Rubidium + Oculus + BSL : No Normal Mapping and Errors in Log
Electrocutor opened this issue ยท 4 comments
What happened?
Normal Map shading does not happen.
Screenshots
I created a fixed example to show that normals are being used/rendered in shading.
Relevant log output
[10:55:35] [Render thread/WARN]: [deferred1] Unsupported uniform: float isCold
[10:55:35] [Render thread/WARN]: [deferred1] Unsupported uniform: float isDesert
[10:55:35] [Render thread/WARN]: [deferred1] Unsupported uniform: float isMesa
[10:55:35] [Render thread/WARN]: [deferred1] Unsupported uniform: float isMushroom
[10:55:35] [Render thread/WARN]: [deferred1] Unsupported uniform: float isSavanna
[10:55:35] [Render thread/WARN]: [deferred1] Unsupported uniform: float isSwamp
[10:55:35] [Render thread/WARN]: [composite] Unsupported uniform: float darknessFactor
[10:55:35] [Render thread/WARN]: [composite] Unsupported uniform: float darknessLightFactor
Minecraft Version
1.18.2
Iris Version
oculus-mc1.18.2-1.2.5
Sodium Version
rubidium-0.6.1
Operating System
Windows 10
What is your GPU?
Nvidia GeForce GTX 1080ti
Java Version
Java 17
Additional context
The log may be related or not, but it seems that BSL is using some part of the Optifine API that Oculus does not mimic? I'm not sure if this is preventing it from reaching the actual shading part for normals. Everything except for Normals and Parallax seem to work fine, but I don't have a checklist or anything (water, sunbeams, TAA, shadows, etc).
I think I'm having something similar to this. I've tried BSL, both Complimentary's, both SEUSes, and Sildur's Vibrant and while there definitely seemed to be some degree of normal mapping there was no POM no matter what settings I tried. I've used these exact shaders and resource packs before with optifine a while back so I know it's not them.