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May 20th, 2019
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  1. Vibrant shaders v1.21:
  2. - Added support for MC 1.14+ (waving entities, new emissive blocks)
  3. - Updated shadows code and reduced shadow acne. This might improve performance on lower end systems slightly.
  4. - Added an ingame option to adjust the volumetric clouds height, found in the sky and lighting section. (yes you can also fly through them)
  5. - Updated water color slighty, made it a bit more blue.
  6. - Added a new ingame options section called Colors.
  7. - Added an ingame option to adjust water color found in the new Colors section.
  8. - Added an ingame option to adjust color contrast, found in the new Colors section.
  9. - Added an ingame option to adjust color brightness, found in the new Colors section.
  10. - Removed ingame option colorboost. Contrast and brightness allow you to fine tune colors better.
  11. - Added waving water and an option to toggle it.
  12. - Added an ingame option to adjust the amplitude (height) of water waves.
  13. - Updated waving lilypads to be in sync with waving water.
  14. - Added an ingame option to adjust the noise amount of rain reflections. Higher values mean less noise.
  15. - Added a new ingame options section called Shading.
  16. - Moved Ambient occlusion to the new shading section.
  17. - Added an ingame option to adjust the ambient occlusion strength/amount.
  18. - Moved Celshading to the new shading section.
  19. - Updated celshading code.
  20. - Added an ingame option to adjust the border thickness of celshading.
  21. - Added an ingame option to adjust the search radius of celshading.
  22. - Moved option Moonlight to the Sky & Lighting section.
  23. - Reduced buffer accuracy resulting in a small perfomance increase!
  24. - Expanded values range of option minlight. (0.002 - 0.02)
  25. - Fixed broken reflections on MacOS with amd cards.
  26. - Fixed broken parallax mapping on amd cards running linux drivers
  27. - Updated overworld fog color slighty, gave it some of that blue color back, like it used to be in older versions.
  28. - Volumetric lighting now auto disables godrays since they're not compatible.
  29.  
  30. Vibrant shaders v1.20:
  31. - Added a reflections section to the option menu.
  32. - Added rain reflections, wetness effect while and after raining. Enabled in high and extreme by default. (WIP)
  33. *Note: This requires optifine 1.13.2 E7 pre2 for now, if you don't use that version disable the biome check, see below. Upcoming optifine updates for older versions should fix that.
  34. - Added an ingame option to disable the biome check for rain reflections / wetness. Turn off the biome check if rain reflections / wetness won't show up.
  35. - Added an ingame option to disable water reflections (all reflections actually)
  36. - Merged lite and main branch, meaning that lite users can now enable water reflections if they want to. Let me know of any performance regressions!
  37. - Various code optimizations and refactoring
  38. - Moved ice and glass reflections to the new reflections section.
  39. - Moved cloud reflections and cloud reflections quality to the new reflections section.
  40. - Adjusted the raytracer used for all reflections, very slight decrease in quality but about a 10% performance increase!
  41. - Added an ingame option to adjust the default sun and moon angle to the sky options section.
  42. - Fixed various amd drivers bugs. Latest amd driver (19.2.3) should work fine now. Thanks to Tinyds for testing! (tested on a RX580)
  43. - Fixed lighting on entities underwater / in water.
  44. - Fixed emissive lighting on rain/weather, ingame changes to emissive lighting will now affect it correctly.
  45. - Fixed blurred hand in nether if depth of field was enabled
  46. - Fixed various issues with water and sky rendering
  47. - Fixed/removed beacon beam shadows
  48. - Fixed entities rendering while raining
  49.  
  50. Vibrant shaders v1.19:
  51. - Added support for blindness (effect blindness, black fog)
  52. - Added support for nightvision
  53. - Added lava fog while under/in lava
  54. - Reworked and improved bump and parallax mapping
  55. - Replaced option section Parallax mapping with Normal map
  56. - Replaced option parallax mapping with RP support, toggles between off/bumpmapping/parallax
  57. - Added ingame option RP Resolution, set it to your resourcepack resolution or higher to make pom smoother.
  58. - Added parallax mapping support for x32 textures.
  59. - Added ingame option POM Depth, adjust to your liking.
  60. - Added ingame option POM Distance, adjust the distance at which parallax mapping renders.
  61. - Moved option water texture to the new Normal map options section.
  62. - Improved volumetric clouds color-blending while raining
  63. - Fixed flashing water on amd cards, introduced in driver 18.8.1+ (workaround)
  64. - Fixed weird outlines on amd cards. (workaround, cloudsblur will blur distance land abit, only on amd cards)
  65. - Fixed black sky while raining and being underwater
  66. - Fixed broken sky while raining when looking through stained glass (transparent blocks)
  67. - Minor code optimizations
  68. **I know rain reflections, puddles, wetness was requested alot, there's a wip version in lite, it doesn't have reflections yet.
  69. Just letting you guys know, that I'm working on it..**
  70.  
  71. Vibrant shaders v1.18:
  72. - Improved sky during sunrise and sunset (transition from sun and moon, ticks 12250 and 23000)
  73. - Improved water refraction and caustics.
  74. - Minor code optimizations.
  75. - Added custom stars and an ingame option to toggle them. (ty robobo1221)
  76. - Added ingame option default skybox/stars to the sky options screen, causes some lighting issues with the sky during sunset and sunrise.
  77. - Disabled support for default stars / skybox by default.
  78. - Disabled alternative weather angle by default, you can still turn it back on if you want to.
  79. - Fixed a bug caused by optimizations which caused certain particles to not render against the sky - firework particles finally work!
  80. - Fixed option shader moon, it will now enable the default moon once it's disabled.
  81. - Fixed tallgrass / doubleplants from waving out of sync in 1.13+ (top and bottom half)
  82. - Fixed a bug with the horizon while underwater.
  83. - Found the cause of broken block animations, fixed in optifine pre6 and newer.
  84. - Removed default underwater texture overlay
  85.  
  86. Vibrant shaders v1.173:
  87. - Added ingame option cloudsblur, blurres the sky abit, making volumetric clouds less "noisy", enabled by default, very low performance hit. Unfortunately it won't work with MB or DoF enabled.
  88. - Now works with 1.12.2 and below. 1.13+ requires optifine E3 pre4.
  89. - removed basic end shaders.
  90.  
  91. Vibrant shaders v1.172:
  92. - Added ingame option minlight to the emissive lighting options, allowing you to tweak the brightness / min light inside caves etc.
  93. - fixed connected textures being reflective / textures with translucent layers
  94. want your custom block to be reflective? Add it to ice in block.properties
  95. - fixed depth of field blurring your hand
  96. - fixed underwater shadows
  97. - various code improvements
  98.  
  99. Vibrant shaders v1.1712 Lite:
  100. - Fixed water for 1.13/1.13.1
  101.  
  102. Vibrant shaders v1.171 alpha:
  103. - Updated underwater fog color, it's now based on sky color and changes based on time of day
  104. - Added support for underwater fog color per biome, it's now greenish in swamp biomes. (experimental)
  105. - Added options screen Emissive Light, containing sliders for red, green and blue - you're now able to change torch/glowstone/whatever color ingame.
  106. - Added support for block.properties, check it out if you want to add new IDs to waving entities or reflective blocks.
  107. - Updated parallax mapping code and fixed weird "warping" issues
  108. - Fixed underwater shadows
  109. Currently broken:
  110. Water and lava, their new nominal IDs won't work in the shadersmod, wait for optifine update
  111. Going inside underwater plants or certain underwater effects will break a function called IsEyeInWater, which in return breaks everything that uses this function, wait for optifine update
  112. Tall grass/Tall flowers, top half out of sync ..again
  113.  
  114. Vibrant shaders v1.17:
  115. - Added volumetric clouds (They are faster than 2D clouds! ~15% performance increase)
  116. - Expanded cloud options in sky & lighting options screen.
  117. - Improved motionblur quality
  118. - Improved blending between sky and land if volumetric lighting is enabled (still prefer godrays)
  119. - Various code improvements and cleanup based on enhanced default resulting in minor performance boost
  120. - Removed an outdated ingame option previously required for mc 1.8.x
  121. - Increased texture visibility of water if watertex is enabled
  122. - Updated legacy code to new optifine standards (1.7.10+)
  123. Previous changes which you might missed:
  124. - Updated water visuals
  125. - Added ingame option water height found in parallax option screen.
  126. - Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.
  127.  
  128. Vibrant shaders 1.166:
  129. - Fixed lighting on transparent blocks during night time
  130.  
  131. Vibrant shaders 1.165:
  132. - Downported water from upcoming v1.17
  133. - Added ingame option water height found in parallax option screen.
  134. - Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.
  135.  
  136. Vibrant shaders 1.164:
  137. - Fixed bloom in nether
  138. - Ported improved colored shadows from enhanced default to vibrant shaders!
  139.  
  140. Vibrant shaders 1.163:
  141. - Fixed weird color issues on newer nvidia drivers (381.65, 381.78)
  142. - Added waving tallgrass
  143.  
  144. Vibrant shaders 1.162:
  145. - Added water parallax mapping (medium - extreme, can be toggled in parallax mapping option, disabled by default in medium)
  146. - Added support for User friendly options. Update optifine to one of the many preview versions to make use of this:
  147. http://optifine.net/downloads
  148. The preview version for 1.8.9 no longer requires you to enable the ingame MC1.8 option! (OF author backported shadersmod improvements from 1.11.2)
  149. - Various code improvements
  150. - Improved water visuals, adjusted colors
  151. - Volumetric lighting now automaticly disables godrays
  152. - Fixed flashing black square caused by bloom
  153. - Fixed white border caused by bloom for fermi nvidia gpus and some intel gpus
  154.  
  155. Vibrant shaders 1.161:
  156. - Fixed rendering of non moving entities (like chests, signs etc)
  157. - Fixed lines in water, thanks to Builderb0y
  158. - Fixed End shaders
  159. - Improved lighting on chests, signs etc.
  160.  
  161. Vibrant shaders 1.16:
  162. - Reworked rendering system to fix a bunch of issues, see below:
  163. - Fixed stained glass colors near lightsources
  164. - Fixed entities rendering (players etc)
  165. - Fixed hand rendering
  166. - Fixed translucent blocks rendering (stained glass etc)
  167. - Fixed rendering of enchanted items (armor, weapons etc)
  168. - Fixed distance dof/blur, blurring your hand
  169. - Fixed motionblur blurring your hand
  170. - Fixed underwater shadows
  171. - Fixed block selection color (leads are a bit broken because of this)
  172. - Fixed rain on water/translucent blocks
  173. - Fixed light bleeding in caves
  174. - Fixed weird color issues on certain systems
  175. - Fixed lines in water thanks to BuilderB0y
  176. - Code optimizations to reduce potential errors on certain systems. (Like weird colors)
  177. - Improved support for translucent blocks, mods that add translucent blocks should work better now.
  178. - Improved bloom
  179. - Improved lens flare
  180. - Improved water caustics
  181. - Improved water ripples
  182. - Improved lighting
  183. - Improved motionblur
  184. - Improved ambient occlusion (it's now only enabled in extreme, because it causes huge slowdowns with lots of entities nearby)
  185. - Added Volumetric lighting (based off chocapics beta release, WIP)
  186. - Added an ingame option to toggle volumetric lighting, found in sky options. Disable godrays before enabling it.
  187. - Added waving beetroot
  188. - Added an ingame option to adjust the motionblur strength
  189. - Added an ingame option to adjust the bloom strength
  190. - Added an ingame option to toggle ice and stained glass reflections
  191. - Adjusted water colors
  192. - Adjusted colors, they were abit over the top.
  193. - Color boost can now be adjusted ingame:
  194. 0.04 = old color boost set to off.
  195. 0.2 = new adjusted colors
  196. 0.35 = old color boost set to on.
  197. - Removed dynamic handheld light due to rendering issues. Use the inbuild "Dynamic Lights" option from Optifine.
  198. Found in options -> video settings -> quality. Or options -> video settings.
  199. Known issues:
  200. - Bloom on torches can become to strong if they are next to each other because they light themself up.
  201.  
  202. Vibrant v1.153:
  203. - Improved lighting on mobs in caves.
  204. - Fixed transparent mobs in nether for some intel and amd gpus.
  205. - Fixed hand flickering on some amd gpus. (tested on hd6870, driver 16.2.1)
  206. - Fixed nether sky being rendered ontop of transparent blocks.
  207. - Applied a temporary fix for transparent blocks in nether for all systems. It depens on your GPU how well it works / looks.
  208. - Applied a temporary fix for enchanted stuff, it shows the effect on some items but the colors are abit off. (requires optifine shadersmod, so 1.8+)
  209. Thanks to Vico, Turtac and Digitalshadowhawk for testing.
  210. *Know issues: Colors of stained glass and ice in nether might look abit off depending on the GPU (mostly amd and intel). Still released this patch because they are no longer invisible.
  211. Temponary fixes will be resolved in the future, I have to rework the way things are rendered to fix everything correctly.
  212.  
  213. Vibrant v1.152:
  214. - Improved sky while raining on lite preset.
  215. - Fixed flickering on hand / handheld items (for intel gpus). Thanks to Vico for testing.
  216. - Fixed fog rendering in nether.
  217. - Fixed fog rendering through transparency in nether.
  218. - Fixed pixelated screen if bloom is disabled.
  219. - Fixed bloom option in nether.
  220. *Know issues:
  221. Transparency isn't rendering correctly in nether for Intel gpus, not sure why.
  222.  
  223. Vibrant v1.151 hotfix:
  224. - Fixed issues with compiling the shaderpack on intel gpus.
  225. - Fixed text on signs if parallax mapping is enabled.
  226. Some undocumented changes, missing from the previous changelog:
  227. - Moon is now also drawn by the shaderpack, like the sun.
  228. - Added an ingame option to toggle the shader moon.
  229. If it overlaps with the default moon either disable it in video settings -> details -> Sun & Moon. Or disable the shader moon.
  230.  
  231. Vibrant v1.15:
  232. - Improved shadow distance.
  233. - Shadows go through water now.
  234. - Shadows can be disabled now. (added an ingame option to disable shadows)
  235. - Added an ingame option to toggle shadows.
  236. - Light from emissive blocks now goes through water instead of ontop.
  237. - Almost full transparency support. (stained glass, ice etc)
  238. - Improved godrays.
  239. - Improved sky and general lighting colors.
  240. - Improved sun glow.
  241. - Improved water transparency.
  242. - Improved water visuals for all presets (lite - extreme)
  243. - Adjusted water colors.
  244. - Changed rain/snow angle, it no longer falls straight down.
  245. - Added an ingame option to toggle the alternative weather angle.
  246. - Fixed issues with particles and transparency.
  247. - Added subtile ice reflections.
  248. - Added subtile stained glass reflections.
  249. - SSAO replaced with SSDO, it's faster and more accurate. (Ambient occlusion)
  250. - You don't like how colorful everything is? No problem, added an ingame option to toggle the color boost.
  251. - Added a new option called whiteworld which makes replaces every color with white. Screenshot -> https://i.imgur.com/xziUB8O.png
  252. - Added an ingame option to toggle mobs flashing red when hurt
  253. - Added an ingame option to toggle underwater fog
  254. - Added an ingame option to adjust the view distance of distance-blur (dof)
  255. - Added parallax mapping. (parallax mapping depth is based on what your pom res is set to)
  256. - Added an ingame options for parallax mapping and it's resolution.
  257. - Added waving water
  258. - Added an ingame option to toggle waving water
  259. - Optimized water code, reduced if statements since they are somewhat slow.
  260. - Improved red flashing mobs while hurt, thanks to Sp614x.
  261. - Reduced noise texture resolution from 1024 to 512, this will increase the overall performance by quite a bit!
  262. - Optimized code to reduce visual differences caused by lower noise texture.
  263. - Fixed leashes.
  264. - Improved overall performance of vibrant shaders.
  265. - Added colored shadows! (if going through stained glass).
  266. - Added an ingame option to toggle colored shadows.
  267. - Added bump mapping. (it's tied to parallax mapping)
  268. - Optimized both bump mapping and parallax code alot.
  269. - Added an ingame option to toggle clouds (in sky options)
  270. - Added an ingame option to toggle cloud reflections. (in sky options, only enabled in extreme)
  271. - Clouds move slower now.
  272. - Renamed sun effects to sky options
  273. - Added nether shaders!
  274. - The End now makes use of my basic shaders (until I work something out for them)
  275. ***
  276. Know issues and more:
  277. - Transparency can sometimes look abit off
  278. - Entities (players, mobs and such) can look a bit off at times. (Applied a temporary fix to prevent issues with transparency on entities)
  279. - Lens flares is applied to everything bright (intended by chocapic), but it's rather annoying for gameplay. So disabled by default until recoded. Also requires bloom to be enabled.
  280. - Bloom is not final, but the current one should be faster compared to v1.141.
  281. - Motionblur affects your hand / handheld items, same for depth of field.
  282. - Lite preset is no longer that cut down, the only thing that's missing are reflections.
  283.  
  284. Vibrant 1.141:
  285. - Added an ingame option to change the amount of blur used by bloom.
  286. - Reduced the amount of blur used by bloom a bit. Reducing blur makes the bloom effect abit weaker.
  287. - Added an ingame option to adjust the lighting strength of emissive blocks, like torches.
  288. - Lighting strength of emissive blocks is NO LONGER AFFECTED BY MOONLIGHT.
  289. - Bloom strength is NO LONGER AFFECTED BY MOONLIGHT.
  290. - Increased the max. allowed value for moonlight to 0.10.
  291. - The whole lighting system has been rewritten, it's way better and less hardcoded now. (To allow tweaks)
  292. - Alot smoother transitions between lighting states. No more jumpy lighting switches between day/night/inside
  293. - Cleaned and optimized code(small performance boost), no more double defines @Sp614x
  294. - Fixed and improved handheld items that cast light. Their light range is no longer nearly infinite.
  295. - Mobs now flash red again when hurt.
  296.  
  297. Vibrant 1.14:
  298. - New, much better bloom.
  299. - Godrays are no longer visible while raining.
  300. - Nights are now a bit brighter.
  301. - Everything is now less dark while raining.
  302. - Shadows are now a bit darker, to increase contrast and compensate for increased brightness caused by bloom.
  303. - Overall some minor lighting changes, improvements and bugfixes.
  304. - Emissive blocks now look better even if bloom is disabled.
  305. - Motionblur works way better with the new bloom, I can only recommend it.
  306.  
  307. Vibrant 1.13:
  308. - NEW, simple water caustics, also slightly changed transparency of water
  309. - NEW, added more options that can be tweaked ingame is using Optifine 1.8.9 G9 or higher.
  310. For example: Brightness during night time can be adjusted ingame now. Also things like shadow distance and resolution can be changed while playing.
  311.  
  312. Vibrant 1.12
  313. - FIXED, Depth of field, thanks to Skate702 for indirectly reporting this issue.
  314.  
  315. Vibrant 1.11
  316. - FIXED, Cel shading, thanks to Apechief for pointing that out!
  317. - Updated whole shaderpack to support new optifine features better (Requires optifine 1.8.9 G9 or newer)
  318.  
  319. Vibrant 1.10
  320. - NEW, simple HDR, your "eyes" now adjust to the lighting, for example: if you go out of a cave everything will be bright for a few seconds.
  321. - NEW, Water has changed again, can be seen in the screenshot!
  322. - FIXED, Bloom no longer gets cut of by the sky.
  323. - FIXED, Leaves in the distance are no longer bright.
  324. - IMPROVED, Bloom is less pixelated now, without a loss of performance!
  325. - CHANGED, Turned bloom a bit down, as suggested a few times.
  326. Important notes:
  327. Lite and medium should experience a boost in performance, about 10-20fps more compared to v1.09!
  328. High and extreme are now a bit more performance tanking in areas with water, before everyone starts to cry, it's only about 5fps worse compared to v1.09.
  329.  
  330. Vibrant 1.09:
  331. - FIXED, Ice blocks in water.
  332. - FIXED, Stars, they are visible at night again!
  333. - FIXED, Maps, they are displayed correctly now.
  334. - ADDED, Workarround to disable Minecraft's Pseudo lighting system. You can disable my workarround if you like the default MC lighting which darkens sides of blocks.
  335. - ADDED, Cloud "distortion" for a more realistic movement.
  336. - CHANGED, Sun glow at night no longer has the same redish color like daytime. It's now more blue-ish. (Moon glow)
  337. - CHANGED, Godrays are now located in final.fsh and have been merged with lens flare code to reduce duplicated code.
  338. - Code has been cleaned up A LOT, also lots of optimations being made. Performance should've increased for about 5-15frames!
  339.  
  340. Vibrant 1.08:
  341. - FIXED almost all bloom issues, see bloom changes below
  342. - NEW Bloom is now only active in dark areas, like caves or certain houses. (Based on the lightlevel arround your character)
  343. Bloom is also enabled during raining and night time.
  344. - FIXED Vines are no longer glitching through blocks
  345. - FIXED weird-redish lighting in caves / dark areas
  346. - FIXED Distance blur, it no longer affects the sky.
  347. - FIXED Fog in caves and houses while raining
  348. - NEW Lens flare from newest chocapic branch has been ported over for more customization in the future
  349. - FIXED New Lens flare caused a blackscreen while looking at the moon / away from the sun.
  350. - NEW Fog now has it's own color in caves / dark places
  351. - NEW Water has been reworked, looks pretty awesome!
  352.  
  353. Vibrant 1.07 (beta) - Updated to newest chocapic version, read his updated agreement / rules!
  354. - NEW Fog color now adjust according to world lighting
  355. - NEW Subsurface scattering, can be seen while raining.
  356. - OPTIMIZED Clouds are no longer calculated twice for sky and water.
  357. - OPTIMIZED Sun, it's no longer just a huge white spot.
  358. - IMPROVED World lighting and colors
  359. - FIXED Distance blur no longer affects the sky.
  360. - REMOVED Wetness while raining, it will come back tho. Don't worry
  361. ----Know issues----
  362. - Bloom causes blending from sky into ground / objects. It's only enabled in extreme because of that.
  363. - Bloom can result in overbrightness
  364. - Lighting in dungeons is to bright / redish
  365.  
  366. Vibrant 1.06
  367. - NEW Motionblur, it's working well
  368. - NEW Underwater fog
  369. - NEW Lens flare
  370. - NEW Water ripples
  371. - NEW Water "lighting"
  372. - IMPROVED Fog
  373. - IMPROVED Overall lighting
  374. - REWORKED lighting system from torches
  375. - AND MUCH MUCH MORE, GO CHECK IT OUT INGAME YOURSELF!
  376.  
  377.  
  378. Vibrant 1.053
  379. - TWEAKED Water waves
  380. - Minor code optimations
  381. - REMOVED PoM and Specular mapping for now..(to fps draining)
  382.  
  383.  
  384. Vibrant 1.052
  385. - NEW Motion blur!
  386. - NEW HDR effect! Thanks to DeDelner
  387. - NEW Water refraction
  388. - TWEAKED Water waves (ripples)
  389. - TWEAKED Lighting from torches etc.
  390. - CHANGED Ultra version now uses DoF as in older releases
  391.  
  392.  
  393. Vibrant 1.051
  394. - CHANGE Bloom got another rework
  395. - CHANGE Torches etc are now brighter and got a new color tone
  396. - NEW Added a workarround for macs with very low fps, can be enabled in composite.fsh
  397.  
  398. Vibrant 1.05
  399. - NEW Bloom method
  400. - NEW Colors (Tonemapping and such)
  401. - NEW 2D Clouds, taking almost no fps.
  402. - NEW Bokeh DoF and distance blur
  403. - NEW Water ripples
  404. - NEW Water reflections
  405. - NEW Reflections when raining / wetness
  406. - NEW Sun
  407. - NEW Torchlight color
  408. - NEW/BETTER Godrays
  409. - NEW FOG finally!
  410. - NEW Underwater is now kinda foggy
  411. - FIXED black night
  412. - FIXED flickering
  413. - FIXED SSAO
  414. - FIXED a hell lot more bugs
  415. - More optimized
  416. Probably way more changes, but I can't remember them all.
  417. Works with PC's and Mac's with Nvidia and some AMD cards (plz report your result if it doesnt work, by also posting the devlog from the minecraft launcher into a spoiler. This helps me the most, I still need to know at least your OS and graphic card)
  418.  
  419. Vibrant 1.03
  420. - Fixed specular mapping (reflections)
  421. - Added parallax mapping (pom, requires adjusted TP)
  422. - Way better night can be disabled in composite.fsh
  423. - Sharper shadows without fps hit
  424. - White screen caused by lens flare probably fixed
  425. - Added version for Intel cards
  426. - Better sun and sky
  427. - probably some more changes which I forgot
  428.  
  429. Vibrant 1.02
  430. - Added new waving objects from 1.7.2
  431.  
  432. Vibrant 1.01
  433. - fixed blurred hand when using depth of field
  434.  
  435. Vibrant 1.0
  436. - Bunch of bugfixes and improvments
  437. - All versions works with any Nvidia drivers now. (Im on the latest beta for ex.)
  438. - Motionblur added, currently overlapping with Godrays, so you can only use one. (Found in composite1.fsh, but dont use it yet, requires more work)
  439. - No depth of field pre-configured download added
  440. * TODO *
  441. - Fog
  442. - Better glowing effects
  443. - Parallax mapping
  444. - ...
  445.  
  446. Vibrant Pre9.
  447. - fixed weird white transparent "screen"
  448. - fixed black ground while looking away from the sun
  449. - Activated Ice and Netherportal reflections in max and max+celshading (May be tweaked and optimized in future update)
  450. - Added handeld items casting light ~ from Chocapics WIP9. Can be activated in composite.fsh
  451. - Darker nights added
  452. - Optimized even a little bit more
  453.  
  454. Vibrant Pre8.3
  455. - fixed weird looking ice (reworked how I changed the water color)
  456. - Specular mapping is kinda fixed - can look weird sometimes
  457.  
  458. Vibrant Pre8.2
  459. - Godrays
  460. - Handheld items like torches cast light (enable in composite.fsh)
  461. - New water color WIP *Ice is a bit buggy
  462. - Screen gets brighter while looking at the sun WIP
  463. - Basic function for a better night added
  464. - Fixed SSAO
  465. There will be a few other bugs maybe, its a preview
  466.  
  467. Vibrant Pre7.1
  468. - Fixed specular mapping
  469.  
  470. Vibrant Pre7
  471. - Added basic lens flare
  472. - Merged with chocapics rain flares
  473. - Added specular mapping back (broken, fixed in 7.1)
  474. - Reworked water shader again
  475. - Ssao currently broken
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