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Sherief Farouk a70a36da91 Yet more tracing. 2 months ago
deps Added Tracy. 2 months ago
res Um, actual implementation of Tracy info in DLL details. 2 months ago
setup Updated projects. 2 months ago
source Yet more tracing. 2 months ago
tools Fix building issues with "ReShade FXC" on GCC 5 months ago
.editorconfig Add missing editor configuration for C# source files 6 months ago
.gitignore Implement imgui rendering and basic texture creation in Vulkan 11 months ago
.gitmodules Added Tracy. 2 months ago
Common.props Add basic config editor to setup tool (#9) 2 years ago Fix GitHub license detection 2 years ago Add more information about ReShade FX compiler to readme 5 months ago
ReShade.sln New build config, DLL details now show whether it has Tracy enabled or not. 2 months ago
ReShade.vcxproj New build config, DLL details now show whether it has Tracy enabled or not. 2 months ago
ReShade.vcxproj.filters Added D3D11 buffer proxy. 2 months ago
ReShadeFX.vcxproj Updated projects. 2 months ago
ReShadeFX.vcxproj.filters Clean up effect codebase 5 months ago
ReShadeFXC.vcxproj Updated projects. 2 months ago
ReShadeFXC.vcxproj.filters Reuse the same resource file for the standalone compiler tool 1 year ago
ReShadeInject.vcxproj Updated projects. 2 months ago


This is a generic post-processing injector for games and video software. It exposes an automated way to access both frame color and depth information and a custom shader language called ReShade FX to write effects like ambient occlusion, depth of field, color correction and more which work everywhere.

The ReShade FX shader compiler contained in this repository is standalone, so can be integrated into other projects as well. Simply add all source/effect_*.* files to your project and use it similar to the fxc example.


You'll need Visual Studio 2017 or higher to build ReShade and Python for the gl3w dependency. The Vulkan SDK is required if building with Vulkan support.

  1. Clone this repository including all Git submodules
  2. Open the Visual Studio solution
  3. Select either the “32-bit” or “64-bit” target platform and build the solution (this will build ReShade and all dependencies).

After the first build, a version.h file will show up in the res directory. Change the VERSION_FULL definition inside to something matching the current release version and rebuild so that shaders from the official repository at won't cause a version mismatch error during compilation.

A quick overview of what some of the source code files contain:

File Description
dll_log.cpp Simple file logger implementation
dll_main.cpp Main entry point and test application when building for debug
dll_resources.cpp Access to DLL resource data (e.g. built-in shaders)
effect_lexer.cpp Lexical analyzer for C-like languages
effect_parser.cpp Parser for the ReShade FX shader language
effect_preprocessor.cpp C-style preprocessor implementation
hook.cpp Wrapper around MinHook which tracks associated function pointers
hook_manager.cpp Automatic hook installation based on DLL exports
input.cpp Keyboard and mouse input management and window message queue hooks
runtime.cpp Core ReShade runtime including effect and preset management
runtime_gui.cpp Overlay GUI and everything related to that
d3d9/runtime_d3d9.cpp Effect runtime implementation for D3D9
d3d10/runtime_d3d10.cpp Effect runtime implementation for D3D10
d3d11/runtime_d3d11.cpp Effect runtime implementation for D3D11
d3d12/runtime_d3d12.cpp Effect runtime implementation for D3D12
opengl/runtime_gl.cpp Effect runtime implementation for OpenGL
vulkan/runtime_vk.cpp Effect runtime implementation for Vulkan


Any contributions to the project are welcomed, it's recommended to use GitHub pull requests.


All source code in this repository is licensed under a BSD 3-clause license.