A collection of shaders written in FX (similar to CG) for ReShade.
luluco250 / fxshaders Goto Github PK
View Code? Open in Web Editor NEWA collection of shaders written in FX (similar to CG) for ReShade.
License: MIT License
A collection of shaders written in FX (similar to CG) for ReShade.
License: MIT License
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
When player use the shader it seems like it affects the GTA engine resulting that a vehicle drives faster than allowed by the game itself
https://i.imgur.com/XNgMdm5.jpg
depth only working on bottom half of screen
Thanks for your hard work!
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.
pooled = true
notation in MagicHDR.fx. It works fine and seems to be a fix.error X4566: offset texture instructions must take offset which can resolve to integer literal in the range -8 to 7
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.
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
In newest reshade
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