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@Andon13
Andon13 / valve_shader_rewrite
Created Dec 14, 2020
Valve, let's stop being stupid here. I've patched your overlay a number of times for HDR... Please work with me to get this patched, or let me render your overlay instead of you.
View valve_shader_rewrite
if ((SK_GetCurrentRenderBackend ().api == SK_RenderAPI::D3D12) && type == sk_shader_class::Pixel && checksum == 0x9aefe985)
{
extern std::string
__SK_MakeSteamPS ( bool hdr10,
bool scRGB,
float max_luma );
extern
ID3D10Blob*
__SK_MakeSteamPS_Bytecode ( bool hdr10,
bool scRGB,
@Andon13
Andon13 / vapor_pipe.cpp
Created Dec 21, 2019
Wrap SteamAPI Using a Transient AppID
View vapor_pipe.cpp
#define _CRT_SECURE_NO_WARNINGS
// add headers that you want to pre-compile here
#include <Windows.h>
BOOL
APIENTRY
DllMain ( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved )
@Andon13
Andon13 / gist:d439d5334d8173e5b959f383f1c49b03
Last active Oct 10, 2021
Manually Inject Steam Overlay and Associate With an AppID
View gist:d439d5334d8173e5b959f383f1c49b03
#include <string>
const wchar_t*
SK_GetSteamDir (void)
{
static
wchar_t wszSteamPath [MAX_PATH + 2] = { };
DWORD len = MAX_PATH;
LSTATUS status =