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Shader collections and imports

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MacLauncher runs shaders from ReShade, RetroArch, mpv, Magpie and other projects on macOS, side by side in the same chain. Shaders are small GPU programs that transform an image, and the communities around these projects have written thousands of them, from CRT simulations and anime upscalers to film grades, bloom and ambient occlusion. Shaders you already use elsewhere can often be used here too.

FormatFilesWhere it comes from
ReShade FX.fxReShade’s large library of post-processing effects for PC games. Techniques, includes, lookup textures and parameters all work.
RetroArch Slang.slangp, .slangRetroArch’s shader presets, run through librashader on Metal. Multi-pass presets keep their scaling and textures.
mpv / libplacebo.glsl, .hookVideo-player shaders: upscalers like Anime4K and FSRCNNX, chroma reconstruction, debanding, grain.
LUT.cubeColor grades from photo and video editors, as 1D, 3D or combined tables.
ISF.fs, .isfInteractive Shader Format effects from the VJ and video world.
MagpieFX.hlslThe effect format of Magpie, the Windows window upscaler, including its neural upscalers.

All shaders live in one shared library: the effects included with MacLauncher, the ones from installed collections, and the files you import. Manage filters… in the inspector opens the library in Runtimes → Graphics → Shaders.

To add your own shader, use Import filter…, drop the file onto MacLauncher, or open it from Finder. Includes, preset passes and textures are read from their places next to the shader, so a shader folder works as it is. The library records where the file lives and never copies or changes it. An entry can be renamed for display without changing which file it uses, and imported shaders appear in the matching menus immediately.

For one-off use, Custom shader… on a chain row points that row directly at a file.

Most shaders expose settings. Shader parameters… on a row lists them with their original names, defaults and ranges, and changes apply live. Each row keeps its own values, so the same shader can appear twice with different settings. Changing a compile-time setting recompiles the shader in the background while the game keeps running.

Shaders that read the game’s depth also get Depth input settings, for games that store depth reversed, logarithmically or with an unusual far plane. All of a game’s depth shaders share these settings.

Collections are curated sets of shaders from upstream projects. In Runtimes → Graphics → Shaders → Collections, Refresh lists a collection’s versions and Install downloads one from the original source. Each installed collection records its exact source version and keeps its license notices.

CollectionWhat’s inside
Anime4KAnime upscaling, restoration, denoising and line thinning.
ArtCNNNeural upscalers and restoration for anime and art.
CuNNyLearned upscalers for text, line art and visual novels.
ACNet and ARNetNeural upscaling with mild denoising and line restoration.
RAVU and NNEDI3Classic high-quality video prescalers.
mpv shader collectionA popular mpv pack: FSRCNNX, FSR, CAS, NVIDIA Image Scaling, NNEDI3, chroma reconstruction and grain.
Chroma from LumaRebuilds color detail from brightness detail.
MagpieFXMagpie’s filters and scaling shaders, including its neural networks.
libretro SlangPixel-art scalers such as xBRZ and SABR, dedithering, restoration filters and CRT halation.
Vidvox ISFImage filters, analysis passes and procedural effects.
qUINTBloom, Lightroom-style grading, debanding and sharpening; MXAO, ADOF and SSR use game depth.
prod80Film-style grading, curves, LUTs, exposure and grain.
CShadeImage-based optical flow, motion blur, auto exposure and filters.
FXShadersNeoBloom, ArcaneBloom, grading and lens effects.
NiceGuy shadersScreen-space lighting, reflections and depth fog.
Visibility bitmask lightingSSRT3 indirect lighting from real depth, normals and lighting.
AstrayFXRadiantGI indirect lighting, GloomAO ambient occlusion, anti-aliasing, Smart Sharp and Clarity sharpening, bloom, lens flare and image trails. Several effects use game depth. Its author permits only unmodified copies, so MacLauncher installs it exactly as published.
OtisFXCinematic depth of field, adaptive and height fog, depth haze, MultiLUT and PandaFX grading, and golden-ratio composition guides.

MacLauncher places a shader in the chain by what the shader declares about its output size and inputs, whatever its name. A shader that always doubles its input is an Upscale, one that keeps the size is an Image filter, and one that needs depth is marked as such and runs only in games that provide depth.

The graphics guide’s shader library section has the complete details for each format and collection. The shader integration reference describes how shaders are sized and which inputs they receive.