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@scout writing a glsl shader for Minecraft which alters the appearance of the game on a rendering and graphical level.
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@scout what is lol
@Ranchonyx what exactly is the difference between writing a shader for MC in comparison to writing a shader for Unity3D or stuff like that? Do they do extra stuff? Had thought about doing it myself someday. -
@thebiochemic well, both engines use some different predefined values and properties.
For example, a fragment and / or vertex shader for Minecraft can use a engine property named "gametime" (if I remember correctly) Unity3D does not directly do that.
Furthermore Unity does not directly support .fsh (fragment shader) and .vsh (vertex shader). -
@Ranchonyx the second point is true, but they are easily portable into a surface shader of some kind in Unity3D (atleast that's what i did)
the first one is not entirely true, since you have a float vector called _Time, from which you can extract time information. Idk about other engines though
But i see in what direction it goes.
What i'm interested in, how that configuration system works, that you can use to change the behaviour of the shader in MC. If you have that project publicly available, i'd be interested to take a look into your code (and try it out ofcourse) ☺️ -
@thebiochemic yes, but does _Time work the same as gametime?
Oh, the project's not up on GitHub yet, it's a fucking mess and glitching at it's current state -
@Ranchonyx _Time is measuring the time since the game has been launched.
Ah i see 😅
What version do you write them for specifically, if i may ask?
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Turns out writing shaders for Minecraft is a fucking pain the ass my God.
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opengl
glsl