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Copyright (C) 2015 Crosire | ||
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This software is provided 'as-is', without any express or implied warranty. In no event will the | ||
authors be held liable for any damages arising from the use of this software. | ||
Permission is granted to anyone to use this software for any purpose, including commercial | ||
applications, and to alter it and redistribute it freely, subject to the following restrictions: | ||
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the | ||
original software. If you use this software in a product, an acknowledgment in the product | ||
documentation would be appreciated but is not required. | ||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as | ||
being the original software. | ||
3. This notice may not be removed or altered from any source distribution. |
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d3d8to9 | ||
======= | ||
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"d3d8to9" is a pseudo-driver module that intends to improve compatibility and stability in games using Direct3D8 for rendering by converting all API calls and lowlevel shaders to equivalent Direct3D9 ones. By that it also opens those games to new possibilities proven tools and wrappers for Direct3D9 can provide. | ||
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This project is part of [ReShade](http://reshade.me), an advanced and generic post-processing injector, but now maintained as an open source standalone too, in the hope for it being useful to the community and to improve it together. | ||
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## Contributing | ||
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You'll need Visual Studio 2012 or higher to open the project file (this however is no requirement) and the standalone DirectX SDK, required for the D3DX headers and libraries used for disassembling and assembling the shaders. | ||
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Any contributions to the project are welcomed, it's recommended to use GitHub [pull requests](https://help.github.com/articles/using-pull-requests/). | ||
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## License | ||
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All the source code is licensed under the conditions of the [zlib license](LICENSE.txt). |