Weird Scope Glitch with shaders
IvorAmlug opened this issue ยท 4 comments
So, Ive always grew love to this mod for its shader compat. but latley there are some issues.
The scopes have this weird "thermal" look to em
Im using the:
Complementary Shader in this example.
As a shader provider im using Oculus (Iris Forge port)
And Rubidium (since its required by Oculus)
Mod Versions:
Forge:1.19.2 Tested with both 43.1.1 and 43.1.47
Framerwork: 0.3.3
CrayfishsGunmod:1.2.8
Oculus;1.2.8
Rubidium:0.6.2
Those are all mods required to get this issue + Any shader as far as i know...
It might be a thing with optifine too. Even tho i havent checked that yet.
Okay it works with optifine.
Since its only on the Rubidium Oculus Comb and only with shaders active its most likley an issue with Oculus.
I will report this to them to see if there is anything they can do about it since it worked fine before.
Whether or not the scope has the thermal effect seems to depend on ambient light in the environment and effects that calculate light. In a dark cave with auto exposure turned off the scope is all black:
Having auto exposure turned on while in the dark cave, however, produces the same thermal effect:
The effect is present independent of auto exposure being on or off in a bright environment:
Another interesting thing of note is that the scope seems to be displaying properly when ADS isn't active; however I'm unaware of the technical difference between the two states:
I'm using the same shader, Complementary Shaders, within my examples.
I'm using the same shader provider: Oculus.
And it's requirement, Rubidium.
Minecraft version: 1.19.2
Mod versions:
Forge-43.1.52
CrayfishsGunMod-1.2.8
Framework-0.3.3
Oculus-1.2.8
Rubidium-0.6.2
I'd neglected to remove the MorePlayerModels mod in the screenshots, the results are the same with the mod removed, however.
The minecraft version dosnt matter anything from 1.16 to 1.19 has this issue with CGM its kind off sad i wanna stay on Oculus tho since its prefomantly the suppirior shader Provider.