Glamayre_Fast_Effects
- rj200
- Topic Author
**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:
github.com/rj200/Glamarye_Fast_Effects_for_ReShade
Please Log in or Create an account to join the conversation.
- Aztec2012
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
Please Log in or Create an account to join the conversation.
- lordbean
Please Log in or Create an account to join the conversation.
- Aztec2012
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++
Please Log in or Create an account to join the conversation.
- Aztec2012
Please Log in or Create an account to join the conversation.
- Aztec2012
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
github.com/rj200/Glamarye_Fast_Effects_for_ReShade
Please Log in or Create an account to join the conversation.
- Ayva_K
Please Log in or Create an account to join the conversation.
- Aztec2012
Please Log in or Create an account to join the conversation.
- sanek7814
Please Log in or Create an account to join the conversation.
- NoPippinNo
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.
Please Log in or Create an account to join the conversation.
- klotim
Please Log in or Create an account to join the conversation.
- GT500
There's an issue open on the Github project, but no official response as of yet (at least that I have seen):Not compatible with Reshade >5.9.0. Works fine with versions before that.
github.com/rj200/Glamarye_Fast_Effects_for_ReShade/issues/18
Please Log in or Create an account to join the conversation.
Fix applied now.
Thank you all for reporting it.
I've actually resumed work on 7.0, which I hope to finish and release soon.
Please Log in or Create an account to join the conversation.
- klotim
- The Iron Wolf
I am reaching out to see if there's a suggestion regarding the following problem. The game I am playing uses silly lens flare effect, which is basically a stretched, transparent texture drawn as a last step in screen coordinates. I do use depth effects in Glamayre. What happens is when lens flare is visible, somehow AO and GI effects get imprinted with it and when 3D geometry moves, AO and GI does follow lens flare for a bit. The only way to mittigate that is to reduce ao_strength and gi_strength and increase reduce_ao_in_light_areas=4.000000 but the glitch is still visible. I tried depth_detect=1 and it does not help. Any suggestions?
Also, are there any plans to add LUT+bloom into this? That would make it the only effect Thank you!
Edit: actually, please wait. I suspect the problem is that I am grabbing left eye depth stencil in the wrong place or moment of time in my addon and that only happens if lens is visible.
Please Log in or Create an account to join the conversation.