Attempt at using latest Bliss shaders with latest iris + distant horizons

Copy info says: No more available texture units while activating sampler depthtex1 MC log attached
31 Replies
IMS
IMS10mo ago
wrong chnanel Don't ask for DH support here, use the testing places
SpacEagle17
SpacEagle1710mo ago
:sadcowboy:
millie
millieOP10mo ago
i was told to put this here
IMS
IMS10mo ago
anyway I can tell you what the issue is The issue is you're using a Mac mac sucks with Minecraft
millie
millieOP10mo ago
damb
IMS
IMS10mo ago
the end literally nothing we can do, use a different shader (maybe)
millie
millieOP10mo ago
😔 the shaders work without DH DH works without the shader
IMS
IMS10mo ago
yeah out of texture units means it's out of the 16 units Mac provides (all other systems give 32) Mac is fully capable of giving 32, apple just doesn't wanna
millie
millieOP10mo ago
rib
IMS
IMS10mo ago
so that's their problem
millie
millieOP10mo ago
idk what a texture unit is so i'll take your word for it
IMS
IMS10mo ago
:aolgroove: you can try another shader in the list
millie
millieOP10mo ago
yeah i'll give that a goo shrimple gives:
Shader storage buffers/immutable buffer storage is not supported on this graphics card, however the shaderpack requested them? This shouldn't be possible.
Shader storage buffers/immutable buffer storage is not supported on this graphics card, however the shaderpack requested them? This shouldn't be possible.
inspires confidence
SpacEagle17
SpacEagle1710mo ago
Apple moment
millie
millieOP10mo ago
CTMPOMFIX gives
composite2: composite2: WARNING: Could not find vertex shader attribute 'at_tangent' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_midTexCoord' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'UV0' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'iris_Entity' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'at_midBlock' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
WARNING: Output of vertex shader 'zMults' not read by fragment shader
WARNING: Output of vertex shader 'iris_FogFragCoord' not read by fragment shader
WARNING: Output of vertex shader 'tempOffsets' not read by fragment shader
ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 17 samplers
composite2: composite2: WARNING: Could not find vertex shader attribute 'at_tangent' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_midTexCoord' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'UV0' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'iris_Entity' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'at_midBlock' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
WARNING: Output of vertex shader 'zMults' not read by fragment shader
WARNING: Output of vertex shader 'iris_FogFragCoord' not read by fragment shader
WARNING: Output of vertex shader 'tempOffsets' not read by fragment shader
ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 17 samplers
SpacEagle17
SpacEagle1710mo ago
Last line is Apple issue
SpacEagle17
SpacEagle1710mo ago
So yeah you're out of luck
millie
millieOP10mo ago
rib
SpacEagle17
SpacEagle1710mo ago
Mac devices should be able to handle it but ofc Apple is being Apple
millie
millieOP10mo ago
:/ kinda sucks cuz otherwise mc runs super well for me, first time in terms of mods i've run into this
SpacEagle17
SpacEagle1710mo ago
Be glad that you even have a readable output log :p 99% of the time with M1 all logs are kinda useless XD Apple is very limiting when it comes to graphics API support and anything related to it :p
millie
millieOP10mo ago
apple saying they want to allow devs to easily port games to mac while also being absolute nerds about this
SpacEagle17
SpacEagle1710mo ago
Yeah no Apple is a pain
TheNukeLore
TheNukeLore10mo ago
Makes sense, shaders have Mac last in mind and can sometimes support it but just for dh support requires more of the texture units
millie
millieOP10mo ago
what is a texture unit, i've never heard of it
TheNukeLore
TheNukeLore10mo ago
Sodium and iris eventually plan to drop Mac support most likely, sodium already doesn’t “support” Mac but it runs
SpacEagle17
SpacEagle1710mo ago
Took me hours to fix an M1 bug without any helpful log information and it only broke on M1
millie
millieOP10mo ago
D:
SpacEagle17
SpacEagle1710mo ago
Tbh it's the other way around, Apple decided to drop OpenGL and sodium to be able to continue to make great improvements must either live with braking apple support or staying on an older version for no reason other than Apple being Apple
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