Closed mpustovoi closed 8 months ago
This is a known issue but it doesn't look like something I can fix. It's caused by some external variable that the shader can't change
So, it's impossible to even guess the approximate area of the problem here, right? Maybe it's an Oculus bug or something.
I can't diagnose the problem as it doesn't happen on my system unfortunately
Here is a minimal prism instance where the issue occurs. The pack is using Sodium 0.5.3, Iris 1.6.11, Indium 1.0.27 and QFAPI 7.4.0+0.90.0. The Create version is a fork that works with Sodium 5.0+; that can be found here, but I don't believe it is casuing the issue.
Import the instance via prism, start it up, load into the existing world, then enable the shaders via the video settings menu.
The result should be something similar to this.
I'd be interested to see it not occurring, as the result is the same on both my desktop and laptop. I am using a Nvidia graphics card in both. I do have an AMD card I can test this with, if that's what you're using.
The bug seems to occur on Iris, in addition to Oculus, so I'm not sure if that title is ncessarily correct. Would you like me to make my own bug report for Iris?
I have never encountered the error of glowing ores with Sodium 0.5+ and Iris, although I don't use Create and, accordingly, the fork of Sodium 0.5 that works with it. As for me Iris and Oculus are not the same thing, but if you say you had this issue too, I can change the title back. I wrote this rather because of the difference between Forge and Fabric, but if you say that you also had this problem, I can change the title back.
In fact, I should probably report this bug to the Oculus team.
You're welcome to attempt to recreate the issue via the instructions I provided. I've been told that the issue occurs on both NeoForge and Fabric, with Oculus and Iris.
I wouldn't report the issue to the Oculus team until there's some evidence that it is actually related to Oculus, and not Iris. Should probably wait for Emin to comment on it.
The issue is caused by the shader sampling textures outside of the one intended, due to sampling exactly between textures. I've forked and fixed it. The fix will be in a future release. https://github.com/tovc/ComplementaryReimagined/commit/eb132580cd6ef8a88834547eee6374330e72a898
I admire your dedication. 👏🏻 You can create a pull request now.
I've already talked with Emin about it. They don't use github as a development platform anyway, so I won't make a PR.
Got it. So, are you saying there will be an official release with your fix or what?
At some stage, yes. I don't know when that will be.
I've pushed that branch to main in my repository. You're welcome to go and download that version if you want to use it now. Just press the green 'code' button, then 'download as zip', and place that in your shader folder. https://github.com/tovc/ComplementaryReimagined
I'm using Embeddium 0.2.13, Oculus 1.6.13 with Complementary Reimagined 5.1.1 (and also Sinytra Connector for some Fabric mods) on Forge 1.20.1. Since the manual modded glowing ores support was added, I have added their IDs in shaders\block.properties file into
block.10024=
field. I don't use any texturepacks, that either modify ores' textures or add custom emissivenes. Why is this a thing? This happens with all added ores without exception (Deeper and Darker, Universal Ores, Randomium Ore, Diamonds in the rough, etc). Sometimes these weird diagonals are more visible, somewhere less. Idk maybe I should address this bug to Oculus team or somewhere else. Btw, on Fabric modpack (Sodium, Iris) everything works completely fine.