Shaders Zeal

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Muriel Trettin

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Aug 4, 2024, 7:12:33 PM8/4/24
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ReShadeis a generic post-processing injector for games and video software developed by crosire. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more ... ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.

The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring ... you name it.


ReShade features its very own shading language and compiler, called ReShade FX. The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states, ...


And that's not it. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D, OpenGL or Vulkan: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V).


ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with (this is only enabled in the ReShade build with full add-on support, which is unsigned). For more information check out the documentation.


As of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.


Use preset files (*.ini) that can be created from ReShade's in-game user interface to share your configurations.

Do NOT share the binaries or shader files. Link users to this website instead.


Dr. Shader has a zeal for life and a passion for discovery and adventure. He strives for excellence in surgical vision outcomes and is involved in international medical missions. Dr. Shader is fellowship trained in the latest cornea and lens based refractive surgery technology and surgical techniques, including small incision LASIK surgery and the latest in premium intra-ocular lens technology to correct astigmatism and presbyopia. He went to medical school at Western University of Health Sciences, COMP-NW, in Oregon, he completed his medical intern year at Kaweah Health in Visalia, California, and served as the Administrative Chief Resident in his final year of ophthalmology residency at Augusta University/Medical College of Georgia. Throughout his career, he has completed novel research projects and has received numerous awards for his academic achievements. When away from his practice, he is often found counseling high school students about healthy relationships, on the platform leading music at church for groups large and small, plucking his guitar around a campfire, or golfing with friends and family in the Coachella Valley. He is an avid waterman, swimming, surfing, and foiling in the sparkling waters of the Pacific Ocean. His physical fitness interests also include weightlifting, ice hockey, and snowboarding at Big Bear Mountain. He enjoys experiencing new cultures and has traveled to many countries including Egypt, Greece, Italy, Nigeria, and England among many others. He has been married for over 15 years and has two children. Dr. Shader strives for the highest ethical standards for the care that he provides. His commitment to you as a patient, is that he will care for and treat you as he would want himself or his own family members to be treated.


We, concerned Roblox players call upon Roblox and Byfron to take action to re-allow shaders in Roblox!



This has impacted, Roblox players, Zeal (roshade), other shader creators, and just about ALL of the creative visual potential of ROBLOX



Many of us are disheartened and limited in our ability to express ourselves artistically on the platform we love.



Shaders are not just filters or effects; they are powerful tools that allow us to transform ordinary scenes into breathtaking works of art. These enhancements elevate the overall visual experience, enabling creators to capture amazing pictures and videos that showcase the immense potential of Roblox as a creative platform.


By bringing back shaders in Roblox, we can unlock a full level of creativity and inspiration for millions of users worldwide.



Here are some reasons why this change is crucial:



1. Empowers Creativity: Shaders provide an additional layer of artistic expression by enhancing lighting effects, shadows, reflections, and textures. This allows creators to craft immersive environments that captivate players' imaginations.



2. Promoting More Diverse Content: By reintroducing shaders, Roblox will foster a bigger range of content creation styles and genres within its community. This will attract new talent while encouraging existing creators to push their boundaries further.



3. Encouraging Innovation: With access to shaders restored, developers will be motivated to explore new techniques and experiment with different visual aesthetics. This innovation will ultimately lead to more engaging gameplay experiences for players across all genres.



4. Showcasing Potential: The inclusion of shaders enables photographers and videographers to capture stunning visuals that highlight the true potential of Roblox as an artistic medium. These images can inspire others while attracting attention from outside communities who may not yet fully appreciate what this platform has to offer.



While we understand that there may be technical challenges associated with implementing shaders effectively within Roblox's and Byfron's framework, we believe that the benefits far outweigh any obstacles. We urge Roblox to prioritize this feature and work towards reintroducing shaders in a manner that ensures stability and compatibility.



Together, let us raise our voices and demonstrate the immense demand for shaders within the Roblox community. By signing this petition, you are advocating for a more vibrant and creative future for all Roblox users! Let us reclaim our ability to unleash our artistic potential and inspire others through visually stunning creations.



For the longest, Shaders have helped power imagination and creativity which directly aligns with roblox's motto of 15+ years, Join us in making sure it stays that way!



Thank you for your support!


A modified sprite shader (other shaders can be modified in same way) that adds ability to change saturation in the same way tinting was previously mentioned. I changed the example slightly (did I misunderstand this?) because it seems fully 1 makes whatever is being unsaturated fully desaturated, but in the code it was ignoring a full value of 1. A value of 0 does not modify it however. Default value is 0.


By default, Defold renders different parts of your game separately. As it renders the different parts, you have the opportunity to manipulate each added layer as it is composed into the final image your players see.


Open the game.project and scroll until you see the boostrap section. Change the render: so that it points to your main.render script. Once you select the main.render script it will automatically add the c at the end, which is the eventual compiled version.


The default render script is meant for 2d games - an orthographic projection without perspective. It ignores z depth in terms of scaling things with distance, and only uses z depth for layering. Defold is still a 3d engine always. By default, what looks like a 2d scene is still something rendered in a 3d world although in a flat way.


Though Defold is optimized for 2d games, it is possible to make 3d games with it, and to use 3d effects with it. Though making 3d games with Defold currently requires extra work on your part that may change in the future as features are built up by everyone involved.


You may have noticed the Cameras feature either as an option to add in the Defold Editor or when you glanced at the Camera Manual and thought that by changing the z distance of the camera you could change how everything seen by the camera can be scaled to be zoomed in and out, but hopefully after reading the previous text in this post you can understand that this would not be the case without changing the projection type.


Either rebuild his way, or copy and paste the defold.docset folder (if it looks recent enough) into the appropriate folder / or open it with the app of your choice. For me on Windows with Zeal the folder is C:\Users\Brian\AppData\Local\Zeal\Zeal\docsets which you can see in the General tab in options for Zeal.


Detecting the current OS information for selective code. Sometimes you want to enable or disable code, or have dummy simulated code go off depending on which platform you are testing.


ISO 639 is a standardized nomenclature used to classify languages. Each language is assigned a two-letter (639-1) and three-letter (639-2 and 639-3) lowercase abbreviation, amended in later versions of the nomenclature. This table lists all of: And some of: Note: Colors on the leftmost column represent the language family mentioned in the second column.


Anti-aliasing has an intimidating name, but what it does for our computer displays is rather fundamental. Think of it this way -- a line has infinite resolution, but our digital displays do not. So when we "snap" a line to the pixel grid on our...

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