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astrayfx's Issues

eMotionBlur syntax error

After running BOTW in CEMU with reshade it said that eMotionBlur.fx is not working so I checked the log and it gave me this

21:42:23:148 [12380] | ERROR | Failed to load "C:\Cemu\cemu_1.22.5\reshade-shaders\Shaders\AstrayFX\eMotionBlur.fx":
C:\Cemu\cemu_1.22.5\reshade-shaders\Shaders\AstrayFX\eMotionBlur.fx(214, 8): error X3000: syntax error: unexpected 'integral literal', expected 'identifier'
C:\Cemu\cemu_1.22.5\reshade-shaders\Shaders\AstrayFX\eMotionBlur.fx(216, 37): error X3000: syntax error: unexpected '(', expected 'identifier'
C:\Cemu\cemu_1.22.5\reshade-shaders\Shaders\AstrayFX\eMotionBlur.fx(217, 1): error X3000: syntax error: unexpected '}'
C:\Cemu\cemu_1.22.5\reshade-shaders\Shaders\AstrayFX\eMotionBlur.fx(264, 19): error X3000: syntax error: unexpected '(', expected ','
C:\Cemu\cemu_1.22.5\reshade-shaders\Shaders\AstrayFX\eMotionBlur.fx(272, 61): error X3000: syntax error: unexpected '(', expected ','
C:\Cemu\cemu_1.22.5\reshade-shaders\Shaders\AstrayFX\eMotionBlur.fx(408, 14): error X3000: syntax error: unexpected '(', expected ';'

referring to the part of the code

float DS(float2 texcoord)
{
  return tex2Dlod(curr_frame, float4(texcoord,0,0.125)).x;
}

and its references... figured I would let you know.

A crazy idea about TAA... USE THE MOUSE

Some Razer device now support mouse movement in their Razer synapse driver,
you might also can get automatically mouse movement macro use AutoHotKey software.

Since the TAA is based on a high speed shaking 3D camera,
and we can't ask game enging to shake because this is post-processing...

So what about use mouse macro to shake?
Could this bring any means to get a true TAA implementation?
Imagine you use a mouse to shake a PC video game and play with an XBOX controller.

UPDATE at 1/10/2022:
These gets done, a video demo to show results.
https://www.youtube.com/watch?v=vIg0JeLIjTc

Detect Sky and weapon areas and use the info to modify HDR

It occurs to me that if you're doing LDR to HDR conversions in BloomingHDR or some of your other shaders, the ability we have to now detect sky and weapon/hand models could be used to modify the amount of light coming from those areas.

The sky would be brighter than most other things, and the weapon would probably be the same brightness as most things in the scene but having the ability to adjust this could make sci-fi weapons like a pulse cannon give off a nice blue bloom.

I believe some cool things could be done with this.

Emotion Blur has artifacts on Cyberpunk 2077

Emotion Blur has artifacts on Cyberpunk 2077

Please solve those artifacts problems, emotion blur works great with any game, just lock fps to 96fps and use it with in game motion blur, image flows great !

Best deband shader

Hello. Is it possible to split the Deband shader from the LimboMod into a standalone shader?
I tested various Deband shaders on the depth buffer and the shader built into LimboMod showed the best result.
Or does it only work well in this shader space?
(4K upscale video to reduce artifacts)
https://www.youtube.com/watch?v=iChZdoVo66c

Permission for automatically downloading this repository

Heya! I'm currently writing a ReShade installer for Linux and since you don't state an explicit license, I want to ask you whether I could add your repository to the list of automatically downloaded shaders in said installer.

Appreciate your work here!

Normal map not working in RadiantGI on Cyberpunk 2077

RadiantGI (Reshade 4.9.0) does nothing in Cyberpunk 2077 and I suspect it is due to the normalmap not working (when I debug to show the depth/normals, it shows depth, but normal is just a light purple screen). The default DisplayDepth shader works in Cyberpunk and shows both correct depth and normal map. I have changed RESHADE_DEPTH_INPUT_IS_REVERSED to 1 and reloaded and have changed DepthMap to DM1_Reversed.
I have tested RadiantGI (Reshade 4.9.0) on Assassin's Creed Valhalla and it works perfectly.

Not an issue but more a suggestion on a possible Gloom AO improvement :)

First let me start by saying that I really love this Gloom AO shader, it is working incredibly well on many games in Halo MCC for example.

However I have a little "problem" with it, during many sequences, the screen will fade to almost pitch black, for example black bars, or fade to black effects (but it's not perfect black though), and you can see the geometry and the AO glitching through the black bars and all because the depth buffer is still available.

I was wondering if it could be possible to have a color threshold option to ignore the AO when the scene is too dark, to avoid AO leaking during cinematic presentations or darker environments. I noticed the "Color Power" option can act as a sort of threshold for ignoring the AO in parts of the scene that are too bright, maybe it can have an other option similar to this but repurposed for dark scenes?

Thanks for reading!

I do have some performance concerns as well, as even in quarter res the shader has a huge impact on the GPU, but I am playing at 4K and beyond so it's partially on me haha.

RadiantGI crashes display driver or game on AMD 7900 XTX graphics card

When enabling the shader with ReShade, either the display driver (causing the game window not to draw anymore) or the game crashes (hangs indefinitely).

Game is CSGO which uses DX9.
OS is Windows 10
Display drivers: tried multiple, 23.1.1, 23.2.1, 23.2.2
Had this issue on multiple computers as well, both had the same AMD card.
Tested with ReShade 5.0.2 and 5.6
The RadiantGI.fx file is the same as the in this repo.
Tried clearing the shader cache.

Haven't had this issue using Nvidia graphics cards (3000 series). Also no other ReShade shader I tested causes this behaviour with this AMD card.

Unfortunately I don't have any crashdumps as it doesn't seem to produce one, nor do ReShade logs tell anything.
There is one preprocessor warning:

2023-02-27T13:04:10:022 [28548] | WARN  | Successfully compiled "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\reshade-assets\Shaders\AstrayFX\RadiantGI.fx" in 9.626 s with warnings:
For the latest version go https://blueskydefender.github.io/AstrayFX/ or http://www.Depth3D.info ¿(4, 2): preprocessor warning:  � � � � � � � � 

^^ the last glyphs spell out "T A M P E R E D" when viewing with notepad++, not sure what that's about.
When I diff the RadiantGI.fx here vs on my disk, they are identical.

Here is what my RadiantGI-related conf looks like in the ReShade preset .ini file:

[RadiantGI.fx]
Blend=0
Debug=1
Deep_Scattering=0.100000
Depth_Map=0
Depth_Map_Adjust=7.500000
Depth_Map_Flip=0
Diffusion_Saturation_Power=0.250000,0.500000
D_Irradiance=0.000000
GI_Power=1.000000
GI_Ray_Length=250.000000
GI_Res=0.800000
GI_Saturation=1.000000
GI_Sky_Saturation=1.000000
HDR_BP=0.500000
IGN_Toggle=1
Internals=0.540000,0.010000,0.010000
Luma_Map=0.500000
NCD=0.125000,0.000000
Offset=0.000000
PCGI_2DTexture_Detail=0.000000,1.000000
PCGI_Fade=1.000000
PP_Options=0
RadiantGI=0
Reflectivness=1.000000,0.500000
samples=6.000000
SamplesXY=6
Scattering=0
Sky_Adustment=3
Sky_Emissive_Selection=0
SSS_Seek=0.250000
Target_Lighting=0.050000
Trim=0.000000
Wrap=0.500000

TAA Temporal not work in online game like Final Fantasy XIV FF14?

My game "Final Fantasy XIV" in http://reshade.me/compatibility shows it has "Good" level in DirectX 9.
And should have depth access.

I use "Temporal AA mod" in Minecraft, it's a very powerful and high performance AA
can remove any possible aliasing and flickering.
Of course, reshade can't make game engine to do work like shaking camera, to make AA part to work.
But I still hope I can get some "Temporal benefits" like to prevent flickering in motion,
for example FXAA and SMAA can look well in static image, once I start moving,
any small details will flickering and very annoying.
These flickering still exist in Sparse Grid Supersampling (MSAA), but very less noticeable.

When use FXAA or SMAA, add Temporal_AA.fx at the bottom of one of the two shaders,
the problem is the screen just became blur and not playable anymore,
but no AA effect, or motion flicker reduce effect.

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