Jump to content

[1.12.2] phosphor shader error spam


Naomiora

Recommended Posts

Hey, here I am again! This time with an error I don't know why it's caused, I am basically trying to load the minecraft phosphor shader. Using entityRenderer#loadShader.

Each time I perform this however, it spams my console with this specific error:

[13:26:08] [Client thread/WARN] [minecraft/ShaderManager]: Could not find uniform named InSize in the specified shader program.

I don't know what causes this and when googling it I find no solution/explanation of the problem. Any thoughts? (I'll post the code if needed)

 

Thanks for taking your time with reading this!

Link to comment
Share on other sites

I render my code in the RenderGameOverlayEvent.Post, it simply starts spamming the error once it loads

 

	private static final ResourceLocation motionblur = new ResourceLocation("shaders/post/phosphor.json");

	public void onHUDrender(RenderGameOverlayEvent.Post render) {
Minecraft.getMinecraft().addScheduledTask(new Runnable() {
			@Override
			public void run() {
				if (Minecraft.getMinecraft().player != null) {
					EntityPlayerSP player = Minecraft.getMinecraft().player;
					if (Minecraft.getMinecraft().entityRenderer.isShaderActive()) {
						if (TempStorage.instance.getMyScreen()) {
							Minecraft.getMinecraft().entityRenderer.stopUseShader();
							TempStorage.instance.setMyScreen(false);
						}
					} else if (TempStorage.instance.getFreezeKeyBoard()) {
						if (TempStorage.instance.getFreezeKeyBoard()) {
							Minecraft.getMinecraft().entityRenderer.loadShader(motionblur);
							TempStorage.instance.setMyScreen(true);
						}
					}
				}
			}
		});
      	}

 

Link to comment
Share on other sites

Why are you scheduling this as a task to the client thread? Shader binding must be done on the GL/render thread.

Also the player should never be null during RenderGameOverlay event.

Additionally rendergameoverlay event fires multiple times per frame per element being rendered. You need to check the one currently rendered.

 

 

  • Like 1
Link to comment
Share on other sites

That's why I tried running it on the main thread, because I got the same error when not having it run on the main thread. (I changed the code a bit, for some reason I double check freezeKeyBoard? I am pretty blind sometimes) Fixed it by changing the code a bit, for some reason I thought I'd be smart to load and unload it in the same tick. Ty for your help though!

Edited by Naomiora
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.