V6.0 IS FINALLY OUT!

Finally after 6 months of hard work, it finally out!

Hope you guys are as excited as i am! 😀

You can download it HERE

Here is the changelog:

*ADDED

-New Eula
-Volumetric Light (Coded with help of this article: http://www.moving-picture.com/documents/VolumetricShadowMapping.pdf )
-Dynamic Water Caustics
-Dynamic Water Refraction
-Smooth sky gradient
-convertFinalToHDR
-getExposure
-simpleReinhardToneMapping
-TonemapReinhardLum
-burghessTonemap
-tonemapBurgessLum
-robobo1221sTonemap (Is default tonemap)
-BarteropeTonemap
-simpleRobobosTonemap
-linTonemap
-Movie Border
-Chromatic abboration
-Better fog calculation
-Stained Glass Reflections
-Ice Reflections
-Stars
-2nd phong shading
-Better clouds
-Stars and clouds fully reflecting in the water
-New shadow filter
-New Bloom
-Sun Glow
-Emessive objects glow
-Fake Atmospheric Scattering
-Fake GI (Disabled by default)
-Waves comming from player (Disabled by default)
-islava funtion
-Rain SkyGradient
-Tv screen effect
-Ingame Options
-Option to disable/enable rain drops
-Option to disable/enable Dirty lens (disabled by default)
-Option to disable/enable Fog
-Option to disable/enable All Reflections
-Another land funtion that works on depth

*CHANGED

-Color correction from final to composite1
-Sunlight color
-Fog color
-Fog intensity
-The whole color pattern
-Moonlight
-Made the whole void main of composite almost out of structs to get cleaner code
-Shadows now go trough water, ice and stained glass
-Torch Color
-Sky color
-The way TruePos works
-Phong shading size
-Phong shading now has a alpha of the reflections instead of shadows
-Uncharted2Tonemap to Robobo1221sTonemap
-The way shadows work (Hardware Filtering)
-Torch rendering
-Rain reflections is only visible with a adjust resource pack
-Rain drops strength
-Fog disappears under cover

*REMOVED

-DoF By default (it was to much of a performace hit and it was very buggy)
-Motion Blur By default (it was to much of a performace hit)
-Old Clouds

*KNOW ISSUES

-Lens Flare is bugged on some amd cards
-Color bleeding from Volumetric Light
-Water on 1.7.10 is bugged for some Nvidia Cards

  • nathano987654321 nathan1234567

    Why is the volumetric light drop my fps so much i get about 5 fps with it on and when it off i get 54 to 56 fps?

    • robobo1221

      yeah on some gpu’s the vl is quite a fps drop for some reason.

      • nathano987654321 nathan1234567

        Is there any way I can make it better?

        • robobo1221

          well, you can lower down the quality, or get a better gpu. depends on wich gpu you now have.

          • nathano987654321 nathan1234567

            Nivdia 750ti that my gpu and I try all the shaders low to extreme

          • robobo1221

            Well, i have a gtx 750. so it should not be a issue.. Maybe you can try to update your drivers?

          • nathano987654321 nathan1234567

            Thank you. It work now.

        • robobo1221

          Thats basicly the wonderfull world of graphics. you see, OpenGL is a little bit different. so code that works on one card may or may not work on a different card
          Even a different card of the same brand

  • KFF

    A big thank you! I’m impress about your volumic light. It gives me a new experience in playing Minecraft.

    • robobo1221

      No problem :)

  • Василий Воронин

    Thank you!

  • Василий Воронин

    Is there a way to enable DOF?I know, you delete it but i want use it so much. Sorry for my english

    • robobo1221

      well, you can enable dof by going to line 32 change false to true. go to line 108 and remove the // in front of uniform float centerDepthSmooth;. go to line 805 and 840 and remove these lines. and it should work. its all in final.fsh

  • RinnosukeKourin

    Hey, I’ve encountered a bug using a x512 resource pack (http://matteorizzo.me/realistico/)
    And it uses bumpmapping.
    When I use the x256 it works fine, but using a x512 it messes up badly.
    The first screenshot is x256
    the second is x512

    • RinnosukeKourin

      I’ve talked with the developer of the resource pack and he says it’s because he added parallax displacement and that the problem is with the shaders pack. He said to use Seus but I enjoy this pack alot more, is there anyway to fix this to be able to use it with this shaders pack?

  • Yuki Sohmaka

    I was just wondering if I may use this shaderpack as a base.

    • robobo1221

      Yes you can :) just let me see what the results are :) you can send me the results on my skype: robobo1221

      • Yuki Sohmaka

        Thank you :) it’ll be a little bit before I can, but as soon as I’m able, I’ll show you the results.

        • robobo1221

          allright :) i am looking foreward on what you make out of it :)

          • Yuki Sohmaka

            Uhm, I was wondering, does your Skype say Rayzar [robobo1221]?

          • robobo1221

            But yes, my Skype is Rayzar [Robobo1221]

          • Yuki Sohmaka

            Okay, I’ll still send a contact request.

          • robobo1221

            I am currently not on my Skype, so i cant read the messages and such

  • NJDaeger

    How do I fix the stained glass? All of them look the same…