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Very impressive article Jake! You are very talented.
nice article! i love seeing the breakdowns.
The possibilities are endless! Advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring … you name it.
Write your own effects
ReShade features its very own shading language and transcompiler. 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 or OpenGL: ReShade takes care of trans-compiling to the right shader model and language.