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Posted (edited)

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
Posted
  On 10/8/2019 at 4:41 AM, 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)?

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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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Posted (edited)
  On 10/8/2019 at 8:39 PM, 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.

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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
  • 2 weeks later...
Posted

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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Posted

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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