First MariENB 3 attempt for Fallout 4
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49 changed files with 1638 additions and 4557 deletions
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@ -1,7 +1,7 @@
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/*
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menbextrainternals.fx : MariENB extra internal variables.
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(C)2013-2015 Marisa Kirisame, UnSX Team.
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Part of MariENB, the personal ENB of Marisa.
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menbextrainternals.fx : MariENB 3 extra internal variables.
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(C)2015 Marisa Kirisame, UnSX Team.
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Part of MariENB 3, 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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/*
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@ -138,61 +138,84 @@ static const float3 aosega[16] =
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float3(d(256),d(256),d(256)),
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};
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#undef d
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/* gauss stuff */
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float gauss3[3] =
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{
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0.444814, 0.239936, 0.037657
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};
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/* standard stuff */
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float4 ScreenSize;
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float4 Timer;
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float ENightDayFactor;
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float EInteriorFactor;
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float4 Weather;
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float4 TimeOfDay1;
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float4 TimeOfDay2;
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/* samplers and textures */
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texture2D texColor;
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texture2D texNoise2
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Texture2D TextureColor;
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Texture2D TextureDepth;
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Texture2D TextureFont
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<
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string ResourceName = "menbnoise1.png";
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string ResourceName = "menbvgaluma.png";
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>;
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texture2D texNoise3
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Texture2D TextureDots
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<
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string ResourceName = "menbnoise2.png";
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string ResourceName = "menbdots.png";
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>;
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sampler2D SamplerColor = sampler_state
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Texture2D TextureDoom
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<
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string ResourceName = "menbdoomlut.png";
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>;
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Texture2D TextureQuake
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<
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string ResourceName = "menbquakelut.png";
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>;
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Texture2D TextureVGA
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<
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string ResourceName = "menbvgalut.png";
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>;
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SamplerState Nearest
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{
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Texture = <texColor>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Mirror;
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AddressV = Mirror;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLod = 0;
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MipLodBias = 0;
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};
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sampler2D SamplerNoise2 = sampler_state
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SamplerState Linear
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{
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Texture = <texNoise2>;
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MinFilter = LINEAR;
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MagFilter = POINT;
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MipFilter = NONE;
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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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MaxLod = 0;
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MipLodBias = 0;
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};
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SamplerState sBorder
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Border;
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AddressV = Border;
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BorderColor = float4(0.0,0.0,0.0,1.0);
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MaxLod = 0;
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MipLodBias = 0;
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};
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SamplerState sWrap
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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MaxLod = 0;
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MipLodBias = 0;
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};
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sampler2D SamplerNoise3 = sampler_state
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SamplerState Font
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{
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Texture = <texNoise3>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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Filter = MIN_LINEAR_MAG_MIP_POINT;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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MaxLod = 0;
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MipLodBias = 0;
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};
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/* whatever */
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struct VS_OUTPUT_POST
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{
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float4 vpos : POSITION;
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float4 vpos : SV_POSITION;
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float2 txcoord : TEXCOORD0;
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};
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struct VS_INPUT_POST
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