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reshadeeffectshadertoggler's Introduction

ReshadeEffectShaderToggler MSBuild Release

Reshade 5.8+ addon to apply Reshade effects to render targets bound before specific, user-configurable, groups of shaders are encountered within a game's rendering pipeline.

It's mainly for 64bit reshade. There's a 32bit version in the releases, but it's not actively maintained/tested.

DX12 and Vulkan support is mostly untested and probably pretty bad.

How to use

Place the ReshadeEffectShaderToggler.addon in the same folder as where the game exe is located. This is in most cases the same folder as where the Reshade 5.8+ dll is located. For Unreal Engine powered games there might be two game exe's: one in the game's installation folder, and one in a folder deeper into that folder, e.g. GameName\Binaries\Win64\GameName-Win64-Shipping.exe; the shader toggler addon has to be in that second folder, in our example: GameName\Binaries\Win64. Reshade has to be placed in that folder as well.

Be sure to use the Reshade version which supports Addons (so the unsigned version). When you start your game, the Addons tab in the Reshade gui should show the ReshadeEffectShaderToggler information and controls.

To create a toggle for a set of shaders, open the reshade gui and go to the addon's tab -> Reshade Effect Shader Toggler area. Then click the New button to create a new Toggle group. By default the new toggle group has as name Default and no toggle key. To change these, click the Edit button of the Toggle Group. You can then change the name of the toggle group and also add a keyboard shortcut. The keyboard shortcut nor the name have to be unique. The keyboard shortcut can be any key on your keyboard, optionally in combination of using Alt, Control, and Shift.

A toggle group needs shaders assigned to it, that's done with marking shaders below.

Configuring Effects

Each shader group can be assigned a subset of all Reshade effects. These are rendered in the order the shader groups are encountered while rendering the frame, though the order of rendering within a shader groups corresponds to the global order you've set up in Reshade. To configure effects, click the Change Effects button in the shader group. A window should pop up with a table showing all effects. The naming is based on the technique names specified within the effects themselves instead of the actual effect names, in doubt open the effect shader file and double check.

Shader group effect rendering is based on the following principles:

  • A single shader group that has no effects assigned, if active, will render all effects enabled in Reshade that have not yet been rendered by previous shader groups

  • If an effect is assigned to multiple shader groups, it will only be rendered by the first shader group encountered.

  • Only effects enabled in the global Reshade effect list will be rendered, no matter what is assigned to the shader groups.

    To finish editing either press the window's x button on the top right or press the Done button in the shader group.

    Note that this may lead to discrepancies between what is enabled in Reshade and what is actually rendered. If at least one shader group is enabled, it will render only effects applicable to those shader groups, i.e., potentially not all globally enabled effects will be rendered.

Marking Shaders

To successfully be able to mark a set of shaders to toggle, be sure the elements you want to toggle, so the elements using the shaders, are visible, e.g. a menu or a hud or a certain effect. If possible, enable something like an ambient occlusion shader in it's debug mode to better see what is rendered on top of it. In case you have multiple shader groups with different assigned effects, it might make sense to assign this shader to shader group you're editing. After you've made sure the elements to toggle are visible, click the Change Shaders button of the toggle group. This will start the 'Shader hunting' phase for the particular toggle group.

You should see the shader overlay in the top left corner with the information you need. By default it waits a certain amount of frames (which you can configure in the reshade overlay) to see which shaders are currently active. This is to avoid having to walk through potentially thousands of shaders which aren't currently used.

After the frames have been collected, it has enough information to allow you to browse the shaders.

To walk the available pixel shaders, use the Numpad 1 and Numpad 2 keys. If an element is rendered on top of your test effect, the shader that's currently 'active' is rendering these elements, so if you want to render effects before these elements, press Numpad 3. The shader is then marked, and part of the toggle group. Press Numpad 3 again to remove it from the group.

To walk all shaders you already marked in the current group, you can hold down Ctrl and press Numpad 1 and Numpad 2 to quickly move back/forth through the shaders in a group, e.g. when you made a mistake and you want to unmark a shader.

To walk the available vertex shaders, instead use the Numpad 4 and Numpad 5 keys. To mark a vertex shader to be part of the toggle group, press Numpad 6.

Same for vertex shaders: to walk all shaders you already marked in the current group, you can hold down Ctrl and press Numpad 4 and Numpad 5 to quickly move back/forth through the shaders in a group.

To test your current group, press the toggle key you assigned to the group or toggle the Active checkbox. When you're done, click the 'Done' button in the reshade overlay for the particular toggle group.

To re-use this information the next time you run the game, click the Save toggle group button. This will write an ini file (ReshadeEffectShaderToggler.ini) with the information to create the set of shaders to toggle next time you start the game. This file is located in the same folder as ReshadeEffectShaderToggler.addon.

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reshadeeffectshadertoggler's Issues

1.3.4 crashing Assassin's Creed 2

It appears that Assassin's Creed 2 is loading up fine on REST 1.3.0 release, but for some reason crashes the game immediately on the latest 1.3.4 release. There's an additional issue where Alt-tabbing out of AC2 will also crash REST 1.3.0 (and the game).

Edit: using REST 1.2.3 no longer crashes the game upon alt-tabbing but the shader selection menu is gone, and have to use numpad again. One workaround is, setting up and marking the shaders in 1.3.0 with UI then replace it with 1.2.3, then the alt tabbing is working fine again and it still retained the marked shaders.

Crashes with Dalamud for FFXIV

Since the update the other day, it seems like Dalamud is conflicting with Reshade when using addons. Specifically ReshadeEffectShaderToggler.addon and ReshadeEffectShaderToggler.ini for me. XIVQuickLauncher gives the error:

image

The game launches with Dalamud enabled and those two files removed from the game folder.
The game launches with Dalamud disabled and those two files still in the game folder.

I asked for help in the Reshade Discord server and we tried some things, but it really seems to be something with Dalamud and the files from ReshadeEffectShaderToggler but unsure what it could be. I didn't change anything since the most recent update, I actually played without issue the day of the update but started getting issues yesterday.

Possible Linux support

Hi, I'm trying to load the Addon but every time it exists, ReShade will crash on Linux.
No, wait, everything crashes because of reasons that I can't understand.

As far as I know, only this Addon can't load, I've tried other addons and they worked.

Wine's log


12777.768:014c:err:kerberos:kerberos_LsaApInitializePackage no Kerberos support, expect problems
info:  DXVK: Using 8 compiler threads
12778.199:014c:fixme:dwmapi:DwmEnableBlurBehindWindow 0000000000050076 000000000B74E900
warn:  DXGI: MakeWindowAssociation: Ignoring flags
12778.201:014c:fixme:thread:NtSetInformationThread ThreadIdealProcessor stub!
12778.421:014c:fixme:thread:NtSetInformationThread ThreadIdealProcessor stub!
pure virtual method called
terminate called without an active exception
12778.818:015c:fixme:msvcrt:__clean_type_info_names_internal (000000000ADB3070) stub
<info> [CDataFile::Load] Unable to open file. Does it exist?

ReShade's log

12:21:31:730 [00288] | INFO  | Initializing crosire's ReShade version '5.9.2.1760' (64-bit) loaded from "Z:\Battlefield 4\dxgi.dll" into "Z:\Battlefield 4\bf4.exe" "" (0x1335c337) ...
12:21:31:730 [00288] | INFO  | Registering hooks for "user32.dll" ...
12:21:31:730 [00288] | INFO  | > Libraries loaded.
12:21:31:731 [00288] | INFO  | > Found 14 match(es). Installing ...
12:21:31:735 [00288] | INFO  | Registering hooks for "C:\windows\system32\dinput.dll" ...
12:21:31:735 [00288] | INFO  | > Delayed.
12:21:31:735 [00288] | INFO  | Registering hooks for "C:\windows\system32\d2d1.dll" ...
12:21:31:736 [00288] | INFO  | > Delayed.
12:21:31:736 [00288] | INFO  | Registering hooks for "C:\windows\system32\d3d9.dll" ...
12:21:31:736 [00288] | INFO  | > Delayed.
12:21:31:736 [00288] | INFO  | Registering hooks for "C:\windows\system32\d3d10.dll" ...
12:21:31:736 [00288] | INFO  | > Delayed.
12:21:31:736 [00288] | INFO  | Registering hooks for "C:\windows\system32\d3d10_1.dll" ...
12:21:31:736 [00288] | INFO  | > Delayed.
12:21:31:736 [00288] | INFO  | Registering hooks for "C:\windows\system32\d3d11.dll" ...
12:21:31:736 [00288] | INFO  | > Libraries loaded.
12:21:31:736 [00288] | INFO  | > Found 3 match(es). Installing ...
12:21:31:740 [00288] | INFO  | Registering hooks for "C:\windows\system32\d3d12.dll" ...
12:21:31:740 [00288] | INFO  | > Delayed.
12:21:31:740 [00288] | INFO  | Registering hooks for "C:\windows\system32\dxgi.dll" ...
12:21:31:740 [00288] | INFO  | > Delayed until first call to an exported function.
12:21:31:740 [00288] | INFO  | Registering hooks for "vrclient_x64.dll" ...
12:21:31:741 [00288] | INFO  | > Delayed.
12:21:31:741 [00288] | INFO  | Initialized.
12:21:37:754 [00292] | INFO  | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 0000000060C25D30) ...
12:21:37:756 [00292] | INFO  | Installing export hooks for "C:\windows\system32\dxgi.dll" ...
12:21:37:756 [00292] | INFO  | > Found 5 match(es). Installing ...
12:21:37:857 [00292] | INFO  | Redirecting CreateDXGIFactory1(riid = {770AAE78-F26F-4DBA-A829-253C83D1B387}, ppFactory = 000000000FD5E5B0) ...
12:21:37:869 [00288] | INFO  | Redirecting RegisterClassExA(lpWndClassEx = 000000000011FA30 { "Battlefield 4", style = 0 }) ...
12:21:37:901 [00292] | INFO  | Redirecting D3D11CreateDevice(pAdapter = 00000000017273F0, DriverType = 0, Software = 0000000000000000, Flags = 0x80, pFeatureLevels = 000000000FD5F5D0, FeatureLevels = 1, SDKVersion = 7, ppDevice = 000000000FD5F5C8, pFeatureLevel = 000000000FD5F5C0, ppImmediateContext = 000000000FD5F5D8) ...
12:21:37:901 [00292] | INFO  | > Passing on to D3D11CreateDeviceAndSwapChain:
12:21:37:901 [00292] | INFO  | Redirecting D3D11CreateDeviceAndSwapChain(pAdapter = 00000000017273F0, DriverType = 0, Software = 0000000000000000, Flags = 0x80, pFeatureLevels = 000000000FD5F5D0, FeatureLevels = 1, SDKVersion = 7, pSwapChainDesc = 0000000000000000, ppSwapChain = 0000000000000000, ppDevice = 000000000FD5F5C8, pFeatureLevel = 000000000FD5F5C0, ppImmediateContext = 000000000FD5F5D8) ...
12:21:37:949 [00292] | INFO  | Using feature level 0xb100.
12:21:37:949 [00292] | INFO  | Searching for add-ons (*.addon, *.addon64) in "Z:\Battlefield 4\" ...
12:21:37:949 [00292] | INFO  | Loading add-on from "Z:\Battlefield 4\addon.addon64" ...
12:21:37:962 [00292] | INFO  | Registered add-on "Reshade Effect Shader Toggler" v1.3.0.592 using ReShade API version 8.
12:21:37:962 [00292] | INFO  | [Reshade Effect Shader Toggler] Loading config file from "Z:\Battlefield 4\ReshadeEffectShaderToggler.ini"
12:21:37:962 [00292] | INFO  | [Reshade Effect Shader Toggler] Could not find config file at "Z:\Battlefield 4\ReshadeEffectShaderToggler.ini"
12:21:37:962 [00292] | INFO  | [Reshade Effect Shader Toggler] No resource shim initialized
12:21:38:000 [00292] | INFO  | Redirecting IDXGIFactory::CreateSwapChain(this = 00000000017012E0, pDevice = 00000000005BC5F8, pDesc = 000000000FD5F6D0, ppSwapChain = 0000000060C29640) ...
12:21:38:000 [00292] | INFO  | > Dumping swap chain description:
12:21:38:000 [00292] | INFO  |   +-----------------------------------------+-----------------------------------------+
12:21:38:001 [00292] | INFO  |   | Parameter                               | Value                                   |
12:21:38:001 [00292] | INFO  |   +-----------------------------------------+-----------------------------------------+
12:21:38:001 [00292] | INFO  |   | Width                                   | 1280                                    |
12:21:38:001 [00292] | INFO  |   | Height                                  | 720                                     |
12:21:38:001 [00292] | INFO  |   | RefreshRate                             | 0                   1                   |
12:21:38:001 [00292] | INFO  |   | Format                                  | DXGI_FORMAT_R8G8B8A8_UNORM              |
12:21:38:001 [00292] | INFO  |   | ScanlineOrdering                        | 0                                       |
12:21:38:001 [00292] | INFO  |   | Scaling                                 | 0                                       |
12:21:38:001 [00292] | INFO  |   | SampleCount                             | 1                                       |
12:21:38:001 [00292] | INFO  |   | SampleQuality                           | 0                                       |
12:21:38:001 [00292] | INFO  |   | BufferUsage                             | 0x30                                    |
12:21:38:001 [00292] | INFO  |   | BufferCount                             | 3                                       |
12:21:38:001 [00292] | INFO  |   | OutputWindow                            | 000000000002005C                        |
12:21:38:001 [00292] | INFO  |   | Windowed                                | TRUE                                    |
12:21:38:001 [00292] | INFO  |   | SwapEffect                              | 0                                       |
12:21:38:001 [00292] | INFO  |   | Flags                                   | 0x2                                     |
12:21:38:001 [00292] | INFO  |   +-----------------------------------------+-----------------------------------------+
12:21:38:649 [00292] | INFO  | Running on NVIDIA GeForce GTX 1050 Ti.
12:21:38:657 [00292] | INFO  | Recreated runtime environment on runtime 00000000004186E0 ("Z:\Battlefield 4\ReShade.ini").
12:21:39:609 [00308] | INFO  | Unregistered add-on "Reshade Effect Shader Toggler".
12:21:39:610 [00308] | INFO  | Exiting ...
12:21:39:610 [00308] | INFO  | Uninstalling 29 hook(s) ...
12:21:40:616 [00308] | INFO  | Finished exiting.

I don't even know if it's ReShade's fault, WINE's fault, DXVK's fault...

shaders applied twice or additive when using reshadeeffectshadertoggler

When using this toggler to mask/isolate UI in certain mmo´s like eso or gw2, it seems to apply the shaders stronger than without or even twice. AO shaders turn screen almost black, and certain shaders are very intense and colors become oversaturated.

are there any parameters or workaround, or maybe did I forget to check some boxes or is it simply not made for my intentions?

How Do You Remove This?

Literally as stated in the title. I've removed the addon files, all of the associated shaders, and completely wiped out ReShade and reinstalled it. And yet, my game remains plagued by this film grain shader. I genuinely have no idea what I'm doing wrong at this point.

High RAM usage

The new version (v.1.2.3) causes higher RAM usage in the game. Without this add-on, the game only use 3 GB, but with this add-on, it goes over 10 GB. When the memory runs out, the game crashes.

Any solutions?

Anno 1800 DX12 StateTracking.cpp:475 access out of bounds

Tested on 6e7b17e.

After the main menu and loading screen, as the 3D world begins to show up, an out of bounds access occurs on StateTracking.cpp:475

auto& buf = descriptor_buffer[root_table_entry.buffer_index];
  • root_table_entry.buffer_index is -1
  • root_table_entry.type is root_entry_type::descriptor_table

I thought maybe root_table (std::vector<root_entry>) would be parallel to
params (std::vector<reshade::api::pipeline_layout_param>). The elements didn't seem to match up? But I could be totally misreading this. I don't really know what I'm doing here or anything about graphics. I figured it was worth asking in case you have any ideas.

freeze game to help?

My main issue is that there are shaders I want to target that only appear for 1 second at specific moments.
Many games do not have a pause function that shows the game in the back when you pause, instead it takes you to a pause menu etc.

Is there any way for me the instance those shaders appear to pause the game from reshade or through the add-on, or some other way you smart people can figure out for me to be able to target those fleeting shaders?

Guild Wars 2 Crash v1.3.15

Hi. Recently updated ReShade to v6.0.1 & noticed REST in the addon downloads during installation. I thought 'cool I've been using the outdated version from a year ago I found on Reddit' & so I downloaded your version. Upon exiting the game I got an error message but they don't give any specific info with it. Searched for a crash log but no luck there either. Used my old version & no error. Used your v1.3.15 & v1.3.14(x64 version) even renamed the file ReshadeEffefctShaderToggler.addon (same name as original) instead of ReshadeEffectShaderToggler.addon64 & still crash error after exiting the game. When I tried v1.3.13 though it work right out the box, ReshadeEffectShaderToggler.addon64. I know that's not much to go on but that's the issue. v1.3.13 works while v1.3.14/15 error after exiting.

Flickering in 1.3.8

Some shaders have issues with flickering in 1.3.8 that was not present in 1.3.7. The flickering happens even with no other Reshade effects enabled. The shader (ShaderHash=2006665982) shown in the Genshin Impact clip causes the flicker which you can use to test.

flicker.mp4

How to use Constant Binding functionality?

Hi, great addon.

I have found binding to the vertical FOV value in the vertex shader Constant binding tab.
It is encoded in the projection matrix (https://ogldev.org/www/tutorial12/tutorial12.html) and can be extracted to the FOV with the following formula:
90°=2*atan(1/0.5625 * 9/16), where 0.5625 is the matrix value, and 9/16 is to convert it to in-menu (see background) 90° vertical FOV, from horizontal matrix's FOV.

How do I use that value inside a shader like PerfectPerspective.fx?

obraz

Effects with the same technique name

Having multiple files with the same technique names (such as using CAS.fx and cCAS.fx), REST will enable both of them in your enabled shaders list on load.

easily reproducible by having two shaders with the same technique name, enable REST, enable one of those shaders and both will be enabled. untick one of them and click reload, both will be enabled once again.

(not really high priority issue, since using "Only load enabled effects" basically solves this issue.)

Hard GPU Crash in Dungeons & Dragons Online

I'm trying to use this to brighten up the world in DDO a bit, as these older games tend to have a weird artistic tendency of "dark = realistic", so you can't see anything 90% of the time. Unfortunately adding this addon causes the rendering of the world to fail entirely, and after a few seconds the GPU Driver resets entirely.

Is there anything I can do to debug the issue and track down the cause?

Feature Suggestion: Add option to prioritize shaders within a shader group

To describe the problem, in some games there can be shaders that need to be worked around in cutscenes that might cause problems when used in gameplay. Having the option to prioritize certain shaders in a group would fix this issue. As is, it appears the addon will use whatever is earliest in the chain (which makes sense most of the time).

Alternatively, adding an option to only activate a shader group if another shader group is currently invalid would work, but I suspect the original suggestion is more flexible for any other issues I haven't personally encountered.

Probably not necessary to include this but my specific problem is in Castlevania Lords of Shadow. When trying to render some effects before transparency effects, it works great, but in the middle of the relevant shader chain is before and after the main character renders. In gameplay, I need it to render after the main character and before further transparent effects. In cutscenes without the main character, those relevant shaders aren't rendered and I have to select render targets that do not include the main character. If I select all of them in the toggle group, it always uses the targets before the main character is rendered, which isn't desirable.

And just to add, thank you so much for making this. This tool is a dream come true.

color issue and particle issue

i've made a few patches already with your tool so i know how to use it, my problem lies with certain game , sekiro is one , a DX11 game , i can confirm i got the right shader since "importing" the pixel shader i took with fransbooma tool does indeed get rid of the ui with no additionnal glitches , but when selecting the exact same pixel shader with yours , i get a bump in saturation/ gamma ( not reaaly sure but i can provide screen if needed) even though the only reshade shader active is a letterbox , this issue persist no matter the shader used , segond problem is is that particle effect (like fire) then goes above my rehade shaders , the exact same issue can be seen with Armored Core 6

can confirm that problem persist with 1.3.0

Incompatible with God of War (2018)?

I'm trying to use REST 1.3.15 to disable some shaders on God of War (2018) while accessing menus, and it's crashing* the game. I've done a clean install of ReShade 6.0.1 with Addons and downloaded your addon from here and installed it, but it still crashes*. As soon as I remove REST though, the game launches fine.

*okay so while technically the game doesn't CTD, it will launch with a black screen, flicker a couple of times, and after a few moments Windows pops up an error saying it's not responding and offers to close the game. I've hit the option to let it keep going for a few minutes, but nothing changes.

I've attached my log :
ReShade.log

Thank you!!

World of Warcraft does not load

I'm trying to use this with WoW but when I launch it the window is invisible. Only the WoW cursor is visible. I'm using release v1.2.3 with Reshade v5.8.0 (the version with add-ons enabled).

ReShade.log

Performance

Is it ok if performance is almost twice as bad? I've fine-tuned my shaders to perform at about 75fps, then I've tried to use this addon, found the RT and shader before the UI, enabled effects, everything is fine, but the performance is at ~45fps.

Is there easier way to distinguish game shaders?

The original ShaderToggler disables the currently selected element when shader hunting. This version however doesn't seem to be doing so (unless I'm doing something wrong), which makes it impossible to know what is being selected. So far, I've been using the ShaderToggler to pick the game shaders I want and then copy the IDs from the ini file to the one of ReshadeEffectShaderToggler.

Is it possible to implement this here as well, or am I just overlooking certain setting somewhere? Perhaps the decision to be reliant on the original version is intentional?

Odd behaviour with Elder Scrolls Online

So I'm trying to isolate the HUD and unfortunately the game is exhibiting some unintended effects from doing so. I made sure I had a shader that covered the whole screen, then I first searched for vertex shaders that had the effect active but not on the HUD and that worked but as soon as I start moving a still image will cover the screen (think screenshot) that only disappears when the camera is on a certain angle making the game unplayable. I've tried again with a different vertex shader and while it worked, the shader effects I'd activate would have what I can only describe as a gamma issue as it feels like every effect is twice applied (blacks crushed, etc)

I repeated the process with pixel shaders and I've gotten the same issue. I'd catch a pixel/vertex shader that relatively works but as soon as I fast travel to a different location the still image issue would pop up again. I'm not an expert by any means and I would really appreciate some help.

Feature Suggestion: Screenshots without HUD

Correct me if i'm wrong, but i don't think it's possible right now. Would be great if there was a way to capture screenshots without HUD, while playing with HUD. Seems like it shouldn't bee too tricky to implement.

Unable to select shaders on Vulkan?

Maybe I'm doing something wrong, but I'm not able to see any changes when attempting to select shaders. I'm using version 1.2.0 on No Man's Sky (Vulkan) and the shader selection overlay populates with numbers for the running pixel and vertex shaders (and starts on -1), but cycling through them seems to have no effect. I've tried cycling through while an obvious effect (DisplayDepth) is active, and without any effects active, but nothing seems to happen.

I'm ultimately trying to create a HUD toggle and remove the lens flare and bloom effects since they're a bit intense.

Possible to edit game RTs?

Would it be possible to not just read game render targets, but also write to them, if not by custom ReShade shader, then by doing at least some slight post processing like brightness\contrast? For example, I can easily find a water shader buffer in Fallout 4, bind that texture and increase it's HDR specular values, by multiplying the green channel input, but I have no idea how I could actually write that edited texture back to original input RT.

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