MariENB FO4 3.6.0
This commit is contained in:
parent
d494979791
commit
014d432980
14 changed files with 258 additions and 18 deletions
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@ -20,6 +20,7 @@ EnableSkylighting=true
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EnableSubSurfaceScattering=true
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EnableWater=true
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EnableReflections=true
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EnablePuddleReflections=true
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[COLORCORRECTION]
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UseProceduralCorrection=true
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Brightness=1.0
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@ -290,6 +291,22 @@ SkyAmbientBottomIntensityDusk=0.1
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SkyAmbientBottomIntensityNight=0.08
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SkyAmbientBottomIntensityInteriorDay=0.08
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SkyAmbientBottomIntensityInteriorNight=0.03
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SpecularAmountMultiplierDawn=1.0
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SpecularAmountMultiplierSunrise=1.0
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SpecularAmountMultiplierDay=1.0
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SpecularAmountMultiplierSunset=1.0
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SpecularAmountMultiplierDusk=1.0
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SpecularAmountMultiplierNight=1.0
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SpecularAmountMultiplierInteriorDay=1.0
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SpecularAmountMultiplierInteriorNight=1.0
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SpecularPowerMultiplierDawn=1.0
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SpecularPowerMultiplierSunrise=1.0
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SpecularPowerMultiplierDay=1.0
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SpecularPowerMultiplierSunset=1.0
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SpecularPowerMultiplierDusk=1.0
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SpecularPowerMultiplierNight=1.0
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SpecularPowerMultiplierInteriorDay=1.0
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SpecularPowerMultiplierInteriorNight=1.0
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[SSAO_SSIL]
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UseIndirectLighting=true
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SamplingQuality=1
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@ -350,14 +367,14 @@ SunColorFilterDusk=1, 1, 1
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SunColorFilterNight=1, 1, 1
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SunColorFilterInteriorDay=1, 1, 1
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SunColorFilterInteriorNight=1, 1, 1
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DistanceColorMultiplierDawn=1.0
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DistanceColorMultiplierSunrise=1.0
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DistanceColorMultiplierDay=1.0
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DistanceColorMultiplierSunset=1.0
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DistanceColorMultiplierDusk=1.0
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DistanceColorMultiplierNight=1.0
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DistanceColorMultiplierInteriorDay=1.0
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DistanceColorMultiplierInteriorNight=1.0
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DistanceColorMultiplierDawn=0.43
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DistanceColorMultiplierSunrise=0.51
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DistanceColorMultiplierDay=0.68
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DistanceColorMultiplierSunset=0.47
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DistanceColorMultiplierDusk=0.34
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DistanceColorMultiplierNight=0.2
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DistanceColorMultiplierInteriorDay=0.6
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DistanceColorMultiplierInteriorNight=0.31
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VerticalColorMultiplierDawn=1.0
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VerticalColorMultiplierSunrise=1.0
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VerticalColorMultiplierDay=1.0
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@ -438,4 +455,7 @@ AmbientMinLevelNight=0.54
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AmbientMinLevelInteriorDay=0.66
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AmbientMinLevelInteriorNight=0.51
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[REFLECTIONS]
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Quality=2
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Quality=1
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[WEATHER]
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EnableMultipleWeathers=false
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EnableLocationWeather=false
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@ -1 +1 @@
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3.5.3 "Don't Ask Me For Anything Ever Again"
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3.6.0 "Ibuki's Giant Tiddies"
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3
enbseries/_locationweather.ini
Normal file
3
enbseries/_locationweather.ini
Normal file
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@ -0,0 +1,3 @@
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//example usage
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//[0000003C] - WorldSpaceID
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//13163=d4886 - first is LocationID, second is WeatherID (Riverwood with rainy weather)
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@ -1,6 +1,6 @@
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/*
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enbadaptation.fx : MariENB3 eye adaptation shader.
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(C)2016-2019 Marisa Kirisame, UnSX Team.
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(C)2016-2020 Marisa Kirisame, UnSX Team.
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Part of MariENB3, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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@ -1,6 +1,6 @@
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/*
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enbbloom.fx : MariENB3 bloom shader.
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(C)2016-2019 Marisa Kirisame, UnSX Team.
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(C)2016-2020 Marisa Kirisame, UnSX Team.
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Part of MariENB3, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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@ -1,6 +1,6 @@
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/*
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enbdepthoffield.fx : MariENB3 prepass shaders.
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(C)2016-2019 Marisa Kirisame, UnSX Team.
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(C)2016-2020 Marisa Kirisame, UnSX Team.
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Part of MariENB3, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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@ -1,6 +1,6 @@
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/*
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enbeffect.fx : MariENB3 base shader.
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(C)2016-2019 Marisa Kirisame, UnSX Team.
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(C)2016-2020 Marisa Kirisame, UnSX Team.
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Part of MariENB3, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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@ -1,6 +1,6 @@
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/*
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enbeffectpostpass.fx : MariENB3 extra shader.
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(C)2016-2019 Marisa Kirisame, UnSX Team.
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(C)2016-2020 Marisa Kirisame, UnSX Team.
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Part of MariENB3, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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@ -401,7 +401,87 @@ float hsval_m
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float UIMin = -1.0;
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float UIMax = 1.0;
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> = {0.0};
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/* colour balance */
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/* retrofx */
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string str_b = "RetroFX";
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bool benable
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<
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string UIName = "Enable RetroFX";
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string UIWidget = "Checkbox";
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> = {false};
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float bresx
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<
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string UIName = "RetroFX Emulted Width";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float bresy
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<
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string UIName = "RetroFX Emulted Height";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float bsaturation
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<
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string UIName = "RetroFX Saturation Modifier";
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string UIWidget = "Spinner";
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> = {1.0};
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float bgamma
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<
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string UIName = "RetroFX Contrast Modifier";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float bdbump_r
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<
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string UIName = "RetroFX Dither Offset Red";
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string UIWidget = "Spinner";
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> = {0.0};
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float bdbump_g
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<
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string UIName = "RetroFX Dither Offset Green";
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string UIWidget = "Spinner";
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> = {0.0};
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float bdbump_b
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<
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string UIName = "RetroFX Dither Offset Blue";
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string UIWidget = "Spinner";
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> = {0.0};
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float bdmult_r
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<
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string UIName = "RetroFX Dither Range Red";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float bdmult_g
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<
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string UIName = "RetroFX Dither Range Green";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float bdmult_b
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<
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string UIName = "RetroFX Dither Range Blue";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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int bpal
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<
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string UIName = "RetroFX Palette";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 34;
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> = {0};
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/* needed so people know which palette is which because this stupid thing has no combo widget like Reshade */
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bool bpaldebug
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<
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string UIName = "RetroFX Display Palette Label";
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string UIWidget = "Checkbox";
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> = {false};
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bool mwatermark
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<
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string UIName = "Show MariENB Watermark";
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string UIWidget = "Checkbox";
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> = {false};
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/* gaussian blur matrices */
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/* radius: 4, std dev: 1.5 */
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@ -422,7 +502,22 @@ Texture2D TextureVignette
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string ResourceName = "menbvignette.png";
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#endif
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>;
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Texture2D TextureLogo
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<
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string ResourceName = "menblogo.png";
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>;
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Texture2D TexturePAL
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<
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string ResourceName = "menbpal.png";
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>;
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Texture2D TexturePALNames
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<
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string ResourceName = "menbpaltext.png";
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>;
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Texture2D TextureDither
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<
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string ResourceName = "menbdither.png";
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>;
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SamplerState Sampler
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{
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Filter = MIN_MAG_MIP_LINEAR;
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@ -437,6 +532,13 @@ SamplerState SamplerB
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AddressV = Border;
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MaxLOD = 0;
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};
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SamplerState SamplerN
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{
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Wrap;
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AddressV = Wrap;
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MaxLOD = 0;
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};
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struct VS_INPUT_POST
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{
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@ -690,6 +792,75 @@ float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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return res;
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}
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/* RetroFX */
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float4 ReducePrepass( in float4 col, in float2 coord )
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{
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float3 hsv = rgb2hsv(col.rgb);
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hsv.y = clamp(hsv.y*bsaturation,0.0,1.0);
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hsv.z = pow(max(hsv.z,0.0),bgamma);
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col.rgb = hsv2rgb(saturate(hsv));
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col.rgb += float3(bdbump_r,bdbump_g,bdbump_b)
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+TextureDither.Sample(SamplerN,coord/8.0).x
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*float3(bdmult_r,bdmult_g,bdmult_b);
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col.rgb = saturate(col.rgb);
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return col;
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}
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float4 ReducePAL( in float4 color, in float2 coord )
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{
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float4 dac = clamp(ReducePrepass(color,coord),0.0,63.0/64.0);
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float2 lc = float2((dac.r+bpal)/64.0,dac.g/64.0+floor(dac.b*64.0)/64.0);
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return TexturePAL.Sample(SamplerN,lc);
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}
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float4 PS_RetroRockets( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 )
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: SV_Target
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{
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float2 coord = IN.txcoord.xy;
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float4 res = TextureColor.Sample(Sampler,coord);
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if ( !benable ) return res;
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float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 bresl = rresl;
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if ( (bresx <= 0.0) || (bresy <= 0.0) ) bresl = rresl;
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else
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{
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if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx;
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else bresl.x = bresx;
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if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
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else bresl.y = bresy;
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}
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float2 sresl = rresl/bresl;
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float2 ncoord = coord;
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ncoord = floor(ncoord*bresl)/bresl;
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if ( (bresx <= 0.0) || (bresy <= 0.0) ) ncoord = coord;
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res = TextureColor.Sample(Sampler,ncoord);
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res = ReducePAL(res,(coord*rresl)/sresl);
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res.a = 1.0;
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if ( !bpaldebug ) return res;
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float2 scl = rresl/float2(256,1024);
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float2 ocrd = (coord*scl)*.25;
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if ( (ocrd.x < 1.0) && (ocrd.y < 1.0/64.0) )
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{
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float4 label = TexturePALNames.Sample(SamplerN,ocrd+float2(0.0,bpal/64.0));
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res.rgb = lerp(res.rgb,label.rgb,label.a);
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}
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return res;
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}
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/* Logo */
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float4 PS_Watermark( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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float2 coord = IN.txcoord.xy;
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float4 res = TextureColor.Sample(Sampler,coord);
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if ( !mwatermark ) return res;
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float2 wscale;
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wscale.x = 2.0;
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wscale.y = 4.0*ScreenSize.w;
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float4 logo = TextureLogo.Sample(Sampler,coord*wscale-float2(0.49,0.51)*wscale);
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res.rgb = lerp(res.rgb,logo.rgb,logo.a);
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return res;
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}
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#ifdef WITH_SMAA
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/* begin SMAA integration code */
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@ -874,6 +1045,22 @@ technique11 ExtraFilters8
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SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
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}
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}
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technique11 ExtraFilters9
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_RetroRockets()));
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}
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}
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technique11 ExtraFilters10
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_Watermark()));
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}
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}
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#else
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technique11 ExtraFilters <string UIName="MariENB";>
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{
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@ -915,4 +1102,20 @@ technique11 ExtraFilters4
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SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
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}
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}
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technique11 ExtraFilters5
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_RetroRockets()));
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}
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}
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technique11 ExtraFilters6
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_Watermark()));
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}
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}
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#endif
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@ -62,3 +62,17 @@ Blue Value=0.0
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Magenta Hue=0.0
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Magenta Saturation=0.0
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Magenta Value=0.0
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Enable RetroFX=false
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RetroFX Emulted Width=0.5
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RetroFX Emulted Height=0.5
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RetroFX Saturation Modifier=1.0
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RetroFX Contrast Modifier=1.0
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RetroFX Dither Offset Red=0.0
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RetroFX Dither Offset Green=0.0
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RetroFX Dither Offset Blue=0.0
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RetroFX Dither Range Red=0.05
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RetroFX Dither Range Green=0.05
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RetroFX Dither Range Blue=0.05
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RetroFX Palette=10
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RetroFX Display Palette Label=false
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Show MariENB Watermark=false
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BIN
enbseries/menbdither.png
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BIN
enbseries/menbdither.png
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After Width: | Height: | Size: 140 B |
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@ -1,6 +1,6 @@
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/*
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menbglobaldefs.fx : MariENB3 global shared code.
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(C)2016-2019 Marisa Kirisame, UnSX Team.
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(C)2016-2020 Marisa Kirisame, UnSX Team.
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Part of MariENB3, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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BIN
enbseries/menblogo.png
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BIN
enbseries/menblogo.png
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After Width: | Height: | Size: 102 KiB |
BIN
enbseries/menbpal.png
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BIN
enbseries/menbpal.png
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After Width: | Height: | Size: 1.8 MiB |
BIN
enbseries/menbpaltext.png
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BIN
enbseries/menbpaltext.png
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After Width: | Height: | Size: 32 KiB |
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