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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

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@ -1,491 +1,342 @@
/*
menbeffectsettings.fx : MariENB base user-tweakable variables.
(C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* "adaptation" factors */
bool aenable
<
string UIName = "UseAdaptation";
string UIWidget = "Checkbox";
> = {false};
float amin_n
<
string UIName = "AdaptationMinNight";
string UIWidget = "Spinner";
> = {0.0};
float amin_d
<
string UIName = "AdaptationMinDay";
string UIWidget = "Spinner";
> = {0.0};
float amin_in
<
string UIName = "AdaptationMinInteriorNight";
string UIWidget = "Spinner";
> = {0.0};
float amin_id
<
string UIName = "AdaptationMinInteriorDay";
string UIWidget = "Spinner";
> = {0.0};
float amax_n
<
string UIName = "AdaptationMaxNight";
string UIWidget = "Spinner";
> = {1.0};
float amax_d
<
string UIName = "AdaptationMaxDay";
string UIWidget = "Spinner";
> = {1.0};
float amax_in
<
string UIName = "AdaptationMaxInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float amax_id
<
string UIName = "AdaptationMaxInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* overshine/bloom compensation */
bool compenable
<
string UIName = "UseCompensate";
string UIWidget = "Checkbox";
> = {false};
/* compensation factor */
float compfactor_n
<
string UIName = "CompensateFactorNight";
string UIWidget = "Spinner";
> = {0.0};
float compfactor_d
<
string UIName = "CompensateFactorDay";
string UIWidget = "Spinner";
> = {0.0};
float compfactor_in
<
string UIName = "CompensateFactorInteriorNight";
string UIWidget = "Spinner";
> = {0.0};
float compfactor_id
<
string UIName = "CompensateFactorInteriorDay";
string UIWidget = "Spinner";
> = {0.0};
/* compensation power (contrast) */
float comppow_n
<
string UIName = "CompensatePowerNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float comppow_d
<
string UIName = "CompensatePowerDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float comppow_in
<
string UIName = "CompensatePowerInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float comppow_id
<
string UIName = "CompensatePowerInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* compensation saturation (higher values desaturate highlights) */
float compsat_n
<
string UIName = "CompensateSaturationNight";
string UIWidget = "Spinner";
> = {1.0};
float compsat_d
<
string UIName = "CompensateSaturationDay";
string UIWidget = "Spinner";
> = {1.0};
float compsat_in
<
string UIName = "CompensateSaturationInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float compsat_id
<
string UIName = "CompensateSaturationInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* Color grading */
bool gradeenable1
<
string UIName = "UseRGBGrading";
string UIWidget = "Checkbox";
> = {false};
/* color component multipliers */
float grademul_r_n
<
string UIName = "GradingMulRNight";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_n
<
string UIName = "GradingMulGNight";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_n
<
string UIName = "GradingMulBNight";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_d
<
string UIName = "GradingMulRDay";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_d
<
string UIName = "GradingMulGDay";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_d
<
string UIName = "GradingMulBDay";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_in
<
string UIName = "GradingMulRInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_in
<
string UIName = "GradingMulGInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_in
<
string UIName = "GradingMulBInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_id
<
string UIName = "GradingMulRInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_id
<
string UIName = "GradingMulGInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_id
<
string UIName = "GradingMulBInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
float gradepow_r_n
<
string UIName = "GradingPowRNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_n
<
string UIName = "GradingPowGNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_n
<
string UIName = "GradingPowBNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_d
<
string UIName = "GradingPowRDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_d
<
string UIName = "GradingPowGDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_d
<
string UIName = "GradingPowBDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_in
<
string UIName = "GradingPowRInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_in
<
string UIName = "GradingPowGInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_in
<
string UIName = "GradingPowBInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_id
<
string UIName = "GradingPowRInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_id
<
string UIName = "GradingPowGInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_id
<
string UIName = "GradingPowBInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* colorization factors */
bool gradeenable2
<
string UIName = "UseColorizeGrading";
string UIWidget = "Checkbox";
> = {false};
float gradecol_r_n
<
string UIName = "GradingColRNight";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_n
<
string UIName = "GradingColGNight";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_n
<
string UIName = "GradingColBNight";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_d
<
string UIName = "GradingColRDay";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_d
<
string UIName = "GradingColGDay";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_d
<
string UIName = "GradingColBDay";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_in
<
string UIName = "GradingColRInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_in
<
string UIName = "GradingColGInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_in
<
string UIName = "GradingColBInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_id
<
string UIName = "GradingColRInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_id
<
string UIName = "GradingColGInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_id
<
string UIName = "GradingColBInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* blend factor for colorization (negative values are quite fancy) */
float gradecolfact_n
<
string UIName = "GradingColFactorNight";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_d
<
string UIName = "GradingColFactorDay";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_in
<
string UIName = "GradingColFactorInteriorNight";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_id
<
string UIName = "GradingColFactorInteriorDay";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
bool gradeenable3
<
string UIName = "UseHSVGrading";
string UIWidget = "Checkbox";
> = {false};
/* saturation multiplier */
float gradesatmul_n
<
string UIName = "GradingSatMulNight";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_d
<
string UIName = "GradingSatMulDay";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_in
<
string UIName = "GradingSatMulInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_id
<
string UIName = "GradingSatMulInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
float gradesatpow_n
<
string UIName = "GradingSatPowNight";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_d
<
string UIName = "GradingSatPowDay";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_in
<
string UIName = "GradingSatPowInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_id
<
string UIName = "GradingSatPowInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
float gradevalmul_n
<
string UIName = "GradingValMulNight";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_d
<
string UIName = "GradingValMulDay";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_in
<
string UIName = "GradingValMulInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_id
<
string UIName = "GradingValMulInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
float gradevalpow_n
<
string UIName = "GradingValPowNight";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_d
<
string UIName = "GradingValPowDay";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_in
<
string UIName = "GradingValPowInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_id
<
string UIName = "GradingValPowInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
bool colorizeafterhsv
<
string UIName = "ColorizeAfterHSV";
string UIWidget = "Checkbox";
> = {false};
/* game tinting support */
bool tintenable
<
string UIName = "UseTint";
string UIWidget = "Checkbox";
> = {true};
float tintblend
<
string UIName = "TintingBlend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
bool tintbeforegrade
<
string UIName = "TintingBeforeGrading";
string UIWidget = "Checkbox";
> = {false};
/* vanilla grading */
bool vgradeenable
<
string UIName = "EnableVanillaGrading";
string UIWidget = "Checkbox";
> = {true};
float vgradeblend
<
string UIName = "VanillaGradingBlend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* debug vanilla shader registers */
bool regdebug
<
string UIName = "DebugRegisters";
string UIWidget = "Checkbox";
> = {false};
/* scale of register bars */
float regdebugscale
<
string UIName = "DebugRegistersScale";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/*
menbeffectsettings.fx : MariENB 3 base user-tweakable 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).
*/
/* film grain */
string str_noise = "Film Grain";
bool ne
<
string UIName = "Enable Grain";
string UIWidget = "Checkbox";
> = {false};
/* speed of grain */
float nf
<
string UIName = "Grain Speed";
string UIWidget = "Spinner";
> = {2500.0};
/* intensity of grain */
float ni
<
string UIName = "Grain Intensity";
string UIWidget = "Spinner";
> = {0.05};
/* saturation of grain */
float ns
<
string UIName = "Grain Saturation";
string UIWidget = "Spinner";
> = {0.0};
/* use two-pass grain (double the texture fetches, but looks less uniform) */
bool np
<
string UIName = "Grain Two-Pass";
string UIWidget = "Checkbox";
> = {true};
/*
blending mode for grain:
0 -> normal
1 -> add
2 -> overlay
3 -> "dark mask", a personal invention
*/
int nb
<
string UIName = "Grain Blending Mode";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 3;
> = {1};
/* dark mask blend mode contrast for mask image */
float bnp
<
string UIName = "Grain Dark Mask Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.5};
/* two-pass distortion factor (0 = look just like one-pass grain) */
float nk
<
string UIName = "Grain Two-Pass Factor";
string UIWidget = "Spinner";
> = {0.04};
/* zoom factors for each component of each noise texture */
float nm1
<
string UIName = "Grain Magnification 1";
string UIWidget = "Spinner";
> = {13.25};
float nm2
<
string UIName = "Grain Magnification 2";
string UIWidget = "Spinner";
> = {19.64};
float nm3
<
string UIName = "Grain Magnification 3";
string UIWidget = "Spinner";
> = {17.35};
float nm11
<
string UIName = "Grain Pass 1 Magnification 1";
string UIWidget = "Spinner";
> = {2.05};
float nm12
<
string UIName = "Grain Pass 1 Magnification 2";
string UIWidget = "Spinner";
> = {3.11};
float nm13
<
string UIName = "Grain Pass 1 Magnification 3";
string UIWidget = "Spinner";
> = {2.22};
float nm21
<
string UIName = "Grain Pass 2 Magnification 1";
string UIWidget = "Spinner";
> = {4.25};
float nm22
<
string UIName = "Grain Pass 2 Magnification 2";
string UIWidget = "Spinner";
> = {0.42};
float nm23
<
string UIName = "Grain Pass 2 Magnification 3";
string UIWidget = "Spinner";
> = {6.29};
/* contrast of grain */
float nj
<
string UIName = "Grain Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
/* tone mapping */
string str_tonemap = "Filmic Tone Mapping";
bool tmapenable
<
string UIName = "Enable Tonemapping";
string UIWidget = "Checkbox";
> = {false};
float unA
<
string UIName = "Tonemap Shoulder Strength";
string UIWidget = "Spinner";
> = {0.5};
float unB
<
string UIName = "Tonemap Linear Strengtht";
string UIWidget = "Spinner";
> = {1.0};
float unC
<
string UIName = "Tonemap Linear Angle";
string UIWidget = "Spinner";
> = {0.2};
float unD
<
string UIName = "Tonemap Toe Strengtht";
string UIWidget = "Spinner";
> = {0.75};
float unE
<
string UIName = "Tonemap Toe Numerator";
string UIWidget = "Spinner";
> = {0.02};
float unF
<
string UIName = "Tonemap Toe Denominator";
string UIWidget = "Spinner";
> = {0.30};
float unW
<
string UIName = "Tonemap Linear Whitet";
string UIWidget = "Spinner";
> = {10.0};
bool tmapbeforecomp
<
string UIName = "Tonemap Before Compensate";
string UIWidget = "Checkbox";
> = {false};
/* overshine/bloom compensation */
string str_comp = "Overbright Compensation";
bool compenable
<
string UIName = "Enable Compensate";
string UIWidget = "Checkbox";
> = {false};
/* compensation factor */
float compfactor
<
string UIName = "Compensate Factor";
string UIWidget = "Spinner";
> = {0.0};
/* compensation power (contrast) */
float comppow
<
string UIName = "Compensate Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* compensation saturation (higher values desaturate highlights) */
float compsat
<
string UIName = "Compensate Saturationt";
string UIWidget = "Spinner";
> = {1.0};
/* Color grading */
string str_grade = "Color Grading Suite";
bool gradeenable1
<
string UIName = "Enable RGB Grading";
string UIWidget = "Checkbox";
> = {false};
/* color component multipliers */
float grademul_r
<
string UIName = "Grading Intensity Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g
<
string UIName = "Grading Intensity Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b
<
string UIName = "Grading Intensity Blue";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
float gradepow_r
<
string UIName = "Grading Contrast Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g
<
string UIName = "Grading Contrast Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b
<
string UIName = "Grading Contrast Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* colorization factors */
bool gradeenable2
<
string UIName = "Enable Vibrance Grading";
string UIWidget = "Checkbox";
> = {false};
float gradecol_r
<
string UIName = "Grading Color Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g
<
string UIName = "Grading Color Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b
<
string UIName = "Grading Color Blue";
string UIWidget = "Spinner";
> = {1.0};
/* blend factor for colorization (negative values are quite fancy) */
float gradecolfact
<
string UIName = "Grading Color Factor";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
bool gradeenable3
<
string UIName = "Enable HSV Grading";
string UIWidget = "Checkbox";
> = {false};
/* saturation multiplier */
float gradesatmul
<
string UIName = "Grading Saturation Intensity";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
float gradesatpow
<
string UIName = "Grading Saturation Contrast";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
float gradevalmul
<
string UIName = "Grading Value Intensity";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
float gradevalpow
<
string UIName = "Grading Value Contrast";
string UIWidget = "Spinner";
> = {1.0};
bool colorizeafterhsv
<
string UIName = "Colorize After HSV";
string UIWidget = "Checkbox";
> = {true};
/* vanilla imagespace support */
string str_vanilla = "Vanilla Processing";
bool vanillaenable
<
string UIName = "Enable Vanilla Processing";
string UIWidget = "Checkbox";
> = {true};
float vanillablend
<
string UIName = "Vanilla Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* LUT grading */
string str_lut = "RGB Lookup Table Grading";
bool lutenable
<
string UIName = "Enable LUT Grading";
string UIWidget = "Checkbox";
> = {false};
float lutblend
<
string UIName = "LUT Blend";
string UIWidget = "Spinner";
> = {1.0};
#ifdef LUTMODE_LEGACY
int clut
<
string UIName = "LUT Preset";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 63;
> = {1};
#endif
string str_dither = "Dithering";
bool dodither
<
string UIName = "Enable Post Dither";
string UIWidget = "Checkbox";
> = {true};
int dither
<
string UIName = "Dither Pattern";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 4;
> = {4};