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First MariENB 3 attempt for Fallout 4

This commit is contained in:
Marisa the Magician 2019-04-07 17:12:13 +02:00
commit 10d3fe13a2
49 changed files with 1638 additions and 4557 deletions

View file

@ -1,101 +1,165 @@
/*
menbeffectinternals.fx : MariENB base internal variables.
(C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float EBloomAmount;
/* samplers and textures */
texture2D texs0;
texture2D texs1;
texture2D texs2;
texture2D texs3;
texture2D texs4;
texture2D texs7;
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
/*
menbeffectinternals.fx : MariENB 3 base internal variables.
(C)2015 Marisa Kirisame, UnSX Team.
Part of MariENB 3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
/*
dithering threshold maps
don't touch unless you know what you're doing
*/
static const float checkers[4] =
{
1.0,0.0,
0.0,1.0
};
#define d(x) x/4.0
static const float ordered2[4] =
{
d(0),d(2),
d(4),d(2)
};
#undef d
#define d(x) x/9.0
static const float ordered3[9] =
{
d(2),d(6),d(3),
d(5),d(0),d(8),
d(1),d(7),d(4)
};
#undef d
#define d(x) x/16.0
static const float ordered4[16] =
{
d( 0),d( 8),d( 2),d(10),
d(12),d( 4),d(14),d( 6),
d( 3),d(11),d( 1),d( 9),
d(15),d( 7),d(13),d( 5)
};
#undef d
#define d(x) x/64.0
static const float ordered8[64] =
{
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
};
#undef d
/* standard stuff */
float4 Timer;
float4 ScreenSize;
float AdaptiveQuality;
float4 Weather;
float4 TimeOfDay1;
float4 TimeOfDay2;
float4 tempF1;
float4 tempF2;
float4 tempF3;
float4 tempInfo1;
float4 Params01[6];
/*
attempting to figure what each param does:
0 unused
x unused
y unused
z unused
w unused
1 bloom/adaptation related
x ?
y ?
z ?
w ?
2 imagespace grading
x vibrance?
y unused
z multiplier 1?
w multiplier 2?
3 imagespace tint
x tint r
y tint g
z tint b
w tint value
4 coord multipliers for low quality texture sampling, I guess
x unused
y unused
z bloom coord multiplier x
w bloom coord multiplier y
5 imagespace fade
x fade r
y fade g
z fade b
w fade value
*/
/* samplers and textures */
Texture2D TextureColor;
Texture2D TextureBloom;
Texture2D TextureAdaptation;
Texture2D TextureDepth;
Texture2D TextureNoise2
<
string ResourceName = "menbnoise1.png";
>;
Texture2D TextureNoise3
<
string ResourceName = "menbnoise2.png";
>;
Texture2D TextureLUT
<
#ifdef LUTMODE_LEGACY
string ResourceName = "menblutpreset.png";
#endif
#ifdef LUTMODE_16
string ResourceName = "menblut16.png";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64.png";
#endif
>;
SamplerState Nearest
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
MaxLod = 0;
MipLodBias = 0;
};
SamplerState Linear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLod = 0;
MipLodBias = 0;
};
SamplerState Noise2
{
Filter = MIN_LINEAR_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
MaxLod = 0;
MipLodBias = 0;
};
SamplerState Noise3
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
MaxLod = 0;
MipLodBias = 0;
};
/* whatever */
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord0 : TEXCOORD0;
};