SEUS Shaders 10.1 Invisible Rain Fix

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Thkaalia
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Posts: 7
Joined: Sun Jul 05, 2015 10:34 pm

SEUS Shaders 10.1 Invisible Rain Fix

Mon Jul 13, 2015 9:02 am

Hi, in case you're like me (and I know I am) you have been confounded by the lack of rain on SEUS Shaderspack. Well, there are two things that helped me (after failing miserably to get rain following the advice on various forums and youtube tutorials).

First, I'm going to assume you know where your shaders pack is and how to open zip files. However, I am not assuming you have a decent text editor. I prefer Notepad++ found here.

In your shaders zip, in the shaders folder you will need to find the two files: gbuffers_weather.fsh and gbuffers_weather.vsh

Change gbuffers_weather.fsh to look like:

Code: Select all

#version 120


uniform sampler2D texture;
uniform sampler2D lightmap;

varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;

void main() {

	discard;
	gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 0.04f) * color;
	gl_FragData[1] = vec4(0.6f);
	gl_FragData[2] = vec4(1.0f);
	gl_FragData[3] = vec4(1.0f);
		
	
	
	
	
	
	/*
	//store lightmap in auxilliary texture. r = torch light. g = lightning. b = sky light.
	
	vec3 lightmaptorch = texture2D(lightmap, vec2(lmcoord.s, 0.00f)).rgb;
	vec3 lightmapsky   = texture2D(lightmap, vec2(0.0f, lmcoord.t)).rgb;
	
	//vec4 lightmap = texture2D(lightmap, lmcoord.st);
	vec4 lightmap = vec4(0.0f, 0.0f, 0.0f, 1.0f);
	
	//Separate lightmap types
	lightmap.r = dot(lightmaptorch, vec3(1.0f));
	lightmap.b = dot(lightmapsky, vec3(1.0f));
	*/
	
	
	
	gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f);
	gl_FragData[6] = vec4(0.0f, 0.0f, 1.0f, 0.0f);
	gl_FragData[7] = vec4(0.0f, 0.0f, 0.0f, 0.0f);
		
}
and change gbuffers_weather.vsh to look like:

Code: Select all

#version 120

varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;

void main() {
	gl_Position = ftransform();
	
	color = gl_Color;
	
	texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;

	lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
}
If you have any questions, let me know.
TheJRandom
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Posts: 68
Joined: Thu Mar 19, 2015 3:01 pm

Re: SEUS Shaders 10.1 Invisible Rain Fix

Mon Jul 13, 2015 6:50 pm

Not sure this would be the correct topic to post this on...
Thkaalia
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Posts: 7
Joined: Sun Jul 05, 2015 10:34 pm

Re: SEUS Shaders 10.1 Invisible Rain Fix

Mon Jul 13, 2015 10:16 pm

Minecraft Player Support

I know it mentions unbans and griefings and other such things, but nothing else seemed to fit as a topic location. It can be moved if necessary.
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Pri
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Joined: Fri Dec 14, 2007 8:59 am

Re: SEUS Shaders 10.1 Invisible Rain Fix

Tue Jul 14, 2015 1:31 am

Topic moved to Minecraft -> General Discussion

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