SEUS Shaders 10.1 Invisible Rain Fix
Posted: Mon Jul 13, 2015 9:02 am
Hi, in case you're like me (and I know I am) you have been confounded by the lack of rain on SEUS Shaderspack. Well, there are two things that helped me (after failing miserably to get rain following the advice on various forums and youtube tutorials).
First, I'm going to assume you know where your shaders pack is and how to open zip files. However, I am not assuming you have a decent text editor. I prefer Notepad++ found here.
In your shaders zip, in the shaders folder you will need to find the two files: gbuffers_weather.fsh and gbuffers_weather.vsh
Change gbuffers_weather.fsh to look like:
and change gbuffers_weather.vsh to look like:
If you have any questions, let me know.
First, I'm going to assume you know where your shaders pack is and how to open zip files. However, I am not assuming you have a decent text editor. I prefer Notepad++ found here.
In your shaders zip, in the shaders folder you will need to find the two files: gbuffers_weather.fsh and gbuffers_weather.vsh
Change gbuffers_weather.fsh to look like:
Code: Select all
#version 120
uniform sampler2D texture;
uniform sampler2D lightmap;
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
discard;
gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 0.04f) * color;
gl_FragData[1] = vec4(0.6f);
gl_FragData[2] = vec4(1.0f);
gl_FragData[3] = vec4(1.0f);
/*
//store lightmap in auxilliary texture. r = torch light. g = lightning. b = sky light.
vec3 lightmaptorch = texture2D(lightmap, vec2(lmcoord.s, 0.00f)).rgb;
vec3 lightmapsky = texture2D(lightmap, vec2(0.0f, lmcoord.t)).rgb;
//vec4 lightmap = texture2D(lightmap, lmcoord.st);
vec4 lightmap = vec4(0.0f, 0.0f, 0.0f, 1.0f);
//Separate lightmap types
lightmap.r = dot(lightmaptorch, vec3(1.0f));
lightmap.b = dot(lightmapsky, vec3(1.0f));
*/
gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f);
gl_FragData[6] = vec4(0.0f, 0.0f, 1.0f, 0.0f);
gl_FragData[7] = vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
Code: Select all
#version 120
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
gl_Position = ftransform();
color = gl_Color;
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
}