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Cave water fix #3

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33b1cb8
Create ko_KR.lang
Shihyeon Jul 22, 2024
c007204
Update ko_KR.lang
Shihyeon Jul 22, 2024
3744006
Merge pull request #89 from Shihyeon/dev/translation
javiergcim Aug 17, 2024
80e5761
Version 9.0a
javiergcim Aug 17, 2024
ba14d95
Version 9.0b
javiergcim Oct 1, 2024
e50a127
Dithers
javiergcim Oct 5, 2024
08a4192
Debug
javiergcim Oct 5, 2024
998067b
Dither Shift
javiergcim Oct 5, 2024
65af4aa
Version 9.0b
javiergcim Oct 6, 2024
9a4dd1d
Versión 9.0c
javiergcim Oct 7, 2024
af7b9f5
Version 9.0c
javiergcim Oct 7, 2024
c1dde50
Opti I
javiergcim Oct 8, 2024
2d756e3
Pos
javiergcim Oct 8, 2024
e0625ab
Partial light HD broken
javiergcim Oct 13, 2024
2438694
Light DH
javiergcim Oct 13, 2024
0daf8f6
Refactor I
javiergcim Oct 14, 2024
4fb11cd
Refactor II
javiergcim Oct 14, 2024
cec5454
Refactor III
javiergcim Oct 15, 2024
5f93469
Foliage
javiergcim Oct 15, 2024
e7b108a
Vanilla water partial
javiergcim Oct 17, 2024
6179fdb
RC
javiergcim Oct 17, 2024
97b91de
Vanilla water
javiergcim Nov 3, 2024
3138947
Fix blocky clouds reflection
javiergcim Nov 3, 2024
18d90ce
Test
javiergcim Nov 3, 2024
ffa3685
Colored shadow adjust
javiergcim Nov 3, 2024
a1cf2ac
Water
javiergcim Nov 10, 2024
fb174c6
Reflection
javiergcim Nov 10, 2024
66c0d3e
Water II
javiergcim Nov 10, 2024
88e2132
Water depth
javiergcim Nov 11, 2024
4073a83
Version 9.1
javiergcim Nov 16, 2024
2b8cb88
Add block properties for many mods
DadamaldaDad Dec 12, 2024
043b82e
Removed some old glass blocks from Dreams & Desires to fix a crash
DadamaldaDad Dec 12, 2024
fa1880a
Remove glass translucency and script
DadamaldaDad Dec 14, 2024
85e729a
Merge pull request #115 from DadamaldaDad/master
javiergcim Dec 14, 2024
0a0eeda
Version 9.1a
javiergcim Dec 14, 2024
6ab88ed
Black blob fix test
javiergcim Dec 16, 2024
f60dc86
Version 9.1b
javiergcim Dec 17, 2024
bbd5a12
Version 9.1c
javiergcim Jan 18, 2025
3c82258
Version 9.1c
javiergcim Jan 18, 2025
f8e3c18
Version 9.1c
javiergcim Jan 19, 2025
a6d12df
Merge pull request #2 from javiergcim/master
FatAndreasbot Feb 13, 2025
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4 changes: 2 additions & 2 deletions ForDevelopers.EN.md
Original file line number Diff line number Diff line change
Expand Up @@ -62,10 +62,10 @@ Buffers are used and assigned in the following way:
- noisetex: Stores the water normals in two channels, with the third component being calculated at runtime. (RG8)
- colortex0: Bluenoise (not loaded). (R8)
- colortex1: Main buffer. When DOF is active, it is four channels, with the fourth channel storing the scene depth for antialiasing and to avoid sudden focus changes due to camera shake. (Without DOF: R11F_G11F_B10F, with DOF: RGBA16)
- colortex2: Stores the "blocky" cloud map. (R8)
- colortex2: Unused. (R8)
- colortex3: Stores the history used for temporal sampling. When DOF is active, it is four channels, with the fourth channel storing the scene depth for antialiasing and to avoid sudden focus changes due to camera shake. (Without DOF: R11F_G11F_B10F, with DOF: RGBA16)
- gaux1: Stores a version of the scene that will be used for screen-space reflections and refractions. After it is used for that, it is used as an auxiliary to store the scene's bloom. (R11F_G11F_B10F)
- gaux2: Stores the cloud map in "natural" format. (R8)
- gaux2: Stores the cloud map. (R8)
- gaux3: Stores the historical value of the scene's auto-exposure. The auto-exposure value is obtained by doing a weighted average with the value of this channel and the calculated one in the current scene to create a gradual transition of auto-exposure over time. Yes, it is excessive to use an entire buffer to store a single floating-point value, but it is what it is. It is only used if the default auto-exposure method is used. (R16F)
- gaux4: Stores the color of the sky (without clouds or other objects) to give the color that should be used in the fog (yes, the fog is always the color of the "sky"). This way, objects are blurred and blended with the sky in the distance.

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4 changes: 2 additions & 2 deletions ParaDesarrolladores.ES.md
Original file line number Diff line number Diff line change
Expand Up @@ -63,10 +63,10 @@ Los buffers son utilizados y asignados de la siguiente manera:
- noisetex: Almacena las normales del agua en dos canales, el tercer componente es calculado al momento. (RG8)
- colortex0: Ruido azul (no cargado). (R8)
- colortex1: Buffer principal. Cuando está actvo el DOF, es de cuatro canales, donde el cuarto canal almacena la profundidad de la escena para ser también suavizada por el antialias, y así evitar problemas en cambios de enfoque súbitos por la sacudida de la cámara. (Sin DOF: R11F_G11F_B10F, con DOF: RGBA16)
- colortex2: Almacena el mapa para las nubes en formato "blocky". (R8)
- colortex2: Sin usar. (R8)
- colortex3: Aquí se almacena el historial empleado por el muestreo temporal. Cuando está actvo el DOF, es de cuatro canales, donde el cuarto canal almacena la profundidad de la escena para ser también suavizada por el antialias, y así evitar problemas en cambios de enfoque súbitos por la sacudida de la cámara. (Sin DOF: R11F_G11F_B10F, con DOF: RGBA16)
- gaux1: Aquí se almacena una versión de la escena que será empleada en los reflejos y refracciones de espacio de pantalla. Después de ser empleado para ello, se utiliza como auxiliar para almacenar el bloom de la escena. (R11F_G11F_B10F)
- gaux2: Almacena el mapa para las nubes en formato "natural". (R8)
- gaux2: Almacena el mapa para las nubes. (R8)
- gaux3: Almacena el valor histórico de autoexposición de la escena. El valor de autoexposición se obtiene haciendo un promedio ponderado con el valor de este canal y el calculado en la escena actual, a fin de hacer una transición de autoexposición gradual en el tiempo. Sí, es un exceso usar un buffer entero para guardar un único valor flotante, pero es lo que hay. Sólo es usado si se usa el método de autoexposición predeterminado. (R16F)
- gaux4: Almacena el color del cielo (sin nubes ni otros objetos), para otorgar el color que deberá emplearse en la niebla (sí, la niebla siempre es del color del "cielo"). De esta forma, los objetos se difuminan y confunden con el cielo a la distancia.

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5 changes: 2 additions & 3 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
# MakeUp - Code
High performance Minecraft shader (Java).

## Version: 9.0
## Version: 9.1c

### This version works in Optifine and Iris 1.5.1 or higher.

Expand Down Expand Up @@ -29,7 +29,6 @@ High performance Minecraft shader (Java).
* You can use the shader without restrictions.
* You can fork the shader from: [https://github.com/javiergcim/MakeUpUltraFast](https://github.com/javiergcim/MakeUpUltraFast)
* You can modify this shader for any purpose.
* If you modify or use the shader please add a credit, and the official URLs if possible: [https://www.planetminecraft.com/mod/makeup-ultra-fast-shader/](https://www.planetminecraft.com/mod/makeup-ultra-fast-shader/), [https://www.curseforge.com/minecraft/customization/makeup-ultra-fast-shader](https://www.curseforge.com/minecraft/customization/makeup-ultra-fast-shader) and/or [https://github.com/javiergcim/MakeUpUltraFast](https://github.com/javiergcim/MakeUpUltraFast)
* If you modify or use the shader please add a credit, and the official URLs if possible: [https://modrinth.com/shader/makeup-ultra-fast-shaders](https://modrinth.com/shader/makeup-ultra-fast-shaders), [https://www.planetminecraft.com/mod/makeup-ultra-fast-shader/](https://www.planetminecraft.com/mod/makeup-ultra-fast-shader/), [https://www.curseforge.com/minecraft/customization/makeup-ultra-fast-shader](https://www.curseforge.com/minecraft/customization/makeup-ultra-fast-shader) and/or [https://github.com/javiergcim/MakeUpUltraFast](https://github.com/javiergcim/MakeUpUltraFast)

Notification is not required, but would be appreciated.

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