it for the day! I have hit a wall as for what I want to add so if you have any suggestions, please consider writing something in the comments!

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31m 54s logged

I tried adding FXAA today, my implemenatation dosen,t seem to work….., infact it seems to have destroyed my whole shader? Ehh I’ll do it tomorrow, I have to study for exams also (sry for short devlog)

byeeeeeee….

(also for clarification i’m working on FXAA in a seperate shader then I will merge, I have a another QOL shader idea which can use my FXAA lib)

now byeeee….

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6h 9m 21s logged

The original time for making the shader + 20 minutes on rewriting common.glsl and outline.glsl, they were originally just copypasted from SupderDuperVanilla shader, so to avoid legal schmeckadoo, I rewrote them, wasn,t hard.

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