| Blockland Forums > Suggestions & Requests |
| Everytime I turn on Shaders.. |
| << < (2/3) > >> |
| Greek2me:
This happens to me, or at least used to. I think our graphics cards are not quite supported. |
| Bolt the thunderhog:
Thanks,I'll Try to get a new one if that is the problem. |
| Subpixel:
I used to have intel integrated, this would happen on minimum. It's a video card problem. |
| Bolt the thunderhog:
Thanks guys. You really helped me. |
| Port:
It's a problem regarding the way shadows are handled for particles. This bug seems to happen a lot when doing quick modifications to shaders - I have no idea why. They're even handled differently in the shader code: --- Code: --- // Apply lighting and fog. vec4 fragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); if(isParticle == 1) { vec4 texAlbedo = texture2D(tex, texCoord); fragColor = texAlbedo * gl_Color; fragColor.a = texAlbedo.a * gl_Color.a; vec4 dirLightDirect = (dirLightColor * occlusionFactor) + (dirLightAmbient * occlusionFactor) + (dirShadowColor * (1.0f - occlusionFactor)); vec4 plt = accumulateParticlePointLights(); vec4 lightTotal = dirLightDirect + plt; lightTotal.x = clamp(lightTotal.x, 0.0f, 1.2f); lightTotal.y = clamp(lightTotal.y, 0.0f, 1.2f); lightTotal.z = clamp(lightTotal.z, 0.0f, 1.2f); fragColor = texAlbedo * gl_Color * lightTotal; applyFog(fragColor); fragColor.a = texAlbedo.a * gl_Color.a; } else { applyLighting(fragColor, albedo, occlusionFactor); applyFog(fragColor); } --- End code --- |
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