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Reshade and QeffectsGL

Posted: Sun Nov 08, 2015 8:04 am
by davee0
Can i Combine these two Shaders.
Becauses i want perfomace and easy settings from QeffectsGL and MasterEffects Reshade(Godrays, DirtyLens) ?.
:v: :question:

I use it for my map/modpack

RE: Reshade and QeffectsGL

Posted: Sun Nov 08, 2015 11:30 am
by Zanieon
davee0 wrote:Becauses i want perfomace
davee0 wrote:QeffectsGL and MasterEffects
Something wrong is not right.

Dude, you NEVER WILL HAVE performance with these two, QeffectsGL is badly coded so well as MasterEffects, both works with different OGL injections and not only can but WILL fail to compile effects.

Also, if Zandronum keeps updating accordingly to GZDoom's OpenGL renderer too, QeffectsGL will not be useable anymore it crashes on any recent version of GZDoom so it will probably do the same on Zandronum, my suggestion is you stay only with ReShade and play around with it.

RE: Reshade and QeffectsGL

Posted: Sun Nov 08, 2015 11:47 am
by Chronos Ouroboros
It's actually possible. The source code to QEffectsGL is available and the GLSL shaders are there. All you need to do is to convert them to ReShade's shader language.

RE: Reshade and QeffectsGL

Posted: Sun Nov 08, 2015 1:34 pm
by Monsterovich
Chronos Ouroboros wrote: It's actually possible. The source code to QEffectsGL is available and the GLSL shaders are there. All you need to do is to convert them to ReShade's shader language.
The worst way I ever heard. GZDoom must support these shaders by default (I mean by using GLDEFS, but currently it sucks), otherwise you'll have a very poor performance, because DLL injector is a dirty exe hack. Plus you can't use these shaders optionally for your graphics, it just renders every frame to the texture and applies effects on it. Sometimes this looks terrible. (VERY VERY TERRIBLE)

GZDoom 2.* actually showed us that GZDoom is already R.I.P. If we really want to get these effects, we should make our own OpenGL renderer.

RE: Reshade and QeffectsGL

Posted: Sun Nov 08, 2015 6:16 pm
by Ænima
Monsterovich wrote:
Chronos Ouroboros wrote: It's actually possible. The source code to QEffectsGL is available and the GLSL shaders are there. All you need to do is to convert them to ReShade's shader language.
The worst way I ever heard. GZDoom must support these shaders by default (I mean by using GLDEFS, but currently it sucks), otherwise you'll have a very poor performance, because DLL injector is a dirty exe hack. Plus you can't use these shaders optionally for your graphics, it just renders every frame to the texture and applies effects on it. Sometimes this looks terrible. (VERY VERY TERRIBLE)

GZDoom 2.* actually showed us that GZDoom is already R.I.P. If we really want to get these effects, we should make our own OpenGL renderer.

BUT IT WILL MAKE BRUTAL DOOM LOOK EVEN BETTER!!!!!!


also
http://zdoom.org/wiki/GLDEFS#Hardware_shaders

Will probably be a while before we'll get the backports necessary to make custom shaders for Zandronum. In GZDoom right now you can even apply shaders to sprites and onscreen graphics to make some really cool effects.

RE: Reshade and QeffectsGL

Posted: Mon Nov 09, 2015 5:05 am
by StrikerMan780
Zandronum 3.0 has that capability, as far as I'm aware.

RE: Reshade and QeffectsGL

Posted: Mon Nov 09, 2015 11:06 am
by Zanieon
Ænima wrote: BUT IT WILL MAKE BRUTAL DOOM LOOK EVEN BETTER!!!!!!
Pretty sure Brutal Doomb will not look better than this with ReShade for PC Master Race.

RE: Reshade and QeffectsGL

Posted: Mon Nov 09, 2015 11:07 am
by Monsterovich
Ænima wrote: In GZDoom right now you can even apply shaders to sprites and onscreen graphics to make some really cool effects.
I know about this cool thing, but it has one problem. You can't apply your shader to the group of graphics by using a mask (e.x SHIT*0) and you should copy/paste the same code for every sprite/texture even if you have more than 100 of them. I hope that it's possible, but ZDoom wiki says nothing about that.