Ported ReShade 2.x effects

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3 years 1 week ago - 3 years 1 week ago #21 by crosire
Replied by crosire on topic Ported ReShade 2.x effects
@mbah.primbon FYI: You're using an old ReShade.fxh file. "ReShade::Timer" does no longer exist, it was removed in June 2016.
Last edit: 3 years 1 week ago by crosire.
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3 years 1 week ago #22 by mbah.primbon
Replied by mbah.primbon on topic Ported ReShade 2.x effects
Ah yes, that's why another user had some error when use it.. thanks for remind me.

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3 years 6 days ago - 3 years 5 days ago #23 by matsilagi
Replied by matsilagi on topic Ported ReShade 2.x effects
I've made 2 (semi-broken) ports of old Shaders, with a bit of fixing, they should work well.

First one is SSDO from Euda's PPFX, it works amazingly on all renderers. However, i don't think it has any advantage over other AO methods posted here.

Warning: Spoiler!


Second one is Martinsh's DoF, i know it is present on the main DOF shader, but since it was one of the first ever reshade shaders made, i tought it would be cool to have the original one restored.

This one now only has a problem with the depth buffer.
Warning: Spoiler!


I've done successful ports before aswell so, if you have a request, lemme know and i'll do my best to bring it with no bugs (unlike those 2, im just posting them here because they are probably easily fixable but i don't have much time to debug them)
Last edit: 3 years 5 days ago by matsilagi.
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3 years 6 days ago #24 by mbah.primbon
Replied by mbah.primbon on topic Ported ReShade 2.x effects
I got error X3511 when using SSDO.
it was tested on Spintires MudRunner game, with DX9 API.

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3 years 6 days ago - 3 years 6 days ago #25 by crosire
Replied by crosire on topic Ported ReShade 2.x effects

mbah.primbon wrote: I got error X3511 when using SSDO.
it was tested on Spintires MudRunner game, with DX9 API.

Uhm ...:

matsilagi wrote: First one is SSDO from Euda's PPFX, it doesn't compile on DX9 and crashes DX10, 11, untested in OpenGL


As for why:
It's illegal to unroll a loop with a non-constant condition/step expression. The DX9 compiler correctly errors, the DX11 compiler apparently crashes after too many iterations.
Remove the "[unroll]" specifiers and replace the "tex2D" calls in the loop body with "tex2Dlod" (can't use gradient expressions in a dynamic loop) and it works. Same is true for the second shader.
Last edit: 3 years 6 days ago by crosire.
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3 years 6 days ago #26 by kingeric1992
Replied by kingeric1992 on topic Ported ReShade 2.x effects
how about [unroll(N)] with N as literal expression?

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3 years 5 days ago - 3 years 5 days ago #27 by crosire
Replied by crosire on topic Ported ReShade 2.x effects
ReShade FX doesn't support that unfortunately. Not yet anyway.
Last edit: 3 years 5 days ago by crosire.

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3 years 5 days ago #28 by matsilagi
Replied by matsilagi on topic Ported ReShade 2.x effects
Ok, fixed part of my ported effects.
The DoF from Martinsh is still broken, it is something on the depth buffer but i don't know what yet.

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2 years 11 months ago #29 by kaicooper
Replied by kaicooper on topic Ported ReShade 2.x effects
now Reshade 3.1.0 is out..we need more shaders from Reshade 2
is there anyway to port Motion Focus?

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2 years 11 months ago #30 by Iddqd
Replied by Iddqd on topic Ported ReShade 2.x effects
Not shure if it works correctly but
Warning: Spoiler!
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2 years 11 months ago #31 by Amarx
Replied by Amarx on topic Ported ReShade 2.x effects
Can you port the HSV shader from CustomFX.cfg? It was my favorite.

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2 years 11 months ago #32 by mbah.primbon
Replied by mbah.primbon on topic Ported ReShade 2.x effects

Amarx wrote: Can you port the HSV shader from CustomFX.cfg? It was my favorite.

Well, here you go. pain in the ass writing those UI params. thank you will be nice :)


Hue Saturation Value Adjustment
Warning: Spoiler!
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2 years 11 months ago #33 by USteppin
Replied by USteppin on topic Ported ReShade 2.x effects

Iddqd wrote: Not shure if it works correctly but


Awesome! Thanks for the Motion Focus plugin, it works but unfortunately it breaks the Reshade overlay from functioning, any ideas on how to solve that? Testing in RaceRoom DX9.

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2 years 11 months ago #34 by Tojkar
Replied by Tojkar on topic Ported ReShade 2.x effects
It doesn't matter much with things that change only colors and such, but effects using depth map should be before the motion focus and overlays position depends on what you wanr: If you want the overlay static relative to the rendered image, it should be before the motion focus and after if you want the overlay to stay static relative to your actual screen.

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2 years 10 months ago #35 by kaicooper
Replied by kaicooper on topic Ported ReShade 2.x effects
can sombody port Lightroom shader?

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2 years 9 months ago #36 by mbah.primbon
Replied by mbah.primbon on topic Ported ReShade 2.x effects
Lightroom shader was made for ReShade 3.0+. So, why should we need to port it? And the shader's development was suspended by the author itself. Old version of NaturalVision mod have this shader already.

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2 years 9 months ago #37 by StyleMaster
Replied by StyleMaster on topic Ported ReShade 2.x effects
For the Arcade fans like myself & others , im trying to make Gauss into Reshade 2.0.3 with Sweetfx work
i tried some of the gauss.fx files here & there but it is hard

any help appriciated

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2 years 7 months ago #38 by AssassinsDecree
Replied by AssassinsDecree on topic Ported ReShade 2.x effects
Hey Insomnia,

Just wanted to thank you so much for porting these over. FisheyeHorizontal is my everything now. I put it in every new preset I release just about.
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2 years 7 months ago #39 by WangWei
Replied by WangWei on topic Ported ReShade 2.x effects
Hey there's an issue with HPD I the editor seems to not be able to find HPD, I cannot edit its values how do I lower its strength?

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2 years 7 months ago #40 by Insomnia
Replied by Insomnia on topic Ported ReShade 2.x effects

WangWei wrote: Hey there's an issue with HPD I the editor seems to not be able to find HPD, I cannot edit its values how do I lower its strength?


A few of the older shaders didn't come with any tweakable settings.
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