ReShade Framework Released (5102.04.19.1281)
- Ganossa
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Topic Author

Pick up your present HERE
With the huge release of GTA V on PC we could of course not be idle and proudly release the second version of the ReShade Framework.
This version features plenty of improvements and additions!
Here are a few of the most important ones::
- GTA V support

- Added all missing ME color correction shader to the CustomFX suite (that was a huge request by you guys)
- Greatly improved the ambient light shader in conjunction with the adaptation shader
- Added ambient light control of the HeatHaze (and many other) shader
- Added individual toggle keys to all individual techniques
- Added UI-Mask Helper to comfortably and automatically identify static UI - Elements
- Added the Gaussian shader from loxa (thanks!

- Added many, many other things I cannot remember

- Included many, many fixes since the first release
Now, go and enjoy our new release in Los Santos or any other virtual place which you would like to enhance visually!
- Ganossa
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Topic Author
Just a quick side note::
SSAO and Motion Blur shader most likely will not work well with GTA V yet.
Please leave comments, pictures, videos and feedback guys!
Still, good work.
- BrandonHortman
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/bloom.h (441, 27): error X3004: undeclared identifier 'detectLowColor'
- huss93
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I see no problem but the dofus and too hide the car how to put it in the background please ?
- Marty McFly
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huss93 wrote: hiiiiiiiiiiiiii
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lol
I see no problem but the dofus and too hide the car how to put it in the background please ?
- BrandonHortman
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- BrokenDog
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BrandonHortman wrote: Failed with this error
/bloom.h (441, 27): error X3004: undeclared identifier 'detectLowColor'
Same here, happens whenever I enable the GEMFX effects.
- crosire
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- NattyDread
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I tried renaming dxgi to d3d11 but it's still the same.
edit: sorry I failed to see that troubleshooting thread
- crosire
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Please read this: reshade.me/forum/troubleshooting/498-gta...weetfx?start=24#4209 . Also, this thread is about the framework shader pack, whereas your problem is with ReShade itself, so I encourage you to report these issues to the linked thread or a new one in the troubleshooting section =).NattyDread wrote: Sadly I'm still having startup crashes ('IDXGIFactory::CreateSwapChain' failed with 'DXGI_ERROR_INVALID_CALL'! ) like may others. Are there any workarounds for that please?
- vfxninjaeditor
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- Kleio420
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wasnt working for a min but i deleted all the files quit steam again and relaunched the games i had trouble with and it seems to be working nowLuciferHawk wrote: Its Christmas in Spring
Pick up your present HERE
With the huge release of GTA V on PC we could of course not be idle and proudly release the second version of the ReShade Framework.
This version features plenty of improvements and additions!
Here are a few of the most important ones::
- GTA V supportAdded RFX_LogDepth option in the Common settings to allow DoF in GTA V (alternatively you can pick up a preset used in the recent show cases HERE )
- Added all missing ME color correction shader to the CustomFX suite (that was a huge request by you guys)
- Greatly improved the ambient light shader in conjunction with the adaptation shader
- Added ambient light control of the HeatHaze (and many other) shader
- Added individual toggle keys to all individual techniques
- Added UI-Mask Helper to comfortably and automatically identify static UI - Elements
- Added the Gaussian shader from loxa (thanks!)
- Added many, many other things I cannot remember
- Included many, many fixes since the first release
Now, go and enjoy our new release in Los Santos or any other virtual place which you would like to enhance visually!
no nothing works shaders are not being applied
- huss93
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- Ganossa
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Topic Author
crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.
It is taken into account in the DoF shader itself.
#if RFX_LogDepth
depthdiff = (scenedepth < scenefocus) ? pow(depthdiff, DOF_FARBLURCURVE) : depthdiff;
depthdiff = (scenedepth > scenefocus) ? pow(depthdiff, DOF_NEARBLURCURVE)*(1.0f+pow(abs(0.5f-texcoord.x)*depthdiff+0.1f,2)*DOF_VIGNETTE) : depthdiff;
#else
depthdiff = (scenedepth < scenefocus) ? pow(depthdiff, DOF_NEARBLURCURVE)*(1.0f+pow(abs(0.5f-texcoord.x)*depthdiff+0.1f,2)*DOF_VIGNETTE) : depthdiff;
depthdiff = (scenedepth > scenefocus) ? pow(depthdiff, DOF_FARBLURCURVE) : depthdiff;
#endif
Please use the preset I posted in my first post as a start for your own tweaks.
BrandonHortman wrote: Failed with this error
/bloom.h (441, 27): error X3004: undeclared identifier 'detectLowColor'
Some effects in the bloom.h file are also controlled by the ambient light shader which seems to currently create a problem when the AL shader is not activated. I will fix this but in the mean time you can activate the AL shader together with adaptation.
You should also be able to fix it yourself by setting the line in bloom.h::
#if AL_Adaptation
#if AL_Adaptation && AMBIENT_LIGHT
You will need to do the same in the HeatHazeControle.h or you might run into a similar problem with the HeatHaze.

- klotim
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//Global Settings
#if RFX_Screenshot_Format != 2
#pragma reshade screenshot_format bmp //ReShade_Screenshot_Format == 1
else <--- //there
#pragma reshade screenshot_format png //ReShade_Screenshot_Format == 2
#endif
- Wicked Sick
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The lens dirt effect only works when the mix mode is set to 1 now, it seems.
I liked very much the vignette for the DoF, I am still getting used to it tho. This release is great, I am so happy to see Ioxa's Gausian there ^^
- Kleio420
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LuciferHawk wrote:
roblem with the HeatHaze.crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.
ui mask either needs extra configuration in the uimask.h or its not working for me it fails to save a new mask .Theres little documentation on it or even simple comment saying a basic of what this function is doing if someone else were to go through and read some of this its jumbled looking and random at first glance its spose to be simple not something someone has to go google to understand , if thats what you want people releasing shaders should still be commenting explaining what its doing this just becomes frustrating for general people to use
- BrandonHortman
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LuciferHawk wrote: You should also be able to fix it yourself by setting the line in bloom.h::
to#if AL_Adaptation#if AL_Adaptation && AMBIENT_LIGHT
You will need to do the same in the HeatHazeControle.h or you might run into a similar problem with the HeatHaze.
Replacing the lines in those files solved the problem



You rock!!!
- Ganossa
-
Topic Author
Kleio420 wrote:
LuciferHawk wrote:
roblem with the HeatHaze.crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.
ui mask either needs extra configuration in the uimask.h or its not working for me it fails to save a new mask .Theres little documentation on it or even simple comment saying a basic of what this function is doing if someone else were to go through and read some of this its jumbled looking and random at first glance its spose to be simple not something someone has to go google to understand , if thats what you want people releasing shaders should still be commenting explaining what its doing this just becomes frustrating for general people to use
I "unfortunately" used up all my free time to get the updated released as soon as possible. There was no time yet to update the User Tutorial for this update and I did not even finish the Dev Tutorial. However, you are always free to ask about functionality.
The basic UI-Mask shader does nothing new. It uses a mask which has black to white gradients to determine where effects get applied. The mask you can find in /ReShade/Common/Textures. Activation and all options of the UI-Maks shader you can find in the /ReShade/Common_settings.cfg file. When setting RFX_UIMask_Direct to 0, you will get the default behavior described above which loads the texture from disk.
New is the RFX_UIMask_Helper which on pressing the RFX_UIMaskReset_HelperKey will start detecting static elements on the screen and draw everything else white (you will need to move in the game to help that process). RFX_UIMask_Tolerance determines how accurate/tolerant that detection process is. The higher that value the smoother is the transition to those static UI-Elements (helps especially if the algorithm does not catch all elements). Once that is done, you can press print screen on your keyboard to output the mask to disk (it is basically the ReShade screenshot). You can then use that screenshot to edit it further and overwrite the original mask texture.
Alternatively, you can set RFX_UIMask_Direct to 1 so it will load the UI-Mask you identified/created with the helper directly from memory instead of the texture on disk. Therefore, you first have to activate the RFX_UIMask_HelperKey in the game to create the mask and after pressing it again the mask will be automatically applied.
To reset the detected UI-Mask you can hit the RFX_UIMaskReset_HelperKey which will set the UI-Mask back to black. Before starting over with the detection you have to press the RFX_UIMaskReset_HelperKey once more to stop the resetting of the UI-Mask.
Hope that explains everything.
