Iris Shaders

Iris Shaders

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Sky disapearing

RobinYH opened this issue ยท 6 comments

commented

What happened?

When using some shaders with a custom sky (such as Builders QOL/stereo's default+) don't work. They load properly, but the sky is COMPLETELY black except for the sun/moon.

Screenshots

2021-08-08_19 35 38

Relevant log output

latest.log

Iris and Minecraft Version

iris-mc1.17-1.1.1, Minecraft 1.17.1

Are you running Sodium along with Iris?

No

Operating System

Windows 10 (pro but that doesn't matter)

What is your GPU?

Intel integrated graphics

Java Version

Java 16

Additional context

latest.log

commented

Please attach a log file

commented

Please attach a log file

What log file?

commented

.minecraft/logs/latest.log

commented

I don't actually use a custom sky texture, which is the cause of Builder's QOL and Project LUMA not working iirc, and my shader should work fine. And it indeed does on Iris 1.1.1 in 1.16.5 (except clouds, which I believe was fixed in a 1.17.1 dev version, might also require a fix from me with how iris works and/or do to the sky issues anyways) to my testing on v2.3 of Stereo's Default+, however on (again Iris 1.1.1) 1.17.1 nothing works in the sky with the exact same shader selected. I have tried to mitigate this via adding gbuffers_skybasic gbuffers_skytextured and gbuffers_clouds, It seemed when I had both gbuffers_skybasic and gbuffers_skytextured that some issues were fixed, like the sky finally had color but nothing else (ie stars), however, I don't think it used the skybox so it was only a solid color when I tested (both day and night).

FTR these 3 files I added used the same code as gbuffers_entities, which does work in 1.17.1, and generally fixes things not getting picked up by the shader (ie entities)

1.17.1: (No Code Changes, this is stock v2.3)
2021-08-09_12 44 05

latest.log

1.16.5: (No Code Changes, this is stock v2.3)
2021-08-09_12 45 44

latest.log

relevant code that is used everywhere in my shader:

/*FSH*/
#version 120

varying vec2 TexCoords;
varying vec2 LightmapCoords;
varying vec3 Normal117;
varying vec4 Color117;

uniform sampler2D texture;

void main(){
    vec4 Albedo = texture2D(texture, TexCoords) * Color117;
    /* DRAWBUFFERS:012 */
    gl_FragData[0] = Albedo;
    gl_FragData[1] = vec4(Normal117 * 0.5f + 0.5f, 1.0f);
    gl_FragData[2] = vec4(LightmapCoords, 0.0f, 1.0f);
}
/*VSH*/
#version 120

varying vec2 lmcoord;
varying vec2 texcoord;
varying vec2 TexCoords;
varying vec2 LightmapCoords;
varying vec3 Normal117;
varying vec4 Color117;

void main() {
    texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
    lmcoord  = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy;

    gl_Position = ftransform();
    TexCoords = gl_MultiTexCoord0.st;
    LightmapCoords = mat2(gl_TextureMatrix[1]) * gl_MultiTexCoord1.st;
    LightmapCoords = (LightmapCoords * 33.05f / 32.0f) - (1.05f / 32.0f);
    Normal117 = gl_NormalMatrix * gl_Normal;
    Color117 = gl_Color;
}

I will reiterate that the code works elsewhere in the shaders 100% fine, but has limited effects on sky stuff. OptiFine has none of these issues, even if I add these 3 files in with this code.

commented

This same thing happens in skylec shaders

commented

and in enhanced default the sky blend is broken