MariENB FO4 3.0.5a
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7 changed files with 132 additions and 120 deletions
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@ -1,13 +1,23 @@
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/* This shader intentionally left unchanged */
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/*
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enbadaptation.fx : MariENB3 eye adaptation shader.
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(C)2016 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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#include "menbglobaldefs.fx"
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float4 AdaptationParameters;
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Texture2D TextureCurrent;
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Texture2D TexturePrevious;
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SamplerState Sampler0
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{
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Filter = MIN_MAG_MIP_POINT;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VS_INPUT_POST
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{
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float3 pos : POSITION;
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@ -18,86 +28,65 @@ struct VS_OUTPUT_POST
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float4 pos : SV_POSITION;
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float2 txcoord0 : TEXCOORD0;
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};
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VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN,
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uniform float sizeX, uniform float sizeY)
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VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
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{
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VS_OUTPUT_POST OUT;
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float4 pos;
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pos.xyz = IN.pos.xyz;
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pos.w = 1.0;
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OUT.pos = pos;
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float2 offset;
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offset.x = sizeX;
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offset.y = sizeY;
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OUT.txcoord0.xy = IN.txcoord.xy+offset.xy;
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OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
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OUT.txcoord0.xy = IN.txcoord.xy;
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return OUT;
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}
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float4 PS_Downsample(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
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/* helper functions */
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/* photometric */
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#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
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/* CCIR601 */
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//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
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float4 PS_Downsample( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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float4 res;
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float2 pos, coord;
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float4 curr = 0.0, currmax = 0.0;
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const float scale = 1.0/16.0, step = 1.0/16.0, halfstep = 0.5/16.0;
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pos.x = -0.5+halfstep;
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for (int x=0; x<16; x++)
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{
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pos.y = -0.5+halfstep;
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for (int y=0; y<16; y++)
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{
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coord = pos.xy*scale;
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float4 tempcurr = TextureCurrent.Sample(Sampler0,
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IN.txcoord0.xy+coord.xy);
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currmax = max(currmax,tempcurr);
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curr += tempcurr;
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pos.y += step;
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}
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pos.x += step;
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}
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curr /= 256.0;
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res = curr;
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res = max(res.x,max(res.y,res.z));
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float2 coord = IN.txcoord0.xy;
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float ssz = 1.0/16.0;
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float4 res = float4(0,0,0,0);
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int x, y;
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[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
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res += TextureCurrent.Sample(Sampler0,coord+float2(x,y)*ssz);
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res /= 256.0;
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res = luminance(res.rgb);
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res.w = 1.0;
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return res;
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}
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float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
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{
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float4 res;
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float prev = TexturePrevious.Sample(Sampler0,IN.txcoord0.xy).x;
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float2 pos;
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float curr = 0.0, currmax = 0.0;
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const float step = 1.0/16.0, halfstep = 0.5/16.0;
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pos.x = halfstep;
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for (int x=0; x<16; x++)
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float2 coord = IN.txcoord0.xy;
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float prev = TexturePrevious.Sample(Sampler0,coord).x;
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float ssz = 1.0/16.0;
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float4 res = float4(0,0,0,0);
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float smpmax = 0.0, smp;
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int x, y;
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[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
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{
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pos.y = halfstep;
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for (int y=0; y<16; y++)
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{
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float tempcurr = TextureCurrent.Sample(Sampler0,
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IN.txcoord0.xy+pos.xy).x;
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currmax = max(currmax,tempcurr);
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curr += tempcurr;
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pos.y += step;
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}
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pos.x += step;
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smp = TextureCurrent.Sample(Sampler0,coord+float2(x,y)*ssz).x;
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smpmax = max(smpmax,smp);
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res += smp;
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}
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curr /= 256.0;
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curr = lerp(curr,currmax,AdaptationParameters.z);
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res = lerp(prev,curr,AdaptationParameters.w);
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res = max(res,0.001);
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res = min(res,16384.0);
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float valmax, valcut;
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valmax = max(res.x,max(res.y,res.z));
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valcut = max(valmax,AdaptationParameters.x);
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valcut = min(valcut,AdaptationParameters.y);
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res *= valcut/(valmax+0.000000001);
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res /= 256.0;
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res = lerp(res,smpmax,AdaptationParameters.z);
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res = lerp(prev,res,AdaptationParameters.w);
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res = clamp(res,0.0,16384.0);
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float vclip = clamp(res.x,AdaptationParameters.x,
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AdaptationParameters.y);
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res *= vclip/(res+0.000000001);
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res.w = 1.0;
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return res;
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}
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technique11 Downsample
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad(0.0,0.0)));
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_Downsample()));
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}
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}
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@ -105,7 +94,7 @@ technique11 Draw
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad(0.0,0.0)));
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_Adaptation()));
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}
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}
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