How does __RENDERER__ macro work?
- AlexPowerUp
- Topic Author
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- crosire
__RENDERER__
Renderer version in format 0x[Type][Major][Minor][Revision]. Examples:
- 0x09300 is Direct3D9 SM3
- 0x0A100 is Direct3D10.1
- 0x0B000 is Direct3D11.0
- 0x14300 is OpenGL 4.3
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- AlexPowerUp
- Topic Author
#if ((__RENDERER__ & 0x10000) == 0x10000)
//opengl stuff here
#endif
I tried it and now it works. Thanks Crosire, your team is doing a good work.
By the way, the DPX shader of SweetFX makes some weird things on some OpenGL games like Doom 3. Instead of doing what it should do, it makes a blue filter and screws up all the screen. As far as I know the lerp fuction applied to the final color makes it to happen. Do you know any way to fix it?
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- crosire
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- Martigen
I can confirm the same problem with Wolfenstein: TNO, however that was back in maybe... version 14? Can't remember, and I don't currently have it installed to test with 1.0. When I free up some disk space (finish a couple of games!) I'll test it out. DPX was also the offending shader at the time, found through a process of elimination.crosire wrote: Correct. About the blue thing: Is that generally reproducable in OpenGL games (with the lowest amount of other options active as possible)? Are your drivers up-to-date (because of that red-blue-swap NVIDIA bug in old driver versions)?
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- AlexPowerUp
- Topic Author
It still happens with ReShade 1.0 because it's the same shader. And it happens both in NVIDIA and AMD and in all architectures i tried out. As far as I know the shader begins doing some math with the original image and having them in a variable called "c0". When it mixes the original image with the "c0" variable, the blue shit happens in almost every OpenGL game. I guess that shader still needs mode development because there is a TODO statement. Is there an alternative for it that works in both D3D and OpenGL?Martigen wrote:
I can confirm the same problem with Wolfenstein: TNO, however that was back in maybe... version 14? Can't remember, and I don't currently have it installed to test with 1.0. When I free up some disk space (finish a couple of games!) I'll test it out. DPX was also the offending shader at the time, found through a process of elimination.crosire wrote: Correct. About the blue thing: Is that generally reproducable in OpenGL games (with the lowest amount of other options active as possible)? Are your drivers up-to-date (because of that red-blue-swap NVIDIA bug in old driver versions)?
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