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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

@ -1,7 +1,7 @@
/*
menbextrainternals.fx : MariENB extra internal variables.
(C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
menbextrainternals.fx : MariENB 3 extra 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).
*/
/*
@ -138,61 +138,84 @@ static const float3 aosega[16] =
float3(d(256),d(256),d(256)),
};
#undef d
/* gauss stuff */
float gauss3[3] =
{
0.444814, 0.239936, 0.037657
};
/* standard stuff */
float4 ScreenSize;
float4 Timer;
float ENightDayFactor;
float EInteriorFactor;
float4 Weather;
float4 TimeOfDay1;
float4 TimeOfDay2;
/* samplers and textures */
texture2D texColor;
texture2D texNoise2
Texture2D TextureColor;
Texture2D TextureDepth;
Texture2D TextureFont
<
string ResourceName = "menbnoise1.png";
string ResourceName = "menbvgaluma.png";
>;
texture2D texNoise3
Texture2D TextureDots
<
string ResourceName = "menbnoise2.png";
string ResourceName = "menbdots.png";
>;
sampler2D SamplerColor = sampler_state
Texture2D TextureDoom
<
string ResourceName = "menbdoomlut.png";
>;
Texture2D TextureQuake
<
string ResourceName = "menbquakelut.png";
>;
Texture2D TextureVGA
<
string ResourceName = "menbvgalut.png";
>;
SamplerState Nearest
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Mirror;
AddressV = Mirror;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
MaxLod = 0;
MipLodBias = 0;
};
sampler2D SamplerNoise2 = sampler_state
SamplerState Linear
{
Texture = <texNoise2>;
MinFilter = LINEAR;
MagFilter = POINT;
MipFilter = NONE;
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLod = 0;
MipLodBias = 0;
};
SamplerState sBorder
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border;
AddressV = Border;
BorderColor = float4(0.0,0.0,0.0,1.0);
MaxLod = 0;
MipLodBias = 0;
};
SamplerState sWrap
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
MaxLod = 0;
MipLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
SamplerState Font
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
Filter = MIN_LINEAR_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
MaxLod = 0;
MipLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float4 vpos : SV_POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST