https://github.com/lcbx/gdreshade
Reshade post-processing integration in Godot 4 using godot-cpp
https://github.com/lcbx/gdreshade
Last synced: over 1 year ago
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Reshade post-processing integration in Godot 4 using godot-cpp
- Host: GitHub
- URL: https://github.com/lcbx/gdreshade
- Owner: Lcbx
- License: unlicense
- Created: 2023-02-28T23:25:51.000Z (over 3 years ago)
- Default Branch: master
- Last Pushed: 2023-03-03T22:21:13.000Z (over 3 years ago)
- Last Synced: 2025-01-23T11:34:30.064Z (over 1 year ago)
- Language: C++
- Size: 78.1 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# gdReshade : Reshade post-processing for Godot
this [extension](https://github.com/godotengine/godot-cpp) aims to import [Reshade](https://github.com/crosire/reshade) shaders natively within the [Godot Engine](https://godotengine.org/).
It's an experiment with both postprocessing and writing an extension.
There's a demo project that shows how to use the extension.
Please take a look at the [GDExtension issue tracker](https://github.com/Zylann/godot_voxel/issues/442) before reporting an issue.
_⚠ I do not intend to maintain this, but will review any PRs_
### TODO
* write a custom ```reshadefx::codegen``` class to generate gdshader code instead of glsl (right now you have to do the [conversion to gdshader](https://docs.godotengine.org/en/latest/tutorials/shaders/converting_glsl_to_godot_shaders.html) by hand).
* create 1 shader per pass
* create uniforms with godot attributes (```hint_range```,```hint_default```,...)
* translate correponding built-ins (ReShade::BackBuffer, BUFFER_WIDTH, ...)