Glamayre_Fast_Effects
- rj200
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Glamayre v6.2 is out!
**New in 6.2:** Fixed sharpening bug. Updated HDR detection and configuration for ReShade 5.2. Fake GI: New improved equation that fixes problems with oversaturation in games with strong coloured lighting; the Fake GI sliders work a bit differently now so you might need to tweak any presets. Fix darkening near image edge. Simplified pre-processor definitions.
Get it here:
[url] github.com/rj200/Glamarye_Fast_Effects_for_ReShade [/url]
**New in 6.2:** Fixed sharpening bug. Updated HDR detection and configuration for ReShade 5.2. Fake GI: New improved equation that fixes problems with oversaturation in games with strong coloured lighting; the Fake GI sliders work a bit differently now so you might need to tweak any presets. Fix darkening near image edge. Simplified pre-processor definitions.
Get it here:
[url] github.com/rj200/Glamarye_Fast_Effects_for_ReShade [/url]
The following user(s) said Thank You: someone_for
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- Aztec2012
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Reshade 5.3.0 compile error.
23:23:39:391 [05960] | ERROR | Failed to compile "C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx":
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(209, 449): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(437, 278): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(639, 7): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(2539, 382): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(10362, 175): preprocessor error: unterminated string literal
23:23:39:853 [10528] | ERROR | Failed to compile "C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\rj_sharpen.fx":
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\rj_sharpen.fx(425, 449): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\rj_sharpen.fx(2689, 175): preprocessor error: unterminated string literal
23:23:39:391 [05960] | ERROR | Failed to compile "C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx":
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(209, 449): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(437, 278): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(639, 7): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(2539, 382): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\Glamayre_Fast_Effects.fx(10362, 175): preprocessor error: unterminated string literal
23:23:39:853 [10528] | ERROR | Failed to compile "C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\rj_sharpen.fx":
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\rj_sharpen.fx(425, 449): preprocessor error: unterminated string literal
C:\Games\Arx Fatalis\bin\x64\reshade-shaders\Shaders\rj_sharpen.fx(2689, 175): preprocessor error: unterminated string literal
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- lordbean
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Glamayre only has ~1900 total lines in the .fx file. The fact that you're getting errors from lines beyond that suggest you didn't download it correctly - make sure you got the .fx source, and not the source code for the web page that displays it.
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- Aztec2012
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Glamayre only has ~1900 total lines in the .fx file. The fact that you're getting errors from lines beyond that suggest you didn't download it correctly - make sure you got the .fx source, and not the source code for the web page that displays it.
Last 6.2 version has 10496 total lines. See it in Notepad++
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- Aztec2012
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Strange. Glamayre_Fast_Effects.fx from main Github page has 800 kb size and 10496 total lines, Glamayre_Fast_Effects.fx from releases has only 100 kb size and 1885 total lines. What is difference?
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- Aztec2012
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So from releases works fine. Thanks and sorry,
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Glamayre Fast Effects 6.3 is out. Main enhancement is sharpen is improved if you're not using Glamayre's Fast FXAA (e.g. if you're using in-game TAA or DLSS instead).
github.com/rj200/Glamarye_Fast_Effects_for_ReShade
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v6.4 out with some minor fixes and improvements - most noticably adaptive contrast tweaked and should look better at higher strength than before. Preset authors note: Fake GI saturation slightly increased.
github.com/rj200/Glamarye_Fast_Effects_for_ReShade
github.com/rj200/Glamarye_Fast_Effects_for_ReShade
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- Ayva_K
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7 months 6 days ago - 7 months 6 days ago #69
by Ayva_K
Replied by Ayva_K on topic Glamayre_Fast_Effects
How do you add black blur? @geisalt
Last edit: 7 months 6 days ago by Ayva_K. Reason: quoting
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- Aztec2012
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Bug with gost silhouettes of some objects in Direcx 9 games like Hitman Blood Money or Fable Anniversary. Its appeared when enable DepthCopyBeforeClears option.
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- sanek7814
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I liked your sharpness shader, it darkens the edges of the picture, thereby it does not create artifacts, usually sharpness "brightens" areas and it is unpleasant to the eye. Can you change another sharpness shader to darken the picture?
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- NoPippinNo
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2 months 5 days ago - 2 months 5 days ago #72
by NoPippinNo
Replied by NoPippinNo on topic Glamayre_Fast_Effects
Hello rj200, hope you're doing well!
In case you're still working on the shader, would you consider a control for how the lighting blends with specific luminosity ranges?
A method that could limit how much luminosity gets added to very dark pixels in particular would be amazing as texture detail like empty holes in objects can essentially become reflective surfaces.
Thank you!
edit: although the adaptive contrast helps alleviate that quirk and restore contrast it also affects unlit areas of the image, which leads to other issues.
In case you're still working on the shader, would you consider a control for how the lighting blends with specific luminosity ranges?
A method that could limit how much luminosity gets added to very dark pixels in particular would be amazing as texture detail like empty holes in objects can essentially become reflective surfaces.
Thank you!
edit: although the adaptive contrast helps alleviate that quirk and restore contrast it also affects unlit areas of the image, which leads to other issues.
Last edit: 2 months 5 days ago by NoPippinNo.
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