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Update ReShade.cs
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@ -42,6 +42,7 @@ namespace Bloxstrap.Helpers.Integrations
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{ "Stock", "https://github.com/crosire/reshade-shaders/archive/refs/heads/master.zip" },
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{ "Stock", "https://github.com/crosire/reshade-shaders/archive/refs/heads/master.zip" },
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// shaders required for extravi's presets:
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// shaders required for extravi's presets:
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{ "Stormshade","https://github.com/cyrie/Stormshade/archive/refs/heads/master.zip" },
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{ "Legacy", "https://github.com/crosire/reshade-shaders/archive/refs/heads/legacy.zip" },
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{ "Legacy", "https://github.com/crosire/reshade-shaders/archive/refs/heads/legacy.zip" },
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{ "AlucardDH", "https://github.com/AlucardDH/dh-reshade-shaders/archive/refs/heads/master.zip" },
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{ "AlucardDH", "https://github.com/AlucardDH/dh-reshade-shaders/archive/refs/heads/master.zip" },
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{ "AstrayFX", "https://github.com/BlueSkyDefender/AstrayFX/archive/refs/heads/master.zip" },
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{ "AstrayFX", "https://github.com/BlueSkyDefender/AstrayFX/archive/refs/heads/master.zip" },
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@ -56,6 +57,7 @@ namespace Bloxstrap.Helpers.Integrations
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private static readonly string[] ExtraviPresetsShaders = new string[]
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private static readonly string[] ExtraviPresetsShaders = new string[]
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{
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{
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"Stormshade",
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"Legacy",
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"Legacy",
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"AlucardDH",
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"AlucardDH",
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"AstrayFX",
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"AstrayFX",
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@ -197,16 +199,30 @@ namespace Bloxstrap.Helpers.Integrations
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continue;
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continue;
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// github branch zips have a root folder of the name of the branch, so let's just remove that
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// github branch zips have a root folder of the name of the branch, so let's just remove that
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string fullPath = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
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string fullPath;
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if (entry.FullName.Contains("Stormshade-master"))
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{
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fullPath = entry.FullName.Substring(entry.FullName.IndexOf("reshade-shaders/") + "reshade-shaders/".Length);
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}
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else
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{
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fullPath = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
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}
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// skip file if it's not in the Shaders or Textures folder
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// skip file if it's not in the Shaders or Textures folder
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if (!fullPath.StartsWith("Shaders") && !fullPath.StartsWith("Textures"))
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if (!fullPath.StartsWith("Shaders") && !fullPath.StartsWith("Textures"))
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continue;
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continue;
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// ingore shaders with compiler errors
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// ingore shaders with compiler errors
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if (fullPath.EndsWith("dh_Lain.fx") || fullPath.EndsWith("dh_rtgi.fx"))
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if (fullPath.EndsWith("dh_Lain.fx") || fullPath.EndsWith("dh_rtgi.fx") || fullPath.EndsWith("DOF.fx") || fullPath.EndsWith("FXAA.fx") || fullPath.EndsWith("FXAA.fxh"))
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continue;
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continue;
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if (entry.FullName.Contains("Stormshade-master"))
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{
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if (fullPath.EndsWith("Clarity.fx") || fullPath.EndsWith("AmbientLight.fx"))
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continue;
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}
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// and now we do it again because of how we're handling folder management
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// and now we do it again because of how we're handling folder management
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// e.g. reshade-shaders-master/Shaders/Vignette.fx should go to ReShade/Shaders/Stock/Vignette.fx
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// e.g. reshade-shaders-master/Shaders/Vignette.fx should go to ReShade/Shaders/Stock/Vignette.fx
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// so in this case, relativePath should just be "Vignette.fx"
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// so in this case, relativePath should just be "Vignette.fx"
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