Bliss Shaders

Bliss Shaders

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Entering the Nether/End crashes the game.

Macintosh-Fan opened this issue · 5 comments

commented

Also not an issue on the original Chocapic shaders, though it seems like the cause is due to the added features not being configured to be ignored when entering non-overworld dimensions?

Anyways, the log is below.

[00:26:37] [Render thread/INFO]: Destroying pipeline NamespacedId{namespace='minecraft', name='the_nether'}
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option ENTITIES
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option WORLD
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option WORLD
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option WORLD
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option WORLD
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option WEATHER
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option ENTITIES
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option WORLD
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option ENTITIES
[00:26:37] [Render thread/WARN]: Ignoring ambiguous boolean option WORLD
[00:26:37] [Render thread/ERROR]: Invalid alpha test directive for gbuffers_hand: true
[00:26:37] [Render thread/WARN]: Unable to resolve shader pack option menu element "AUTOFOCUS" defined in shaders.properties
[00:26:37] [Render thread/WARN]: Unable to resolve shader pack option menu element "Cumulus_Clouds" defined in shaders.properties
[00:26:37] [Render thread/WARN]: Unable to resolve shader pack option menu element "Allow_Vanilla_sky" defined in shaders.properties
[00:26:37] [Render thread/INFO]: Profile: Custom (+4 options changed by user)
[00:26:38] [Render thread/INFO]: Using shaderpack: Bliss_v2.0.4_(Chocapic13_Shaders_edit).zip
[00:26:38] [Render thread/INFO]: Creating pipeline for dimension NamespacedId{namespace='minecraft', name='the_nether'}
[00:26:38] [Render thread/INFO]: Starting custom uniform resolving
[00:26:38] [Render thread/WARN]: Program link log for centerDepthSmooth: WARNING: Could not find vertex shader attribute 'at_tangent' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_midTexCoord' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'UV0' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'iris_Entity' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'at_midBlock' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'Position' to match BindAttributeLocation request.

[00:26:38] [Render thread/WARN]: The in declaration 'tempOffsets' in the FRAGMENT shader that is never assigned to in the previous stage VERTEX has been compatibility-patched by adding an initialization for it. See debugging.md for more information.
[00:26:38] [Render thread/WARN]: The in declaration 'exposureF' in the FRAGMENT shader is missing a corresponding out declaration in the previous stage VERTEX and has been compatibility-patched. See debugging.md for more information.
[00:26:38] [Render thread/WARN]: Program link log for deferred: WARNING: Could not find vertex shader attribute 'at_tangent' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_midTexCoord' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'UV0' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'iris_Entity' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'at_midBlock' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
WARNING: Output of vertex shader 'centerDepth' not read by fragment shader
WARNING: Output of vertex shader 'iris_FogFragCoord' not read by fragment shader
WARNING: Output of vertex shader 'avgL2' not read by fragment shader

[00:26:38] [Render thread/WARN]: Program link log for deferred1: WARNING: Could not find vertex shader attribute 'at_tangent' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_midTexCoord' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'UV0' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'iris_Entity' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'at_midBlock' to match BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'mc_Entity' to match BindAttributeLocation request.
WARNING: Output of vertex shader 'iris_FogFragCoord' not read by fragment shader

#
# A fatal error has been detected by the Java Runtime Environment:
#
#  SIGSEGV (0xb) at pc=0x00000001ef22057c, pid=4133, tid=259
#
# JRE version: Java(TM) SE Runtime Environment (17.0.2+8) (build 17.0.2+8-LTS-86)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (17.0.2+8-LTS-86, mixed mode, sharing, tiered, compressed oops, compressed class ptrs, g1 gc, bsd-aarch64)
# Problematic frame:
# C  [libGLProgrammability.dylib+0x8257c]  glpLLVMGetFunctionGlobalVariableUse+0x74
#
# No core dump will be written. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again
#
# An error report file with more information is saved as:
# /Users/arcadikonoval/Library/Application Support/PrismLauncher/instances/My server/.minecraft/hs_err_pid4133.log
#
# If you would like to submit a bug report, please visit:
#   https://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
Process crashed with exitcode 6.
commented

does this happen in the latest in-development version?
(this link will download a file) https://github.com/X0nk/Bliss-Shader/archive/refs/heads/main.zip

commented

Other than some general weird visual glitches (probably because it's still in beta), the game doesn't crash in the nether and end. with the in-development version

commented
  • Other than some general weird visual glitches
    could you elaborate please? i would really like to know so i can try and fix that!

also, it would be very helpful to see the in-game f3 overlay as well, it will let me determine your hardware specs and what graphics drivers are being used, which can help me diagnose issues. there is no sensitive information inside that overlay.

commented

Also having this issue, game crashes when attempting to enter the nether with the shader enabled. I tried the in-dev version linked above and it doesn't load at all, Oculus throws an error. Here's a screenshot of my F3 overlay, I'm on a Mac which is likely the issue – though in the overworld the shader performs very well.

Screenshot 2024-04-20 at 5 31 52 PM

commented

Cannot reproduce on b32041d. Nether and end loads just fine. Images are attached. Modlist as well.

Screenshot (71)
Screenshot (72)
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