MariENB FO4 3.5.2
This commit is contained in:
parent
88d8267788
commit
049d7bbac2
14 changed files with 276 additions and 57 deletions
100
enbseries.ini
100
enbseries.ini
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@ -16,11 +16,15 @@ EnableSSAO=true
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EnableSkyAmbientCalculation=true
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EnableCloudShadows=true
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EnableDetailedShadow=true
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EnableSkylighting=false
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EnableSkylighting=true
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EnableSubSurfaceScattering=true
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EnableWater=true
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EnableReflections=true
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[COLORCORRECTION]
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UseProceduralCorrection=true
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Brightness=1.0
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GammaCurve=1.0
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UsePaletteTexture=true
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[TIMEOFDAY]
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DawnDuration=2.0
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SunriseTime=7.0
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@ -303,6 +307,7 @@ SourceTexturesScale=0.5
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UseComplexAmbientOcclusion=true
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EnableComplexFilter=true
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FilterBluriness=1
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UseSelfIntersecting=true
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[FOG]
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IgnoreWeatherSystem=true
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DistanceFadeDawn=1.0
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@ -345,17 +350,92 @@ 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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VerticalColorMultiplierDawn=1.0
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VerticalColorMultiplierSunrise=1.0
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VerticalColorMultiplierDay=1.0
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VerticalColorMultiplierSunset=1.0
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VerticalColorMultiplierDusk=1.0
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VerticalColorMultiplierNight=1.0
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VerticalColorMultiplierInteriorDay=1.0
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VerticalColorMultiplierInteriorNight=1.0
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[CLOUDSHADOWS]
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IgnoreWeatherSystem=true
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EnableAtNight=true
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ForceOpacity=true
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OpacityDawn=1.0
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OpacitySunrise=1.0
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OpacityDay=1.0
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OpacitySunset=1.0
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OpacityDusk=1.0
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OpacityNight=1.0
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OpacityInteriorDay=1.0
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OpacityInteriorNight=1.0
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ForceOpacity=false
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OpacityDawn=0.5
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OpacitySunrise=0.5
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OpacityDay=0.5
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OpacitySunset=0.5
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OpacityDusk=0.5
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OpacityNight=0.5
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OpacityInteriorDay=0.5
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OpacityInteriorNight=0.5
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[SHADOW]
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DetailedShadowQuality=1
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[SUBSURFACESCATTERING]
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IgnoreWeatherSystem=true
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EnableSeparateInteriorParameters=true
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Radius=3.86
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RadiusInterior=4.12
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Amount=0.67
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AmountInterior=0.7
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EpidermalAmount=1.46
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EpidermalAmountInterior=1.43
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SubdermalAmount=1.89
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SubdermalAmountInterior=2.08
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EpidermalDiffuseSaturation=-0.18
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EpidermalDiffuseSaturationInterior=-0.11
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SubdermalDiffuseSaturation=0.24
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SubdermalDiffuseSaturationInterior=0.58
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EpidermalMix=0.69
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EpidermalMixInterior=0.57
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SubdermalMix=0.52
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SubdermalMixInterior=0.59
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SubdermalTranslucency=0.76
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SubdermalTranslucencyInterior=0.64
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SubdermalPhase=0.72
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SubdermalPhaseInterior=0.61
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[WATER]
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IgnoreWeatherSystem=true
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EnableDispersion=true
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EnableCaustics=true
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EnableParallax=true
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EnableSelfReflection=true
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EnableDisplacement=true
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DisplacementQuality=1
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ReflectionAmount=0.91
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ReflectionBlurring=0.36
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ReflectionFlatness=0.73
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FresnelMultiplier=1.69
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DispersionAmount=0.95
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CausticsAmount=0.85
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SunSpecularMultiplier=1.67
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SunScatteringMultiplier=1.35
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WavesAmplitudeDawn=0.62
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WavesAmplitudeSunrise=0.72
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WavesAmplitudeDay=0.78
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WavesAmplitudeSunset=0.74
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WavesAmplitudeDusk=0.63
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WavesAmplitudeNight=0.53
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WavesAmplitudeInteriorDay=0.68
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WavesAmplitudeInteriorNight=0.56
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[SKYLIGHTING]
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IgnoreWeatherSystem=true
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AmbientMinLevelDawn=0.57
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AmbientMinLevelSunrise=0.64
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AmbientMinLevelDay=0.68
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AmbientMinLevelSunset=0.61
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AmbientMinLevelDusk=0.58
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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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@ -714,7 +714,8 @@ float2 SMAALumaEdgeDetectionPS(float2 texcoord,
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// Then discard if there is no edge:
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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return float2(0.0, 0.0); // use of discard produces garbage data in ENB
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// discard;
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// Calculate right and bottom deltas:
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float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
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@ -776,7 +777,8 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord,
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// Then discard if there is no edge:
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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return float2(0.0, 0.0); // use of discard produces garbage data in ENB
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// discard;
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// Calculate right and bottom deltas:
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float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
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@ -820,7 +822,8 @@ float2 SMAADepthEdgeDetectionPS(float2 texcoord,
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float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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return float2(0.0, 0.0); // use of discard produces garbage data in ENB
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// discard;
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return edges;
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}
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@ -1 +1 @@
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3.5.1 "Part of a Complete Breakfast"
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3.5.2 "Don't Ask Me For Anything Ever Again"
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@ -75,3 +75,139 @@ FileName=
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FileName=
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[WEATHER031]
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FileName=
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[WEATHER032]
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FileName=
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[WEATHER033]
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FileName=
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[WEATHER034]
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FileName=
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[WEATHER035]
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FileName=
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[WEATHER036]
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FileName=
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[WEATHER037]
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FileName=
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[WEATHER038]
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FileName=
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[WEATHER039]
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FileName=
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[WEATHER040]
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FileName=
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[WEATHER041]
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FileName=
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[WEATHER042]
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FileName=
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[WEATHER043]
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FileName=
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[WEATHER044]
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FileName=
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[WEATHER045]
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FileName=
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[WEATHER046]
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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FileName=
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[WEATHER099]
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FileName=
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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)2016-2017 Marisa Kirisame, UnSX Team.
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(C)2016-2019 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)2016-2017 Marisa Kirisame, UnSX Team.
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(C)2016-2019 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)2016-2017 Marisa Kirisame, UnSX Team.
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(C)2016-2019 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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@ -27,9 +27,9 @@ Enable Manual Focus=false
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Manual Focus Depth=1.0
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Focus Point Center=0.5, 0.48, 0
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Focus Triangle Angle=0.5
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Focus Triangle Radius Night=9.0
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Focus Triangle Radius Night=10.0
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Focus Triangle Radius Day=12.0
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Focus Triangle Radius Interior=10.5
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Focus Triangle Radius Interior=11.0
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Focus Triangle Blending Night=0.75
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Focus Triangle Blending Day=0.9
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Focus Triangle Blending Interior=0.8
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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)2016-2017 Marisa Kirisame, UnSX Team.
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(C)2016-2019 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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@ -19,7 +19,7 @@ Frost Factor Sunset=0.0
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Frost Factor Dusk=0.0
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Frost Factor Night=0.0
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Frost Factor Interior=0.0
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Enable Grain=true
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Enable Grain=false
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Grain Speed=25.0
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Grain Intensity=0.250001
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Grain Saturation=-0.35
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@ -81,12 +81,12 @@ Grading Color Factor Night=-0.06
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Grading Color Factor Day=-0.1
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Grading Color Factor Interior=-0.11
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Enable HSV Grading=true
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Grading Saturation Intensity Night=1.12
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Grading Saturation Intensity Day=1.18
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Grading Saturation Intensity Interior=1.07
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Grading Saturation Contrast Night=0.95
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Grading Saturation Contrast Day=0.97
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Grading Saturation Contrast Interior=0.98
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Grading Saturation Intensity Night=0.98
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Grading Saturation Intensity Day=1.01
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Grading Saturation Intensity Interior=1.05
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Grading Saturation Contrast Night=1.14
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Grading Saturation Contrast Day=1.1
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Grading Saturation Contrast Interior=1.05
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Grading Value Intensity Night=0.98
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Grading Value Intensity Day=0.91
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Grading Value Intensity Interior=0.95
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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)2016-2017 Marisa Kirisame, UnSX Team.
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(C)2016-2019 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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[ENBEFFECTPOSTPASS.FX]
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TECHNIQUE=1
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Enable SMAA=false
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Enable SMAA=true
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SMAA Debugging=0
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Enable Chroma Key=false
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Chroma Key Red=0, 1, 0
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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)2016-2017 Marisa Kirisame, UnSX Team.
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(C)2016-2019 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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/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
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//#define HQBLOOM
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/* [New in 3.5.1] compiles in SMAA support */
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//#define WITH_SMAA
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#define WITH_SMAA
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/* time of day and interior interpolation */
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#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
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-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
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/* asset definitions */
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/* texture sizes */
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#define NOISESIZE 256.0
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#define HEATSIZE 1024.0
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#define HEATSIZE 512.0
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#define FROSTSIZE 1024.0
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/* some textures can be provided as DDS rather than PNG to save space */
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//#define HEAT_DDS
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Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 368 KiB |
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