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TOPIC: [SOLVED] SweetFX + MasterEffect, How?

SweetFX + MasterEffect , How? 1 year 10 months ago #1

  • paxton676
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How do I get them both working together? I like the MasterEffect shaders but it doesn't have SMAA. I want to add SMAA from the Sweetfx.
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SweetFX + MasterEffect , How? 1 year 10 months ago #2

  • robgrab
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I've been wanting to know this as well. Really hate sacrificing SMAA for all the other shaders.
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SweetFX + MasterEffect , How? 1 year 10 months ago #3

  • SunBroDave
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Haven't tested but most likely you just have to copy 2 things into reshade.fx (the one for mastereffect):
- the boolean toggle for turning the effect shader on/off and the settings for that shader, this is found in sweetfx_settings.txt
- the actual implementation of that shader, this is found in sweet.fx

Should work for any shader you want to add from sweetfx, so long as there are no conflicting shader names (i.e. don't add Vibrance from sweetfx to mastereffect because mastereffect already has a shader named Vibrance).
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SweetFX + MasterEffect , How? 1 year 10 months ago #4

  • paxton676
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SunBroDave wrote:
Haven't tested but most likely you just have to copy 2 things into reshade.fx (the one for mastereffect):
- the boolean toggle for turning the effect shader on/off and the settings for that shader, this is found in sweetfx_settings.txt
- the actual implementation of that shader, this is found in sweet.fx

Should work for any shader you want to add from sweetfx, so long as there are no conflicting shader names (i.e. don't add Vibrance from sweetfx to mastereffect because mastereffect already has a shader named Vibrance).


Thank you for the reply. I have a very limited understanding of this stuff. I will need detailed instructions on how to do it. I need to see exactly what to copy and where to paste it. Any chance someone who knows will make the changes(sweet.fx + reshade.fx) for us and upload the file?
Last Edit: 1 year 10 months ago by paxton676.
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SweetFX + MasterEffect , How? 1 year 10 months ago #5

As paxton676 said, i would need detailed instructions on how use SweetFX + MasterEffect.
Last Edit: 1 year 10 months ago by sutty73. Reason: Mistake
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SweetFX + MasterEffect , How? 1 year 10 months ago #6

  • Iddqd
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sutty73, here link: www.dropbox.com/s/9hafd55zptdei3m/ReShade.rar?dl=0
compiled MasterEffect and SweetFx :)
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SweetFX + MasterEffect , How? 1 year 10 months ago #7

  • paxton676
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Iddqd wrote:
sutty73, here link: www.dropbox.com/s/9hafd55zptdei3m/ReShade.rar?dl=0
compiled MasterEffect and SweetFx :)
I love you :) Thank you :)



UPDATE: It doesn't work for me. If you toggle smaa from 0 to 1, you get Reshade errors and doesn't work.


C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(700, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol name
C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(700, 12): error X3025: l-value specifies const object
C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(759, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol name
C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(759, 12): error X3025: l-value specifies const object
C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1001, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol name
C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1001, 12): error X3025: l-value specifies const object
C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1005, 5): error X3025: l-value specifies const object
C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1010, 5): error X3025: l-value specifies const object

compilation failed with 8 errors.
Last Edit: 1 year 10 months ago by paxton676.
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SweetFX + MasterEffect , How? 1 year 10 months ago #8

  • SunBroDave
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Simply paste this SweetFX_settings.txt over the one currently in your SweetFX folder
https://www.mediafire.com/?qre4y5leelo9wje

and then add the following line to ReShade.fx:
#include "Sweet.fx"
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SweetFX + MasterEffect , How? 1 year 10 months ago #9

Okay that did fix the other error, but now I have this happening for whatever reason:
Z:\Games\Firestorm-Releasex64\SweetFX/ReShade_settings.txt(9, 14): error X3003: redefinition of 'depthtoggle'

compilation failed with 1 errors.
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SweetFX + MasterEffect , How? 1 year 10 months ago #10

  • SunBroDave
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Haven't looked at it since last week but I remember that there was actually one more effect I think that I forgot to take out of sweetfx. Open up sweetfx settings, find whichever effect is included in master effect and then erase it from sweetfx settings
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SweetFX + MasterEffect , How? 1 year 10 months ago #11

  • matsilagi
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Here's a fix i did.
Removed the depthtoggle and the Vignette since it was conflicting.

Also, Advanced CRT is broken, crosire needs to fix this (Standalone too).

puu.sh/eMuoj/979b459736.txt (SweetFX_Settings.txt)
puu.sh/eKarv/a0ac4e4089.fx (Sweet.fx)

UPDATE: Also removed FXAA.
Loves to test stuff for no reason.
Last Edit: 1 year 10 months ago by matsilagi.
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SweetFX + MasterEffect , How? 1 year 10 months ago #12

  • paxton676
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matsilagi wrote:
Here's a fix i did.
Removed the depthtoggle and the Vignette since it was conflicting.

Also, Advanced CRT is broken, crosire needs to fix this (Standalone too).

puu.sh/eKan5/9ca8a14fe6.txt (SweetFX_Settings.txt)
puu.sh/eKarv/a0ac4e4089.fx (Sweet.fx)

Thank you. Can you fix my issue here? reshade.me/forum/shader-troubleshooting/...lack-with-shaders-on

My screen goes black with shaders toggled on , on some OPENGL games. Also, the issue remains with your sweet.fx file. The issue happens even with all effects toggled to 0(off). I can toggle the sweetfx off/on in game and it will be normal(off) black screen(on).

308 reborn works fine. I just want the sweetFX to add SMAA. Any chance you could make a Reborn MasterEffect version with SMAA? Just don't update it in a way that breaks my games like the newer MasterEffect versions and SweetFX. :)
Last Edit: 1 year 10 months ago by paxton676.
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SweetFX + MasterEffect , How? 1 year 10 months ago #13

This worked fine for me on GTAIV, just cant update to the latest MER. no magic DOF or new stuff.

cheers!
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SweetFX + MasterEffect , How? 1 year 10 months ago #14

  • paxton676
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For me, the black screen issues with sweetfx and newer mastereffect are fixed with the latest Reshade.
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SweetFX + MasterEffect , How? 1 year 10 months ago #15

  • brussell
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Basically this method works, but two of the ME effects, bloom and Lensdirt, lead to this error (with only SMAA enabled):
Shader@0x0A70B2C8(454,11): error X4509: maximum sampler register index exceeded, target has 16 slots, manual bind to slot s16 failed

@Crosire & Co: How do you think about the possibilty to incorporate an extra proxy dll, like this enbdev.com/doc_proxy_en.htm , So we are able to use 3rd party dlls, like SMAA? Is this feasible or reasonable?
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SweetFX + MasterEffect , How? 1 year 10 months ago #16

brussell wrote:
Basically this method works, but two of the ME effects, bloom and Lensdirt, lead to this error (with only SMAA enabled):
Shader@0x0A70B2C8(454,11): error X4509: maximum sampler register index exceeded, target has 16 slots, manual bind to slot s16 failed

Yes, I get the exact same message when trying to use both SweetFX and ME with Serious Sam 3. That was with Lensdirt on, haven't tried Bloom yet.
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SweetFX + MasterEffect , How? 1 year 10 months ago #17

  • crosire
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ReShade's hooking system is far more complex compared to other wrappers. It's why you can inject ReShade with an external injector tool, but also use it as a wrapper or load it into the game with any other mode (like for Unity3D, where you can always name it "opengl32.dll", even if it actually uses Direct3D). This makes implementing such a chaining way more complicated. Most simple wrappers have such an option though, so you can simply put ReShade to the end of the chain and be done. =)

The maximum sampler error is self explanatory. Direct3D allows 16 samplers, not more. Now if you combine this many effects, where each (especially MasterEffect) use a ton of samplers, that limit is exceeded farily quickly. Nothing can be done about it, other than reducing the amount of effects used (or in case of MasterEffect, rewriting it a bit to use them more efficiently, which is currently done).
Cheers, crosire =)
Last Edit: 1 year 10 months ago by crosire.
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SweetFX + MasterEffect , How? 1 year 9 months ago #18

  • Ganossa
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We discussed a framework that will combine distinct effects inherently::
read it up here
Last Edit: 1 year 1 month ago by crosire. Reason: Fixed link
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