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Activating Normal or Specular Mapping breaks the shader (Minecraft falls back to Vanilla shaders).
Given the error code and through trial and error, one solution I found was to change these lines in the deferred3.glsl file:
// #ifdef DISTANT_HORIZONS
#ifdef NORMAL_MAPPING
if (!is_dh_terrain) {
normal = decode_unit_vector(gbuffer_data_1.xy);
}
#endif
#ifdef SPECULAR_MAPPING
bool parallax_shadow;
if (!is_dh_terrain) {
vec4 specular_map = vec4(unpack_unorm_2x8(gbuffer_data_1.z), unpack_unorm_2x8(gbuffer_data_1.w));
decode_specular_map(specular_map, material, parallax_shadow);
}
#elif defined NORMAL_MAPPING
if (!is_dh_terrain) {
bool parallax_shadow = gbuffer_data_1.z >= 0.5;
}
#endif
// #endif
which leads to the both Normal and Specular Maps and seperately the DH chunks to render as expected and the shader to not break, effectively fixing the issue.
What happened?
Activating Normal or Specular Mapping breaks the shader (Minecraft falls back to Vanilla shaders).
Given the error code and through trial and error, one solution I found was to change these lines in the deferred3.glsl file:
to
which leads to the both Normal and Specular Maps and seperately the DH chunks to render as expected and the shader to not break, effectively fixing the issue.
Minecraft Version
Other
Which shader mod are you using?
Iris
Shader mod version
1.7.0
Shader settings
Relevant log output
The text was updated successfully, but these errors were encountered: