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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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@ -1,226 +1,14 @@
/*
menbextrasettings.fx : MariENB extra user-tweakable variables.
(C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
menbextrasettings.fx : MariENB 3 extra user-tweakable variables.
(C)2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
/* Border darkening */
bool dkenable
<
string UIName = "UseDark";
string UIWidget = "Checkbox";
> = {false};
/* radius of darkening (relative to screen width) */
float dkradius_n
<
string UIName = "DarkRadiusNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float dkradius_d
<
string UIName = "DarkRadiusDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float dkradius_in
<
string UIName = "DarkRadiusInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float dkradius_id
<
string UIName = "DarkRadiusInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
/* falloff of darkening */
float dkcurve_n
<
string UIName = "DarkCurveNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dkcurve_d
<
string UIName = "DarkCurveDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dkcurve_in
<
string UIName = "DarkCurveInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dkcurve_id
<
string UIName = "DarkCurveInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* bump of darkening */
float dkbump_n
<
string UIName = "DarkBumpNight";
string UIWidget = "Spinner";
> = {-1.0};
float dkbump_d
<
string UIName = "DarkBumpDay";
string UIWidget = "Spinner";
> = {-1.0};
float dkbump_in
<
string UIName = "DarkBumpInteriorNight";
string UIWidget = "Spinner";
> = {-1.0};
float dkbump_id
<
string UIName = "DarkBumpInteriorDay";
string UIWidget = "Spinner";
> = {-1.0};
/* Letterbox */
bool boxenable
<
string UIName = "UseBox";
string UIWidget = "Checkbox";
> = {false};
/* vertical factor */
float boxv
<
string UIName = "BoxVertical";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.80};
/* film grain */
bool ne
<
string UIName = "UseGrain";
string UIWidget = "Checkbox";
> = {false};
/* speed of grain */
float nf
<
string UIName = "GrainFrequency";
string UIWidget = "Spinner";
> = {2500.0};
/* intensity of grain */
float ni
<
string UIName = "GrainIntensity";
string UIWidget = "Spinner";
> = {0.05};
/* saturation of grain */
float ns
<
string UIName = "GrainSaturation";
string UIWidget = "Spinner";
> = {0.0};
/* use two-pass grain (double the texture fetches, but looks less uniform) */
bool np
<
string UIName = "GrainTwoPass";
string UIWidget = "Checkbox";
> = {true};
/*
blending mode for grain:
0 -> normal
1 -> add
2 -> overlay
3 -> "dark mask", a personal invention
*/
int nb
<
string UIName = "GrainBlend";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 3;
> = {1};
/* dark mask blend mode contrast for mask image */
float bnp
<
string UIName = "GrainDarkMaskPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* two-pass distortion factor (0 = look just like one-pass grain) */
float nk
<
string UIName = "GrainTwoPassFactor";
string UIWidget = "Spinner";
> = {0.04};
/* zoom factors for each component of each noise texture */
float nm1
<
string UIName = "GrainMagnification1";
string UIWidget = "Spinner";
> = {13.25};
float nm2
<
string UIName = "GrainMagnification2";
string UIWidget = "Spinner";
> = {19.64};
float nm3
<
string UIName = "GrainMagnification3";
string UIWidget = "Spinner";
> = {17.35};
float nm11
<
string UIName = "GrainPass1Magnification1";
string UIWidget = "Spinner";
> = {2.05};
float nm12
<
string UIName = "GrainPass1Magnification2";
string UIWidget = "Spinner";
> = {3.11};
float nm13
<
string UIName = "GrainPass1Magnification3";
string UIWidget = "Spinner";
> = {2.22};
float nm21
<
string UIName = "GrainPass2Magnification1";
string UIWidget = "Spinner";
> = {4.25};
float nm22
<
string UIName = "GrainPass2Magnification2";
string UIWidget = "Spinner";
> = {0.42};
float nm23
<
string UIName = "GrainPass2Magnification3";
string UIWidget = "Spinner";
> = {6.29};
/* contrast of grain */
float nj
<
string UIName = "GrainPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.5};
/* use curvature + chromatic aberration filter */
bool usecurve
<
string UIName = "UseCurve";
string UIWidget = "Checkbox";
> = {false};
/* this is a stupid filter and you should feel bad for using it */
float chromaab
<
string UIName = "CurveChromaAberration";
string UIWidget = "Spinner";
> = {0.05};
/* BlockGFX filter, I'm proud of it */
string str_block = "BlockGFX Suite";
bool useblock
<
string UIName = "UseBlockGFX";
string UIName = "Enable Block GFX";
string UIWidget = "Checkbox";
> = {false};
/*
@ -231,47 +19,51 @@ bool useblock
*/
float bresx
<
string UIName = "EmulatedResX";
string UIName = "Emulated Resolution Width";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bresy
<
string UIName = "EmulatedResY";
string UIName = "Emulated Resolution Height";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
/* zooming factors (<=0 for stretch) */
float sresx
<
string UIName = "ZoomedResX";
string UIName = "Zoom Factor X";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float sresy
<
string UIName = "ZoomedResY";
string UIName = "Zoom Factor Y";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
/*
palette type:
-2 : Standard VGA 256-color palette
-1 : disable
0 : CGA (320x200 4-color, or 640x200 monochrome)
1 : EGA (320x200, 16 colors)
2 : RGB2 (64-color quarter VGA palette, used in AOS)
3 : RGB323 (8-bit RGB, I don't think this was a real thing)
4 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
5 : RGB565 (ol' 16-bit "true color")
6 : RGB6 (typical screens incapable of 8bpc)
4 : VGA (256 colors, standard palette)
5 : Doom (256 colors, does not cover a lot)
6 : Quake I (256 colors, covers even less)
7 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
8 : RGB565 (ol' 16-bit "true color")
9 : RGB6 (typical screens incapable of 8bpc)
*/
int paltype
<
string UIName = "PaletteType";
string UIName = "Palette Type";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 6;
> = {2};
int UIMax = 9;
> = {1};
/*
CGA palette to use:
0 : black, white.
@ -284,7 +76,7 @@ int paltype
*/
int cgapal
<
string UIName = "CGAPalette";
string UIName = "CGA Palette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 6;
@ -296,7 +88,7 @@ int cgapal
*/
int egapal
<
string UIName = "EGAPalette";
string UIName = "EGA Palette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 1;
@ -312,7 +104,7 @@ int egapal
*/
int dither
<
string UIName = "DitherMode";
string UIName = "Dithering Pattern";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 4;
@ -320,26 +112,178 @@ int dither
/* gamma modifier for base color, lower values raise midtones and viceversa */
float bgamma
<
string UIName = "GammaMod";
string UIName = "Contrast Modifier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.65};
> = {0.35};
/* saturation modifier for base color, helps with limited palettes */
float bsaturation
<
string UIName = "Saturation Modifier";
string UIWidget = "Spinner";
> = {1.1};
/* base brightness bump for the dither grid */
float bdbump
<
string UIName = "DitherBump";
string UIName = "Dither Offset";
string UIWidget = "Spinner";
> = {-0.1};
/* range multiplier for the dither grid */
float bdmult
<
string UIName = "DitherMultiplier";
string UIName = "Dither Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.3};
/* saturation modifier for base color, helps with limited palettes */
float bsaturation
> = {0.25};
/* ASCII art filter */
string str_ascii = "Luma ASCII Art Filter";
bool asciienable
<
string UIName = "SaturationMod";
string UIName = "Enable ASCII";
string UIWidget = "Checkbox";
> = {false};
bool asciimono
<
string UIName = "ASCII Monochrome";
string UIWidget = "Checkbox";
> = {true};
float asciiblend
<
string UIName = "ASCII Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
string str_mask = "Depth Chroma Key";
bool maskenable
<
string UIName = "Enable Chroma Key";
string UIWidget = "Checkbox";
> = {false};
float maskr
<
string UIName = "Chroma Key Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float maskg
<
string UIName = "Chroma Key Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float maskb
<
string UIName = "Chroma Key Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float maskd
<
string UIName = "Chroma Key Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
string str_dot = "RGBI Dot Matrix";
bool dotenable
<
string UIName = "Enable Dot Matrix";
string UIWidget = "Checkbox";
> = {false};
int dotsize
<
string UIName = "Dot Size";
string UIWidget = "Spinner";
int UIMin = 1;
> = {1};
float dotblend
<
string UIName = "Dot Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.4};
float dotmult
<
string UIName = "Dot Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dotpow
<
string UIName = "Dot Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
string str_curve = "Lens Curvature";
bool curveenable
<
string UIName = "Enable Curvature";
string UIWidget = "Checkbox";
> = {false};
float chromaab
<
string UIName = "Curve Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
float lenszoom
<
string UIName = "Curve Zooming";
string UIWidget = "Spinner";
> = {50.0};
float lensdist
<
string UIName = "Curve Distortion";
string UIWidget = "Spinner";
> = {0.0};
float curvesoft
<
string UIName = "Curve Sampling Soften";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
/* BlurSharpShift, some people are obsessed with this nonsense */
string str_bss = "BlurSharpShift";
bool bssblurenable
<
string UIName = "Enable Blur";
string UIWidget = "Checkbox";
> = {false};
float bssblurradius
<
string UIName = "Blur Sampling Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
bool bsssharpenable
<
string UIName = "Enable Sharp";
string UIWidget = "Checkbox";
> = {false};
float bsssharpradius
<
string UIName = "Sharp Sampling Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bsssharpamount
<
string UIName = "Sharpening Amount";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
bool bssshiftenable
<
string UIName = "Enable Shift";
string UIWidget = "Checkbox";
> = {false};
float bssshiftradius
<
string UIName = "Shift Sampling Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};