Reshade 5.1.0 ^hot^
She smiled.
// Example: Basic Brightness Feature uniform float Brightness < ui_type = "slider"; ui_min = 0.0; ui_max = 2.0; > = 1.0; float4 PS_Brightness(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float4 color = tex2D(ReShade::BackBuffer, texcoord); return color * Brightness; } technique MyNewFeature { pass { VertexShader = PostProcessVS; PixelShader = PS_Brightness; } } Use code with caution. Copied to clipboard reshade 5.1.0
And for the first time in seven years, she closed the bug-reporting tool. She didn't need to find flaws anymore. She needed to see how deep the depth of field went. She needed to know if the sunset had a god ray for every lost soul in the code. She smiled
Version 5.1.0 added the BUFFER_COLOR_SPACE definition, allowing shaders to detect if the game is running in sRGB, HDR10, or scRGB. This ensures that color correction and cinematic shaders can adapt to high-dynamic-range displays without blowing out highlights. She didn't need to find flaws anymore
Perfect for vibrant, fantasy-style games ( The Witcher 3 , Genshin Impact ):
