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FXShaders

A collection of shaders written in FX (similar to CG) for ReShade.

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fxshaders's Issues

MagicHDR.fx Failed to create texture!

I was adjusting reshade preset in the game. At end of the editing i came to last effect "MagicHDR.fx" (it was working perfectly fine), than adjusted few sliders and at the end i want to see how it will look with "Adaptive HDR" so i changed value from 0 to 1 and now it get this error code: "Failed to create texture V__fxshaders__bloom6tex". I tried to reinstall it because most of the time this method fix everythink. But for for this time it doesn't... So maybe anyone know how to fix it? Maybe generated code will help to track down the problem... Compiled result.txt

Some MagicHDR.fx Issues

  1. Failed to Create Texture
    It was mentioned years ago by #3 , and now I have probably found the buggy part ( line 406-409 )
DEF_DOWNSAMPLED_TEX(
	Bloom6,
	64,
	FXSHADERS_GET_MAX_MIP(BUFFER_WIDTH / 64, BUFFER_HEIGHT / 64));

In the last line, the macro forget to divide the size by DownsampleAmount.xy, then it probably fails because of trying to create mipmaps.
However fixing with FXSHADERS_GET_MAX_MIP(BUFFER_WIDTH / DownsampleAmount.x / 64, BUFFER_HEIGHT / DownsampleAmount.y / 64) doesn't work either. During my test it needs an extra decreasing by 1, then it works fine.

DEF_DOWNSAMPLED_TEX(
	Bloom6,
	64,
	FXSHADERS_GET_MAX_MIP(BUFFER_WIDTH / DownsampleAmount.x / 64, BUFFER_HEIGHT / DownsampleAmount.y / 64) - 1);

I'm not sure if I should remove the "plus 1" operation in the definition of FXSHADERS_GET_MAX_MIP or just fix it here, since I cannot test the OpenGL part of the code.

  1. Conflict with MagicBloom.fx
    ReShade provides MagicBloom.fx in it's reshade-legacy series shader. When loading both MagicBloom.fx and MagicHDR.fx, the bloom part in MagicHDR.fx breaks due to some bloom texture conflicts, even MagicBloom.fx is not enabled.
    I have tried turning off the pooled = true notation in MagicHDR.fx. It works fine and seems to be a fix.

TrackingRays.fx randomly makes the game super dark while active.

I love TrackingRays so far as well as all the other effects. But sometimes TrackingRays will just suddenly make COD Black Ops super dark. Not pitch black, just incredibly dark. It works without a problem most of the time. Turning off all effects doesn't fix it surprisingly, as well as reloading the effects. Using latest version of ReShade (4.9.1) Black Ops uses Direct 3D 9 and the IW engine.
TrackingRaysBug

CRT_Lottes doesn't work with current version of Reshade

This is only an issue in the latest Reshade. The log shows:

13:29:23:469 [05928] | ERROR | Failed to compile "C:\DATA\Games\Tools\ReShade\reshade-shaders-master\Shaders\CRT_Lottes.fx":
C:\DATA\Games\Tools\ReShade\reshade-shaders-master\Shaders\CRT_Lottes.fx(1, 2): preprocessor error: unterminated #if
C:\DATA\Games\Tools\ReShade\reshade-shaders-master\Shaders\CRT_Lottes.fx(140, 1): preprocessor error: missing #if for #elif
C:\DATA\Games\Tools\ReShade\reshade-shaders-master\Shaders\CRT_Lottes.fx(140, 7): preprocessor error: syntax error: unexpected token 'CRT_LOTTES_MASK'
C:\DATA\Games\Tools\ReShade\reshade-shaders-master\Shaders\CRT_Lottes.fx(142, 1): preprocessor error: missing #if for #endif
C:\DATA\Games\Tools\ReShade\reshade-shaders-master\Shaders\CRT_Lottes.fxh(314, 1): error: unreachable code

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