I cant load the bliss shaders pack on MacOS

I get this error message: 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 'iris_FogFragCoord' not read by fragment shader WARNING: Output of vertex shader 'zMults' 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
9 Replies
Lolothepro30 | Dieu πŸš€πŸ‡«πŸ‡·
Mac M1 limiation, unfixable
⛨ SmΓΆrgΓ₯sen
(unless xonk makes bliss metal compatible, but that’s low priority)
π”₯𝔒𝔯𝔒 𝔩𝔦𝔒𝔰 𝔑𝔒𝔰𝔲𝔣𝔫𝔬
would metal shaders even work? I thought that would need a rewrite of the rendering engine to be in metal too? Unless im mistaken
⛨ SmΓΆrgΓ₯sen
Lol i have no idea:haha_yes:
hardester
hardesterβ€’8mo ago
Apple M series Macs enforces a limit on OpenGL programs. Unfortunately, Bliss with Distant Horizons support exceeded the limit.
Larry
Larryβ€’8mo ago
Any other candidates that replace bliss? Or does dh2 only support bliss for now
mΓΆrl
mΓΆrlβ€’8mo ago
I got it to work with the dev6 complementary shader
hardester
hardesterβ€’8mo ago
Only one I heard working for Apple M series Macs is #BSL.
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