the readme that accompanies the latest version says this: ——————————————————————————— If you want to add a new shader file, create a new entry beginning with “effect_file” in the “EFFECT” section and attach some path to it, which points to it. Set “effect_enabled” to “true” or hit the toggle key (defaults to “SCROLL LOCK”) once the game started to activate the shader. But this is not it yet. Hit the settings key (default is “PAUSE”) and a small menu with a number of options and controls will pop up. You can toggle a framerate counter seperatly with “INSERT” or whatever key it is bound to. ——– The effect framework is the most powerful one supporting HLSL and GLSL all in one rush and moving all of the control right into the shader file, instead of using hardcoded values or additional configuration files. The keyword to make this possible are “annotations”. These are little extra information you can add to parameters, techniques and passes which control what they do and how. A shader parameter usually looks like this: [uniform] [texture2D, ...] tex ; ^—- Annotations ^———– Name ^———————– Classtype To set the type way “eFX” should handle a parameter, you need to specify a “type” annotation. This one holds a string identifier representing what the intention of the variable is. Currently supported values are: - “input” (Will retrieve the backbuffer image) - “output” (Can be used as a rendertarget for passes) - “texture” (Specify together with a “path” annotation to load an image file from disk to be stored in here) - … (More coming soon) Check the examples coming with this readme to get a closer look at the syntax and how it is used. ——————————————————————— Since I have never written a shader, some examples would be nice, but there were none in the archive. Could you please point me to some? and when i bring up the efx menu, how do you navigate it? keys nor mouse affect it.