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MariENB FO4 3.0.3a

This commit is contained in:
Marisa the Magician 2019-04-07 17:47:18 +02:00
commit 11f9cab93b
8 changed files with 301 additions and 313 deletions

View file

@ -31,8 +31,8 @@ NightTime=1.0
[ADAPTATION] [ADAPTATION]
AdaptationSensitivity=0.65 AdaptationSensitivity=0.65
AdaptationTime=3.0 AdaptationTime=3.0
ForceMinMaxValues=false ForceMinMaxValues=true
AdaptationMin=0.0 AdaptationMin=0.05
AdaptationMax=1.0 AdaptationMax=1.0
[DEPTHOFFIELD] [DEPTHOFFIELD]
@ -64,14 +64,14 @@ AmountInteriorNight=1.0
[SKY] [SKY]
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
Enable=true Enable=true
GradientIntensityDawn=0.81 GradientIntensityDawn=0.66
GradientIntensitySunrise=0.95 GradientIntensitySunrise=0.92
GradientIntensityDay=1.0 GradientIntensityDay=1.37
GradientIntensitySunset=0.96 GradientIntensitySunset=0.870001
GradientIntensityDusk=0.84 GradientIntensityDusk=0.750001
GradientIntensityNight=0.75 GradientIntensityNight=0.94
GradientIntensityInteriorDay=1.0 GradientIntensityInteriorDay=1.32
GradientIntensityInteriorNight=0.66 GradientIntensityInteriorNight=0.79
GradientDesaturationDawn=0.0 GradientDesaturationDawn=0.0
GradientDesaturationSunrise=0.0 GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0 GradientDesaturationDay=0.0
@ -81,97 +81,97 @@ GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0 GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0 GradientDesaturationInteriorNight=0.0
GradientTopIntensityDawn=1.0 GradientTopIntensityDawn=0.77
GradientTopIntensitySunrise=1.0 GradientTopIntensitySunrise=0.82
GradientTopIntensityDay=1.0 GradientTopIntensityDay=1.430001
GradientTopIntensitySunset=1.0 GradientTopIntensitySunset=0.86
GradientTopIntensityDusk=1.0 GradientTopIntensityDusk=0.75
GradientTopIntensityNight=1.0 GradientTopIntensityNight=0.54
GradientTopIntensityInteriorDay=1.0 GradientTopIntensityInteriorDay=1.39
GradientTopIntensityInteriorNight=1.0 GradientTopIntensityInteriorNight=0.52
GradientTopCurveDawn=1.0 GradientTopCurveDawn=0.87
GradientTopCurveSunrise=1.0 GradientTopCurveSunrise=0.82
GradientTopCurveDay=1.0 GradientTopCurveDay=0.54
GradientTopCurveSunset=1.0 GradientTopCurveSunset=0.81
GradientTopCurveDusk=1.0 GradientTopCurveDusk=0.89
GradientTopCurveNight=1.0 GradientTopCurveNight=0.68
GradientTopCurveInteriorDay=1.0 GradientTopCurveInteriorDay=0.53
GradientTopCurveInteriorNight=1.0 GradientTopCurveInteriorNight=0.67
GradientTopColorFilterDawn=1, 1, 1 GradientTopColorFilterDawn=0.953, 0.208, 0.753
GradientTopColorFilterSunrise=1, 1, 1 GradientTopColorFilterSunrise=0.918, 0.349, 0.188
GradientTopColorFilterDay=1, 1, 1 GradientTopColorFilterDay=0.882, 0.502, 0.263
GradientTopColorFilterSunset=1, 1, 1 GradientTopColorFilterSunset=0.91, 0.286, 0.188
GradientTopColorFilterDusk=1, 1, 1 GradientTopColorFilterDusk=0.855, 0.165, 0.463
GradientTopColorFilterNight=1, 1, 1 GradientTopColorFilterNight=0.447, 0.231, 0.773
GradientTopColorFilterInteriorDay=1, 1, 1 GradientTopColorFilterInteriorDay=0.984, 0.537, 0.216
GradientTopColorFilterInteriorNight=1, 1, 1 GradientTopColorFilterInteriorNight=0.616, 0.251, 0.933
GradientMiddleIntensityDawn=1.0 GradientMiddleIntensityDawn=0.7
GradientMiddleIntensitySunrise=1.0 GradientMiddleIntensitySunrise=1.02
GradientMiddleIntensityDay=1.0 GradientMiddleIntensityDay=1.25
GradientMiddleIntensitySunset=1.0 GradientMiddleIntensitySunset=1.02
GradientMiddleIntensityDusk=1.0 GradientMiddleIntensityDusk=0.77
GradientMiddleIntensityNight=1.0 GradientMiddleIntensityNight=0.7
GradientMiddleIntensityInteriorDay=1.0 GradientMiddleIntensityInteriorDay=1.27
GradientMiddleIntensityInteriorNight=1.0 GradientMiddleIntensityInteriorNight=0.64
GradientMiddleCurveDawn=1.0 GradientMiddleCurveDawn=0.94
GradientMiddleCurveSunrise=1.0 GradientMiddleCurveSunrise=0.81
GradientMiddleCurveDay=1.0 GradientMiddleCurveDay=0.71
GradientMiddleCurveSunset=1.0 GradientMiddleCurveSunset=0.88
GradientMiddleCurveDusk=1.0 GradientMiddleCurveDusk=0.9
GradientMiddleCurveNight=1.0 GradientMiddleCurveNight=0.63
GradientMiddleCurveInteriorDay=1.0 GradientMiddleCurveInteriorDay=0.72
GradientMiddleCurveInteriorNight=1.0 GradientMiddleCurveInteriorNight=0.64
GradientMiddleColorFilterDawn=1, 1, 1 GradientMiddleColorFilterDawn=0.824, 0.533, 0.8
GradientMiddleColorFilterSunrise=1, 1, 1 GradientMiddleColorFilterSunrise=0.898, 0.392, 0.239
GradientMiddleColorFilterDay=1, 1, 1 GradientMiddleColorFilterDay=0.918, 0.49, 0.29
GradientMiddleColorFilterSunset=1, 1, 1 GradientMiddleColorFilterSunset=0.882, 0.318, 0.129
GradientMiddleColorFilterDusk=1, 1, 1 GradientMiddleColorFilterDusk=0.827, 0.302, 0.529
GradientMiddleColorFilterNight=1, 1, 1 GradientMiddleColorFilterNight=0.616, 0.424, 0.855
GradientMiddleColorFilterInteriorDay=1, 1, 1 GradientMiddleColorFilterInteriorDay=1, 0.435, 0.106
GradientMiddleColorFilterInteriorNight=1, 1, 1 GradientMiddleColorFilterInteriorNight=0.529, 0.306, 0.847
GradientHorizonIntensityDawn=1.0 GradientHorizonIntensityDawn=1.6
GradientHorizonIntensitySunrise=1.0 GradientHorizonIntensitySunrise=1.63
GradientHorizonIntensityDay=1.0 GradientHorizonIntensityDay=1.240001
GradientHorizonIntensitySunset=1.0 GradientHorizonIntensitySunset=1.56
GradientHorizonIntensityDusk=1.0 GradientHorizonIntensityDusk=1.69
GradientHorizonIntensityNight=1.0 GradientHorizonIntensityNight=1.36
GradientHorizonIntensityInteriorDay=1.0 GradientHorizonIntensityInteriorDay=1.25
GradientHorizonIntensityInteriorNight=1.0 GradientHorizonIntensityInteriorNight=1.39
GradientHorizonCurveDawn=1.0 GradientHorizonCurveDawn=0.44
GradientHorizonCurveSunrise=1.0 GradientHorizonCurveSunrise=0.4
GradientHorizonCurveDay=1.0 GradientHorizonCurveDay=0.37
GradientHorizonCurveSunset=1.0 GradientHorizonCurveSunset=0.44
GradientHorizonCurveDusk=1.0 GradientHorizonCurveDusk=0.46
GradientHorizonCurveNight=1.0 GradientHorizonCurveNight=0.57
GradientHorizonCurveInteriorDay=1.0 GradientHorizonCurveInteriorDay=0.33
GradientHorizonCurveInteriorNight=1.0 GradientHorizonCurveInteriorNight=0.65
GradientHorizonColorFilterDawn=1, 1, 1 GradientHorizonColorFilterDawn=0.741, 0.576, 0.62
GradientHorizonColorFilterSunrise=1, 1, 1 GradientHorizonColorFilterSunrise=0.925, 0.635, 0.416
GradientHorizonColorFilterDay=1, 1, 1 GradientHorizonColorFilterDay=0.906, 0.451, 0.239
GradientHorizonColorFilterSunset=1, 1, 1 GradientHorizonColorFilterSunset=0.82, 0.471, 0.294
GradientHorizonColorFilterDusk=1, 1, 1 GradientHorizonColorFilterDusk=0.749, 0.396, 0.357
GradientHorizonColorFilterNight=1, 1, 1 GradientHorizonColorFilterNight=0.388, 0.294, 0.906
GradientHorizonColorFilterInteriorDay=1, 1, 1 GradientHorizonColorFilterInteriorDay=0.961, 0.486, 0.247
GradientHorizonColorFilterInteriorNight=1, 1, 1 GradientHorizonColorFilterInteriorNight=0.357, 0.212, 0.949
CloudsIntensityDawn=0.5 CloudsIntensityDawn=0.15
CloudsIntensitySunrise=0.75 CloudsIntensitySunrise=0.7
CloudsIntensityDay=1.0 CloudsIntensityDay=0.910001
CloudsIntensitySunset=0.75 CloudsIntensitySunset=0.610001
CloudsIntensityDusk=0.5 CloudsIntensityDusk=0.180001
CloudsIntensityNight=0.25 CloudsIntensityNight=0.100001
CloudsIntensityInteriorDay=1.0 CloudsIntensityInteriorDay=0.94
CloudsIntensityInteriorNight=1.0 CloudsIntensityInteriorNight=0.04
CloudsCurveDawn=1.0 CloudsCurveDawn=1.94
CloudsCurveSunrise=1.0 CloudsCurveSunrise=1.18
CloudsCurveDay=1.0 CloudsCurveDay=0.79
CloudsCurveSunset=1.0 CloudsCurveSunset=1.16
CloudsCurveDusk=1.0 CloudsCurveDusk=1.9
CloudsCurveNight=1.0 CloudsCurveNight=2.44
CloudsCurveInteriorDay=1.0 CloudsCurveInteriorDay=1.31
CloudsCurveInteriorNight=1.0 CloudsCurveInteriorNight=2.39
CloudsDesaturationDawn=0.0 CloudsDesaturationDawn=0.0
CloudsDesaturationSunrise=0.0 CloudsDesaturationSunrise=0.0
CloudsDesaturationDay=0.0 CloudsDesaturationDay=0.0
@ -180,31 +180,31 @@ CloudsDesaturationDusk=0.0
CloudsDesaturationNight=0.0 CloudsDesaturationNight=0.0
CloudsDesaturationInteriorDay=0.0 CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0 CloudsDesaturationInteriorNight=0.0
CloudsOpacityDawn=1.0 CloudsOpacityDawn=1.13
CloudsOpacitySunrise=1.0 CloudsOpacitySunrise=0.98
CloudsOpacityDay=1.0 CloudsOpacityDay=0.75
CloudsOpacitySunset=1.0 CloudsOpacitySunset=0.96
CloudsOpacityDusk=1.0 CloudsOpacityDusk=1.19
CloudsOpacityNight=1.0 CloudsOpacityNight=1.1
CloudsOpacityInteriorDay=1.0 CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0 CloudsOpacityInteriorNight=1.0
CloudsColorFilterDawn=1, 1, 1 CloudsColorFilterDawn=0.973, 0.0471, 0.0471
CloudsColorFilterSunrise=1, 1, 1 CloudsColorFilterSunrise=0.98, 0.671, 0.431
CloudsColorFilterDay=1, 1, 1 CloudsColorFilterDay=0.984, 0.757, 0.561
CloudsColorFilterSunset=1, 1, 1 CloudsColorFilterSunset=0.984, 0.737, 0.545
CloudsColorFilterDusk=1, 1, 1 CloudsColorFilterDusk=0.878, 0.11, 0.11
CloudsColorFilterNight=1, 1, 1 CloudsColorFilterNight=0.58, 0.337, 0.808
CloudsColorFilterInteriorDay=1, 1, 1 CloudsColorFilterInteriorDay=0.882, 0.569, 0.255
CloudsColorFilterInteriorNight=1, 1, 1 CloudsColorFilterInteriorNight=0.565, 0.388, 0.827
SunIntensityDawn=4.0 SunIntensityDawn=4.0
SunIntensitySunrise=4.0 SunIntensitySunrise=6.0
SunIntensityDay=4.0 SunIntensityDay=5.0
SunIntensitySunset=4.0 SunIntensitySunset=6.0
SunIntensityDusk=4.0 SunIntensityDusk=4.0
SunIntensityNight=4.0 SunIntensityNight=3.0
SunIntensityInteriorDay=4.0 SunIntensityInteriorDay=5.0
SunIntensityInteriorNight=4.0 SunIntensityInteriorNight=3.0
SunDesaturationDawn=0.0 SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0 SunDesaturationSunrise=0.0
SunDesaturationDay=0.0 SunDesaturationDay=0.0
@ -213,23 +213,23 @@ SunDesaturationDusk=0.0
SunDesaturationNight=0.0 SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0 SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0 SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1 SunColorFilterDawn=0.953, 0.098, 0.0353
SunColorFilterSunrise=1, 1, 1 SunColorFilterSunrise=0.906, 0.216, 0.0275
SunColorFilterDay=1, 1, 1 SunColorFilterDay=0.996, 0.62, 0.369
SunColorFilterSunset=1, 1, 1 SunColorFilterSunset=0.953, 0.247, 0.122
SunColorFilterDusk=1, 1, 1 SunColorFilterDusk=0.969, 0.161, 0.161
SunColorFilterNight=1, 1, 1 SunColorFilterNight=0.839, 0.0275, 0.0157
SunColorFilterInteriorDay=1, 1, 1 SunColorFilterInteriorDay=0.988, 0.604, 0.329
SunColorFilterInteriorNight=1, 1, 1 SunColorFilterInteriorNight=0.859, 0.0471, 0.00392
MoonIntensityDawn=1.8 MoonIntensityDawn=1.77
MoonIntensitySunrise=1.4 MoonIntensitySunrise=1.39
MoonIntensityDay=1.0 MoonIntensityDay=1.0
MoonIntensitySunset=1.4 MoonIntensitySunset=1.48
MoonIntensityDusk=1.8 MoonIntensityDusk=1.9
MoonIntensityNight=2.0 MoonIntensityNight=2.4
MoonIntensityInteriorDay=1.0 MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=2.0 MoonIntensityInteriorNight=2.47
MoonDesaturationDawn=0.0 MoonDesaturationDawn=0.0
MoonDesaturationSunrise=0.0 MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0 MoonDesaturationDay=0.0
@ -238,24 +238,24 @@ MoonDesaturationDusk=0.0
MoonDesaturationNight=0.0 MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0 MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0 MoonDesaturationInteriorNight=0.0
MoonColorFilterDawn=1, 1, 1 MoonColorFilterDawn=0.443, 0.322, 0.98
MoonColorFilterSunrise=1, 1, 1 MoonColorFilterSunrise=0.776, 0.835, 0.918
MoonColorFilterDay=1, 1, 1 MoonColorFilterDay=1, 1, 1
MoonColorFilterSunset=1, 1, 1 MoonColorFilterSunset=0.722, 0.8, 0.918
MoonColorFilterDusk=1, 1, 1 MoonColorFilterDusk=0.337, 0.239, 0.969
MoonColorFilterNight=1, 1, 1 MoonColorFilterNight=0.314, 0.541, 0.965
MoonColorFilterInteriorDay=1, 1, 1 MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=1, 1, 1 MoonColorFilterInteriorNight=0.314, 0.431, 0.957
[ENVIRONMENT] [ENVIRONMENT]
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
DirectLightingIntensityDawn=1.02 DirectLightingIntensityDawn=2.57
DirectLightingIntensitySunrise=1.3 DirectLightingIntensitySunrise=2.47
DirectLightingIntensityDay=1.12 DirectLightingIntensityDay=1.92
DirectLightingIntensitySunset=1.3 DirectLightingIntensitySunset=2.43
DirectLightingIntensityDusk=0.98 DirectLightingIntensityDusk=2.53
DirectLightingIntensityNight=0.8 DirectLightingIntensityNight=3.04
DirectLightingIntensityInteriorDay=1.03 DirectLightingIntensityInteriorDay=1.72
DirectLightingIntensityInteriorNight=0.82 DirectLightingIntensityInteriorNight=2.96
DirectLightingDesaturationDawn=0.0 DirectLightingDesaturationDawn=0.0
DirectLightingDesaturationSunrise=0.0 DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0 DirectLightingDesaturationDay=0.0
@ -264,22 +264,22 @@ DirectLightingDesaturationDusk=0.0
DirectLightingDesaturationNight=0.0 DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0 DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0 DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterDawn=1, 1, 1 DirectLightingColorFilterDawn=0.878, 0.643, 0.839
DirectLightingColorFilterSunrise=1, 1, 1 DirectLightingColorFilterSunrise=0.922, 0.706, 0.514
DirectLightingColorFilterDay=1, 1, 1 DirectLightingColorFilterDay=0.957, 0.831, 0.58
DirectLightingColorFilterSunset=1, 1, 1 DirectLightingColorFilterSunset=0.961, 0.635, 0.435
DirectLightingColorFilterDusk=1, 1, 1 DirectLightingColorFilterDusk=0.843, 0.624, 0.651
DirectLightingColorFilterNight=1, 1, 1 DirectLightingColorFilterNight=0.722, 0.706, 0.973
DirectLightingColorFilterInteriorDay=1, 1, 1 DirectLightingColorFilterInteriorDay=0.949, 0.753, 0.478
DirectLightingColorFilterInteriorNight=1, 1, 1 DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992
AmbientLightingIntensityDawn=0.63 AmbientLightingIntensityDawn=0.35
AmbientLightingIntensitySunrise=0.72 AmbientLightingIntensitySunrise=0.53
AmbientLightingIntensityDay=0.94 AmbientLightingIntensityDay=0.79
AmbientLightingIntensitySunset=0.77 AmbientLightingIntensitySunset=0.56
AmbientLightingIntensityDusk=0.65 AmbientLightingIntensityDusk=0.35
AmbientLightingIntensityNight=0.4 AmbientLightingIntensityNight=0.81
AmbientLightingIntensityInteriorDay=0.62 AmbientLightingIntensityInteriorDay=0.75
AmbientLightingIntensityInteriorNight=0.29 AmbientLightingIntensityInteriorNight=0.83
[SSAO_SSIL] [SSAO_SSIL]
UseIndirectLighting=true UseIndirectLighting=true
ResolutionScale=0.5 ResolutionScale=0.5

View file

@ -400,16 +400,12 @@ SamplerState Sampler
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border; AddressU = Border;
AddressV = Border; AddressV = Border;
MaxLOD = 0;
MinLOD = 0;
}; };
SamplerState Sampler2 SamplerState Sampler2
{ {
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp; AddressU = Clamp;
AddressV = Clamp; AddressV = Clamp;
MaxLOD = 0;
MinLOD = 0;
}; };
SamplerState SamplerLens SamplerState SamplerLens
@ -417,8 +413,6 @@ SamplerState SamplerLens
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Mirror; AddressU = Mirror;
AddressV = Mirror; AddressV = Mirror;
MaxLOD = 0;
MinLOD = 0;
}; };
struct VS_INPUT_POST struct VS_INPUT_POST
@ -472,7 +466,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float bloomintensity = tod_ind(bloomintensity); float bloomintensity = tod_ind(bloomintensity);
float4 res = TextureDownsampled.Sample(Sampler2,coord); float4 res = TextureDownsampled.Sample(Sampler2,coord);
float3 hsv = rgb2hsv(res.rgb); float3 hsv = rgb2hsv(res.rgb);
if ( hsv.z > bloomcap ) hsv.z = bloomcap; hsv.z = min(hsv.z,bloomcap);
res.rgb = hsv2rgb(hsv); res.rgb = hsv2rgb(hsv);
res = max(res+bloombump,0.0); res = max(res+bloombump,0.0);
hsv = rgb2hsv(res.rgb); hsv = rgb2hsv(res.rgb);
@ -493,8 +487,8 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
{ {
float2 coord = IN.txcoord0.xy; float2 coord = IN.txcoord0.xy;
float2 ssz; float2 ssz;
if ( insz > 0.0 ) ssz = float2(1.0/insz,1.0/insz); if ( insz <= 0.0 ) return intex.Sample(Sampler2,coord);
else return intex.Sample(Sampler2,coord); ssz = float2(1.0/insz,1.0/insz);
float4 res = 0.25*(intex.Sample(Sampler2,coord) float4 res = 0.25*(intex.Sample(Sampler2,coord)
+intex.Sample(Sampler2,coord+float2(ssz.x,0.0)) +intex.Sample(Sampler2,coord+float2(ssz.x,0.0))
+intex.Sample(Sampler2,coord+float2(0.0,ssz.y)) +intex.Sample(Sampler2,coord+float2(0.0,ssz.y))
@ -591,43 +585,56 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
} }
/* end pass, mix it all up */ /* end pass, mix it all up */
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0, float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
uniform bool simple) : SV_Target
{ {
float2 coord = IN.txcoord0.xy; float2 coord = IN.txcoord0.xy;
float4 res = float4(0.0,0.0,0.0,0.0); float4 res = bloommix1*RenderTarget1024.Sample(Sampler2,coord);
if ( simple ) res += bloommixs*RenderTarget32.Sample(Sampler2,coord);
else
{
res += bloommix1*RenderTarget1024.Sample(Sampler2,coord);
res += bloommix2*RenderTarget512.Sample(Sampler2,coord); res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
res += bloommix3*RenderTarget256.Sample(Sampler2,coord); res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
res += bloommix4*RenderTarget128.Sample(Sampler2,coord); res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
res += bloommix5*RenderTarget64.Sample(Sampler2,coord); res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
res += bloommix6*RenderTarget32.Sample(Sampler2,coord); res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
res.rgb /= 6.0; res.rgb /= 6.0;
}
res.rgb = clamp(res.rgb,0.0,32768.0); res.rgb = clamp(res.rgb,0.0,32768.0);
res.a = 1.0; res.a = 1.0;
if ( !dirtenable ) return res; if ( !dirtenable ) return res;
/* crappy lens filter, useful when playing characters with glasses */ /* crappy lens filter, useful when playing characters with glasses */
float4 mud = float4(0.0,0.0,0.0,0.0);
float2 ccoord = coord; float2 ccoord = coord;
#ifdef ASPECT_LENSDIRT #ifdef ASPECT_LENSDIRT
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5; ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif #endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord); float4 crap = TextureLens.Sample(SamplerLens,ccoord);
if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler2,coord); float4 mud = dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
else
{
mud += dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord); mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord); mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord); mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord); mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord); mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
mud.rgb /= 6.0; mud.rgb /= 6.0;
} mud.rgb = clamp(mud.rgb,0.0,32768.0);
float mudmax = luminance(mud.rgb);
float mudn = max(mudmax/(1.0+mudmax),0.0);
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
mud.rgb *= mudn*ldirtfactor*crap.rgb;
res += max(mud,0.0);
res.a = 1.0;
return res;
}
float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = bloommixs*RenderTarget32.Sample(Sampler2,coord);
res.rgb = clamp(res.rgb,0.0,32768.0);
res.a = 1.0;
if ( !dirtenable ) return res;
/* crappy lens filter, useful when playing characters with glasses */
float2 ccoord = coord;
#ifdef ASPECT_LENSDIRT
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
float4 mud = dirtmixs*RenderTarget32.Sample(Sampler2,coord);
mud.rgb = clamp(mud.rgb,0.0,32768.0); mud.rgb = clamp(mud.rgb,0.0,32768.0);
float mudmax = luminance(mud.rgb); float mudmax = luminance(mud.rgb);
float mudn = max(mudmax/(1.0+mudmax),0.0); float mudn = max(mudmax/(1.0+mudmax),0.0);
@ -718,7 +725,7 @@ technique11 BloomSimplePass9
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PostPass(true))); SetPixelShader(CompileShader(ps_5_0,PS_SPostPass()));
} }
} }
@ -887,6 +894,6 @@ technique11 BloomPass19
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PostPass(false))); SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
} }
} }

View file

@ -2,41 +2,41 @@
TECHNIQUE=1 TECHNIQUE=1
Bloom Intensity Night=1.05 Bloom Intensity Night=1.05
Bloom Intensity Day=1.13 Bloom Intensity Day=1.13
Bloom Intensity Interior=1.09 Bloom Intensity Interior=1.1
Bloom Contrast Night=0.54 Bloom Contrast Night=0.54
Bloom Contrast Day=0.86 Bloom Contrast Day=0.86
Bloom Contrast Interior=0.67 Bloom Contrast Interior=0.66
Bloom Saturation Night=0.82 Bloom Saturation Night=0.82
Bloom Saturation Day=0.61 Bloom Saturation Day=0.61
Bloom Saturation Interior=0.75 Bloom Saturation Interior=0.75
Bloom Offset Night=-0.14 Bloom Offset Night=-0.16
Bloom Offset Day=-0.32 Bloom Offset Day=-0.32
Bloom Offset Interior=-0.23 Bloom Offset Interior=-0.27
Bloom Intensity Cap Night=100.0 Bloom Intensity Cap Night=100.0
Bloom Intensity Cap Day=100.0 Bloom Intensity Cap Day=100.0
Bloom Intensity Cap Interior=100.0 Bloom Intensity Cap Interior=100.0
Bloom Blur Radius=1.0 Bloom Blur Radius=1.0
Blue Shift Night=0.2, 0.6, 1 Blue Shift Night=0.294, 0.424, 0.859
Blue Shift Day=0.2, 0.6, 1 Blue Shift Day=0.22, 0.537, 0.855
Blue Shift Interior=0.2, 0.6, 1 Blue Shift Interior=0.337, 0.525, 0.878
Blue Shift Intensity Night=0.49 Blue Shift Intensity Night=0.99
Blue Shift Intensity Day=0.32 Blue Shift Intensity Day=0.72
Blue Shift Intensity Interior=0.48 Blue Shift Intensity Interior=0.88
Blue Shift Luminance Factor Per-pass=0.23 Blue Shift Luminance Factor Per-pass=0.24
Blue Shift Color Factor Per-pass=0.34 Blue Shift Color Factor Per-pass=0.34
Enable Anamorphic Bloom=true Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.73 Anamorphic Bloom Blend Night=0.73
Anamorphic Bloom Blend Day=0.62 Anamorphic Bloom Blend Day=0.62
Anamorphic Bloom Blend Interior=0.67 Anamorphic Bloom Blend Interior=0.67
Anamorphic Bloom Blue Shift Night=0.4, 0.1, 1 Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
Anamorphic Bloom Blue Shift Day=0.4, 0.1, 1 Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
Anamorphic Bloom Blue Shift Interior=0.4, 0.1, 1 Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
Anamorphic Bloom Blue Shift Intensity Night=2.71 Anamorphic Bloom Blue Shift Intensity Night=3.31
Anamorphic Bloom Blue Shift Intensity Day=1.590001 Anamorphic Bloom Blue Shift Intensity Day=2.59
Anamorphic Bloom Blue Shift Intensity Interior=1.86 Anamorphic Bloom Blue Shift Intensity Interior=2.86
Anamorphic Bloom Contrast Night=1.17 Anamorphic Bloom Contrast Night=1.17
Anamorphic Bloom Contrast Day=1.31 Anamorphic Bloom Contrast Day=1.31
Anamorphic Bloom Contrast Interior=1.22 Anamorphic Bloom Contrast Interior=1.24
Anamorphic Bloom Radius Multiplier=1.0 Anamorphic Bloom Radius Multiplier=1.0
Bloom Intensity Interior Night=1.33 Bloom Intensity Interior Night=1.33
Bloom Intensity Interior Day=1.26 Bloom Intensity Interior Day=1.26
@ -93,9 +93,9 @@ Dirt Pass 3 Blend=0.24
Dirt Pass 4 Blend=0.4 Dirt Pass 4 Blend=0.4
Dirt Pass 5 Blend=0.67 Dirt Pass 5 Blend=0.67
Dirt Pass 6 Blend=3.66 Dirt Pass 6 Blend=3.66
Dirt Contrast=0.85 Dirt Contrast=0.94
Dirt Factor=2.33 Dirt Factor=1.84
Bloom Blur Radius X=1.92 Bloom Blur Radius X=1.92
Bloom Blur Radius Y=1.08 Bloom Blur Radius Y=1.08
Bloom Single Pass Blend=0.41 Bloom Single Pass Blend=0.37
Dirt Single Pass Blend=1.43 Dirt Single Pass Blend=0.71

View file

@ -930,24 +930,18 @@ SamplerState Sampler0
Filter = MIN_MAG_MIP_POINT; Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp; AddressU = Clamp;
AddressV = Clamp; AddressV = Clamp;
MinLod = 0;
MaxLod = 0;
}; };
SamplerState Sampler1 SamplerState Sampler1
{ {
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp; AddressU = Clamp;
AddressV = Clamp; AddressV = Clamp;
MinLod = 0;
MaxLod = 0;
}; };
SamplerState Sampler2 SamplerState Sampler2
{ {
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap; AddressU = Wrap;
AddressV = Wrap; AddressV = Wrap;
MinLod = 0;
MaxLod = 0;
}; };
struct VS_INPUT_POST struct VS_INPUT_POST
@ -1282,8 +1276,8 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
if ( heatenable ) ofs = DistantHeat(ofs); if ( heatenable ) ofs = DistantHeat(ofs);
ofs -= coord; ofs -= coord;
float4 res; float4 res;
if ( (distcha != 0.0) && (length(ofs) != 0) ) if ( (distcha == 0.0) || (length(ofs) == 0.0) )
{ return TextureColor.Sample(Sampler1,coord+ofs);
float2 ofr, ofg, ofb; float2 ofr, ofg, ofb;
ofr = ofs*(1.0-distcha*0.01); ofr = ofs*(1.0-distcha*0.01);
ofg = ofs; ofg = ofs;
@ -1292,8 +1286,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
TextureColor.Sample(Sampler1,coord+ofg).g, TextureColor.Sample(Sampler1,coord+ofg).g,
TextureColor.Sample(Sampler1,coord+ofb).b, TextureColor.Sample(Sampler1,coord+ofb).b,
TextureColor.Sample(Sampler1,coord+ofs).a); TextureColor.Sample(Sampler1,coord+ofs).a);
}
else res = TextureColor.Sample(Sampler1,coord+ofs);
return res; return res;
} }
@ -1374,8 +1366,7 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl; float2 bof = 1.0/bresl;
if ( dfc > dofminblur ) if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
{
float4 res = float4(0,0,0,0); float4 res = float4(0,0,0,0);
float dep = TextureDepth.Sample(Sampler1,coord).x; float dep = TextureDepth.Sample(Sampler1,coord).x;
float sd, ds, sw, tw = 0; float sd, ds, sw, tw = 0;
@ -1383,20 +1374,18 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float4 sc; float4 sc;
[unroll] for ( int i=0; i<32; i++ ) [unroll] for ( int i=0; i<32; i++ )
{ {
sc = TextureColor.Sample(Sampler1,coord+poisson32[i] sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
*bsz); dfc*4.0);
ds = TextureDepth.Sample(Sampler1,coord+poisson32[i] ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]*bsz).x;
sd = RenderTargetR32F.Sample(Sampler1,coord+poisson32[i]
*bsz).x; *bsz).x;
sd = RenderTargetR32F.Sample(Sampler1,coord
+poisson32[i]*bsz).x;
sw = (ds>dep)?1.0:sd; sw = (ds>dep)?1.0:sd;
tw += sw; tw += sw;
res += sc*sw; res += sc*sw;
} }
res /= tw; res /= tw;
return res; return res;
}
else return TextureColor.Sample(Sampler1,coord);
} }
/* simple gaussian / bilateral blur */ /* simple gaussian / bilateral blur */
@ -1483,10 +1472,11 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float2 bresl; float2 bresl;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 ofs = coord;
if ( frostenable ) ofs = ScreenFrost(ofs);
ofs -= coord;
float4 res; float4 res;
if ( frostenable )
{
float2 ofs = ScreenFrost(coord);
ofs -= coord;
if ( (distcha != 0.0) && (length(ofs) != 0.0) ) if ( (distcha != 0.0) && (length(ofs) != 0.0) )
{ {
float2 ofr, ofg, ofb; float2 ofr, ofg, ofb;
@ -1498,8 +1488,6 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
TextureColor.Sample(Sampler1,coord+ofb).b,1.0); TextureColor.Sample(Sampler1,coord+ofb).b,1.0);
} }
else res = TextureColor.Sample(Sampler1,coord+ofs); else res = TextureColor.Sample(Sampler1,coord+ofs);
if ( frostenable )
{
float2 nc = coord*(bresl/FROSTSIZE)*frostsize; float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float bmp = pow(TextureFrost.Sample(Sampler2,nc).x,frostbpow); float bmp = pow(TextureFrost.Sample(Sampler2,nc).x,frostbpow);
float dist = distance(coord,float2(0.5,0.5))*2.0; float dist = distance(coord,float2(0.5,0.5))*2.0;
@ -1512,6 +1500,7 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
else dist *= todpow; else dist *= todpow;
res.rgb *= 1.0+bmp*dist; res.rgb *= 1.0+bmp*dist;
} }
else res = TextureColor.Sample(Sampler1,coord);
if ( !focusdisplay ) return res; if ( !focusdisplay ) return res;
if ( distance(coord,focuscenter) < 0.01 ) res.rgb = float3(1,0,0); if ( distance(coord,focuscenter) < 0.01 ) res.rgb = float3(1,0,0);
float cstep = (1.0/3.0); float cstep = (1.0/3.0);

View file

@ -1,5 +1,5 @@
[ENBDEPTHOFFIELD.FX] [ENBDEPTHOFFIELD.FX]
TECHNIQUE=1 TECHNIQUE=2
Fixed Resolution Width=1920 Fixed Resolution Width=1920
Fixed Resolution Height=1080 Fixed Resolution Height=1080
Depth Cutoff=999998.0 Depth Cutoff=999998.0
@ -12,7 +12,7 @@ Underwater Speed=24.3, 21.9, 26.5
Underwater Amplitude=0.1, 0.11, 0.07 Underwater Amplitude=0.1, 0.11, 0.07
Underwater Zoom=0.15 Underwater Zoom=0.15
Always Underwater=false Always Underwater=false
Enable Hot Air Refraction=false Enable Hot Air Refraction=true
Heat Texture Size=6.4 Heat Texture Size=6.4
Heat Speed=0.45 Heat Speed=0.45
Heat Fade Contrast=235.0 Heat Fade Contrast=235.0
@ -28,8 +28,8 @@ Frost Strength=0.05
Frost Radial Contrast=0.8 Frost Radial Contrast=0.8
Frost Radial Intensity=1.2 Frost Radial Intensity=1.2
Frost Radial Offset=-0.9 Frost Radial Offset=-0.9
Frost Texture Blend=3.8 Frost Texture Blend=3.72
Frost Texture Blend Contrast=4.5 Frost Texture Blend Contrast=4.52
Frost Texture Size=1.0 Frost Texture Size=1.0
Frost Indoor Factor=0.0 Frost Indoor Factor=0.0
Frost Night Factor=0.0 Frost Night Factor=0.0
@ -180,7 +180,7 @@ Frost Factor Sunrise=0.0
Frost Factor Day=0.0 Frost Factor Day=0.0
Frost Factor Sunset=0.0 Frost Factor Sunset=0.0
Frost Factor Dusk=0.0 Frost Factor Dusk=0.0
Frost Factor Night=0.28 Frost Factor Night=1.0
Frost Factor Interior=0.0 Frost Factor Interior=0.0
DOF Bilateral Factor=20.0 DOF Bilateral Factor=20.0
DOF Bilateral Radius=1.0 DOF Bilateral Radius=1.0

View file

@ -486,16 +486,12 @@ SamplerState Sampler0
Filter = MIN_MAG_MIP_POINT; Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp; AddressU = Clamp;
AddressV = Clamp; AddressV = Clamp;
MaxLOD = 0;
MinLOD = 0;
}; };
SamplerState Sampler1 SamplerState Sampler1
{ {
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp; AddressU = Clamp;
AddressV = Clamp; AddressV = Clamp;
MaxLOD = 0;
MinLOD = 0;
}; };
SamplerState SamplerLUT SamplerState SamplerLUT
{ {

View file

@ -2,7 +2,7 @@
TECHNIQUE=1 TECHNIQUE=1
Enable Grain=true Enable Grain=true
Grain Speed=2500.0 Grain Speed=2500.0
Grain Intensity=0.02 Grain Intensity=0.03
Grain Saturation=-0.23 Grain Saturation=-0.23
Grain Two-Pass=true Grain Two-Pass=true
Grain Blending Mode=3 Grain Blending Mode=3
@ -16,54 +16,54 @@ Enable Tonemapping=true
Tonemap Shoulder Strength Night=1.12 Tonemap Shoulder Strength Night=1.12
Tonemap Shoulder Strength Day=1.22 Tonemap Shoulder Strength Day=1.22
Tonemap Shoulder Strength Interior=1.14 Tonemap Shoulder Strength Interior=1.14
Tonemap Linear Strength Night=0.7 Tonemap Linear Strength Night=0.67
Tonemap Linear Strength Day=0.87 Tonemap Linear Strength Day=0.87
Tonemap Linear Strength Interior=0.92 Tonemap Linear Strength Interior=0.75
Tonemap Linear Angle Night=0.76 Tonemap Linear Angle Night=0.85
Tonemap Linear Angle Day=0.73 Tonemap Linear Angle Day=0.73
Tonemap Linear Angle Interior=0.58 Tonemap Linear Angle Interior=0.77
Tonemap Toe Strength Night=0.91 Tonemap Toe Strength Night=0.93
Tonemap Toe Strength Day=0.81 Tonemap Toe Strength Day=0.81
Tonemap Toe Strength Interior=0.69 Tonemap Toe Strength Interior=0.83
Tonemap Toe Numerator Night=3.73 Tonemap Toe Numerator Night=3.74
Tonemap Toe Numerator Day=3.93 Tonemap Toe Numerator Day=3.93
Tonemap Toe Numerator Interior=2.72 Tonemap Toe Numerator Interior=3.8
Tonemap Toe Denominator Night=1.34 Tonemap Toe Denominator Night=1.33
Tonemap Toe Denominator Day=1.14 Tonemap Toe Denominator Day=1.14
Tonemap Toe Denominator Interior=1.07 Tonemap Toe Denominator Interior=1.25
Tonemap Linear White Night=1.29 Tonemap Linear White Night=1.28
Tonemap Linear White Day=1.39 Tonemap Linear White Day=1.39
Tonemap Linear White Interior=1.37 Tonemap Linear White Interior=1.32
Enable RGB Grading=true Enable RGB Grading=true
Grading Intensity Night=1.04, 1.08, 1.07 Grading Intensity Night=1.04, 1.08, 1.07
Grading Intensity Day=1.09, 1.04, 1.01 Grading Intensity Day=1.09, 1.04, 1.01
Grading Intensity Interior=1.1, 1.05, 1.02 Grading Intensity Interior=1.1, 1.05, 1.02
Grading Contrast Night=0.97, 0.94, 0.96 Grading Contrast Night=0.97, 0.94, 0.96
Grading Contrast Day=0.89, 0.99, 0.97 Grading Contrast Day=0.84, 0.94, 0.97
Grading Contrast Interior=0.94, 0.96, 0.99 Grading Contrast Interior=0.94, 0.96, 0.99
Enable Vibrance Grading=true Enable Vibrance Grading=true
Grading Color Night=-0.91, -0.62, -0.94 Grading Color Night=-0.91, -0.62, -0.94
Grading Color Day=-0.81, -0.15, -0.47 Grading Color Day=-1.16, -0.06, -0.23
Grading Color Interior=-0.47, -0.12, -0.14 Grading Color Interior=-0.47, -0.12, -0.14
Grading Color Factor Night=-0.15 Grading Color Factor Night=-0.14
Grading Color Factor Day=-0.07 Grading Color Factor Day=-0.12
Grading Color Factor Interior=-0.09 Grading Color Factor Interior=-0.1
Enable HSV Grading=true Enable HSV Grading=true
Grading Saturation Intensity Night=1.42 Grading Saturation Intensity Night=1.42
Grading Saturation Intensity Day=1.54 Grading Saturation Intensity Day=1.51
Grading Saturation Intensity Interior=1.46 Grading Saturation Intensity Interior=1.46
Grading Saturation Contrast Night=1.22 Grading Saturation Contrast Night=1.21
Grading Saturation Contrast Day=1.19 Grading Saturation Contrast Day=1.07
Grading Saturation Contrast Interior=1.1 Grading Saturation Contrast Interior=1.1
Grading Value Intensity Night=1.03 Grading Value Intensity Night=1.03
Grading Value Intensity Day=1.03 Grading Value Intensity Day=1.11
Grading Value Intensity Interior=1.09 Grading Value Intensity Interior=1.09
Grading Value Contrast Night=1.58 Grading Value Contrast Night=1.67
Grading Value Contrast Day=1.74 Grading Value Contrast Day=1.48
Grading Value Contrast Interior=1.62 Grading Value Contrast Interior=1.58
Colorize After HSV=true Colorize After HSV=true
Enable LUT Grading=true Enable LUT Grading=true
LUT Blend Night=0.44 LUT Blend Night=0.58
LUT Blend Day=0.77 LUT Blend Day=0.77
LUT Blend Interior=0.45 LUT Blend Interior=0.45
Enable Post Dither=true Enable Post Dither=true

View file

@ -457,16 +457,12 @@ SamplerState Sampler
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp; AddressU = Clamp;
AddressV = Clamp; AddressV = Clamp;
MaxLOD = 0;
MinLOD = 0;
}; };
SamplerState SamplerB SamplerState SamplerB
{ {
Filter = MIN_MAG_MIP_LINEAR; Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border; AddressU = Border;
AddressV = Border; AddressV = Border;
MaxLOD = 0;
MinLOD = 0;
}; };
SamplerState SamplerFont SamplerState SamplerFont
{ {