HellionGames
HellionGames
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Interacted with Emin a bit more and they said that apparently Optifine sets incorrect values on gl_Fog.color, so they don't want to use it since it'll break the blindness effect with versions of Optifine that do that. RIP to shader support
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Oh yeah, I just DMed them lol. My friend reached out last night. I'll just link them this thread so they can read through themselves since they're already here
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Ah, I see. That makes sense. Darn. Well, if there's ever a time to make a breaking change in the future... haha! Thanks for all your help though! I'll pass this info on!
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
That's fair! I'll let them know. Is there a particular thing about it that makes it bad? I'd guess it would just use the values from the RenderSystem, no? What can make a vec4 "bad"?
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Ah I see. It forces it to be exactly the right size. Darn...
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Oh sick! You're awesome! Thank you so much!
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Would it be basically possible for anything that expects it as a vec3 to simply chop off the last value? That seems jank, but nothing Vanilla actually changes alpha value. It would reduce compat if things don't change to expect a vec4, but it could save errors
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
That would be awesome!
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
I see...
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
I appreciate all the help! A friend reached out to the Complementary Reimagined devs and they seem to be willing to use the FogColor in their shaders rather than a hardcoded vec3(0.0) and alpha 1, so that would be awesome even if just a shader dev or two would make the switch over! Who knows, maybe I'll define a new standard where most use the FogColor! It adds a lot of modded compat support without changing core functionality!
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Yeah, that's totally fair!
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Ah gotcha, so there's access to both for shader devs?
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
So I've actually talked to a shader dev, and they say that Iris' FogColor uniform is a vec3 rather than Vanilla's vec4. Is this true, and if so, why? Would it be something Iris could update? It doesn't really make sense to me, personally, to use a Vanilla uniform like that but restrict down the values. Any advice on it would be appreciated!
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
You've been a lot of help both here and over in the Sodium Discord! I appreciate it! I feel like I've gotten to a point where there's at least no advantage to having shaders, just trying to avoid a disadvantage now. Sounds like Shaders may pose a slight disadvantage just as nature of having to be an approximation rather than exact. But that's fine with me since it's easy enough to turn them off for the short time they'd play the game
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Interesting! I appreciate the direction. It sounds like I'll probably just have to do a rough approximation for the effect and then just recommend turning shaders off while playing my gamemode
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Interestingly, that function there entirely ignores any sort of FogColor uniform lol. They just hard set it to black
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
Oh I see, they get to choose how to use the blindness value as well. I appreciate the direction!
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Converting between FogStart/End to using the Blindness factor Iris uses
That's true, and they don't seem to, since I am setting the values I want on it. That said, that's my secondary issue here. Since that's shader dependent, I don't mind giving up that functionality. I'm more curious about a conversion between the radius of FogStart/End and Iris' Blindness float
55 replies
TIPThe Iris Project
Created by HellionGames on 7/14/2023 in #iris-issues
Iris Crashing in Development Environment
Works! Thanks! Must've missed that being mentioned in the Iris documentation!
7 replies