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[1.14.4] Optifine Shaders interference


geekles

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I currently developed a mod that drops the gamma levels of the world and modifies the fog levels dynamically based off of several factors occurring in the world. I recently discovered however that when a shader is installed, the gamma levels and fog levels that my mod modifies are overridden by the shaderpacks. This is understandably so, however it would be nice to know if there's a way I could implement compatibility with shader packs instead of potentially having to disable the option completely. I suppose what I am asking, is there an event that Optifine passes when a shader loads so I can ensure the setting my mod plays with are not overridden, or do I need to create a schedular that constantly ensures the gamma levels are where they should be at (obviously a bit overkill but a possibility)?

 

Edited by geekles
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15 hours ago, geekles said:

I suppose what I am asking, is there an event that Optifine passes when a shader loads so I can ensure the setting my mod plays with are not overridden, or do I need to create a schedular that constantly ensures the gamma levels are where they should be at (obviously a bit overkill but a possibility)?

There is not likely to be an event but the problem I think is shaders take over several parts of the rendering process such as lighting and they might not respect vanilla components.

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16 hours ago, Animefan8888 said:

There is not likely to be an event but the problem I think is shaders take over several parts of the rendering process such as lighting and they might not respect vanilla components.

I suspect with reflection I can override some of the basic values, e.g. gamma and fog levels. However, I am still unclear on where these fields exist. 

Edited by geekles
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  • 2 weeks later...

We know virtually nothing about Optifine here as it is a closed-source mod, you'd be better off asking in Optifine's Discord I think

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As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

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For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

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Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

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https://hastebin.com/: 400KB

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What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

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Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

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Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

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  2. Make a launcher profile targeting this version of Forge.
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Video:

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or alternately, 

 

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Posting your mod as a GitHub Repo:

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When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

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  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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I did a bit more testing and found Optifine's Shaders does nothing to the actual gamma value in the gameSettings (which makes sense). However, the brightness is definitely being altered somehow and knowing how gamma is being used to determine how light darkness actually is would be a start. I'm thinking maybe LightTexture#updateLightmap(float) method may be in charge of this, but I'm not sure and I'm not sure yet how to override such a method for debugging purposes. It is also likely a waste of time to do so since it is very likely such a method is being replaced by Optifine's own way of handling lighting in the world. Optifine also uses a LightMap class which has methods that seem to replace the pre-existing vanilla lighting mechanics, but that could take time to properly debug/override as well. I suppose I could create my own, call it after optifine calls its own, but not knowing when this method is called could be an issue for now. Perhaps I'm overthinking all of this? 

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