How to Use Bump Mapping Edit
To see ANY effect of bumpe bump mappings shaders. These are in the mods/shaders/alternative shaders folder. You can copy these to minecraft.jar/shaders directly but the recommended method is to copy them to the mods/shaders/contents/files/shaders folder then run the installer again.
You need to also be using terrain_nh.png and terrain_s.png. These need to go into the root of minecraft.jar. Again, the recommended method of doing this is to copy those files to the mods/shaders/contents/files folder then run the installer. If you don't want to use specular mapping, you can exclude terrain_s.png but you'll need to comment out the following line in base.fsh:
You'll need to adjust base.fsh to match your texture pack's resolution. The line you need to change will look like the following:
const vec3 intervalMult = vec3(0.0039, 0.0039, 4.5);
Be sure to put a decimal point on each number even if you set it to a whole number.
A good rule of thumb for the first two numbers is to seis the texture pack resolution (16, 32, 64, etc). For the third number, use trial and error to get a result that suits the texture pack. It'll probably be end up being around 500 to 1000 times the first number.
In base.vsh if you want world curvature, you can uncomment the following line:
How to Make Bump Maps Edit
This is the specular map for the blocks. The operation done is basically this:
final color = base color + specular color * specular component
If you want a really shiny block, make the color (1.0, 1.0, 1.0, 1.0). If you want a not-so shiny block, make the color (0.2, 0.2, 0.2, 0.2). If you want a block that gives off an oily green look, make the specular map a mix of colors like (0.1, 0.5, 0.1, 1.0).
Again, some details on creating specular maps can be found in a post in the GLSL Shaders MOD thread on minecraft.net. (Scroll to the bottom of that post).
Non-orthogonal Planes Edit
Due to the way tangents and binormals are derived, non-orthogonal surfaces do not bump correctly. Give objects like torches maximum height and zero specularity. Otherwise they will appear to stretch and deform from their normal shape.