A trail of shadows is produced on the ground until it reaches the player's shadow
Lolothepro opened this issue ยท 13 comments
What happened?
A trail of shadows is produced on the ground until it reaches the player's shadow
Screenshots
2021-12-11.18-24-49.mp4
Relevant log output
18:23:12] [Render thread/WARN]: Ignoring ConstDirective { FLOAT shadowMapResolution = 4096; } because it is of the wrong type, a type of int is expected.
[18:23:12] [Render thread/WARN]: Ignoring ConstDirective { FLOAT shadowMapResolution = 4096; } because it is of the wrong type, a type of int is expected.
[18:23:12] [Render thread/WARN]: Ignoring ConstDirective { FLOAT shadowMapResolution = 2048; } because it is of the wrong type, a type of int is expected.
[18:23:12] [Render thread/INFO]: Using shaderpack: TME v3 RC5.zip
[18:23:12] [Render thread/INFO]: Creating pipeline for dimension OVERWORLD
[18:23:12] [Render thread/WARN]: Program link log for composite: Vertex info
-----------
0(530) : warning C7050: "nsunlight" might be used before being initialized
[18:23:12] [Render thread/WARN]: Program link log for composite1: Vertex info
-----------
0(530) : warning C7050: "nsunlight" might be used before being initialized
[18:23:12] [Render thread/WARN]: Program link log for composite2: Vertex info
-----------
0(530) : warning C7050: "nsunlight" might be used before being initialized
[18:23:12] [Render thread/WARN]: Program link log for composite3: Vertex info
-----------
0(530) : warning C7050: "nsunlight" might be used before being initialized
[18:23:12] [Render thread/WARN]: Program link log for composite4: Vertex info
-----------
0(534) : warning C7050: "nsunlight" might be used before being initialized
[18:23:12] [Render thread/WARN]: Program link log for composite5: Vertex info
-----------
0(534) : warning C7050: "nsunlight" might be used before being initialized
[18:23:12] [Render thread/WARN]: [Triforce Patcher] gl_FragColor is not supported yet, please use gl_FragData! Assuming that the shaderpack author intended to use gl_FragData[0]...
[18:23:12] [Render thread/WARN]: Program link log for final: Vertex info
-----------
0(534) : warning C7050: "nsunlight" might be used before being initialized
[18:23:12] [Render thread/WARN]: [<sodium shaders>] Unsupported uniform: vec3 u_RegionOffset
[18:23:12] [Render thread/WARN]: [<sodium shaders>] Unsupported uniform: vec3 u_RegionOffset
[18:23:12] [Render thread/WARN]: Program link log for sodium:chunk_shader_for_gbuffers_terrain: Vertex info
-----------
0(541) : warning C7050: "tangent" might be used before being initialized
0(542) : warning C7050: "binormal" might be used before being initialized
[18:23:12] [Render thread/WARN]: [<sodium shaders>] Unsupported uniform: vec3 u_RegionOffset
[18:23:12] [Render thread/WARN]: Program link log for sodium:chunk_shader_for_gbuffers_terrain_cutout: Vertex info
-----------
0(541) : warning C7050: "tangent" might be used before being initialized
0(542) : warning C7050: "binormal" might be used before being initialized
[18:23:12] [Render thread/WARN]: [<sodium shaders>] Unsupported uniform: vec3 u_RegionOffset
[18:23:12] [Render thread/WARN]: [<sodium shaders>] Unsupported uniform: vec3 u_RegionOffset
Iris and Minecraft Version
Iris 1.1.3 Sodium 4.0 1.18
Are you running Sodium along with Iris?
Yes
Operating System
Ubuntu 20.04
What is your GPU?
GTX 1070
Java Version
Java 17
Additional context
No response
Are you sure this isn't just a bug in the shader pack? It's generally worth testing on OptiFine.
I believe I had already checked to see if the bug is not a shader pack bug, but I will check again
If it's only reproducible with custom settings, you need to send those settings. I haven't seen this myself with Sildur's Vibrant.
Please test with OptiFine using the same settings... I'm not sure how this would be Iris-specific, it seems like when you tested on OptiFine you might have forgotten to copy the settings over?
All my shaders are in one folder via a symbolic link, and I have a PolyMC instance specifically for comparing Optifine and Iris and for TME, it is not customisable
I think you should look for the bug with TME, not with Sildur's lite
This is a problem with the shader itself. You can fix this by either reducing the shader resolution, or by increasing the Near Shadowplane Quality.