I found a way to enable the Godrays in GemFX.cfg without the use of the bloom DepthBuffer.
Open the
Bloom.h
Search for the line
lens.xyz += sample2.rgb;
Comment that line by putting two
// infront of it (just in case...)
And add
lens.xyz += sample2.xyz*sample2.w;
Code should now look like this:
Code:
#else //lens.xyz += sample2.rgb;
lens.xyz += sample2.xyz*sample2.w;
#endif
Exaggerated values but here's a pic
https://c2.staticflickr.com/2/1642/26364336752_17d192a18c_h.jpg
The Godrays use the texSprite texture as the base texture, and since I use my own sprite texture, my pic will look slightly different than yours.
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Edit 2
Using depth based Godrays
If you're using the DepthBuffer like I do, you must change some code to make it work with the Logarithmic DepthBuffer.
First off, in Common.cfg, change #define RFX_LogDepth 0 to 1. This will enable you to use ReShade's DOF and AO effects.
Then, open Bloom.h and search for:
if(sampledepth>0.9999) , comment the line by putting two
// infront of the line.
Then add this line instead:
if(sampledepth<0.00015) This will hopefully be a small enough number to have Godrays from stars and not everything around you.
Code should look like this now:
Code:
#if (GODRAY_DEPTH_CHECK == 1)
//if(sampledepth>0.99999) lens.xyz += sample2.xyz*sample2.w;
if(sampledepth<0.00015) lens.xyz += sample2.xyz*sample2.w;
#else