Aparece un nuevo sistema Injector para mejorar lo visto en InjectSMAA, pues permite ademas agregar otro tipo de shaders [efectos o filtros visuales], y la otra gran ventaja es que ademas de servir con la API Direct3D y DirectXGI, tambien sirve... por fin... en OpenGL, y podremos disfrutar de shaders SMAA y otros en juegos OpenGL.
Sobre InjectSMAA:
http://moddingmx.com/foro/index.php?/to ... o/?p=19915Una cosa mas que hace interesante este Injector, es el que pueden los propios usuarios [con los conocimientos necesarios] crearse los shaders [archivos *.fx] de los efectos/filtros, gracias a que es un injector generico.
Crosire's ReShade. It's a new injector written to replace InjectSMAA as platform that the SweetFX shader suite runs on. It's being developed to solve all of the issues that InjectSMAA had and allow for more advanced effects that currently aren't possible with InjectSMAA.
It's also compatible with at lot more games, as it has support for DX8, 9 , 10, 11 (and all their subversions) and OpenGL - both 32 and 64bit games.
It supports Window Vista and newer. If you need WinXP support you will have to stick with SweetFX 1.5.1
http://reshade.me/
Crosire's ReShade is an advanced, fully generic post-processing injector for games or alike. Imagine your favorite game with ambient occlusion, real high quality bokeh depth of field, color correction and more ... ReShade provides a generic way to access both 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! Advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field, chromatic aberration, dynamic filmgrain, automatic saturation and color correction, cross processing, multi-pass blurring ... you name it.
ReShade supports all of Direct3D8, Direct3D9Ex, Direct3D10.0 - 10.1, Direct3D11.0 - 11.2 and OpenGL. A computer with Windows Vista or higher (Windows 7, 8, 8.1 or 10) is required.
Write your own effects
ReShade features its very own shading language and transcompiler. The syntax is based on HLSL, adding useful features designed especially 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 transcompiling to the right shader model and language.
La forma de emplearse es la misma que en el resto de Injectors: Poner el archivo *.dll/*.fx de reshade en la misma carpeta del ejecutable del juego y cambiar el nombre del archivo reshade32.dll /reshade64.dll a d3d9.dll/dxgi.dll [o para opengl a opengl32.dll/opengl64.dll], hacer lo mismo con el archivo reshade.fx.
Es pedir demasiado, pero esperemos que John Mautari que trabaja ahora en AMD, se de tiempo y actualize su viejo RadeonPRO para dar soporte a Direct3D12 y tambien actualize el SMAA [y poder usarse en OpenGL tambien desde el RadeonPRO] y agregue ademas la ultima version del SweetFX, donde este Crosire's ReShade es un suplemento.
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