First MariENB 3 attempt for Skyrim Special Edition
This commit is contained in:
parent
10d3fe13a2
commit
1b38c717bd
32 changed files with 7182 additions and 2056 deletions
291
enbseries.ini
291
enbseries.ini
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@ -4,10 +4,293 @@ UseEffect=true
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[EFFECT]
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UseOriginalObjectsProcessing=false
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UseOriginalPostProcessing=false
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UseOriginalColorFilter=true
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UseOriginalBloom=true
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UseOriginalAdaptation=true
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UseOriginalColorFilter=false
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UseOriginalBloom=false
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UseOriginalAdaptation=false
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EnablePostPassShader=true
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EnableDithering=true
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EnableAdaptation=true
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EnableBloom=true
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EnableDepthOfField=true
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EnableLens=false
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EnableSSAO=true
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[COLORCORRECTION]
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UseProceduralCorrection=false
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UseProceduralCorrection=true
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Brightness=1.0
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GammaCurve=1.0
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[TIMEOFDAY]
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DawnDuration=2.0
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SunriseTime=7.0
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DayTime=13.0
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SunsetTime=19.0
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DuskDuration=2.0
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NightTime=1.0
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[ADAPTATION]
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AdaptationSensitivity=0.35
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AdaptationTime=2.2
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ForceMinMaxValues=false
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AdaptationMin=0.00001
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AdaptationMax=1.0
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[DEPTHOFFIELD]
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FocusingTime=0.4
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ApertureTime=1.0
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[BLOOM]
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IgnoreWeatherSystem=true
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AmountDawn=1.0
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AmountSunrise=1.0
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AmountDay=1.0
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AmountSunset=1.0
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AmountDusk=1.0
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AmountNight=1.0
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AmountInteriorDay=1.0
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AmountInteriorNight=1.0
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[LENS]
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IgnoreWeatherSystem=true
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AmountDawn=1.0
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AmountSunrise=1.0
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AmountDay=1.0
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AmountSunset=1.0
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AmountDusk=1.0
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AmountNight=1.0
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AmountInteriorDay=1.0
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AmountInteriorNight=1.0
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[SKY]
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IgnoreWeatherSystem=true
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Enable=true
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GradientIntensityDawn=0.91
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GradientIntensitySunrise=0.97
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GradientIntensityDay=1.01
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GradientIntensitySunset=0.970001
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GradientIntensityDusk=0.930001
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GradientIntensityNight=0.940001
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GradientIntensityInteriorDay=1.02
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GradientIntensityInteriorNight=0.9
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GradientDesaturationDawn=0.0
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GradientDesaturationSunrise=0.0
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GradientDesaturationDay=0.0
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GradientDesaturationSunset=0.0
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GradientDesaturationDusk=0.0
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GradientDesaturationNight=0.0
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GradientDesaturationInteriorDay=0.0
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GradientDesaturationInteriorNight=0.0
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GradientTopIntensityDawn=0.59
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GradientTopIntensitySunrise=0.77
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GradientTopIntensityDay=0.980001
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GradientTopIntensitySunset=0.78
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GradientTopIntensityDusk=0.52
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GradientTopIntensityNight=0.43
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GradientTopIntensityInteriorDay=0.97
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GradientTopIntensityInteriorNight=0.97
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GradientTopCurveDawn=0.87
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GradientTopCurveSunrise=0.82
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GradientTopCurveDay=0.95
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GradientTopCurveSunset=0.88
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GradientTopCurveDusk=0.86
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GradientTopCurveNight=0.89
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GradientTopCurveInteriorDay=0.98
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GradientTopCurveInteriorNight=0.67
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GradientTopColorFilterDawn=0.984, 0.757, 0.925
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GradientTopColorFilterSunrise=0.973, 0.765, 0.706
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GradientTopColorFilterDay=0.969, 0.871, 0.812
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GradientTopColorFilterSunset=0.961, 0.702, 0.663
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GradientTopColorFilterDusk=0.969, 0.812, 0.878
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GradientTopColorFilterNight=0.816, 0.8, 0.839
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GradientTopColorFilterInteriorDay=0.996, 0.886, 0.808
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GradientTopColorFilterInteriorNight=0.871, 0.843, 0.898
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GradientMiddleIntensityDawn=0.71
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GradientMiddleIntensitySunrise=0.8
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GradientMiddleIntensityDay=1.11
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GradientMiddleIntensitySunset=0.94
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GradientMiddleIntensityDusk=0.73
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GradientMiddleIntensityNight=0.9
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GradientMiddleIntensityInteriorDay=1.1
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GradientMiddleIntensityInteriorNight=0.54
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GradientMiddleCurveDawn=0.86
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GradientMiddleCurveSunrise=0.89
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GradientMiddleCurveDay=0.83
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GradientMiddleCurveSunset=0.85
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GradientMiddleCurveDusk=0.8
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GradientMiddleCurveNight=0.93
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GradientMiddleCurveInteriorDay=0.89
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GradientMiddleCurveInteriorNight=0.64
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GradientMiddleColorFilterDawn=0.929, 0.812, 0.922
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GradientMiddleColorFilterSunrise=0.965, 0.792, 0.745
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GradientMiddleColorFilterDay=0.953, 0.882, 0.851
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GradientMiddleColorFilterSunset=0.969, 0.831, 0.788
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GradientMiddleColorFilterDusk=0.937, 0.741, 0.827
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GradientMiddleColorFilterNight=0.922, 0.898, 0.953
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GradientMiddleColorFilterInteriorDay=1, 0.867, 0.788
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GradientMiddleColorFilterInteriorNight=0.906, 0.882, 0.945
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GradientHorizonIntensityDawn=1.21
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GradientHorizonIntensitySunrise=1.17
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GradientHorizonIntensityDay=1.060001
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GradientHorizonIntensitySunset=1.18
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GradientHorizonIntensityDusk=1.21
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GradientHorizonIntensityNight=1.09
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GradientHorizonIntensityInteriorDay=1.1
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GradientHorizonIntensityInteriorNight=1.39
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GradientHorizonCurveDawn=0.43
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GradientHorizonCurveSunrise=0.57
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GradientHorizonCurveDay=0.94
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GradientHorizonCurveSunset=0.47
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GradientHorizonCurveDusk=0.51
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GradientHorizonCurveNight=0.88
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GradientHorizonCurveInteriorDay=0.86
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GradientHorizonCurveInteriorNight=0.65
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GradientHorizonColorFilterDawn=0.878, 0.8, 0.82
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GradientHorizonColorFilterSunrise=0.953, 0.769, 0.639
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GradientHorizonColorFilterDay=0.98, 0.898, 0.863
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GradientHorizonColorFilterSunset=0.914, 0.737, 0.647
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GradientHorizonColorFilterDusk=0.953, 0.882, 0.875
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GradientHorizonColorFilterNight=0.812, 0.835, 0.882
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GradientHorizonColorFilterInteriorDay=0.988, 0.831, 0.753
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GradientHorizonColorFilterInteriorNight=0.851, 0.863, 0.89
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CloudsIntensityDawn=0.78
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CloudsIntensitySunrise=0.7
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CloudsIntensityDay=0.910001
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CloudsIntensitySunset=0.610001
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CloudsIntensityDusk=0.760001
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CloudsIntensityNight=0.850001
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CloudsIntensityInteriorDay=0.94
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CloudsIntensityInteriorNight=0.04
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CloudsCurveDawn=1.37
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CloudsCurveSunrise=1.18
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CloudsCurveDay=0.79
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CloudsCurveSunset=1.15
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CloudsCurveDusk=1.23
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CloudsCurveNight=1.07
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CloudsCurveInteriorDay=1.31
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CloudsCurveInteriorNight=2.39
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CloudsDesaturationDawn=0.34
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CloudsDesaturationSunrise=0.17
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CloudsDesaturationDay=0.09
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CloudsDesaturationSunset=0.21
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CloudsDesaturationDusk=0.39
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CloudsDesaturationNight=0.16
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CloudsDesaturationInteriorDay=0.14
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CloudsDesaturationInteriorNight=0.16
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CloudsOpacityDawn=1.13
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CloudsOpacitySunrise=0.98
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CloudsOpacityDay=0.75
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CloudsOpacitySunset=0.96
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CloudsOpacityDusk=1.19
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CloudsOpacityNight=1.11
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CloudsOpacityInteriorDay=1.0
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CloudsOpacityInteriorNight=1.0
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CloudsColorFilterDawn=0.996, 0.816, 0.816
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CloudsColorFilterSunrise=0.992, 0.835, 0.718
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CloudsColorFilterDay=0.996, 0.918, 0.855
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CloudsColorFilterSunset=0.984, 0.737, 0.545
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CloudsColorFilterDusk=0.965, 0.729, 0.729
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CloudsColorFilterNight=0.953, 0.925, 0.98
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CloudsColorFilterInteriorDay=0.953, 0.835, 0.718
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CloudsColorFilterInteriorNight=0.953, 0.933, 0.98
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SunIntensityDawn=4.0
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SunIntensitySunrise=6.0
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SunIntensityDay=5.0
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SunIntensitySunset=6.0
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SunIntensityDusk=4.0
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SunIntensityNight=3.0
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SunIntensityInteriorDay=5.0
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SunIntensityInteriorNight=3.0
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SunDesaturationDawn=0.0
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SunDesaturationSunrise=0.0
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SunDesaturationDay=0.0
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SunDesaturationSunset=0.0
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SunDesaturationDusk=0.0
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SunDesaturationNight=0.0
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SunDesaturationInteriorDay=0.0
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SunDesaturationInteriorNight=0.0
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SunColorFilterDawn=0.953, 0.098, 0.0353
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SunColorFilterSunrise=0.98, 0.455, 0.322
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SunColorFilterDay=1, 0.647, 0.38
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SunColorFilterSunset=0.969, 0.471, 0.38
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SunColorFilterDusk=0.969, 0.161, 0.161
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SunColorFilterNight=0.839, 0.0275, 0.0157
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SunColorFilterInteriorDay=0.988, 0.627, 0.369
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SunColorFilterInteriorNight=0.859, 0.0471, 0.00392
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MoonIntensityDawn=1.77
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MoonIntensitySunrise=1.39
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MoonIntensityDay=1.0
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MoonIntensitySunset=1.48
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MoonIntensityDusk=1.9
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MoonIntensityNight=2.4
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MoonIntensityInteriorDay=1.0
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MoonIntensityInteriorNight=2.47
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MoonDesaturationDawn=0.0
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MoonDesaturationSunrise=0.0
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MoonDesaturationDay=0.0
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MoonDesaturationSunset=0.0
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MoonDesaturationDusk=0.0
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MoonDesaturationNight=0.0
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MoonDesaturationInteriorDay=0.0
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MoonDesaturationInteriorNight=0.0
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MoonColorFilterDawn=0.443, 0.322, 0.98
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MoonColorFilterSunrise=0.776, 0.835, 0.918
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MoonColorFilterDay=1, 1, 1
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MoonColorFilterSunset=0.722, 0.8, 0.918
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MoonColorFilterDusk=0.337, 0.239, 0.969
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MoonColorFilterNight=0.314, 0.541, 0.965
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MoonColorFilterInteriorDay=1, 1, 1
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MoonColorFilterInteriorNight=0.314, 0.431, 0.957
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[ENVIRONMENT]
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IgnoreWeatherSystem=true
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DirectLightingIntensityDawn=1.86
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DirectLightingIntensitySunrise=1.52
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DirectLightingIntensityDay=1.06
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DirectLightingIntensitySunset=1.58
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DirectLightingIntensityDusk=1.95
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DirectLightingIntensityNight=2.53
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DirectLightingIntensityInteriorDay=1.16
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DirectLightingIntensityInteriorNight=2.61
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DirectLightingDesaturationDawn=0.0
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DirectLightingDesaturationSunrise=0.0
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DirectLightingDesaturationDay=0.0
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DirectLightingDesaturationSunset=0.0
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DirectLightingDesaturationDusk=0.0
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DirectLightingDesaturationNight=0.0
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DirectLightingDesaturationInteriorDay=0.0
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DirectLightingDesaturationInteriorNight=0.0
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DirectLightingColorFilterDawn=0.937, 0.812, 0.914
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DirectLightingColorFilterSunrise=0.961, 0.851, 0.757
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DirectLightingColorFilterDay=0.984, 0.945, 0.867
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DirectLightingColorFilterSunset=0.988, 0.871, 0.8
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DirectLightingColorFilterDusk=0.937, 0.851, 0.863
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DirectLightingColorFilterNight=0.722, 0.706, 0.976
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DirectLightingColorFilterInteriorDay=0.973, 0.859, 0.698
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DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
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AmbientLightingIntensityDawn=0.7
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AmbientLightingIntensitySunrise=0.83
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AmbientLightingIntensityDay=0.83
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AmbientLightingIntensitySunset=0.81
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AmbientLightingIntensityDusk=0.75
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AmbientLightingIntensityNight=0.65
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AmbientLightingIntensityInteriorDay=0.78
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AmbientLightingIntensityInteriorNight=0.66
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[SSAO_SSIL]
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UseIndirectLighting=true
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ResolutionScale=1.0
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SourceTexturesScale=0.5
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SamplingQuality=0
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SamplingRange=0.15
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AOIntensity=1.0
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AOIntensityInterior=1.0
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AOAmount=0.5
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AOAmountInterior=0.5
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ILAmount=4.0
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ILAmountInterior=4.0
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AOMixingType=2
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AOMixingTypeInterior=2
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1
enbseries/VERSION
Normal file
1
enbseries/VERSION
Normal file
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@ -0,0 +1 @@
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3.1.0 BETA "It Just Works"
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228
enbseries/_coldweather.ini
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228
enbseries/_coldweather.ini
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@ -0,0 +1,228 @@
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[BLOOM]
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AmountDawn=0.1
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AmountSunrise=0.1
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AmountDay=0.1
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AmountSunset=0.1
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AmountDusk=0.1
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AmountNight=0.1
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AmountInteriorDay=0.1
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AmountInteriorNight=0.1
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[LENS]
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AmountDawn=1.0
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AmountSunrise=1.0
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AmountDay=1.0
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AmountSunset=1.0
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AmountDusk=1.0
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AmountNight=1.0
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AmountInteriorDay=1.0
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AmountInteriorNight=1.0
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[SKY]
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GradientIntensityDawn=1.0
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GradientIntensitySunrise=1.0
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GradientIntensityDay=1.0
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GradientIntensitySunset=1.0
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GradientIntensityDusk=1.0
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GradientIntensityNight=1.0
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GradientIntensityInteriorDay=1.0
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GradientIntensityInteriorNight=1.0
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GradientDesaturationDawn=0.0
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GradientDesaturationSunrise=0.0
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GradientDesaturationDay=0.0
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GradientDesaturationSunset=0.0
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GradientDesaturationDusk=0.0
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GradientDesaturationNight=0.0
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GradientDesaturationInteriorDay=0.0
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GradientDesaturationInteriorNight=0.0
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GradientTopIntensityDawn=1.0
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GradientTopIntensitySunrise=1.0
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GradientTopIntensityDay=1.0
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GradientTopIntensitySunset=1.0
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GradientTopIntensityDusk=1.0
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GradientTopIntensityNight=1.0
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GradientTopIntensityInteriorDay=1.0
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GradientTopIntensityInteriorNight=1.0
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GradientTopCurveDawn=1.0
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GradientTopCurveSunrise=1.0
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GradientTopCurveDay=1.0
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GradientTopCurveSunset=1.0
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GradientTopCurveDusk=1.0
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GradientTopCurveNight=1.0
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GradientTopCurveInteriorDay=1.0
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GradientTopCurveInteriorNight=1.0
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GradientTopColorFilterDawn=1, 1, 1
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GradientTopColorFilterSunrise=1, 1, 1
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GradientTopColorFilterDay=1, 1, 1
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GradientTopColorFilterSunset=1, 1, 1
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GradientTopColorFilterDusk=1, 1, 1
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GradientTopColorFilterNight=1, 1, 1
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GradientTopColorFilterInteriorDay=1, 1, 1
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GradientTopColorFilterInteriorNight=1, 1, 1
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GradientMiddleIntensityDawn=1.0
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GradientMiddleIntensitySunrise=1.0
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GradientMiddleIntensityDay=1.0
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GradientMiddleIntensitySunset=1.0
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GradientMiddleIntensityDusk=1.0
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GradientMiddleIntensityNight=1.0
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GradientMiddleIntensityInteriorDay=1.0
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GradientMiddleIntensityInteriorNight=1.0
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GradientMiddleCurveDawn=1.0
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GradientMiddleCurveSunrise=1.0
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GradientMiddleCurveDay=1.0
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GradientMiddleCurveSunset=1.0
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GradientMiddleCurveDusk=1.0
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GradientMiddleCurveNight=1.0
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GradientMiddleCurveInteriorDay=1.0
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GradientMiddleCurveInteriorNight=1.0
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GradientMiddleColorFilterDawn=1, 1, 1
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GradientMiddleColorFilterSunrise=1, 1, 1
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GradientMiddleColorFilterDay=1, 1, 1
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GradientMiddleColorFilterSunset=1, 1, 1
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GradientMiddleColorFilterDusk=1, 1, 1
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GradientMiddleColorFilterNight=1, 1, 1
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GradientMiddleColorFilterInteriorDay=1, 1, 1
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GradientMiddleColorFilterInteriorNight=1, 1, 1
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GradientHorizonIntensityDawn=1.0
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GradientHorizonIntensitySunrise=1.0
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GradientHorizonIntensityDay=1.0
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GradientHorizonIntensitySunset=1.0
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GradientHorizonIntensityDusk=1.0
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GradientHorizonIntensityNight=1.0
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GradientHorizonIntensityInteriorDay=1.0
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GradientHorizonIntensityInteriorNight=1.0
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GradientHorizonCurveDawn=1.0
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GradientHorizonCurveSunrise=1.0
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GradientHorizonCurveDay=1.0
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GradientHorizonCurveSunset=1.0
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GradientHorizonCurveDusk=1.0
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GradientHorizonCurveNight=1.0
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GradientHorizonCurveInteriorDay=1.0
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GradientHorizonCurveInteriorNight=1.0
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GradientHorizonColorFilterDawn=1, 1, 1
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GradientHorizonColorFilterSunrise=1, 1, 1
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GradientHorizonColorFilterDay=1, 1, 1
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GradientHorizonColorFilterSunset=1, 1, 1
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GradientHorizonColorFilterDusk=1, 1, 1
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GradientHorizonColorFilterNight=1, 1, 1
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GradientHorizonColorFilterInteriorDay=1, 1, 1
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GradientHorizonColorFilterInteriorNight=1, 1, 1
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CloudsIntensityDawn=1.0
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CloudsIntensitySunrise=1.0
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CloudsIntensityDay=1.0
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CloudsIntensitySunset=1.0
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CloudsIntensityDusk=1.0
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CloudsIntensityNight=1.0
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CloudsIntensityInteriorDay=1.0
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CloudsIntensityInteriorNight=1.0
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CloudsCurveDawn=1.0
|
||||
CloudsCurveSunrise=1.0
|
||||
CloudsCurveDay=1.0
|
||||
CloudsCurveSunset=1.0
|
||||
CloudsCurveDusk=1.0
|
||||
CloudsCurveNight=1.0
|
||||
CloudsCurveInteriorDay=1.0
|
||||
CloudsCurveInteriorNight=1.0
|
||||
CloudsDesaturationDawn=0.0
|
||||
CloudsDesaturationSunrise=0.0
|
||||
CloudsDesaturationDay=0.0
|
||||
CloudsDesaturationSunset=0.0
|
||||
CloudsDesaturationDusk=0.0
|
||||
CloudsDesaturationNight=0.0
|
||||
CloudsDesaturationInteriorDay=0.0
|
||||
CloudsDesaturationInteriorNight=0.0
|
||||
CloudsOpacityDawn=1.0
|
||||
CloudsOpacitySunrise=1.0
|
||||
CloudsOpacityDay=1.0
|
||||
CloudsOpacitySunset=1.0
|
||||
CloudsOpacityDusk=1.0
|
||||
CloudsOpacityNight=1.0
|
||||
CloudsOpacityInteriorDay=1.0
|
||||
CloudsOpacityInteriorNight=1.0
|
||||
CloudsColorFilterDawn=1, 1, 1
|
||||
CloudsColorFilterSunrise=1, 1, 1
|
||||
CloudsColorFilterDay=1, 1, 1
|
||||
CloudsColorFilterSunset=1, 1, 1
|
||||
CloudsColorFilterDusk=1, 1, 1
|
||||
CloudsColorFilterNight=1, 1, 1
|
||||
CloudsColorFilterInteriorDay=1, 1, 1
|
||||
CloudsColorFilterInteriorNight=1, 1, 1
|
||||
SunIntensityDawn=1.0
|
||||
SunIntensitySunrise=1.0
|
||||
SunIntensityDay=1.0
|
||||
SunIntensitySunset=1.0
|
||||
SunIntensityDusk=1.0
|
||||
SunIntensityNight=1.0
|
||||
SunIntensityInteriorDay=1.0
|
||||
SunIntensityInteriorNight=1.0
|
||||
SunDesaturationDawn=0.0
|
||||
SunDesaturationSunrise=0.0
|
||||
SunDesaturationDay=0.0
|
||||
SunDesaturationSunset=0.0
|
||||
SunDesaturationDusk=0.0
|
||||
SunDesaturationNight=0.0
|
||||
SunDesaturationInteriorDay=0.0
|
||||
SunDesaturationInteriorNight=0.0
|
||||
SunColorFilterDawn=1, 1, 1
|
||||
SunColorFilterSunrise=1, 1, 1
|
||||
SunColorFilterDay=1, 1, 1
|
||||
SunColorFilterSunset=1, 1, 1
|
||||
SunColorFilterDusk=1, 1, 1
|
||||
SunColorFilterNight=1, 1, 1
|
||||
SunColorFilterInteriorDay=1, 1, 1
|
||||
SunColorFilterInteriorNight=1, 1, 1
|
||||
MoonIntensityDawn=1.0
|
||||
MoonIntensitySunrise=1.0
|
||||
MoonIntensityDay=1.0
|
||||
MoonIntensitySunset=1.0
|
||||
MoonIntensityDusk=1.0
|
||||
MoonIntensityNight=1.0
|
||||
MoonIntensityInteriorDay=1.0
|
||||
MoonIntensityInteriorNight=1.0
|
||||
MoonDesaturationDawn=0.0
|
||||
MoonDesaturationSunrise=0.0
|
||||
MoonDesaturationDay=0.0
|
||||
MoonDesaturationSunset=0.0
|
||||
MoonDesaturationDusk=0.0
|
||||
MoonDesaturationNight=0.0
|
||||
MoonDesaturationInteriorDay=0.0
|
||||
MoonDesaturationInteriorNight=0.0
|
||||
MoonColorFilterDawn=1, 1, 1
|
||||
MoonColorFilterSunrise=1, 1, 1
|
||||
MoonColorFilterDay=1, 1, 1
|
||||
MoonColorFilterSunset=1, 1, 1
|
||||
MoonColorFilterDusk=1, 1, 1
|
||||
MoonColorFilterNight=1, 1, 1
|
||||
MoonColorFilterInteriorDay=1, 1, 1
|
||||
MoonColorFilterInteriorNight=1, 1, 1
|
||||
[ENVIRONMENT]
|
||||
DirectLightingIntensityDawn=1.0
|
||||
DirectLightingIntensitySunrise=1.0
|
||||
DirectLightingIntensityDay=1.0
|
||||
DirectLightingIntensitySunset=1.0
|
||||
DirectLightingIntensityDusk=1.0
|
||||
DirectLightingIntensityNight=1.0
|
||||
DirectLightingIntensityInteriorDay=1.0
|
||||
DirectLightingIntensityInteriorNight=1.0
|
||||
DirectLightingDesaturationDawn=0.0
|
||||
DirectLightingDesaturationSunrise=0.0
|
||||
DirectLightingDesaturationDay=0.0
|
||||
DirectLightingDesaturationSunset=0.0
|
||||
DirectLightingDesaturationDusk=0.0
|
||||
DirectLightingDesaturationNight=0.0
|
||||
DirectLightingDesaturationInteriorDay=0.0
|
||||
DirectLightingDesaturationInteriorNight=0.0
|
||||
DirectLightingColorFilterDawn=1, 1, 1
|
||||
DirectLightingColorFilterSunrise=1, 1, 1
|
||||
DirectLightingColorFilterDay=1, 1, 1
|
||||
DirectLightingColorFilterSunset=1, 1, 1
|
||||
DirectLightingColorFilterDusk=1, 1, 1
|
||||
DirectLightingColorFilterNight=1, 1, 1
|
||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
||||
DirectLightingColorFilterInteriorNight=1, 1, 1
|
||||
AmbientLightingIntensityDawn=1.0
|
||||
AmbientLightingIntensitySunrise=1.0
|
||||
AmbientLightingIntensityDay=1.0
|
||||
AmbientLightingIntensitySunset=1.0
|
||||
AmbientLightingIntensityDusk=1.0
|
||||
AmbientLightingIntensityNight=1.0
|
||||
AmbientLightingIntensityInteriorDay=1.0
|
||||
AmbientLightingIntensityInteriorNight=1.0
|
||||
228
enbseries/_hotweather.ini
Normal file
228
enbseries/_hotweather.ini
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
[BLOOM]
|
||||
AmountDawn=0.1
|
||||
AmountSunrise=0.1
|
||||
AmountDay=0.1
|
||||
AmountSunset=0.1
|
||||
AmountDusk=0.1
|
||||
AmountNight=0.1
|
||||
AmountInteriorDay=0.1
|
||||
AmountInteriorNight=0.1
|
||||
[LENS]
|
||||
AmountDawn=1.0
|
||||
AmountSunrise=1.0
|
||||
AmountDay=1.0
|
||||
AmountSunset=1.0
|
||||
AmountDusk=1.0
|
||||
AmountNight=1.0
|
||||
AmountInteriorDay=1.0
|
||||
AmountInteriorNight=1.0
|
||||
[SKY]
|
||||
GradientIntensityDawn=1.0
|
||||
GradientIntensitySunrise=1.0
|
||||
GradientIntensityDay=1.0
|
||||
GradientIntensitySunset=1.0
|
||||
GradientIntensityDusk=1.0
|
||||
GradientIntensityNight=1.0
|
||||
GradientIntensityInteriorDay=1.0
|
||||
GradientIntensityInteriorNight=1.0
|
||||
GradientDesaturationDawn=0.0
|
||||
GradientDesaturationSunrise=0.0
|
||||
GradientDesaturationDay=0.0
|
||||
GradientDesaturationSunset=0.0
|
||||
GradientDesaturationDusk=0.0
|
||||
GradientDesaturationNight=0.0
|
||||
GradientDesaturationInteriorDay=0.0
|
||||
GradientDesaturationInteriorNight=0.0
|
||||
GradientTopIntensityDawn=1.0
|
||||
GradientTopIntensitySunrise=1.0
|
||||
GradientTopIntensityDay=1.0
|
||||
GradientTopIntensitySunset=1.0
|
||||
GradientTopIntensityDusk=1.0
|
||||
GradientTopIntensityNight=1.0
|
||||
GradientTopIntensityInteriorDay=1.0
|
||||
GradientTopIntensityInteriorNight=1.0
|
||||
GradientTopCurveDawn=1.0
|
||||
GradientTopCurveSunrise=1.0
|
||||
GradientTopCurveDay=1.0
|
||||
GradientTopCurveSunset=1.0
|
||||
GradientTopCurveDusk=1.0
|
||||
GradientTopCurveNight=1.0
|
||||
GradientTopCurveInteriorDay=1.0
|
||||
GradientTopCurveInteriorNight=1.0
|
||||
GradientTopColorFilterDawn=1, 1, 1
|
||||
GradientTopColorFilterSunrise=1, 1, 1
|
||||
GradientTopColorFilterDay=1, 1, 1
|
||||
GradientTopColorFilterSunset=1, 1, 1
|
||||
GradientTopColorFilterDusk=1, 1, 1
|
||||
GradientTopColorFilterNight=1, 1, 1
|
||||
GradientTopColorFilterInteriorDay=1, 1, 1
|
||||
GradientTopColorFilterInteriorNight=1, 1, 1
|
||||
GradientMiddleIntensityDawn=1.0
|
||||
GradientMiddleIntensitySunrise=1.0
|
||||
GradientMiddleIntensityDay=1.0
|
||||
GradientMiddleIntensitySunset=1.0
|
||||
GradientMiddleIntensityDusk=1.0
|
||||
GradientMiddleIntensityNight=1.0
|
||||
GradientMiddleIntensityInteriorDay=1.0
|
||||
GradientMiddleIntensityInteriorNight=1.0
|
||||
GradientMiddleCurveDawn=1.0
|
||||
GradientMiddleCurveSunrise=1.0
|
||||
GradientMiddleCurveDay=1.0
|
||||
GradientMiddleCurveSunset=1.0
|
||||
GradientMiddleCurveDusk=1.0
|
||||
GradientMiddleCurveNight=1.0
|
||||
GradientMiddleCurveInteriorDay=1.0
|
||||
GradientMiddleCurveInteriorNight=1.0
|
||||
GradientMiddleColorFilterDawn=1, 1, 1
|
||||
GradientMiddleColorFilterSunrise=1, 1, 1
|
||||
GradientMiddleColorFilterDay=1, 1, 1
|
||||
GradientMiddleColorFilterSunset=1, 1, 1
|
||||
GradientMiddleColorFilterDusk=1, 1, 1
|
||||
GradientMiddleColorFilterNight=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorDay=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorNight=1, 1, 1
|
||||
GradientHorizonIntensityDawn=1.0
|
||||
GradientHorizonIntensitySunrise=1.0
|
||||
GradientHorizonIntensityDay=1.0
|
||||
GradientHorizonIntensitySunset=1.0
|
||||
GradientHorizonIntensityDusk=1.0
|
||||
GradientHorizonIntensityNight=1.0
|
||||
GradientHorizonIntensityInteriorDay=1.0
|
||||
GradientHorizonIntensityInteriorNight=1.0
|
||||
GradientHorizonCurveDawn=1.0
|
||||
GradientHorizonCurveSunrise=1.0
|
||||
GradientHorizonCurveDay=1.0
|
||||
GradientHorizonCurveSunset=1.0
|
||||
GradientHorizonCurveDusk=1.0
|
||||
GradientHorizonCurveNight=1.0
|
||||
GradientHorizonCurveInteriorDay=1.0
|
||||
GradientHorizonCurveInteriorNight=1.0
|
||||
GradientHorizonColorFilterDawn=1, 1, 1
|
||||
GradientHorizonColorFilterSunrise=1, 1, 1
|
||||
GradientHorizonColorFilterDay=1, 1, 1
|
||||
GradientHorizonColorFilterSunset=1, 1, 1
|
||||
GradientHorizonColorFilterDusk=1, 1, 1
|
||||
GradientHorizonColorFilterNight=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorDay=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorNight=1, 1, 1
|
||||
CloudsIntensityDawn=1.0
|
||||
CloudsIntensitySunrise=1.0
|
||||
CloudsIntensityDay=1.0
|
||||
CloudsIntensitySunset=1.0
|
||||
CloudsIntensityDusk=1.0
|
||||
CloudsIntensityNight=1.0
|
||||
CloudsIntensityInteriorDay=1.0
|
||||
CloudsIntensityInteriorNight=1.0
|
||||
CloudsCurveDawn=1.0
|
||||
CloudsCurveSunrise=1.0
|
||||
CloudsCurveDay=1.0
|
||||
CloudsCurveSunset=1.0
|
||||
CloudsCurveDusk=1.0
|
||||
CloudsCurveNight=1.0
|
||||
CloudsCurveInteriorDay=1.0
|
||||
CloudsCurveInteriorNight=1.0
|
||||
CloudsDesaturationDawn=0.0
|
||||
CloudsDesaturationSunrise=0.0
|
||||
CloudsDesaturationDay=0.0
|
||||
CloudsDesaturationSunset=0.0
|
||||
CloudsDesaturationDusk=0.0
|
||||
CloudsDesaturationNight=0.0
|
||||
CloudsDesaturationInteriorDay=0.0
|
||||
CloudsDesaturationInteriorNight=0.0
|
||||
CloudsOpacityDawn=1.0
|
||||
CloudsOpacitySunrise=1.0
|
||||
CloudsOpacityDay=1.0
|
||||
CloudsOpacitySunset=1.0
|
||||
CloudsOpacityDusk=1.0
|
||||
CloudsOpacityNight=1.0
|
||||
CloudsOpacityInteriorDay=1.0
|
||||
CloudsOpacityInteriorNight=1.0
|
||||
CloudsColorFilterDawn=1, 1, 1
|
||||
CloudsColorFilterSunrise=1, 1, 1
|
||||
CloudsColorFilterDay=1, 1, 1
|
||||
CloudsColorFilterSunset=1, 1, 1
|
||||
CloudsColorFilterDusk=1, 1, 1
|
||||
CloudsColorFilterNight=1, 1, 1
|
||||
CloudsColorFilterInteriorDay=1, 1, 1
|
||||
CloudsColorFilterInteriorNight=1, 1, 1
|
||||
SunIntensityDawn=1.0
|
||||
SunIntensitySunrise=1.0
|
||||
SunIntensityDay=1.0
|
||||
SunIntensitySunset=1.0
|
||||
SunIntensityDusk=1.0
|
||||
SunIntensityNight=1.0
|
||||
SunIntensityInteriorDay=1.0
|
||||
SunIntensityInteriorNight=1.0
|
||||
SunDesaturationDawn=0.0
|
||||
SunDesaturationSunrise=0.0
|
||||
SunDesaturationDay=0.0
|
||||
SunDesaturationSunset=0.0
|
||||
SunDesaturationDusk=0.0
|
||||
SunDesaturationNight=0.0
|
||||
SunDesaturationInteriorDay=0.0
|
||||
SunDesaturationInteriorNight=0.0
|
||||
SunColorFilterDawn=1, 1, 1
|
||||
SunColorFilterSunrise=1, 1, 1
|
||||
SunColorFilterDay=1, 1, 1
|
||||
SunColorFilterSunset=1, 1, 1
|
||||
SunColorFilterDusk=1, 1, 1
|
||||
SunColorFilterNight=1, 1, 1
|
||||
SunColorFilterInteriorDay=1, 1, 1
|
||||
SunColorFilterInteriorNight=1, 1, 1
|
||||
MoonIntensityDawn=1.0
|
||||
MoonIntensitySunrise=1.0
|
||||
MoonIntensityDay=1.0
|
||||
MoonIntensitySunset=1.0
|
||||
MoonIntensityDusk=1.0
|
||||
MoonIntensityNight=1.0
|
||||
MoonIntensityInteriorDay=1.0
|
||||
MoonIntensityInteriorNight=1.0
|
||||
MoonDesaturationDawn=0.0
|
||||
MoonDesaturationSunrise=0.0
|
||||
MoonDesaturationDay=0.0
|
||||
MoonDesaturationSunset=0.0
|
||||
MoonDesaturationDusk=0.0
|
||||
MoonDesaturationNight=0.0
|
||||
MoonDesaturationInteriorDay=0.0
|
||||
MoonDesaturationInteriorNight=0.0
|
||||
MoonColorFilterDawn=1, 1, 1
|
||||
MoonColorFilterSunrise=1, 1, 1
|
||||
MoonColorFilterDay=1, 1, 1
|
||||
MoonColorFilterSunset=1, 1, 1
|
||||
MoonColorFilterDusk=1, 1, 1
|
||||
MoonColorFilterNight=1, 1, 1
|
||||
MoonColorFilterInteriorDay=1, 1, 1
|
||||
MoonColorFilterInteriorNight=1, 1, 1
|
||||
[ENVIRONMENT]
|
||||
DirectLightingIntensityDawn=1.0
|
||||
DirectLightingIntensitySunrise=1.0
|
||||
DirectLightingIntensityDay=1.0
|
||||
DirectLightingIntensitySunset=1.0
|
||||
DirectLightingIntensityDusk=1.0
|
||||
DirectLightingIntensityNight=1.0
|
||||
DirectLightingIntensityInteriorDay=1.0
|
||||
DirectLightingIntensityInteriorNight=1.0
|
||||
DirectLightingDesaturationDawn=0.0
|
||||
DirectLightingDesaturationSunrise=0.0
|
||||
DirectLightingDesaturationDay=0.0
|
||||
DirectLightingDesaturationSunset=0.0
|
||||
DirectLightingDesaturationDusk=0.0
|
||||
DirectLightingDesaturationNight=0.0
|
||||
DirectLightingDesaturationInteriorDay=0.0
|
||||
DirectLightingDesaturationInteriorNight=0.0
|
||||
DirectLightingColorFilterDawn=1, 1, 1
|
||||
DirectLightingColorFilterSunrise=1, 1, 1
|
||||
DirectLightingColorFilterDay=1, 1, 1
|
||||
DirectLightingColorFilterSunset=1, 1, 1
|
||||
DirectLightingColorFilterDusk=1, 1, 1
|
||||
DirectLightingColorFilterNight=1, 1, 1
|
||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
||||
DirectLightingColorFilterInteriorNight=1, 1, 1
|
||||
AmbientLightingIntensityDawn=1.0
|
||||
AmbientLightingIntensitySunrise=1.0
|
||||
AmbientLightingIntensityDay=1.0
|
||||
AmbientLightingIntensitySunset=1.0
|
||||
AmbientLightingIntensityDusk=1.0
|
||||
AmbientLightingIntensityNight=1.0
|
||||
AmbientLightingIntensityInteriorDay=1.0
|
||||
AmbientLightingIntensityInteriorNight=1.0
|
||||
|
|
@ -1,7 +1,9 @@
|
|||
[WEATHER001]
|
||||
FileName=
|
||||
FileName=_hotweather.ini
|
||||
WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 12eab9, 7761f
|
||||
[WEATHER002]
|
||||
FileName=
|
||||
FileName=_coldweather.ini
|
||||
WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10a234, 10a235, 10a236, 10da13, 10e1e7, 10e1e8, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba, 21311
|
||||
[WEATHER003]
|
||||
FileName=
|
||||
[WEATHER004]
|
||||
|
|
@ -60,3 +62,139 @@ FileName=
|
|||
FileName=
|
||||
[WEATHER031]
|
||||
FileName=
|
||||
[WEATHER032]
|
||||
FileName=
|
||||
[WEATHER033]
|
||||
FileName=
|
||||
[WEATHER034]
|
||||
FileName=
|
||||
[WEATHER035]
|
||||
FileName=
|
||||
[WEATHER036]
|
||||
FileName=
|
||||
[WEATHER037]
|
||||
FileName=
|
||||
[WEATHER038]
|
||||
FileName=
|
||||
[WEATHER039]
|
||||
FileName=
|
||||
[WEATHER040]
|
||||
FileName=
|
||||
[WEATHER041]
|
||||
FileName=
|
||||
[WEATHER042]
|
||||
FileName=
|
||||
[WEATHER043]
|
||||
FileName=
|
||||
[WEATHER044]
|
||||
FileName=
|
||||
[WEATHER045]
|
||||
FileName=
|
||||
[WEATHER046]
|
||||
FileName=
|
||||
[WEATHER047]
|
||||
FileName=
|
||||
[WEATHER048]
|
||||
FileName=
|
||||
[WEATHER049]
|
||||
FileName=
|
||||
[WEATHER050]
|
||||
FileName=
|
||||
[WEATHER051]
|
||||
FileName=
|
||||
[WEATHER052]
|
||||
FileName=
|
||||
[WEATHER053]
|
||||
FileName=
|
||||
[WEATHER054]
|
||||
FileName=
|
||||
[WEATHER055]
|
||||
FileName=
|
||||
[WEATHER056]
|
||||
FileName=
|
||||
[WEATHER057]
|
||||
FileName=
|
||||
[WEATHER058]
|
||||
FileName=
|
||||
[WEATHER059]
|
||||
FileName=
|
||||
[WEATHER060]
|
||||
FileName=
|
||||
[WEATHER061]
|
||||
FileName=
|
||||
[WEATHER062]
|
||||
FileName=
|
||||
[WEATHER063]
|
||||
FileName=
|
||||
[WEATHER064]
|
||||
FileName=
|
||||
[WEATHER065]
|
||||
FileName=
|
||||
[WEATHER066]
|
||||
FileName=
|
||||
[WEATHER067]
|
||||
FileName=
|
||||
[WEATHER068]
|
||||
FileName=
|
||||
[WEATHER069]
|
||||
FileName=
|
||||
[WEATHER070]
|
||||
FileName=
|
||||
[WEATHER071]
|
||||
FileName=
|
||||
[WEATHER072]
|
||||
FileName=
|
||||
[WEATHER073]
|
||||
FileName=
|
||||
[WEATHER074]
|
||||
FileName=
|
||||
[WEATHER075]
|
||||
FileName=
|
||||
[WEATHER076]
|
||||
FileName=
|
||||
[WEATHER077]
|
||||
FileName=
|
||||
[WEATHER078]
|
||||
FileName=
|
||||
[WEATHER079]
|
||||
FileName=
|
||||
[WEATHER080]
|
||||
FileName=
|
||||
[WEATHER081]
|
||||
FileName=
|
||||
[WEATHER082]
|
||||
FileName=
|
||||
[WEATHER083]
|
||||
FileName=
|
||||
[WEATHER084]
|
||||
FileName=
|
||||
[WEATHER085]
|
||||
FileName=
|
||||
[WEATHER086]
|
||||
FileName=
|
||||
[WEATHER087]
|
||||
FileName=
|
||||
[WEATHER088]
|
||||
FileName=
|
||||
[WEATHER089]
|
||||
FileName=
|
||||
[WEATHER090]
|
||||
FileName=
|
||||
[WEATHER091]
|
||||
FileName=
|
||||
[WEATHER092]
|
||||
FileName=
|
||||
[WEATHER093]
|
||||
FileName=
|
||||
[WEATHER094]
|
||||
FileName=
|
||||
[WEATHER095]
|
||||
FileName=
|
||||
[WEATHER096]
|
||||
FileName=
|
||||
[WEATHER097]
|
||||
FileName=
|
||||
[WEATHER098]
|
||||
FileName=
|
||||
[WEATHER099]
|
||||
FileName=
|
||||
|
|
|
|||
100
enbseries/enbadaptation.fx
Normal file
100
enbseries/enbadaptation.fx
Normal file
|
|
@ -0,0 +1,100 @@
|
|||
/*
|
||||
enbadaptation.fx : MariENB3 eye adaptation shader.
|
||||
(C)2016 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
float4 AdaptationParameters;
|
||||
|
||||
Texture2D TextureCurrent;
|
||||
Texture2D TexturePrevious;
|
||||
|
||||
SamplerState Sampler0
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
|
||||
float4 PS_Downsample( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float ssz = 1.0/16.0;
|
||||
float4 res = float4(0,0,0,0);
|
||||
int x, y;
|
||||
[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
|
||||
res += TextureCurrent.Sample(Sampler0,coord+float2(x,y)*ssz);
|
||||
res /= 256.0;
|
||||
res = luminance(res.rgb);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float prev = TexturePrevious.Sample(Sampler0,coord).x;
|
||||
float ssz = 1.0/16.0;
|
||||
float4 res = float4(0,0,0,0);
|
||||
float smpmax = 0.0, smp;
|
||||
int x, y;
|
||||
[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
|
||||
{
|
||||
smp = TextureCurrent.Sample(Sampler0,coord+float2(x,y)*ssz).x;
|
||||
smpmax = max(smpmax,smp);
|
||||
res += smp;
|
||||
}
|
||||
res /= 256.0;
|
||||
res = lerp(res,smpmax,AdaptationParameters.z);
|
||||
res = lerp(prev,res,AdaptationParameters.w);
|
||||
res = clamp(res,0.0,16384.0);
|
||||
float vclip = clamp(res.x,AdaptationParameters.x,
|
||||
AdaptationParameters.y);
|
||||
res *= vclip/(res+0.000000001);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
technique11 Downsample
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsample()));
|
||||
}
|
||||
}
|
||||
technique11 Draw
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Adaptation()));
|
||||
}
|
||||
}
|
||||
2
enbseries/enbadaptation.fx.ini
Normal file
2
enbseries/enbadaptation.fx.ini
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[ENBADAPTATION.FX]
|
||||
TECHNIQUE=0
|
||||
938
enbseries/enbbloom.fx
Normal file
938
enbseries/enbbloom.fx
Normal file
|
|
@ -0,0 +1,938 @@
|
|||
/*
|
||||
enbbloom.fx : MariENB3 bloom shader.
|
||||
(C)2016 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
string str_bloompre = "Bloom Prepass";
|
||||
/* bloom intensity */
|
||||
float bloomintensity_n
|
||||
<
|
||||
string UIName = "Bloom Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomintensity_d
|
||||
<
|
||||
string UIName = "Bloom Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomintensity_i
|
||||
<
|
||||
string UIName = "Bloom Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom power (contrast) */
|
||||
float bloompower_n
|
||||
<
|
||||
string UIName = "Bloom Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloompower_d
|
||||
<
|
||||
string UIName = "Bloom Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloompower_i
|
||||
<
|
||||
string UIName = "Bloom Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom saturation */
|
||||
float bloomsaturation_n
|
||||
<
|
||||
string UIName = "Bloom Saturation Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloomsaturation_d
|
||||
<
|
||||
string UIName = "Bloom Saturation Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloomsaturation_i
|
||||
<
|
||||
string UIName = "Bloom Saturation Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
/* bloom offset (negative values keep dark areas from muddying up) */
|
||||
float bloombump_n
|
||||
<
|
||||
string UIName = "Bloom Offset Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
float bloombump_d
|
||||
<
|
||||
string UIName = "Bloom Offset Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
float bloombump_i
|
||||
<
|
||||
string UIName = "Bloom Offset Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
/* bloom cap (maximum brightness samples can have) */
|
||||
float bloomcap_n
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
float bloomcap_d
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
float bloomcap_i
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
string str_bloomper = "Bloom Per-pass";
|
||||
/* bloom blur radius */
|
||||
float bloomradiusx
|
||||
<
|
||||
string UIName = "Bloom Blur Radius X";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomradiusy
|
||||
<
|
||||
string UIName = "Bloom Blur Radius Y";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomtheta
|
||||
<
|
||||
string UIName = "Bloom Angle";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
/* bloom tint/blueshift parameters */
|
||||
float3 blu_n
|
||||
<
|
||||
string UIName = "Blue Shift Night";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float3 blu_d
|
||||
<
|
||||
string UIName = "Blue Shift Day";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float3 blu_i
|
||||
<
|
||||
string UIName = "Blue Shift Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float bsi_n
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bsi_d
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bsi_i
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bslp
|
||||
<
|
||||
string UIName = "Blue Shift Luminance Factor Per-pass";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.22};
|
||||
float bsbp
|
||||
<
|
||||
string UIName = "Blue Shift Color Factor Per-pass";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.33};
|
||||
/* anamorphic bloom (very intensive) */
|
||||
string str_bloomalf = "Anamorphic Bloom";
|
||||
bool alfenable
|
||||
<
|
||||
string UIName = "Enable Anamorphic Bloom";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
float fbl_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float fbl_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float fbl_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float3 flu_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Night";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float3 flu_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Day";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float3 flu_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float fsi_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fsi_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fsi_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float flen
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Radius Multiplier";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {4.0};
|
||||
string str_bloompost = "Bloom Post-pass";
|
||||
/* bloom mix factors */
|
||||
float bloommix1
|
||||
<
|
||||
string UIName = "Bloom Pass 1 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloommix2
|
||||
<
|
||||
string UIName = "Bloom Pass 2 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.8};
|
||||
float bloommix3
|
||||
<
|
||||
string UIName = "Bloom Pass 3 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.85};
|
||||
float bloommix4
|
||||
<
|
||||
string UIName = "Bloom Pass 4 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.9};
|
||||
float bloommix5
|
||||
<
|
||||
string UIName = "Bloom Pass 5 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.95};
|
||||
float bloommix6
|
||||
<
|
||||
string UIName = "Bloom Pass 6 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float bloommixs
|
||||
<
|
||||
string UIName = "Bloom Single Pass Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
string str_bloomdirt = "Lens Dirt";
|
||||
bool dirtenable
|
||||
<
|
||||
string UIName = "Enable Lens Dirt";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float dirtmix1
|
||||
<
|
||||
string UIName = "Dirt Pass 1 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float dirtmix2
|
||||
<
|
||||
string UIName = "Dirt Pass 2 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.1};
|
||||
float dirtmix3
|
||||
<
|
||||
string UIName = "Dirt Pass 3 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.2};
|
||||
float dirtmix4
|
||||
<
|
||||
string UIName = "Dirt Pass 4 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float dirtmix5
|
||||
<
|
||||
string UIName = "Dirt Pass 5 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.25};
|
||||
float dirtmix6
|
||||
<
|
||||
string UIName = "Dirt Pass 6 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.1};
|
||||
float dirtmixs
|
||||
<
|
||||
string UIName = "Dirt Single Pass Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float dirtsaturation
|
||||
<
|
||||
string UIName = "Dirt Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float ldirtpow
|
||||
<
|
||||
string UIName = "Dirt Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.25};
|
||||
float ldirtfactor
|
||||
<
|
||||
string UIName = "Dirt Factor";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.5};
|
||||
|
||||
|
||||
/* gaussian blur matrices */
|
||||
/* radius: 4, std dev: 1.5 */
|
||||
/*static const float gauss4[4] =
|
||||
{
|
||||
0.270682, 0.216745, 0.111281, 0.036633
|
||||
};*/
|
||||
/* radius: 8, std dev: 3 */
|
||||
static const float gauss8[8] =
|
||||
{
|
||||
0.134598, 0.127325, 0.107778, 0.081638,
|
||||
0.055335, 0.033562, 0.018216, 0.008847
|
||||
};
|
||||
/* radius: 40, std dev: 15 */
|
||||
/*static const float gauss40[40] =
|
||||
{
|
||||
0.026823, 0.026763, 0.026585, 0.026291,
|
||||
0.025886, 0.025373, 0.024760, 0.024055,
|
||||
0.023267, 0.022404, 0.021478, 0.020499,
|
||||
0.019477, 0.018425, 0.017352, 0.016269,
|
||||
0.015186, 0.014112, 0.013056, 0.012025,
|
||||
0.011027, 0.010067, 0.009149, 0.008279,
|
||||
0.007458, 0.006688, 0.005972, 0.005308,
|
||||
0.004697, 0.004139, 0.003630, 0.003170,
|
||||
0.002756, 0.002385, 0.002055, 0.001763,
|
||||
0.001506, 0.001280, 0.001084, 0.000913
|
||||
};*/
|
||||
/* radius: 80, std dev: 30 */
|
||||
static const float gauss80[80] =
|
||||
{
|
||||
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
|
||||
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
|
||||
0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
|
||||
0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
|
||||
0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
|
||||
0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
|
||||
0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
|
||||
0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
|
||||
0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
|
||||
0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
|
||||
0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
|
||||
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
|
||||
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
|
||||
0.000456, 0.000418
|
||||
};
|
||||
/* mathematical constants */
|
||||
static const float pi = 3.1415926535898;
|
||||
|
||||
float4 ScreenSize;
|
||||
float ENightDayFactor;
|
||||
float EInteriorFactor;
|
||||
float4 TimeOfDay1;
|
||||
float4 TimeOfDay2;
|
||||
|
||||
Texture2D TextureDownsampled;
|
||||
Texture2D TextureColor;
|
||||
|
||||
Texture2D RenderTarget1024;
|
||||
Texture2D RenderTarget512;
|
||||
Texture2D RenderTarget256;
|
||||
Texture2D RenderTarget128;
|
||||
Texture2D RenderTarget64;
|
||||
Texture2D RenderTarget32;
|
||||
Texture2D RenderTargetRGBA64F;
|
||||
|
||||
Texture2D TextureLens
|
||||
<
|
||||
#ifdef LENSDIRT_DDS
|
||||
string ResourceName = "menblens.dds";
|
||||
#else
|
||||
string ResourceName = "menblens.png";
|
||||
#endif
|
||||
>;
|
||||
|
||||
SamplerState Sampler
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Border;
|
||||
AddressV = Border;
|
||||
};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
SamplerState SamplerLens
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Mirror;
|
||||
AddressV = Mirror;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
|
||||
/* pre-pass bloom texture preparation */
|
||||
float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float bloomcap = tod_ind(bloomcap);
|
||||
float bloombump = tod_ind(bloombump);
|
||||
float bloompower = tod_ind(bloompower);
|
||||
float bloomsaturation = tod_ind(bloomsaturation);
|
||||
float bloomintensity = tod_ind(bloomintensity);
|
||||
float4 res = TextureDownsampled.Sample(Sampler2,coord);
|
||||
float3 hsv = rgb2hsv(res.rgb);
|
||||
hsv.z = min(hsv.z,bloomcap);
|
||||
res.rgb = hsv2rgb(hsv);
|
||||
res = max(res+bloombump,0.0);
|
||||
hsv = rgb2hsv(res.rgb);
|
||||
hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0);
|
||||
hsv.z = pow(hsv.z,bloompower);
|
||||
res.rgb = hsv2rgb(hsv)*bloomintensity;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/*
|
||||
progressive downsizing of textures, with interpolation.
|
||||
|
||||
First downsample is unnecessary because both textures are the same size.
|
||||
*/
|
||||
float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float2 ssz;
|
||||
if ( insz <= 0.0 ) return intex.Sample(Sampler2,coord);
|
||||
ssz = float2(1.0/insz,1.0/insz);
|
||||
float4 res = 0.25*(intex.Sample(Sampler2,coord)
|
||||
+intex.Sample(Sampler2,coord+float2(ssz.x,0.0))
|
||||
+intex.Sample(Sampler2,coord+float2(0.0,ssz.y))
|
||||
+intex.Sample(Sampler2,coord+float2(ssz.x,ssz.y)));
|
||||
return res;
|
||||
}
|
||||
|
||||
/*
|
||||
Anamorphic bloom step. Secondary bloom stretched along an axis.
|
||||
|
||||
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
|
||||
they call "anamorphic lens flare", which has an ass-backwards-retarded
|
||||
implementation, which serves to showcase their incompetence. Rather than use
|
||||
a single-axis massive-scale blur like I do, they simply awkwardly stretch
|
||||
sampling coordinates along one axis, which doesn't even have the same effect
|
||||
as it just makes it so bright areas ONLY at the very middle of the screen
|
||||
produces sharp bright lines extending towards the sides.
|
||||
*/
|
||||
float4 Anamorphic( float2 coord, Texture2D intex, float insz )
|
||||
{
|
||||
float4 res = float4(0.0,0.0,0.0,0.0),
|
||||
base = RenderTargetRGBA64F.Sample(Sampler,coord);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float2 pp;
|
||||
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
|
||||
*flen/insz;
|
||||
[unroll] for ( i=-79; i<=79; i++ )
|
||||
{
|
||||
pp = coord+dir*i;
|
||||
res += gauss80[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss80[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
float3 flu = tod_ind(flu);
|
||||
float fsi = tod_ind(fsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
|
||||
lm = lm/(1.0+lm);
|
||||
res.rgb *= lerp(1.0,flu,lm);
|
||||
float fbl = tod_ind(fbl);
|
||||
float fpw = tod_ind(fpw);
|
||||
res.rgb = pow(max(0,res.rgb),fpw)*fbl;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* blur step goes here */
|
||||
float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float2 pp;
|
||||
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
|
||||
*bloomradiusx/insz;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
pp = coord+dir*i;
|
||||
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
if ( alfenable ) res += Anamorphic(coord,intex,insz);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* This is the vertical step */
|
||||
float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz,
|
||||
uniform float bpass ) : SV_Target
|
||||
{
|
||||
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0),
|
||||
base = RenderTargetRGBA64F.Sample(Sampler,coord);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float2 pp;
|
||||
float2 dir = float2(sin(bloomtheta*2*pi),-cos(bloomtheta*2*pi))
|
||||
*bloomradiusy/insz;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
pp = coord+dir*i;
|
||||
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss8[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
float3 blu = tod_ind(blu);
|
||||
float bsi = tod_ind(bsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
|
||||
lm = lm/(1.0+lm);
|
||||
lm *= 1.0-saturate(bpass*bslp);
|
||||
blu = saturate(blu+bpass*bsbp);
|
||||
res.rgb *= lerp(1.0,blu,lm);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* end pass, mix it all up */
|
||||
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = bloommix1*RenderTarget1024.Sample(Sampler2,coord);
|
||||
res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
|
||||
res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
|
||||
res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
|
||||
res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
|
||||
res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
|
||||
res.rgb /= 6.0;
|
||||
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 = dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
|
||||
mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
|
||||
mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
|
||||
mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
|
||||
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
|
||||
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
|
||||
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*RenderTarget128.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);
|
||||
float3 hsv = rgb2hsv(mud.rgb);
|
||||
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
|
||||
mud.rgb = clamp(hsv2rgb(hsv),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;
|
||||
}
|
||||
|
||||
technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTargetRGBA64F";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomSimplePass1 <string RenderTarget="RenderTarget1024";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass2 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass3 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass4 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass5 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass6 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomSimplePass7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass8 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomSimplePass9
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass10 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomSimplePass11
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_SPostPass()));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTargetRGBA64F";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass1 <string RenderTarget="RenderTarget1024";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass2 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass3 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass4 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass5 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass8 <string RenderTarget="RenderTarget1024";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,1024.0,0.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass9
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass10 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,1.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass11
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass12 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,2.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass13
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass14 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass15
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass16 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,4.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass17
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass18 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass19
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
|
||||
}
|
||||
}
|
||||
103
enbseries/enbbloom.fx.ini
Normal file
103
enbseries/enbbloom.fx.ini
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
[ENBBLOOM.FX]
|
||||
TECHNIQUE=2
|
||||
Bloom Intensity Night=0.79
|
||||
Bloom Intensity Day=0.73
|
||||
Bloom Intensity Interior=0.86
|
||||
Bloom Contrast Night=1.27
|
||||
Bloom Contrast Day=1.42
|
||||
Bloom Contrast Interior=1.36
|
||||
Bloom Saturation Night=1.21
|
||||
Bloom Saturation Day=1.18
|
||||
Bloom Saturation Interior=1.24
|
||||
Bloom Offset Night=-0.07
|
||||
Bloom Offset Day=-0.11
|
||||
Bloom Offset Interior=-0.08
|
||||
Bloom Intensity Cap Night=20.0
|
||||
Bloom Intensity Cap Day=20.0
|
||||
Bloom Intensity Cap Interior=20.0
|
||||
Bloom Blur Radius=1.0
|
||||
Blue Shift Night=0.294, 0.424, 0.859
|
||||
Blue Shift Day=0.22, 0.537, 0.855
|
||||
Blue Shift Interior=0.337, 0.525, 0.878
|
||||
Blue Shift Intensity Night=0.32
|
||||
Blue Shift Intensity Day=0.45
|
||||
Blue Shift Intensity Interior=0.38
|
||||
Blue Shift Luminance Factor Per-pass=0.41
|
||||
Blue Shift Color Factor Per-pass=0.92
|
||||
Enable Anamorphic Bloom=true
|
||||
Anamorphic Bloom Blend Night=0.75
|
||||
Anamorphic Bloom Blend Day=0.68
|
||||
Anamorphic Bloom Blend Interior=0.79
|
||||
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
|
||||
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
|
||||
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
|
||||
Anamorphic Bloom Blue Shift Intensity Night=1.33
|
||||
Anamorphic Bloom Blue Shift Intensity Day=1.2
|
||||
Anamorphic Bloom Blue Shift Intensity Interior=1.52
|
||||
Anamorphic Bloom Contrast Night=1.13
|
||||
Anamorphic Bloom Contrast Day=1.1
|
||||
Anamorphic Bloom Contrast Interior=1.19
|
||||
Anamorphic Bloom Radius Multiplier=1.0
|
||||
Bloom Intensity Interior Night=1.33
|
||||
Bloom Intensity Interior Day=1.26
|
||||
Bloom Contrast Interior Night=0.73
|
||||
Bloom Contrast Interior Day=0.75
|
||||
Bloom Saturation Interior Night=0.81
|
||||
Bloom Saturation Interior Day=0.75
|
||||
Bloom Offset Interior Night=-0.43
|
||||
Bloom Offset Interior Day=-0.42
|
||||
Bloom Intensity Cap Interior Night=100.0
|
||||
Bloom Intensity Cap Interior Day=100.0
|
||||
Blue Shift Night Red=0.2
|
||||
Blue Shift Night Green=0.6
|
||||
Blue Shift Night Blue=1.0
|
||||
Blue Shift Day Red=0.2
|
||||
Blue Shift Day Green=0.6
|
||||
Blue Shift Day Blue=1.0
|
||||
Blue Shift Interior Night Red=0.2
|
||||
Blue Shift Interior Night Green=0.6
|
||||
Blue Shift Interior Night Blue=1.0
|
||||
Blue Shift Interior Day Red=0.2
|
||||
Blue Shift Interior Day Green=0.6
|
||||
Blue Shift Interior Day Blue=1.0
|
||||
Blue Shift Intensity Interior Night=0.59
|
||||
Blue Shift Intensity Interior Day=0.48
|
||||
Anamorphic Bloom Blend Interior Night=0.69
|
||||
Anamorphic Bloom Blend Interior Day=0.63
|
||||
Anamorphic Bloom Blue Shift Night Red=0.4
|
||||
Anamorphic Bloom Blue Shift Night Green=0.1
|
||||
Anamorphic Bloom Blue Shift Night Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Day Red=0.5
|
||||
Anamorphic Bloom Blue Shift Day Green=0.1
|
||||
Anamorphic Bloom Blue Shift Day Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Interior Night Red=0.5
|
||||
Anamorphic Bloom Blue Shift Interior Night Green=0.1
|
||||
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Interior Day Red=0.5
|
||||
Anamorphic Bloom Blue Shift Interior Day Green=0.1
|
||||
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Interior Night=1.86
|
||||
Anamorphic Bloom Blue Shift Interior Day=1.86
|
||||
Anamorphic Bloom Contrast Interior Night=1.12
|
||||
Anamorphic Bloom Contrast Interior Day=1.22
|
||||
Bloom Pass 1 Blend=0.97
|
||||
Bloom Pass 2 Blend=0.86
|
||||
Bloom Pass 3 Blend=0.79
|
||||
Bloom Pass 4 Blend=0.63
|
||||
Bloom Pass 5 Blend=0.49
|
||||
Bloom Pass 6 Blend=0.34
|
||||
Enable Lens Dirt=false
|
||||
Dirt Pass 1 Blend=0.03
|
||||
Dirt Pass 2 Blend=0.12
|
||||
Dirt Pass 3 Blend=0.24
|
||||
Dirt Pass 4 Blend=0.4
|
||||
Dirt Pass 5 Blend=0.67
|
||||
Dirt Pass 6 Blend=5.15
|
||||
Dirt Contrast=1.17
|
||||
Dirt Factor=2.91
|
||||
Bloom Blur Radius X=1.0
|
||||
Bloom Blur Radius Y=2.0
|
||||
Bloom Single Pass Blend=1.0
|
||||
Dirt Single Pass Blend=1.13
|
||||
Bloom Angle=0.0
|
||||
Dirt Saturation=0.68
|
||||
1554
enbseries/enbdepthoffield.fx
Normal file
1554
enbseries/enbdepthoffield.fx
Normal file
File diff suppressed because it is too large
Load diff
186
enbseries/enbdepthoffield.fx.ini
Normal file
186
enbseries/enbdepthoffield.fx.ini
Normal file
|
|
@ -0,0 +1,186 @@
|
|||
[ENBDEPTHOFFIELD.FX]
|
||||
TECHNIQUE=1
|
||||
Fixed Resolution Width=1920
|
||||
Fixed Resolution Height=1080
|
||||
Depth Cutoff=999998.0
|
||||
Near Z=0.05
|
||||
Far Z=3098.0
|
||||
Distortion Chromatic Aberration=7.4
|
||||
Enable Underwater=false
|
||||
Underwater Frequency=2.36, 3.39, 2.72
|
||||
Underwater Speed=24.3, 21.9, 26.5
|
||||
Underwater Amplitude=0.1, 0.11, 0.07
|
||||
Underwater Zoom=0.15
|
||||
Always Underwater=false
|
||||
Enable Hot Air Refraction=false
|
||||
Heat Texture Size=7.04
|
||||
Heat Speed=0.67
|
||||
Heat Fade Contrast=235.0
|
||||
Heat Fade Intensity=1.1
|
||||
Heat Fade Offset=-0.59
|
||||
Heat Intensity=0.6
|
||||
Heat Contrast=0.95
|
||||
Heat Time-of-day Contrast=0.5
|
||||
Heat Always Enable=false
|
||||
Enable Screen Frost=false
|
||||
Frost Contrast=0.83
|
||||
Frost Strength=0.05
|
||||
Frost Radial Contrast=2.11
|
||||
Frost Radial Intensity=1.22
|
||||
Frost Radial Offset=-0.94
|
||||
Frost Texture Blend=0.85
|
||||
Frost Texture Blend Contrast=2.78
|
||||
Frost Texture Size=0.8
|
||||
Frost Indoor Factor=0.0
|
||||
Frost Night Factor=0.0
|
||||
Frost Always Enable=false
|
||||
Enable Focus Triangle=true
|
||||
Display Focus Points=false
|
||||
Enable Manual Focus=false
|
||||
Manual Focus Depth=0.0
|
||||
Focus Point Center=0.5, 0.48, 0
|
||||
Focus Triangle Angle=0.5
|
||||
Focus Triangle Radius Night=12.0
|
||||
Focus Triangle Radius Day=16.0
|
||||
Focus Triangle Radius Interior=14.0
|
||||
Focus Triangle Blending Night=0.4
|
||||
Focus Triangle Blending Day=0.3
|
||||
Focus Triangle Blending Interior=0.5
|
||||
Focus Maximum Depth Night=990.0
|
||||
Focus Maximum Depth Day=994.0
|
||||
Focus Maximum Depth Interior=988.0
|
||||
DOF Intensity Night=375.0
|
||||
DOF Intensity Day=325.0
|
||||
DOF Intensity Interior=380.0
|
||||
DOF Contrast Night=3.95
|
||||
DOF Contrast Day=4.16
|
||||
DOF Contrast Interior=3.78
|
||||
DOF Shift Night=0.0
|
||||
DOF Shift Day=0.0
|
||||
DOF Shift Interior=0.0
|
||||
DOF Fixed Focus Intensity Night=1.0
|
||||
DOF Fixed Focus Intensity Day=1.0
|
||||
DOF Fixed Focus Intensity Interior=1.0
|
||||
DOF Fixed Focus Contrast Night=1.0
|
||||
DOF Fixed Focus Contrast Day=1.0
|
||||
DOF Fixed Focus Contrast Interior=1.0
|
||||
DOF Fixed Focus Shift Night=0.0
|
||||
DOF Fixed Focus Shift Day=0.0
|
||||
DOF Fixed Focus Shift Interior=0.0
|
||||
DOF Fixed Focus Blend Night=1.0
|
||||
DOF Fixed Focus Blend Day=1.0
|
||||
DOF Fixed Focus Blend Interior=1.0
|
||||
DOF Fixed Unfocus Intensity Night=1.16
|
||||
DOF Fixed Unfocus Intensity Day=1.12
|
||||
DOF Fixed Unfocus Intensity Interior=1.14
|
||||
DOF Fixed Unfocus Contrast Night=100.0
|
||||
DOF Fixed Unfocus Contrast Day=126.0
|
||||
DOF Fixed Unfocus Contrast Interior=110.0
|
||||
DOF Fixed Unfocus Shift Night=-0.85
|
||||
DOF Fixed Unfocus Shift Day=-0.9
|
||||
DOF Fixed Unfocus Shift Interior=-0.87
|
||||
DOF Fixed Unfocus Blend Night=1.0
|
||||
DOF Fixed Unfocus Blend Day=1.0
|
||||
DOF Fixed Unfocus Blend Interior=1.0
|
||||
DOF Fixed Use Cutoff=true
|
||||
Disable DOF=false
|
||||
DOF Gather Blur Radius=8.0
|
||||
Debug Depth=false
|
||||
Debug Focus=false
|
||||
Enable Edgevision=false
|
||||
Edgevision Fade Contrast Night=1.8
|
||||
Edgevision Fade Contrast Day=1.9
|
||||
Edgevision Fade Contrast Interior=3.0
|
||||
Edgevision Fade Intensity Night=1.25
|
||||
Edgevision Fade Intensity Day=1.1
|
||||
Edgevision Fade Intensity Interior=1.3
|
||||
Edgevision Contrast=0.25
|
||||
Edgevision Intensity=8.0
|
||||
Edgevision Radius=1.0
|
||||
Enable SSAO=false
|
||||
SSAO Radius=0.05
|
||||
SSAO Noise=0
|
||||
SSAO Fade Contrast Night=0.45
|
||||
SSAO Fade Contrast Day=0.4
|
||||
SSAO Fade Contrast Interior=0.5
|
||||
SSAO Fade Intensity Night=1.3
|
||||
SSAO Fade Intensity Day=1.1
|
||||
SSAO Fade Intensity Interior=1.3
|
||||
SSAO Intensity=1.25
|
||||
SSAO Contrast=0.65
|
||||
SSAO Blending=0.8
|
||||
SSAO Blur=true
|
||||
SSAO Bilateral Factor=500.0
|
||||
SSAO Range=20.0
|
||||
SSAO Range Min=0.0
|
||||
SSAO Blur Radius=1.0
|
||||
Debug SSAO=false
|
||||
SSAO Use Less Samples=true
|
||||
SSAO Blur Use Less Samples=true
|
||||
Focus Circle Discard Center Depth=0.01
|
||||
Underwater Frequency 1=2.36
|
||||
Underwater Frequency 2=3.39
|
||||
Underwater Frequency 3=2.72
|
||||
Underwater Speed 1=24.309999
|
||||
Underwater Speed 2=21.9
|
||||
Underwater Speed 3=26.549999
|
||||
Underwater Amplitude 1=0.1
|
||||
Underwater Amplitude 2=0.11
|
||||
Underwater Amplitude 3=0.07
|
||||
Focus Point Center X=0.5
|
||||
Focus Point Center Y=0.48
|
||||
Focus Triangle Radius Interior Night=5.0
|
||||
Focus Triangle Radius Interior Day=7.0
|
||||
Focus Triangle Blending Interior Night=0.5
|
||||
Focus Triangle Blending Interior Day=0.6
|
||||
Focus Maximum Depth Interior Night=984.0
|
||||
Focus Maximum Depth Interior Day=988.0
|
||||
DOF Intensity Interior Night=300.0
|
||||
DOF Intensity Interior Day=280.0
|
||||
DOF Contrast Interior Night=3.45
|
||||
DOF Contrast Interior Day=3.6
|
||||
DOF Shift Interior Night=0.0
|
||||
DOF Shift Interior Day=0.0
|
||||
DOF Fixed Focus Intensity Interior Night=1.0
|
||||
DOF Fixed Focus Intensity Interior Day=1.0
|
||||
DOF Fixed Focus Contrast Interior Night=1.0
|
||||
DOF Fixed Focus Contrast Interior Day=1.0
|
||||
DOF Fixed Focus Shift Interior Night=-0.01
|
||||
DOF Fixed Focus Shift Interior Day=-0.01
|
||||
DOF Fixed Focus Blend Interior Night=1.0
|
||||
DOF Fixed Focus Blend Interior Day=1.0
|
||||
DOF Fixed Unfocus Intensity Interior Night=1.5
|
||||
DOF Fixed Unfocus Intensity Interior Day=1.5
|
||||
DOF Fixed Unfocus Contrast Interior Night=230.0
|
||||
DOF Fixed Unfocus Contrast Interior Day=250.0
|
||||
DOF Fixed Unfocus Shift Interior Night=-0.98
|
||||
DOF Fixed Unfocus Shift Interior Day=-1.03
|
||||
DOF Fixed Unfocus Blend Interior Night=1.0
|
||||
DOF Fixed Unfocus Blend Interior Day=1.0
|
||||
Edgevision Fade Contrast Interior Night=2.0
|
||||
Edgevision Fade Contrast Interior Day=2.0
|
||||
Edgevision Fade Intensity Interior Night=500.0
|
||||
Edgevision Fade Intensity Interior Day=600.0
|
||||
SSAO Fade Contrast Interior Night=0.75
|
||||
SSAO Fade Contrast Interior Day=0.85
|
||||
SSAO Fade Intensity Interior Night=12.0
|
||||
SSAO Fade Intensity Interior Day=11.5
|
||||
Fixed ResolutionX=1920
|
||||
Fixed ResolutionY=1080
|
||||
DOF Minimum Blur=0.01
|
||||
Heat Factor Dawn=0.15
|
||||
Heat Factor Sunrise=0.59
|
||||
Heat Factor Day=0.89
|
||||
Heat Factor Sunset=0.67
|
||||
Heat Factor Dusk=0.13
|
||||
Heat Factor Night=0.0
|
||||
Heat Factor Interior=0.0
|
||||
Frost Factor Dawn=0.3
|
||||
Frost Factor Sunrise=0.1
|
||||
Frost Factor Day=0.0
|
||||
Frost Factor Sunset=0.1
|
||||
Frost Factor Dusk=0.3
|
||||
Frost Factor Night=0.85
|
||||
Frost Factor Interior=0.0
|
||||
DOF Bilateral Factor=5.0
|
||||
DOF Bilateral Radius=1.0
|
||||
|
|
@ -1,10 +1,912 @@
|
|||
/*
|
||||
enbeffect.fx : MariENB 3 base shader.
|
||||
(C)2015 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB 3, the personal ENB of Marisa for Fallout 4.
|
||||
enbeffect.fx : MariENB3 base shader.
|
||||
(C)2016 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
#include "menbeffectsettings.fx"
|
||||
#include "menbeffectinternals.fx"
|
||||
#include "menbeffectfilters.fx"
|
||||
|
||||
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 */
|
||||
float3 nm
|
||||
<
|
||||
string UIName = "Grain Magnification";
|
||||
string UIWidget = "Vector";
|
||||
> = {13.25,19.64,17.35};
|
||||
float3 nm1
|
||||
<
|
||||
string UIName = "Grain Pass 1 Magnification";
|
||||
string UIWidget = "Vector";
|
||||
> = {2.05,3.11,2.22};
|
||||
float3 nm2
|
||||
<
|
||||
string UIName = "Grain Pass 2 Magnification";
|
||||
string UIWidget = "Vector";
|
||||
> = {4.25,0.42,6.29};
|
||||
/* 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_n
|
||||
<
|
||||
string UIName = "Tonemap Shoulder Strength Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float unA_d
|
||||
<
|
||||
string UIName = "Tonemap Shoulder Strength Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float unA_i
|
||||
<
|
||||
string UIName = "Tonemap Shoulder Strength Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float unB_n
|
||||
<
|
||||
string UIName = "Tonemap Linear Strength Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float unB_d
|
||||
<
|
||||
string UIName = "Tonemap Linear Strength Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float unB_i
|
||||
<
|
||||
string UIName = "Tonemap Linear Strength Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float unC_n
|
||||
<
|
||||
string UIName = "Tonemap Linear Angle Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.2};
|
||||
float unC_d
|
||||
<
|
||||
string UIName = "Tonemap Linear Angle Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.2};
|
||||
float unC_i
|
||||
<
|
||||
string UIName = "Tonemap Linear Angle Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.2};
|
||||
float unD_n
|
||||
<
|
||||
string UIName = "Tonemap Toe Strength Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float unD_d
|
||||
<
|
||||
string UIName = "Tonemap Toe Strength Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float unD_i
|
||||
<
|
||||
string UIName = "Tonemap Toe Strength Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float unE_n
|
||||
<
|
||||
string UIName = "Tonemap Toe Numerator Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.02};
|
||||
float unE_d
|
||||
<
|
||||
string UIName = "Tonemap Toe Numerator Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.02};
|
||||
float unE_i
|
||||
<
|
||||
string UIName = "Tonemap Toe Numerator Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.02};
|
||||
float unF_n
|
||||
<
|
||||
string UIName = "Tonemap Toe Denominator Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.30};
|
||||
float unF_d
|
||||
<
|
||||
string UIName = "Tonemap Toe Denominator Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.30};
|
||||
float unF_i
|
||||
<
|
||||
string UIName = "Tonemap Toe Denominator Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.30};
|
||||
float unW_n
|
||||
<
|
||||
string UIName = "Tonemap Linear White Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
float unW_d
|
||||
<
|
||||
string UIName = "Tonemap Linear White Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
float unW_i
|
||||
<
|
||||
string UIName = "Tonemap Linear White Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
/* Color grading */
|
||||
string str_grade = "Color Grading Suite";
|
||||
bool gradeenable1
|
||||
<
|
||||
string UIName = "Enable RGB Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* color component multipliers */
|
||||
float3 grademul_n
|
||||
<
|
||||
string UIName = "Grading Intensity Night";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 grademul_d
|
||||
<
|
||||
string UIName = "Grading Intensity Day";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 grademul_i
|
||||
<
|
||||
string UIName = "Grading Intensity Interior";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
/* color component contrasts */
|
||||
float3 gradepow_n
|
||||
<
|
||||
string UIName = "Grading Contrast Night";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradepow_d
|
||||
<
|
||||
string UIName = "Grading Contrast Day";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradepow_i
|
||||
<
|
||||
string UIName = "Grading Contrast Interior";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
/* colorization factors */
|
||||
bool gradeenable2
|
||||
<
|
||||
string UIName = "Enable Vibrance Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float3 gradecol_n
|
||||
<
|
||||
string UIName = "Grading Color Night";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradecol_d
|
||||
<
|
||||
string UIName = "Grading Color Day";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradecol_i
|
||||
<
|
||||
string UIName = "Grading Color Interior";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
/* blend factor for colorization (negative values are quite fancy) */
|
||||
float gradecolfact_n
|
||||
<
|
||||
string UIName = "Grading Color Factor Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float gradecolfact_d
|
||||
<
|
||||
string UIName = "Grading Color Factor Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float gradecolfact_i
|
||||
<
|
||||
string UIName = "Grading Color Factor Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
/* HSV grading */
|
||||
bool gradeenable3
|
||||
<
|
||||
string UIName = "Enable HSV Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* saturation multiplier */
|
||||
float gradesatmul_n
|
||||
<
|
||||
string UIName = "Grading Saturation Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatmul_d
|
||||
<
|
||||
string UIName = "Grading Saturation Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatmul_i
|
||||
<
|
||||
string UIName = "Grading Saturation Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
/* saturation power */
|
||||
float gradesatpow_n
|
||||
<
|
||||
string UIName = "Grading Saturation Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatpow_d
|
||||
<
|
||||
string UIName = "Grading Saturation Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatpow_i
|
||||
<
|
||||
string UIName = "Grading Saturation Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
/* value multiplier */
|
||||
float gradevalmul_n
|
||||
<
|
||||
string UIName = "Grading Value Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalmul_d
|
||||
<
|
||||
string UIName = "Grading Value Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalmul_i
|
||||
<
|
||||
string UIName = "Grading Value Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
/* value power */
|
||||
float gradevalpow_n
|
||||
<
|
||||
string UIName = "Grading Value Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalpow_d
|
||||
<
|
||||
string UIName = "Grading Value Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalpow_i
|
||||
<
|
||||
string UIName = "Grading Value Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
bool colorizeafterhsv
|
||||
<
|
||||
string UIName = "Colorize After HSV";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};/* LUT grading */
|
||||
string str_lut = "RGB Lookup Table Grading";
|
||||
bool lutenable
|
||||
<
|
||||
string UIName = "Enable LUT Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float lutblend_n
|
||||
<
|
||||
string UIName = "LUT Blend Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float lutblend_d
|
||||
<
|
||||
string UIName = "LUT Blend Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float lutblend_i
|
||||
<
|
||||
string UIName = "LUT Blend Interior";
|
||||
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};
|
||||
string str_debug = "Debugging";
|
||||
bool bloomdebug
|
||||
<
|
||||
string UIName = "Display Bloom";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
bool adaptdebug
|
||||
<
|
||||
string UIName = "Display Adaptation";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
|
||||
/*
|
||||
dithering threshold maps
|
||||
don't touch unless you know what you're doing
|
||||
*/
|
||||
static const float checkers[4] =
|
||||
{
|
||||
1.0,0.0,
|
||||
0.0,1.0
|
||||
};
|
||||
#define d(x) x/4.0
|
||||
static const float ordered2[4] =
|
||||
{
|
||||
d(0),d(2),
|
||||
d(4),d(2)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/9.0
|
||||
static const float ordered3[9] =
|
||||
{
|
||||
d(2),d(6),d(3),
|
||||
d(5),d(0),d(8),
|
||||
d(1),d(7),d(4)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/16.0
|
||||
static const float ordered4[16] =
|
||||
{
|
||||
d( 0),d( 8),d( 2),d(10),
|
||||
d(12),d( 4),d(14),d( 6),
|
||||
d( 3),d(11),d( 1),d( 9),
|
||||
d(15),d( 7),d(13),d( 5)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/64.0
|
||||
static const float ordered8[64] =
|
||||
{
|
||||
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
|
||||
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
|
||||
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
|
||||
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
|
||||
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
|
||||
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
|
||||
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
|
||||
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
||||
};
|
||||
#undef d
|
||||
|
||||
float4 Timer;
|
||||
float4 ScreenSize;
|
||||
float ENightDayFactor;
|
||||
float EInteriorFactor;
|
||||
float4 TimeOfDay1;
|
||||
float4 TimeOfDay2;
|
||||
|
||||
#ifdef SKYRIMSE
|
||||
float4 Params01[7];
|
||||
#else
|
||||
float4 Params01[6];
|
||||
#endif
|
||||
float4 ENBParams01;
|
||||
Texture2D TextureColor;
|
||||
Texture2D TextureBloom;
|
||||
Texture2D TextureAdaptation;
|
||||
|
||||
Texture2D TextureNoise2
|
||||
<
|
||||
string ResourceName = "menbnoise1.png";
|
||||
>;
|
||||
Texture2D TextureNoise3
|
||||
<
|
||||
string ResourceName = "menbnoise2.png";
|
||||
>;
|
||||
Texture2D TextureLUT
|
||||
<
|
||||
#ifdef LUTMODE_LEGACY
|
||||
string ResourceName = "menblutpreset.png";
|
||||
#endif
|
||||
#ifdef LUTMODE_16
|
||||
string ResourceName = "menblut16.png";
|
||||
#endif
|
||||
#ifdef LUTMODE_64
|
||||
string ResourceName = "menblut64.png";
|
||||
#endif
|
||||
>;
|
||||
|
||||
SamplerState Sampler0
|
||||
{
|
||||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
SamplerState Sampler1
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
SamplerState SamplerLUT
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerNoise2
|
||||
{
|
||||
Filter = MIN_LINEAR_MAG_MIP_POINT;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerNoise3
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_Draw( VS_INPUT_POST IN )
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
/* overlay blend */
|
||||
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
|
||||
/* "dark mask" blending is something I came up with and can't really explain */
|
||||
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
|
||||
/* "uncharted 2" filmic tone mapping */
|
||||
float3 Uch( float3 res )
|
||||
{
|
||||
float A = tod_ind(unA);
|
||||
float B = tod_ind(unB);
|
||||
float C = tod_ind(unC);
|
||||
float D = tod_ind(unD);
|
||||
float E = tod_ind(unE);
|
||||
float F = tod_ind(unF);
|
||||
return ((res*(A*res+C*B)+D*E)/(res*(A*res+B)+D*F))-E/F;
|
||||
}
|
||||
float3 Tonemap( float3 res )
|
||||
{
|
||||
float W = tod_ind(unW);
|
||||
float3 ucol = Uch(res);
|
||||
float3 uwhite = Uch(W);
|
||||
return max(ucol/uwhite,0.0);
|
||||
}
|
||||
/* colour grading passes */
|
||||
float3 GradingRGB( float3 res )
|
||||
{
|
||||
float3 grademul = tod_ind(grademul);
|
||||
float3 gradepow = tod_ind(gradepow);
|
||||
return pow(max(0,res),gradepow)*grademul;
|
||||
}
|
||||
float3 GradingColorize( float3 res )
|
||||
{
|
||||
float gradecolfact = tod_ind(gradecolfact);
|
||||
float3 gradecol = tod_ind(gradecol);
|
||||
float tonev = luminance(res);
|
||||
float3 tonecolor = gradecol*tonev;
|
||||
return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
|
||||
}
|
||||
float3 GradingHSV( float3 res )
|
||||
{
|
||||
float gradesatmul = tod_ind(gradesatmul);
|
||||
float gradesatpow = tod_ind(gradesatpow);
|
||||
float gradevalmul = tod_ind(gradevalmul);
|
||||
float gradevalpow = tod_ind(gradevalpow);
|
||||
float3 hsv = rgb2hsv(res);
|
||||
hsv.y = clamp(pow(max(0,hsv.y),gradesatpow)*gradesatmul,0.0,1.0);
|
||||
hsv.z = pow(max(0,hsv.z),gradevalpow)*gradevalmul;
|
||||
return hsv2rgb(hsv);
|
||||
}
|
||||
/* LUT colour grading */
|
||||
float3 GradingLUT( float3 res )
|
||||
{
|
||||
/*
|
||||
gross hacks were needed to "fix" the way direct3d interpolates on
|
||||
sampling, and to manually interpolate on the blue channel
|
||||
|
||||
this could be alleviated if I could have all the LUTs as volume
|
||||
maps, but I think ENB can't load them.
|
||||
*/
|
||||
float3 tcol = clamp(res,0.0001,0.9999);
|
||||
tcol.rg = tcol.rg*0.5+0.25;
|
||||
#ifdef LUTMODE_LEGACY
|
||||
float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0
|
||||
+clut/64.0);
|
||||
float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
|
||||
+clut/64.0);
|
||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
||||
#endif
|
||||
#ifdef LUTMODE_16
|
||||
float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0);
|
||||
float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0);
|
||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
||||
#endif
|
||||
#ifdef LUTMODE_64
|
||||
float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0);
|
||||
float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
|
||||
float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
|
||||
#endif
|
||||
float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1).rgb;
|
||||
float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2).rgb;
|
||||
tcol = lerp(tcl1,tcl2,dec);
|
||||
float lutblend = tod_ind(lutblend);
|
||||
return lerp(res,tcol,lutblend);
|
||||
}
|
||||
/* post-pass dithering, something apparently only my ENB does */
|
||||
float3 Dither( float3 res, float2 coord )
|
||||
{
|
||||
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float3 col = res;
|
||||
float dml = (1.0/256.0);
|
||||
if ( dither == 1 )
|
||||
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
||||
else if ( dither == 2 )
|
||||
col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
|
||||
else if ( dither == 3 )
|
||||
col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
|
||||
else if ( dither == 4 )
|
||||
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
|
||||
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
||||
col = (trunc(col*256.0)/256.0);
|
||||
return col;
|
||||
}
|
||||
/* Fuzzy */
|
||||
float3 FilmGrain( float3 res, float2 coord )
|
||||
{
|
||||
float ts = Timer.x*nf;
|
||||
float2 tcs = coord.xy;
|
||||
float2 s1 = tcs+float2(0,ts);
|
||||
float2 s2 = tcs+float2(ts,0);
|
||||
float2 s3 = tcs+float2(ts,ts);
|
||||
float n1, n2, n3;
|
||||
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
|
||||
/*
|
||||
There are two methods of making noise here:
|
||||
1. two-pass algorithm that produces a particular fuzz complete with
|
||||
a soft horizontal tear, reminiscent of old TV static.
|
||||
2. simple version that has very noticeable tiling and visible
|
||||
scrolling at low speeds
|
||||
*/
|
||||
if ( np )
|
||||
{
|
||||
n1 = TextureNoise2.Sample(SamplerNoise2,s1*nm1.x*nr).r;
|
||||
n2 = TextureNoise2.Sample(SamplerNoise2,s2*nm1.y*nr).g;
|
||||
n3 = TextureNoise2.Sample(SamplerNoise2,s3*nm1.z*nr).b;
|
||||
s1 = tcs+float2(ts+n1*nk,n2*nk);
|
||||
s2 = tcs+float2(n2,ts+n3*nk);
|
||||
s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
|
||||
n1 = TextureNoise2.Sample(SamplerNoise2,s1*nm2.x*nr).r;
|
||||
n2 = TextureNoise2.Sample(SamplerNoise2,s2*nm2.y*nr).g;
|
||||
n3 = TextureNoise2.Sample(SamplerNoise2,s3*nm2.z*nr).b;
|
||||
}
|
||||
else
|
||||
{
|
||||
n1 = TextureNoise3.Sample(SamplerNoise3,s1*nm.x*nr).r;
|
||||
n2 = TextureNoise3.Sample(SamplerNoise3,s2*nm.y*nr).g;
|
||||
n3 = TextureNoise3.Sample(SamplerNoise3,s3*nm.z*nr).b;
|
||||
}
|
||||
float n4 = (n1+n2+n3)/3;
|
||||
float3 ng = float3(n4,n4,n4);
|
||||
float3 nc = float3(n1,n2,n3);
|
||||
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
|
||||
if ( nb == 1 ) return res+nt*ni;
|
||||
if ( nb == 2 ) return overlay(res,(nt*ni));
|
||||
if ( nb == 3 )
|
||||
{
|
||||
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
|
||||
bn = pow(bn,bnp);
|
||||
float3 nn = saturate(nt*bn);
|
||||
return darkmask(res,(nn*ni));
|
||||
}
|
||||
return lerp(res,nt,ni);
|
||||
}
|
||||
|
||||
float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res;
|
||||
#ifdef SKYRIMSE
|
||||
res = TextureColor.Sample(Sampler0,coord)
|
||||
+TextureBloom.Sample(Sampler1,coord)*ENBParams01.x;
|
||||
/* Luckily I could sort of interpret some of the vanilla grading */
|
||||
float val = luminance(res.rgb);
|
||||
float adapt = TextureAdaptation.Sample(Sampler1,coord).x;
|
||||
float4 tint;
|
||||
res -= val;
|
||||
res = Params01[3].x*res+val;
|
||||
tint = Params01[4]*val-res;
|
||||
res = Params01[4].w*tint+res;
|
||||
res = Params01[3].w*res-adapt;
|
||||
res = Params01[3].z*res+adapt;
|
||||
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,coord)
|
||||
*ENBParams01.x;
|
||||
#else
|
||||
float4 color;
|
||||
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
||||
float4 r0, r1, r2, r3;
|
||||
r0.xyz = color.xyz;
|
||||
r1.xy = Params01[4].zw*IN.txcoord0.xy;
|
||||
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz*ENBParams01.x;
|
||||
r0.w = TextureAdaptation.Sample(Sampler0,IN.txcoord0.xy).x;
|
||||
r1.w = Params01[1].z/(0.001+r0.w);
|
||||
r2.x = r1.w<Params01[1].y;
|
||||
r1.w = r2.x?Params01[1].y:r1.w;
|
||||
r2.x = Params01[1].x<r1.w;
|
||||
r1.w = r2.x?Params01[1].x:r1.w;
|
||||
r0.xyz = r1.xyz+r0.xyz;
|
||||
r0.xyz = r0.xyz*r1.w;
|
||||
r1.xyz = r0.xyz+r0.xyz;
|
||||
r2.xyz = r0.xyz*0.3+0.05;
|
||||
r3.xy = float2(0.2,3.333333)*Params01[1].w;
|
||||
r2.xyz = r1.xyz*r2.xyz+r3.x;
|
||||
r0.xyz = r0.xyz*0.3+0.5;
|
||||
r0.xyz = r1.xyz*r0.xyz+0.06;
|
||||
r0.xyz = r2.xyz/r0.xyz;
|
||||
r0.xyz = -Params01[1].w*3.333333+r0.xyz;
|
||||
r1.x = Params01[1].w*0.2+19.376;
|
||||
r1.x = r1.x*0.0408564-r3.y;
|
||||
r1.xyz = r0.xyz/r1.x;
|
||||
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
|
||||
r1.xyz = r1.xyz-r0.x;
|
||||
r1.xyz = Params01[2].x * r1.xyz+r0.x;
|
||||
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
|
||||
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
||||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
color.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
color.xyz = saturate(color.xyz);
|
||||
color.xyz = pow(color.xyz,1.0/2.2);
|
||||
res.xyz = max(0,color.xyz);
|
||||
res.w = 1.0;
|
||||
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,Params01[4].zw
|
||||
*coord)*ENBParams01.x;
|
||||
#endif
|
||||
/* Insert MariENB filters here */
|
||||
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
||||
if ( colorizeafterhsv )
|
||||
{
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
}
|
||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||
if ( adaptdebug ) res.rgb = TextureAdaptation.Sample(Sampler1,coord).x;
|
||||
if ( dodither ) res.rgb = Dither(res.rgb,coord);
|
||||
res.rgb = max(0,res.rgb);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float4 res;
|
||||
float4 color;
|
||||
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
||||
float4 r0, r1, r2, r3;
|
||||
#ifdef SKYRIMSE
|
||||
/*
|
||||
You won't believe how HARD Boris has mangled this code.
|
||||
After fixing the horrid code style and the unnecessary scientific
|
||||
notation on floats, it's still unreadable.
|
||||
It's also completely broken and results in a black screen.
|
||||
*/
|
||||
float2 scaleduv=Params01[6].xy*IN.txcoord0.xy;
|
||||
scaleduv = max(scaleduv, 0.0);
|
||||
scaleduv = min(scaleduv, Params01[6].zy);
|
||||
r1.xy = scaleduv;
|
||||
r0.xyz = color.xyz;
|
||||
if ( Params01[0].x > 0.5 ) r1.xy = IN.txcoord0.xy;
|
||||
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
|
||||
r2.xy = TextureAdaptation.Sample(Sampler1,IN.txcoord0.xy).xy;
|
||||
r0.w = dot(float3(0.2125,0.7154,0.0721),r0.xyz);
|
||||
r0.w = max(r0.w,0.00001);
|
||||
r1.w = r2.y/r2.x;
|
||||
r2.y = r0.w*r1.w;
|
||||
if ( Params01[2].z >= 0.5 ) r2.z = 0xffffffff;
|
||||
else r2.z = 0;
|
||||
r3.xy = r1.w*r0.w+float2(-0.004,1.0);
|
||||
r1.w = max(r3.x, 0.0);
|
||||
r3.xz = r1.w*6.2+float2(0.5,1.7);
|
||||
r2.w = r1.w*r3.x;
|
||||
r1.w = r1.w*r3.z+0.06;
|
||||
r1.w = r2.w/r1.w;
|
||||
r1.w = pow(r1.w,2.2);
|
||||
r1.w = r1.w*Params01[2].y;
|
||||
r2.w = r2.y*Params01[2].y+1.0;
|
||||
r2.y = r2.w*r2.y;
|
||||
r2.y = r2.y/r3.y;
|
||||
if (r2.z == 0) r1.w = r2.y;
|
||||
else r1.w = r1.w;
|
||||
r0.w = r1.w/r0.w;
|
||||
r1.w = saturate(Params01[2].x-r1.w);
|
||||
r1.xyz = r1*r1.w;
|
||||
r0.xyz = r0*r0.w+r1;
|
||||
r1.x = dot(r0.xyz,float3(0.2125,0.7154,0.0721));
|
||||
r0.w = 1.0;
|
||||
r0 = r0-r1.x;
|
||||
r0 = Params01[3].x*r0+r1.x;
|
||||
r1 = Params01[4]*r1.x-r0;
|
||||
r0 = Params01[4].w*r1+r0;
|
||||
r0 = Params01[3].w*r0-r2.x;
|
||||
r0 = Params01[3].z*r0+r2.x;
|
||||
r0.xyz = saturate(r0);
|
||||
r1.xyz = pow(r1.xyz,Params01[6].w);
|
||||
r1 = Params01[5]-r0;
|
||||
res = Params01[5].w*r1+r0;
|
||||
#else
|
||||
r0.xyz = color.xyz;
|
||||
r1.xy = Params01[4].zw*IN.txcoord0.xy;
|
||||
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
|
||||
r0.w = TextureAdaptation.Sample(Sampler0,IN.txcoord0.xy).x;
|
||||
r1.w = Params01[1].z/(0.001+r0.w);
|
||||
r2.x = r1.w<Params01[1].y;
|
||||
r1.w = r2.x?Params01[1].y:r1.w;
|
||||
r2.x = Params01[1].x < r1.w;
|
||||
r1.w = r2.x?Params01[1].x:r1.w;
|
||||
r0.xyz = r1.xyz+r0.xyz;
|
||||
r0.xyz = r0.xyz*r1.w;
|
||||
r1.xyz = r0.xyz+r0.xyz;
|
||||
r2.xyz = r0.xyz*0.3+0.05;
|
||||
r3.xy = float2(0.2,3.333333)*Params01[1].w;
|
||||
r2.xyz = r1.xyz*r2.xyz+r3.x;
|
||||
r0.xyz = r0.xyz*0.3+0.5;
|
||||
r0.xyz = r1.xyz*r0.xyz+0.06;
|
||||
r0.xyz = r2.xyz/r0.xyz;
|
||||
r0.xyz = -Params01[1].w*3.333333+r0.xyz;
|
||||
r1.x = Params01[1].w*0.2+19.376;
|
||||
r1.x = r1.x*0.0408564-r3.y;
|
||||
r1.xyz = r0.xyz/r1.x;
|
||||
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
|
||||
r1.xyz = r1.xyz-r0.x;
|
||||
r1.xyz = Params01[2].x*r1.xyz+r0.x;
|
||||
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
|
||||
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
||||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
res.xyz = pow(max(0,res.xyz),1.0/2.2);
|
||||
#endif
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
technique11 Draw <string UIName="MariENB";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
|
||||
SetPixelShader(CompileShader(ps_5_0, PS_Draw()));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 ORIGINALPOSTPROCESS <string UIName="Vanilla";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
|
||||
SetPixelShader(CompileShader(ps_5_0, PS_DrawOriginal()));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,12 +2,73 @@
|
|||
TECHNIQUE=1
|
||||
Enable Grain=false
|
||||
Grain Speed=2500.0
|
||||
Grain Intensity=0.01
|
||||
Grain Saturation=0.0
|
||||
Grain Intensity=0.06
|
||||
Grain Saturation=-0.23
|
||||
Grain Two-Pass=true
|
||||
Grain Blending Mode=1
|
||||
Grain Dark Mask Contrast=3.56
|
||||
Grain Blending Mode=3
|
||||
Grain Dark Mask Contrast=0.74
|
||||
Grain Two-Pass Factor=0.04
|
||||
Grain Magnification=13.3, 19.6, 17.4
|
||||
Grain Pass 1 Magnification=2.05, 3.11, 2.22
|
||||
Grain Pass 2 Magnification=4.25, 0.42, 6.29
|
||||
Grain Contrast=3.54
|
||||
Enable Tonemapping=true
|
||||
Tonemap Shoulder Strength Night=0.87
|
||||
Tonemap Shoulder Strength Day=0.85
|
||||
Tonemap Shoulder Strength Interior=0.67
|
||||
Tonemap Linear Strength Night=1.32
|
||||
Tonemap Linear Strength Day=1.21
|
||||
Tonemap Linear Strength Interior=1.37
|
||||
Tonemap Linear Angle Night=0.2
|
||||
Tonemap Linear Angle Day=0.26
|
||||
Tonemap Linear Angle Interior=0.14
|
||||
Tonemap Toe Strength Night=1.27
|
||||
Tonemap Toe Strength Day=1.36
|
||||
Tonemap Toe Strength Interior=1.26
|
||||
Tonemap Toe Numerator Night=3.63
|
||||
Tonemap Toe Numerator Day=3.4
|
||||
Tonemap Toe Numerator Interior=3.58
|
||||
Tonemap Toe Denominator Night=0.99
|
||||
Tonemap Toe Denominator Day=1.15
|
||||
Tonemap Toe Denominator Interior=1.05
|
||||
Tonemap Linear White Night=4.3
|
||||
Tonemap Linear White Day=4.17
|
||||
Tonemap Linear White Interior=4.26
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.08, 1.03, 1
|
||||
Grading Intensity Day=1.06, 1.03, 1.08
|
||||
Grading Intensity Interior=1.07, 1.03, 1.01
|
||||
Grading Contrast Night=0.97, 0.98, 0.94
|
||||
Grading Contrast Day=0.96, 0.98, 0.98
|
||||
Grading Contrast Interior=0.96, 0.98, 0.95
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.44, -0.33, -0.83
|
||||
Grading Color Day=-0.65, -0.3, -0.69
|
||||
Grading Color Interior=-0.25, -0.15, -0.05
|
||||
Grading Color Factor Night=-0.06
|
||||
Grading Color Factor Day=-0.04
|
||||
Grading Color Factor Interior=-0.05
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.05
|
||||
Grading Saturation Intensity Day=1.07
|
||||
Grading Saturation Intensity Interior=1.05
|
||||
Grading Saturation Contrast Night=1.01
|
||||
Grading Saturation Contrast Day=1.06
|
||||
Grading Saturation Contrast Interior=1.01
|
||||
Grading Value Intensity Night=1.09
|
||||
Grading Value Intensity Day=1.06
|
||||
Grading Value Intensity Interior=1.08
|
||||
Grading Value Contrast Night=1.41
|
||||
Grading Value Contrast Day=1.55
|
||||
Grading Value Contrast Interior=1.48
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.31
|
||||
LUT Blend Day=0.51
|
||||
LUT Blend Interior=0.38
|
||||
Enable Post Dither=false
|
||||
Dither Pattern=4
|
||||
Display Bloom=false
|
||||
Grain Magnification 1=13.25
|
||||
Grain Magnification 2=19.639999
|
||||
Grain Magnification 3=17.35
|
||||
|
|
@ -17,47 +78,66 @@ Grain Pass 1 Magnification 3=2.22
|
|||
Grain Pass 2 Magnification 1=4.25
|
||||
Grain Pass 2 Magnification 2=0.42
|
||||
Grain Pass 2 Magnification 3=6.29
|
||||
Grain Contrast=6.08
|
||||
Enable Tonemapping=true
|
||||
Tonemap Shoulder Strength=1.14
|
||||
Tonemap Linear Strengtht=1.09
|
||||
Tonemap Linear Angle=0.32
|
||||
Tonemap Toe Strengtht=1.35
|
||||
Tonemap Toe Numerator=5.12
|
||||
Tonemap Toe Denominator=2.45
|
||||
Tonemap Linear Whitet=11.950001
|
||||
Tonemap Before Compensate=false
|
||||
Enable Compensate=true
|
||||
Compensate Factor=0.21
|
||||
Compensate Contrast=1.43
|
||||
Compensate Saturationt=1.01
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Red=1.03
|
||||
Grading Intensity Green=1.04
|
||||
Grading Intensity Blue=1.02
|
||||
Grading Contrast Red=1.05
|
||||
Grading Contrast Green=1.07
|
||||
Grading Contrast Blue=1.04
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Red=-0.21
|
||||
Grading Color Green=-0.43
|
||||
Grading Color Blue=-0.6
|
||||
Grading Color Factor=-0.43
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity=1.02
|
||||
Grading Saturation Contrast=0.63
|
||||
Grading Value Intensity=1.13
|
||||
Grading Value Contrast=1.2
|
||||
Colorize After HSV=false
|
||||
Enable Vanilla Tint=true
|
||||
Vanilla Tint Blend=1.0
|
||||
Enable Vanilla Grading=true
|
||||
Vanilla Grading Blend=1.0
|
||||
Fade Before Film Filters=false
|
||||
Enable LUT Grading=false
|
||||
LUT Blend=0.28
|
||||
Enable Post Dither=true
|
||||
Dither Pattern=4
|
||||
Display Bloom=false
|
||||
Enable Vanilla Processing=true
|
||||
Vanilla Blend=1.0
|
||||
Tonemap Shoulder Strength Interior Night=1.13
|
||||
Tonemap Shoulder Strength Interior Day=1.14
|
||||
Tonemap Linear Strength Interior Night=0.88
|
||||
Tonemap Linear Strength Interior Day=0.92
|
||||
Tonemap Linear Angle Interior Night=0.68
|
||||
Tonemap Linear Angle Interior Day=0.58
|
||||
Tonemap Toe Strength Interior Night=0.79
|
||||
Tonemap Toe Strength Interior Day=0.69
|
||||
Tonemap Toe Numerator Interior Night=2.5
|
||||
Tonemap Toe Numerator Interior Day=2.72
|
||||
Tonemap Toe Denominator Interior Night=1.25
|
||||
Tonemap Toe Denominator Interior Day=1.07
|
||||
Tonemap Linear White Interior Night=1.33
|
||||
Tonemap Linear White Interior Day=1.37
|
||||
Grading Intensity Night Red=1.04
|
||||
Grading Intensity Night Green=1.08
|
||||
Grading Intensity Night Blue=1.07
|
||||
Grading Intensity Day Red=1.11
|
||||
Grading Intensity Day Green=1.08
|
||||
Grading Intensity Day Blue=1.04
|
||||
Grading Intensity Interior Night Red=1.07
|
||||
Grading Intensity Interior Night Green=1.03
|
||||
Grading Intensity Interior Night Blue=1.01
|
||||
Grading Intensity Interior Day Red=1.1
|
||||
Grading Intensity Interior Day Green=1.05
|
||||
Grading Intensity Interior Day Blue=1.02
|
||||
Grading Contrast Night Red=0.97
|
||||
Grading Contrast Night Green=0.94
|
||||
Grading Contrast Night Blue=0.96
|
||||
Grading Contrast Day Red=0.94
|
||||
Grading Contrast Day Green=0.99
|
||||
Grading Contrast Day Blue=0.98
|
||||
Grading Contrast Interior Night Red=0.96
|
||||
Grading Contrast Interior Night Green=0.98
|
||||
Grading Contrast Interior Night Blue=0.95
|
||||
Grading Contrast Interior Day Red=0.94
|
||||
Grading Contrast Interior Day Green=0.96
|
||||
Grading Contrast Interior Day Blue=0.99
|
||||
Grading Color Night Red=-0.91
|
||||
Grading Color Night Green=-0.62
|
||||
Grading Color Night Blue=-0.94
|
||||
Grading Color Day Red=-0.48
|
||||
Grading Color Day Green=-0.11
|
||||
Grading Color Day Blue=-0.65
|
||||
Grading Color Interior Night Red=-0.28
|
||||
Grading Color Interior Night Green=-0.12
|
||||
Grading Color Interior Night Blue=-0.06
|
||||
Grading Color Interior Day Red=-0.47
|
||||
Grading Color Interior Day Green=-0.12
|
||||
Grading Color Interior Day Blue=-0.14
|
||||
Grading Color Factor Interior Night=-0.11
|
||||
Grading Color Factor Interior Day=-0.09
|
||||
Grading Saturation Intensity Interior Night=1.43
|
||||
Grading Saturation Intensity Interior Day=1.46
|
||||
Grading Saturation Contrast Interior Night=1.19
|
||||
Grading Saturation Contrast Interior Day=1.1
|
||||
Grading Value Intensity Interior Night=1.03
|
||||
Grading Value Intensity Interior Day=1.09
|
||||
Grading Value Contrast Interior Night=1.42
|
||||
Grading Value Contrast Interior Day=1.62
|
||||
LUT Blend Interior Night=0.39
|
||||
LUT Blend Interior Day=0.45
|
||||
Display Adaptation=false
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -1,40 +1,47 @@
|
|||
[ENBEFFECTPOSTPASS.FX]
|
||||
TECHNIQUE=1
|
||||
Enable Block GFX=false
|
||||
Emulated Resolution Width=0.0
|
||||
Emulated Resolution Height=0.0
|
||||
Zoom Factor X=0.0
|
||||
Zoom Factor Y=0.0
|
||||
Emulated Resolution=0, 0, 0
|
||||
Zoom Factor=0, 0, 0
|
||||
Palette Type=6
|
||||
CGA Palette=1
|
||||
EGA Palette=0
|
||||
Dithering Pattern=4
|
||||
Contrast Modifier=1.2
|
||||
Saturation Modifier=1.5
|
||||
Dither Offset=-0.05
|
||||
Dither Range=0.1
|
||||
Contrast Modifier=1.3
|
||||
Saturation Modifier=1.2
|
||||
Dither Offset=-0.15
|
||||
Dither Range=0.25
|
||||
Enable ASCII=false
|
||||
ASCII Monochrome=false
|
||||
ASCII Blend=0.0
|
||||
Enable Chroma Key=false
|
||||
Chroma Key Red=0.0
|
||||
Chroma Key Color=0.0, 1.0, 0.0
|
||||
Chroma Key Depth=0.92
|
||||
Enable Dot Matrix=false
|
||||
Dot Size=1
|
||||
Dot Blend=0.4
|
||||
Dot Intensity=1.0
|
||||
Dot Contrast=1.0
|
||||
Enable Curvature=false
|
||||
Curve Chromatic Aberration=0.7
|
||||
Curve Zooming=50.200008
|
||||
Curve Distortion=0.0
|
||||
Curve Sampling Soften=0.0
|
||||
Enable Blur=true
|
||||
Blur Sampling Range=0.15
|
||||
Enable Sharp=true
|
||||
Sharp Sampling Range=0.35
|
||||
Sharpening Amount=2.0
|
||||
Enable Shift=false
|
||||
Shift Sampling Range=0.6
|
||||
Luma Sharpen Enable=true
|
||||
Luma Sharpen Radius=0.8
|
||||
Luma Sharpen Clamp=0.12
|
||||
Luma Sharpen Blending=6.0
|
||||
Emulated Resolution Width=0.0
|
||||
Emulated Resolution Height=0.0
|
||||
Zoom Factor X=0.0
|
||||
Zoom Factor Y=0.0
|
||||
Chroma Key Red=0, 1, 0
|
||||
Chroma Key Green=1.0
|
||||
Chroma Key Blue=0.0
|
||||
Chroma Key Depth=0.96
|
||||
Enable Dot Matrix=false
|
||||
Dot Size=2
|
||||
Dot Blend=0.2
|
||||
Dot Intensity=1.2
|
||||
Dot Contrast=0.65
|
||||
Enable Curvature=false
|
||||
Curve Chromatic Aberration=0.33
|
||||
Curve Zooming=56.82
|
||||
Curve Distortion=21.789999
|
||||
Curve Sampling Soften=0.0
|
||||
Enable Blur=false
|
||||
Blur Sampling Range=0.25
|
||||
Enable Sharp=false
|
||||
Sharp Sampling Range=0.75
|
||||
Sharpening Amount=4.0
|
||||
Enable Shift=false
|
||||
Shift Sampling Range=0.75
|
||||
|
|
|
|||
33
enbseries/enblens.fx
Normal file
33
enbseries/enblens.fx
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
/* This shader intentionally left blank */
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
float4 pos;
|
||||
pos.xyz = IN.pos.xyz;
|
||||
pos.w = 1.0;
|
||||
OUT.pos = pos;
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
float4 PS_Nothing(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
|
||||
{
|
||||
return float4(0.0,0.0,0.0,1.0);
|
||||
}
|
||||
technique11 Nothing
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Nothing()));
|
||||
}
|
||||
}
|
||||
2
enbseries/enblens.fx.ini
Normal file
2
enbseries/enblens.fx.ini
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[ENBLENS.FX]
|
||||
TECHNIQUE=0
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
[INTLIGHTSPRITE.FX]
|
||||
TECHNIQUE=0
|
||||
Intensity=10.0
|
||||
Size (performance penalty)=0.25
|
||||
Glow:: size (performance penalty)=1.0
|
||||
Glow:: amount=0.012
|
||||
|
|
@ -1,320 +0,0 @@
|
|||
/*
|
||||
menbeffectfilters.fx : MariENB 3 base shader routines.
|
||||
(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).
|
||||
*/
|
||||
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord0.xy;
|
||||
return OUT;
|
||||
}
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
/* overlay blend */
|
||||
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
|
||||
/* "dark mask" blending is something I came up with and can't really explain */
|
||||
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
/* "uncharted 2" filmic tone mapping */
|
||||
float3 Uch( float3 res )
|
||||
{
|
||||
float A = tod(unA);
|
||||
float B = tod(unB);
|
||||
float C = tod(unC);
|
||||
float D = tod(unD);
|
||||
float E = tod(unE);
|
||||
float F = tod(unF);
|
||||
return ((res*(A*res+C*B)+D*E)/(res*(A*res+B)+D*F))-E/F;
|
||||
}
|
||||
float3 Tonemap( float3 res )
|
||||
{
|
||||
float W = tod(unW);
|
||||
float3 ucol = Uch(res);
|
||||
float3 uwhite = Uch(W);
|
||||
return ucol/uwhite;
|
||||
}
|
||||
/* overbright compensation pre-pass, kinda pointless now that I have tonemap */
|
||||
float3 Compensate( float3 res )
|
||||
{
|
||||
/*float comppow = tod(comppow);
|
||||
float compsat = tod(compsat);
|
||||
float compfactor = tod(compfactor);*/
|
||||
float3 ovr = pow(res,comppow);
|
||||
float ovrs = luminance(ovr);
|
||||
ovr = ovr*compsat+ovrs*(1.0-compsat);
|
||||
return res-ovr*compfactor;
|
||||
}
|
||||
/* colour grading passes */
|
||||
float3 GradingRGB( float3 res )
|
||||
{
|
||||
/*float grademul_r = tod(grademul_r);
|
||||
float grademul_g = tod(grademul_g);
|
||||
float grademul_b = tod(grademul_b);
|
||||
float gradepow_r = tod(gradepow_r);
|
||||
float gradepow_g = tod(gradepow_g);
|
||||
float gradepow_b = tod(gradepow_b);*/
|
||||
float3 grademul = float3(grademul_r,grademul_g,grademul_b);
|
||||
float3 gradepow = float3(gradepow_r,gradepow_g,gradepow_b);
|
||||
return pow(res,gradepow)*grademul;
|
||||
}
|
||||
float3 GradingColorize( float3 res )
|
||||
{
|
||||
/*float gradecol_r = tod(gradecol_r);
|
||||
float gradecol_g = tod(gradecol_g);
|
||||
float gradecol_b = tod(gradecol_b);
|
||||
float gradecolfact = tod(gradecolfact);*/
|
||||
float3 gradecol = float3(gradecol_r,gradecol_g,gradecol_b);
|
||||
float tonev = luminance(res);
|
||||
float3 tonecolor = gradecol*tonev;
|
||||
return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
|
||||
}
|
||||
float3 GradingHSV( float3 res )
|
||||
{
|
||||
/*float gradesatmul = tod(gradesatmul);
|
||||
float gradesatpow = tod(gradesatpow);
|
||||
float gradevalmul = tod(gradevalmul);
|
||||
float gradevalpow = tod(gradevalpow);*/
|
||||
float3 hsv = rgb2hsv(res);
|
||||
hsv.y = clamp(pow(hsv.y,gradesatpow)*gradesatmul,0.0,1.0);
|
||||
hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
|
||||
return hsv2rgb(hsv);
|
||||
}
|
||||
/* vanilla game stuff */
|
||||
float3 GameProcessing( float3 res, float2 coord )
|
||||
{
|
||||
float3 tcol = res;
|
||||
float4 r0,r1,r2,r3;
|
||||
r0.xyz = tcol;
|
||||
r1.xy = Params01[4].zw*coord;
|
||||
r1.xyz = TextureBloom.Sample(Linear,r1.xy).xyz;
|
||||
r0.w = TextureAdaptation.Sample(Nearest,coord).x;
|
||||
r1.w = Params01[1].z/(0.001+r0.w);
|
||||
r2.x = r1.w<Params01[1].y;
|
||||
r1.w = r2.x?Params01[1].y:r1.w;
|
||||
r2.x = Params01[1].x<r1.w;
|
||||
r1.w = r2.x?Params01[1].x:r1.w;
|
||||
r0.xyz = r1.xyz+r0.xyz;
|
||||
r0.xyz = r0.xyz*r1.w;
|
||||
r1.xyz = r0.xyz+r0.xyz;
|
||||
r2.xyz = r0.xyz*0.3+0.05;
|
||||
r3.xy = float2(0.2,3.333333)*Params01[1].w;
|
||||
r2.xyz = r1.xyz*r2.xyz+r3.x;
|
||||
r0.xyz = r0.xyz*0.3+0.5;
|
||||
r0.xyz = r1.xyz*r0.xyz+0.06;
|
||||
r0.xyz = r2.xyz/r0.xyz;
|
||||
r0.xyz = -Params01[1].w*3.333333+r0.xyz;
|
||||
r1.x = Params01[1].w*0.2+19.376;
|
||||
r1.x = r1.x*0.0408564-r3.y;
|
||||
r1.xyz = r0.xyz/r1.x;
|
||||
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
|
||||
r1.xyz = r1.xyz-r0.x;
|
||||
r1.xyz = Params01[2].x*r1.xyz+r0.x;
|
||||
r2.xyz = r0.x * Params01[3].xyz-r1.xyz;
|
||||
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
||||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
tcol.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
tcol.xyz = pow(tcol.xyz,1.0/2.2);
|
||||
return lerp(res,tcol,vanillablend);
|
||||
}
|
||||
/* LUT colour grading */
|
||||
float3 GradingLUT( float3 res )
|
||||
{
|
||||
float3 tcol = clamp(res,0.0001,0.9999);
|
||||
tcol.rg = tcol.rg*0.5+0.25;
|
||||
#ifdef LUTMODE_LEGACY
|
||||
float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0
|
||||
+clut/64.0);
|
||||
float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
|
||||
+clut/64.0);
|
||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
||||
#endif
|
||||
#ifdef LUTMODE_16
|
||||
float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0);
|
||||
float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0);
|
||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
||||
#endif
|
||||
#ifdef LUTMODE_64
|
||||
float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0);
|
||||
float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
|
||||
float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
|
||||
#endif
|
||||
float3 tcl1 = TextureLUT.Sample(Linear,lc1).rgb;
|
||||
float3 tcl2 = TextureLUT.Sample(Linear,lc2).rgb;
|
||||
tcol = lerp(tcl1,tcl2,dec);
|
||||
/*float lutblend = tod(lutblend);*/
|
||||
return lerp(res,tcol,lutblend);
|
||||
}
|
||||
/* post-pass dithering, something apparently only my ENB does */
|
||||
float3 Dither( float3 res, float2 coord )
|
||||
{
|
||||
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float3 col = res;
|
||||
float dml = (1.0/256.0);
|
||||
if ( dither == 1 )
|
||||
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
||||
else if ( dither == 2 )
|
||||
col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
|
||||
else if ( dither == 3 )
|
||||
col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
|
||||
else if ( dither == 4 )
|
||||
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
|
||||
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
||||
col = (trunc(col*256.0)/256.0);
|
||||
return col;
|
||||
}
|
||||
/* Fuzzy */
|
||||
float3 FilmGrain( float3 res, float2 coord )
|
||||
{
|
||||
float ts = Timer.x*nf;
|
||||
float2 tcs = coord.xy;
|
||||
float2 s1 = tcs+float2(0,ts);
|
||||
float2 s2 = tcs+float2(ts,0);
|
||||
float2 s3 = tcs+float2(ts,ts);
|
||||
float n1, n2, n3;
|
||||
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
|
||||
/*
|
||||
There are two methods of making noise here:
|
||||
1. two-pass algorithm that produces a particular fuzz complete with
|
||||
a soft horizontal tear, reminiscent of old TV static.
|
||||
2. simple version that has very noticeable tiling and visible
|
||||
scrolling at low speeds
|
||||
*/
|
||||
if ( np )
|
||||
{
|
||||
n1 = TextureNoise2.Sample(Noise2,s1*nm11*nr).r;
|
||||
n2 = TextureNoise2.Sample(Noise2,s2*nm12*nr).g;
|
||||
n3 = TextureNoise2.Sample(Noise2,s3*nm13*nr).b;
|
||||
s1 = tcs+float2(ts+n1*nk,n2*nk);
|
||||
s2 = tcs+float2(n2,ts+n3*nk);
|
||||
s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
|
||||
n1 = TextureNoise2.Sample(Noise2,s1*nm21*nr).r;
|
||||
n2 = TextureNoise2.Sample(Noise2,s2*nm22*nr).g;
|
||||
n3 = TextureNoise2.Sample(Noise2,s3*nm23*nr).b;
|
||||
}
|
||||
else
|
||||
{
|
||||
n1 = TextureNoise3.Sample(Noise3,s1*nm1*nr).r;
|
||||
n2 = TextureNoise3.Sample(Noise3,s2*nm2*nr).g;
|
||||
n3 = TextureNoise3.Sample(Noise3,s3*nm3*nr).b;
|
||||
}
|
||||
float n4 = (n1+n2+n3)/3;
|
||||
float3 ng = float3(n4,n4,n4);
|
||||
float3 nc = float3(n1,n2,n3);
|
||||
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
|
||||
if ( nb == 1 ) return res+nt*ni;
|
||||
if ( nb == 2 ) return overlay(res,(nt*ni));
|
||||
if ( nb == 3 )
|
||||
{
|
||||
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
|
||||
bn = pow(bn,bnp);
|
||||
float3 nn = saturate(nt*bn);
|
||||
return darkmask(res,(nn*ni));
|
||||
}
|
||||
return lerp(res,nt,ni);
|
||||
}
|
||||
/* MariENB shader */
|
||||
float4 PS_MariENB( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = TextureColor.Sample(Nearest,coord);
|
||||
if ( tmapenable && tmapbeforecomp ) res.rgb = Tonemap(res.rgb);
|
||||
if ( compenable ) res.rgb = Compensate(res.rgb);
|
||||
if ( tmapenable && !tmapbeforecomp ) res.rgb = Tonemap(res.rgb);
|
||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
||||
if ( colorizeafterhsv )
|
||||
{
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
}
|
||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||
if ( vanillaenable ) res.rgb = GameProcessing(res.rgb,coord);
|
||||
if ( dodither ) res.rgb = Dither(res.rgb,coord);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
/* Vanilla shader */
|
||||
float4 PS_Vanilla( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float4 res;
|
||||
float4 color;
|
||||
color = TextureColor.Sample(Nearest,IN.txcoord0.xy);
|
||||
float4 r0,r1,r2,r3;
|
||||
r0.xyz = color.xyz;
|
||||
r1.xy = Params01[4].zw*IN.txcoord0.xy;
|
||||
r1.xyz = TextureBloom.Sample(Linear,r1.xy).xyz;
|
||||
r0.w = TextureAdaptation.Sample(Nearest,IN.txcoord0.xy).x;
|
||||
r1.w = Params01[1].z/(0.001+r0.w);
|
||||
r2.x = r1.w<Params01[1].y;
|
||||
r1.w = r2.x?Params01[1].y:r1.w;
|
||||
r2.x = Params01[1].x<r1.w;
|
||||
r1.w = r2.x?Params01[1].x:r1.w;
|
||||
r0.xyz = r1.xyz+r0.xyz;
|
||||
r0.xyz = r0.xyz*r1.w;
|
||||
r1.xyz = r0.xyz+r0.xyz;
|
||||
r2.xyz = r0.xyz*0.3+0.05;
|
||||
r3.xy = float2(0.2,3.333333)*Params01[1].w;
|
||||
r2.xyz = r1.xyz*r2.xyz+r3.x;
|
||||
r0.xyz = r0.xyz*0.3+0.5;
|
||||
r0.xyz = r1.xyz*r0.xyz+0.06;
|
||||
r0.xyz = r2.xyz/r0.xyz;
|
||||
r0.xyz = -Params01[1].w*3.333333+r0.xyz;
|
||||
r1.x = Params01[1].w*0.2+19.376;
|
||||
r1.x = r1.x*0.0408564-r3.y;
|
||||
r1.xyz = r0.xyz/r1.x;
|
||||
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
|
||||
r1.xyz = r1.xyz-r0.x;
|
||||
r1.xyz = Params01[2].x*r1.xyz+r0.x;
|
||||
r2.xyz = r0.x * Params01[3].xyz-r1.xyz;
|
||||
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
||||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
res.xyz = pow(res.xyz,1.0/2.2);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
/* This seems to make a bit more sense now */
|
||||
technique11 Draw <string UIName="MariENB";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_MariENB()));
|
||||
}
|
||||
}
|
||||
/* cool, no more inline assembly */
|
||||
technique11 ORIGINALPOSTPROCESS <string UIName="Vanilla";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Vanilla()));
|
||||
}
|
||||
}
|
||||
|
|
@ -1,165 +0,0 @@
|
|||
/*
|
||||
menbeffectinternals.fx : MariENB 3 base 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).
|
||||
*/
|
||||
/*
|
||||
dithering threshold maps
|
||||
don't touch unless you know what you're doing
|
||||
*/
|
||||
static const float checkers[4] =
|
||||
{
|
||||
1.0,0.0,
|
||||
0.0,1.0
|
||||
};
|
||||
#define d(x) x/4.0
|
||||
static const float ordered2[4] =
|
||||
{
|
||||
d(0),d(2),
|
||||
d(4),d(2)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/9.0
|
||||
static const float ordered3[9] =
|
||||
{
|
||||
d(2),d(6),d(3),
|
||||
d(5),d(0),d(8),
|
||||
d(1),d(7),d(4)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/16.0
|
||||
static const float ordered4[16] =
|
||||
{
|
||||
d( 0),d( 8),d( 2),d(10),
|
||||
d(12),d( 4),d(14),d( 6),
|
||||
d( 3),d(11),d( 1),d( 9),
|
||||
d(15),d( 7),d(13),d( 5)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/64.0
|
||||
static const float ordered8[64] =
|
||||
{
|
||||
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
|
||||
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
|
||||
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
|
||||
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
|
||||
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
|
||||
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
|
||||
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
|
||||
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
||||
};
|
||||
#undef d
|
||||
/* standard stuff */
|
||||
float4 Timer;
|
||||
float4 ScreenSize;
|
||||
float AdaptiveQuality;
|
||||
float4 Weather;
|
||||
float4 TimeOfDay1;
|
||||
float4 TimeOfDay2;
|
||||
float4 tempF1;
|
||||
float4 tempF2;
|
||||
float4 tempF3;
|
||||
float4 tempInfo1;
|
||||
float4 Params01[6];
|
||||
/*
|
||||
attempting to figure what each param does:
|
||||
0 unused
|
||||
x unused
|
||||
y unused
|
||||
z unused
|
||||
w unused
|
||||
1 bloom/adaptation related
|
||||
x ?
|
||||
y ?
|
||||
z ?
|
||||
w ?
|
||||
2 imagespace grading
|
||||
x vibrance?
|
||||
y unused
|
||||
z multiplier 1?
|
||||
w multiplier 2?
|
||||
3 imagespace tint
|
||||
x tint r
|
||||
y tint g
|
||||
z tint b
|
||||
w tint value
|
||||
4 coord multipliers for low quality texture sampling, I guess
|
||||
x unused
|
||||
y unused
|
||||
z bloom coord multiplier x
|
||||
w bloom coord multiplier y
|
||||
5 imagespace fade
|
||||
x fade r
|
||||
y fade g
|
||||
z fade b
|
||||
w fade value
|
||||
*/
|
||||
/* samplers and textures */
|
||||
Texture2D TextureColor;
|
||||
Texture2D TextureBloom;
|
||||
Texture2D TextureAdaptation;
|
||||
Texture2D TextureDepth;
|
||||
Texture2D TextureNoise2
|
||||
<
|
||||
string ResourceName = "menbnoise1.png";
|
||||
>;
|
||||
Texture2D TextureNoise3
|
||||
<
|
||||
string ResourceName = "menbnoise2.png";
|
||||
>;
|
||||
Texture2D TextureLUT
|
||||
<
|
||||
#ifdef LUTMODE_LEGACY
|
||||
string ResourceName = "menblutpreset.png";
|
||||
#endif
|
||||
#ifdef LUTMODE_16
|
||||
string ResourceName = "menblut16.png";
|
||||
#endif
|
||||
#ifdef LUTMODE_64
|
||||
string ResourceName = "menblut64.png";
|
||||
#endif
|
||||
>;
|
||||
SamplerState Nearest
|
||||
{
|
||||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLod = 0;
|
||||
MipLodBias = 0;
|
||||
};
|
||||
SamplerState Linear
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLod = 0;
|
||||
MipLodBias = 0;
|
||||
};
|
||||
SamplerState Noise2
|
||||
{
|
||||
Filter = MIN_LINEAR_MAG_MIP_POINT;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLod = 0;
|
||||
MipLodBias = 0;
|
||||
};
|
||||
SamplerState Noise3
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLod = 0;
|
||||
MipLodBias = 0;
|
||||
};
|
||||
/* whatever */
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
|
@ -1,342 +0,0 @@
|
|||
/*
|
||||
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};
|
||||
|
|
@ -1,529 +0,0 @@
|
|||
/*
|
||||
menbextrafilters.fx : MariENB 3 extra shader routines.
|
||||
(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).
|
||||
*/
|
||||
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
/* helpers */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
/* prepass */
|
||||
float4 ReducePrepass( in float4 col, in float2 coord )
|
||||
{
|
||||
float3 hsv = rgb2hsv(col.rgb);
|
||||
hsv.y = clamp(hsv.y*bsaturation,0.0,1.0);
|
||||
hsv.z = pow(hsv.z,bgamma);
|
||||
col.rgb = hsv2rgb(saturate(hsv));
|
||||
if ( dither == 0 )
|
||||
col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
|
||||
else if ( dither == 1 )
|
||||
col += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
|
||||
else if ( dither == 2 )
|
||||
col += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
|
||||
else if ( dither == 3 )
|
||||
col += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
|
||||
else if ( dither == 4 )
|
||||
col += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
|
||||
col = saturate(col);
|
||||
return col;
|
||||
}
|
||||
/*
|
||||
CGA had seven graphic modes (320x200 modes have low/high contrast versions):
|
||||
- 640x200 monochrome, which doesn't really need a palette here, as it can
|
||||
be done procedurally with minimum effort.
|
||||
- 320x200 black/cyan/magenta/white
|
||||
- 320x200 black/green/red/brown
|
||||
- 320x200 black/cyan/red/white
|
||||
*/
|
||||
float4 ReduceCGA( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
if ( cgapal == 0 )
|
||||
{
|
||||
dac.a = (dac.r+dac.g+dac.b)/3.0;
|
||||
return (dac.a>0.5);
|
||||
}
|
||||
float dist = 2.0;
|
||||
int idx = 0;
|
||||
if ( cgapal == 1 )
|
||||
{
|
||||
[unroll] for ( int i=0; i<4; i++ )
|
||||
if ( distance(dac.rgb,cga1l[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,cga1l[i]);
|
||||
}
|
||||
color.rgb = cga1l[idx];
|
||||
}
|
||||
else if ( cgapal == 2 )
|
||||
{
|
||||
[unroll] for ( int i=0; i<4; i++ )
|
||||
if ( distance(dac.rgb,cga1h[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,cga1h[i]);
|
||||
}
|
||||
color.rgb = cga1h[idx];
|
||||
}
|
||||
else if ( cgapal == 3 )
|
||||
{
|
||||
[unroll] for ( int i=0; i<4; i++ )
|
||||
if ( distance(dac.rgb,cga2l[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,cga2l[i]);
|
||||
}
|
||||
color.rgb = cga2l[idx];
|
||||
}
|
||||
else if ( cgapal == 4 )
|
||||
{
|
||||
[unroll] for ( int i=0; i<4; i++ )
|
||||
if ( distance(dac.rgb,cga2h[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,cga2h[i]);
|
||||
}
|
||||
color.rgb = cga2h[idx];
|
||||
}
|
||||
else if ( cgapal == 5 )
|
||||
{
|
||||
[unroll] for ( int i=0; i<4; i++ )
|
||||
if ( distance(dac.rgb,cga3l[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,cga3l[i]);
|
||||
}
|
||||
color.rgb = cga3l[idx];
|
||||
}
|
||||
else if ( cgapal == 6 )
|
||||
{
|
||||
[unroll] for ( int i=0; i<4; i++ )
|
||||
if ( distance(dac.rgb,cga3h[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,cga3h[i]);
|
||||
}
|
||||
color.rgb = cga3h[idx];
|
||||
}
|
||||
return color;
|
||||
}
|
||||
/*
|
||||
EGA technically only had the 320x200 16-colour graphic mode, but when VGA
|
||||
came out, it was possible to tweak the DAC, allowing for custom palettes.
|
||||
AOS EGA is a palette based on my terminal colour scheme on Linux, which I
|
||||
also use for AliceOS.
|
||||
*/
|
||||
float4 ReduceEGA( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
float dist = 2.0;
|
||||
int idx = 0;
|
||||
if ( egapal == 0 )
|
||||
{
|
||||
[unroll] for ( int i=0; i<16; i++ )
|
||||
if ( distance(dac.rgb,stdega[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,stdega[i]);
|
||||
}
|
||||
color.rgb = stdega[idx];
|
||||
}
|
||||
else
|
||||
{
|
||||
[unroll] for ( int i=0; i<16; i++ )
|
||||
if ( distance(dac.rgb,aosega[i]) < dist )
|
||||
{
|
||||
idx = i;
|
||||
dist = distance(dac.rgb,aosega[i]);
|
||||
}
|
||||
color.rgb = aosega[idx];
|
||||
}
|
||||
return color;
|
||||
}
|
||||
/* A two bits per channel mode that can usually fit VGA mode 13h and mode x */
|
||||
float4 ReduceRGB2( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
color.rgb = trunc(dac.rgb*4.0)/4.0;
|
||||
return color;
|
||||
}
|
||||
/* Effectively has 256 colours, with a magenta tint due to precision loss */
|
||||
float4 ReduceRGB323( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0);
|
||||
return color;
|
||||
}
|
||||
/* 4096 colours, no actual graphics hardware existed that used 4bpc, though */
|
||||
float4 ReduceRGB4( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
color.rgb = trunc(dac.rgb*16.0)/16.0;
|
||||
return color;
|
||||
}
|
||||
/*
|
||||
The classic 16-bit colour mode everyone from my generation would remember,
|
||||
especially that subtle green tint and the banding due to lack of dithering
|
||||
in most games and GPUs at that time.
|
||||
*/
|
||||
float4 ReduceRGB565( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
color.rgb = trunc(dac.rgb*float3(32.0,64.0,32.0))
|
||||
/float3(32.0,64.0,32.0);
|
||||
return color;
|
||||
}
|
||||
/*
|
||||
If you see no difference when using this, then it could be because your
|
||||
own screen is already 6bpc. This is the case for a lot of LCDs, both old
|
||||
and modern. 8bpc tends to be the norm on IPS, though. 10bpc is the next
|
||||
step, but for now it's only used internally in video codecs for more
|
||||
efficient compression with lower quality loss. I seem to recall that in
|
||||
most *nix systems such as Linux it's possible to have 10bpc already with
|
||||
NVIDIA, but it causes compatibility issues with a lot of programs.
|
||||
*/
|
||||
float4 ReduceRGB6( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
color.rgb = trunc(dac.rgb*64.0)/64.0;
|
||||
return color;
|
||||
}
|
||||
/* Various VGA 256-colour palettes: Doom, Quake I, and the standard. */
|
||||
float4 ReduceDoom( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
|
||||
return TextureDoom.Sample(Nearest,lc);
|
||||
}
|
||||
float4 ReduceQuake( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
|
||||
return TextureQuake.Sample(Nearest,lc);
|
||||
}
|
||||
float4 ReduceVGA( in float4 color, in float2 coord )
|
||||
{
|
||||
float4 dac = ReducePrepass(color,coord);
|
||||
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
|
||||
return TextureVGA.Sample(Nearest,lc);
|
||||
}
|
||||
/* Retro rockets */
|
||||
float4 PS_Retro( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !useblock ) return res;
|
||||
float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float4 tcol;
|
||||
float2 bresl = rresl;
|
||||
float2 sresl = float2(sresx,sresy);
|
||||
if ( bresx <= 0 || bresy <= 0 ) bresl = rresl;
|
||||
else
|
||||
{
|
||||
if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx;
|
||||
else bresl.x = bresx;
|
||||
if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
|
||||
else bresl.y = bresy;
|
||||
}
|
||||
if ( sresl.x <= 0 ) sresl.x = rresl.x/bresl.x;
|
||||
if ( sresl.y <= 0 ) sresl.y = rresl.y/bresl.y;
|
||||
float2 ncoord = coord*(rresl/bresl);
|
||||
ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5;
|
||||
ncoord = floor(ncoord*bresl)/bresl;
|
||||
if ( bresx <= 0 || bresy <= 0 ) ncoord = coord;
|
||||
tcol = TextureColor.Sample(sBorder,ncoord);
|
||||
if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 4 ) res = ReduceVGA(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 5 ) res = ReduceDoom(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 6 ) res = ReduceQuake(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 7 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 8 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl);
|
||||
else if ( paltype == 9 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl);
|
||||
else res = tcol;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
/* ASCII art (more like CP437 art) */
|
||||
float4 PS_ASCII( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !asciienable ) return res;
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT);
|
||||
float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT);
|
||||
float2 bscl = floor(bresl/cresl);
|
||||
/*
|
||||
Here I use the "cheap" method, based on the overall luminance of each
|
||||
glyph, rather than attempt to search for the best fitting glyph for
|
||||
each cell. If you want to know why, take a look at the ASCII filter
|
||||
bundled with the Dolphin emulator, and be prepared for the resulting
|
||||
seconds per frame it runs at. The calculations needed for such a filter
|
||||
are completely insane even for the highest-end GPUs.
|
||||
*/
|
||||
float3 col = TextureColor.Sample(Linear,
|
||||
floor(bscl*coord)/bscl).rgb;
|
||||
int lum = clamp(luminance(col)*FONT_LEVELS,0,FONT_LEVELS);
|
||||
float2 itx = floor(coord*bresl);
|
||||
float2 blk = floor(itx/cresl)*cresl;
|
||||
float2 ofs = itx-blk;
|
||||
ofs.y += lum*cresl.y;
|
||||
ofs /= fresl;
|
||||
float gch = TextureFont.Sample(Font,ofs).x;
|
||||
if ( gch < 0.5 ) res.rgb = res.rgb*asciiblend;
|
||||
else
|
||||
{
|
||||
if ( asciimono ) res.rgb = 1.0;
|
||||
else res.rgb = col;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
float4 PS_ChromaKey( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !maskenable ) return res;
|
||||
if ( TextureDepth.Sample(Linear,coord).x > maskd )
|
||||
return float4(maskr,maskg,maskb,1.0);
|
||||
return res;
|
||||
}
|
||||
/* 2x2 RGBI dot matrix, not even close to anything that exists IRL but meh */
|
||||
float4 PS_DotMatrix( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !dotenable ) return res;
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
bresl.xy *= 1.0/(dotsize*2.0);
|
||||
float4 dac = float4(res.r*0.5,res.g*0.5,res.b*0.5,
|
||||
(res.r+res.g+res.b)/6.0);
|
||||
/*
|
||||
There are two types of CRTs: aperture grille and shadow mask.
|
||||
The former is blurry and has scanlines (rather big ones, even), but
|
||||
is cheap to emulate; while the latter is the one most known for its
|
||||
crisp, square pixels with minimal distortion. Most individuals into
|
||||
this whole "retro graphics" stuff prefer aperture grille, which
|
||||
looks like shit, then again, that's the sort of visual quality they
|
||||
want. The main issue with shadow mask CRTs is that it's impossible
|
||||
to accurately emulate them unless done on a screen with a HUGE
|
||||
resolution. After all, the subpixels need to be clearly visible, and
|
||||
if on top of it you add curvature distortion, you need to reduce
|
||||
moire patterns that will inevitably show up at low resolutions.
|
||||
|
||||
It would be more desirable to eventually have flat panels that can
|
||||
display arbitrary resolutions using a form of scaling that preserves
|
||||
square pixels with unnoticeable distortion (typically, with nearest
|
||||
neighbour you'd get some pixels that are bigger/smaller than others
|
||||
if the upscale resolution isn't an integer multiple of the real
|
||||
resolution.
|
||||
|
||||
This 2x2 RGBI thing is a rather naïve filter I made many years ago,
|
||||
it looks unlike any real CRT, but scales well. Its only problem is
|
||||
moire patterns when using the default size of 2x2.
|
||||
*/
|
||||
float4 dots = TextureDots.Sample(sWrap,coord*bresl)*dac;
|
||||
float3 tcol = pow((dots.rgb+dots.a),dotpow)*dotmult;
|
||||
res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
|
||||
return res;
|
||||
}
|
||||
/* that's right, CRT curvature */
|
||||
float4 PS_Curvature( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !curveenable ) return res;
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = (1.0/bresl)*curvesoft;
|
||||
float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab
|
||||
*0.003);
|
||||
float2 center = float2(coord.x-0.5,coord.y-0.5);
|
||||
float zfact = 100.0/lenszoom;
|
||||
float r2 = center.x*center.x+center.y*center.y;
|
||||
float f = 1+r2*lensdist*0.01;
|
||||
float x = f*zfact*center.x+0.5;
|
||||
float y = f*zfact*center.y+0.5;
|
||||
float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5;
|
||||
float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5;
|
||||
float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5;
|
||||
int i,j;
|
||||
float4 idist = float4(0,0,0,0);
|
||||
/*
|
||||
sticking a 5x5 gaussian blur with a tweakable radius in here to
|
||||
attempt to reduce moire patterns in some cases. Supersampling would
|
||||
be more useful for that, but ENB sucks ass through a crazy straw in
|
||||
that aspect, so it would be more desirable to use GeDoSaTo (I sure
|
||||
hope I can port all my stuff to it one day, at least the damn thing
|
||||
is FOSS).
|
||||
*/
|
||||
[unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ )
|
||||
{
|
||||
idist += gauss3[abs(i)]*gauss3[abs(j)]
|
||||
*float4(TextureColor.Sample(sBorder,
|
||||
rcoord+bof*float2(i,j)).r,TextureColor.Sample(sBorder,
|
||||
gcoord+bof*float2(i,j)).g,TextureColor.Sample(sBorder,
|
||||
bcoord+bof*float2(i,j)).b,TextureColor.Sample(sBorder,
|
||||
float2(x,y)+bof*float2(i,j)).a);
|
||||
}
|
||||
res.rgb = idist.rgb;
|
||||
return res;
|
||||
}
|
||||
/* Why am I doing this */
|
||||
float4 PS_Blur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !bssblurenable ) return res;
|
||||
float2 ofs[16] =
|
||||
{
|
||||
float2(1.0,1.0), float2(-1.0,-1.0),
|
||||
float2(-1.0,1.0), float2(1.0,-1.0),
|
||||
|
||||
float2(1.0,0.0), float2(-1.0,0.0),
|
||||
float2(0.0,1.0), float2(0.0,-1.0),
|
||||
|
||||
float2(1.41,0.0), float2(-1.41,0.0),
|
||||
float2(0.0,1.41), float2(0.0,-1.41),
|
||||
|
||||
float2(1.41,1.41), float2(-1.41,-1.41),
|
||||
float2(-1.41,1.41), float2(1.41,-1.41)
|
||||
};
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = (1.0/bresl)*bssblurradius;
|
||||
int i;
|
||||
[unroll] for ( i=0; i<16; i++ )
|
||||
res += TextureColor.Sample(Linear,coord+ofs[i]*bof);
|
||||
res /= 17.0;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
float4 PS_Sharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !bsssharpenable ) return res;
|
||||
float2 ofs[8] =
|
||||
{
|
||||
float2(1.0,1.0), float2(-1.0,-1.0),
|
||||
float2(-1.0,1.0), float2(1.0,-1.0),
|
||||
|
||||
float2(1.41,1.41), float2(-1.41,-1.41),
|
||||
float2(-1.41,1.41), float2(1.41,-1.41)
|
||||
};
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = (1.0/bresl)*bsssharpradius;
|
||||
float4 tcol = res;
|
||||
int i;
|
||||
[unroll] for ( i=0; i<8; i++ )
|
||||
tcol += TextureColor.Sample(Linear,coord+ofs[i]*bof);
|
||||
tcol /= 9.0;
|
||||
float4 orig = res;
|
||||
res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount);
|
||||
float rg = clamp(pow(orig.b,3.0),0.0,1.0);
|
||||
res = lerp(res,orig,rg);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
float4 PS_Shift( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Linear,coord);
|
||||
if ( !bssshiftenable ) return res;
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = (1.0/bresl)*bssshiftradius;
|
||||
res.g = TextureColor.Sample(Linear,coord).g;
|
||||
res.r = TextureColor.Sample(Linear,coord+float2(0,-bof.y)).r;
|
||||
res.b = TextureColor.Sample(Linear,coord+float2(0,bof.y)).b;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
technique11 MariENB <string UIName="MariENB";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Blur()));
|
||||
}
|
||||
}
|
||||
technique11 MariENB1
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Sharp()));
|
||||
}
|
||||
}
|
||||
technique11 MariENB2
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Shift()));
|
||||
}
|
||||
}
|
||||
technique11 MariENB3
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
|
||||
}
|
||||
}
|
||||
technique11 MariENB4
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Retro()));
|
||||
}
|
||||
}
|
||||
technique11 MariENB5
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_ASCII()));
|
||||
}
|
||||
}
|
||||
technique11 MariENB6
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_DotMatrix()));
|
||||
}
|
||||
}
|
||||
technique11 MariENB7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Pass()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Curvature()));
|
||||
}
|
||||
}
|
||||
|
|
@ -1,225 +0,0 @@
|
|||
/*
|
||||
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).
|
||||
*/
|
||||
/*
|
||||
dithering threshold maps
|
||||
don't touch unless you know what you're doing
|
||||
*/
|
||||
static const float checkers[4] =
|
||||
{
|
||||
1.0,0.0,
|
||||
0.0,1.0
|
||||
};
|
||||
#define d(x) x/4.0
|
||||
static const float ordered2[4] =
|
||||
{
|
||||
d(0),d(2),
|
||||
d(4),d(2)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/9.0
|
||||
static const float ordered3[9] =
|
||||
{
|
||||
d(2),d(6),d(3),
|
||||
d(5),d(0),d(8),
|
||||
d(1),d(7),d(4)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/16.0
|
||||
static const float ordered4[16] =
|
||||
{
|
||||
d( 0),d( 8),d( 2),d(10),
|
||||
d(12),d( 4),d(14),d( 6),
|
||||
d( 3),d(11),d( 1),d( 9),
|
||||
d(15),d( 7),d(13),d( 5)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/64.0
|
||||
static const float ordered8[64] =
|
||||
{
|
||||
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
|
||||
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
|
||||
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
|
||||
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
|
||||
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
|
||||
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
|
||||
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
|
||||
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
||||
};
|
||||
#undef d
|
||||
/*
|
||||
palettes
|
||||
don't touch unless you know what you're doing
|
||||
*/
|
||||
#define d(x) x/3.0
|
||||
static const float3 cga1l[4] =
|
||||
{
|
||||
float3(d(0),d(0),d(0)),
|
||||
float3(d(0),d(2),d(2)),
|
||||
float3(d(2),d(0),d(2)),
|
||||
float3(d(2),d(2),d(2))
|
||||
};
|
||||
static const float3 cga1h[4] =
|
||||
{
|
||||
float3(d(0),d(0),d(0)),
|
||||
float3(d(1),d(3),d(3)),
|
||||
float3(d(3),d(1),d(3)),
|
||||
float3(d(3),d(3),d(3))
|
||||
};
|
||||
static const float3 cga2l[4] =
|
||||
{
|
||||
float3(d(0),d(0),d(0)),
|
||||
float3(d(0),d(2),d(0)),
|
||||
float3(d(2),d(0),d(0)),
|
||||
float3(d(2),d(1),d(0))
|
||||
};
|
||||
static const float3 cga2h[4] =
|
||||
{
|
||||
float3(d(0),d(0),d(0)),
|
||||
float3(d(1),d(3),d(1)),
|
||||
float3(d(3),d(1),d(1)),
|
||||
float3(d(3),d(2),d(1))
|
||||
};
|
||||
static const float3 cga3l[4] =
|
||||
{
|
||||
float3(d(0),d(0),d(0)),
|
||||
float3(d(0),d(2),d(2)),
|
||||
float3(d(2),d(0),d(0)),
|
||||
float3(d(2),d(2),d(2))
|
||||
};
|
||||
static const float3 cga3h[4] =
|
||||
{
|
||||
float3(d(0),d(0),d(0)),
|
||||
float3(d(1),d(3),d(3)),
|
||||
float3(d(3),d(1),d(1)),
|
||||
float3(d(3),d(3),d(3))
|
||||
};
|
||||
static const float3 stdega[16] =
|
||||
{
|
||||
float3(d(0),d(0),d(0)),
|
||||
float3(d(2),d(0),d(0)),
|
||||
float3(d(0),d(2),d(0)),
|
||||
float3(d(2),d(1),d(0)),
|
||||
float3(d(0),d(0),d(2)),
|
||||
float3(d(2),d(0),d(2)),
|
||||
float3(d(0),d(2),d(2)),
|
||||
float3(d(2),d(2),d(2)),
|
||||
float3(d(1),d(1),d(1)),
|
||||
float3(d(3),d(1),d(1)),
|
||||
float3(d(1),d(3),d(1)),
|
||||
float3(d(3),d(3),d(1)),
|
||||
float3(d(1),d(1),d(3)),
|
||||
float3(d(3),d(1),d(3)),
|
||||
float3(d(1),d(3),d(3)),
|
||||
float3(d(3),d(3),d(3))
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/256.0
|
||||
static const float3 aosega[16] =
|
||||
{
|
||||
float3(d( 0),d( 0),d( 0)),
|
||||
float3(d(128),d( 0),d( 0)),
|
||||
float3(d( 32),d(128),d( 0)),
|
||||
float3(d(160),d( 64),d( 32)),
|
||||
float3(d( 0),d( 32),d( 88)),
|
||||
float3(d( 60),d( 0),d( 88)),
|
||||
float3(d( 16),d(160),d(208)),
|
||||
float3(d( 88),d( 88),d( 88)),
|
||||
float3(d( 32),d( 32),d( 32)),
|
||||
float3(d(256),d( 64),d( 64)),
|
||||
float3(d( 72),d(256),d( 64)),
|
||||
float3(d(256),d(224),d( 60)),
|
||||
float3(d( 48),d(128),d(256)),
|
||||
float3(d(192),d( 48),d(256)),
|
||||
float3(d( 72),d(224),d(256)),
|
||||
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 Weather;
|
||||
float4 TimeOfDay1;
|
||||
float4 TimeOfDay2;
|
||||
/* samplers and textures */
|
||||
Texture2D TextureColor;
|
||||
Texture2D TextureDepth;
|
||||
Texture2D TextureFont
|
||||
<
|
||||
string ResourceName = "menbvgaluma.png";
|
||||
>;
|
||||
Texture2D TextureDots
|
||||
<
|
||||
string ResourceName = "menbdots.png";
|
||||
>;
|
||||
Texture2D TextureDoom
|
||||
<
|
||||
string ResourceName = "menbdoomlut.png";
|
||||
>;
|
||||
Texture2D TextureQuake
|
||||
<
|
||||
string ResourceName = "menbquakelut.png";
|
||||
>;
|
||||
Texture2D TextureVGA
|
||||
<
|
||||
string ResourceName = "menbvgalut.png";
|
||||
>;
|
||||
SamplerState Nearest
|
||||
{
|
||||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLod = 0;
|
||||
MipLodBias = 0;
|
||||
};
|
||||
SamplerState Linear
|
||||
{
|
||||
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;
|
||||
MaxLod = 0;
|
||||
MipLodBias = 0;
|
||||
};
|
||||
SamplerState Font
|
||||
{
|
||||
Filter = MIN_LINEAR_MAG_MIP_POINT;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLod = 0;
|
||||
MipLodBias = 0;
|
||||
};
|
||||
/* whatever */
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 vpos : SV_POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
|
|
@ -1,289 +0,0 @@
|
|||
/*
|
||||
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).
|
||||
*/
|
||||
/* BlockGFX filter, I'm proud of it */
|
||||
string str_block = "BlockGFX Suite";
|
||||
bool useblock
|
||||
<
|
||||
string UIName = "Enable Block GFX";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/*
|
||||
emulated resolution:
|
||||
0 or 1 : real resolution
|
||||
<1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution)
|
||||
>1 : this resolution (e.g.: 320x200 is good ol' Mode 13h)
|
||||
*/
|
||||
float bresx
|
||||
<
|
||||
string UIName = "Emulated Resolution Width";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bresy
|
||||
<
|
||||
string UIName = "Emulated Resolution Height";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
/* zooming factors (<=0 for stretch) */
|
||||
float sresx
|
||||
<
|
||||
string UIName = "Zoom Factor X";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.0};
|
||||
float sresy
|
||||
<
|
||||
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 : 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 = "Palette Type";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = -1;
|
||||
int UIMax = 9;
|
||||
> = {1};
|
||||
/*
|
||||
CGA palette to use:
|
||||
0 : black, white.
|
||||
1 : black, cyan, magenta, white. low contrast
|
||||
2 : black, cyan, magenta, white. high contrast
|
||||
3 : black, green, red, brown. low contrast
|
||||
4 : black, green, red, brown. high contrast
|
||||
5 : black, cyan, red, white. low contrast
|
||||
6 : black, cyan, red, white. high contrast
|
||||
*/
|
||||
int cgapal
|
||||
<
|
||||
string UIName = "CGA Palette";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 6;
|
||||
> = {1};
|
||||
/*
|
||||
EGA palette to use:
|
||||
0 : Standard EGA
|
||||
1 : AOS EGA (it's designed for text, but looks well on images too)
|
||||
*/
|
||||
int egapal
|
||||
<
|
||||
string UIName = "EGA Palette";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 1;
|
||||
> = {0};
|
||||
/*
|
||||
Dithering mode:
|
||||
-1 : No dithering, just raw banding
|
||||
0 : 2x2 checkerboard dithering, looks like ass
|
||||
1 : 2x2 ordered dithering
|
||||
2 : 3x3 ordered dithering
|
||||
3 : 4x4 ordered dithering
|
||||
4 : 8x8 ordered dithering
|
||||
*/
|
||||
int dither
|
||||
<
|
||||
string UIName = "Dithering Pattern";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = -1;
|
||||
int UIMax = 4;
|
||||
> = {4};
|
||||
/* gamma modifier for base color, lower values raise midtones and viceversa */
|
||||
float bgamma
|
||||
<
|
||||
string UIName = "Contrast Modifier";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {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 = "Dither Offset";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.1};
|
||||
/* range multiplier for the dither grid */
|
||||
float bdmult
|
||||
<
|
||||
string UIName = "Dither Range";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.25};
|
||||
/* ASCII art filter */
|
||||
string str_ascii = "Luma ASCII Art Filter";
|
||||
bool asciienable
|
||||
<
|
||||
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};
|
||||
|
|
@ -1,24 +1,36 @@
|
|||
/*
|
||||
menbglobaldefs.fx : MariENB 3 global shared code.
|
||||
(C)2015 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB 3, the personal ENB of Marisa for Fallout 4.
|
||||
menbglobaldefs.fx : MariENB3 global shared code.
|
||||
(C)2016 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
/*
|
||||
TODO time of day interpolation
|
||||
guessed formula, not used yet since it's a lot of work to make separate
|
||||
variables for now.
|
||||
*/
|
||||
//#define tod(x) (x##_dw*TimeOfDay1.x+x##_sr*TimeOfDay1.y+x##_dy*TimeOfDay1.z\
|
||||
// +x##_ss*TimeOfDay1.w+x##_ds*TimeOfDay2.x+x##_nt*TimeOfDay2.y)
|
||||
#define tod(x) x
|
||||
/* weather macros */
|
||||
/* are we running on skyrim special edition or on fallout 4? */
|
||||
#define SKYRIMSE
|
||||
/* time of day and interior interpolation */
|
||||
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
|
||||
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
|
||||
#define tod_ind(a) lerp(lerp(a##_n,a##_d,ndfact),a##_i,EInteriorFactor)
|
||||
#define todx_ind(a) lerp(a##_dw*TimeOfDay1.x+a##_sr*TimeOfDay1.y+a##_dy\
|
||||
*TimeOfDay1.z+a##_ss*TimeOfDay1.w+a##_ds*TimeOfDay2.x+a##_nt\
|
||||
*TimeOfDay2.y,a##_i,EInteriorFactor)
|
||||
/* weather macros (not very useful yet) */
|
||||
#define WT_TEMPERATE 0.0
|
||||
#define WT_HOT 1.0
|
||||
#define WT_COLD 2.0
|
||||
#define weatherfactor(id) ((Weather.x==id)?(Weather.y==id)\
|
||||
?(1.0):(Weather.z):(Weather.y==id)\
|
||||
?(1.0-Weather.z):(0.0))
|
||||
#define weatherfactor(id) ((Weather.x==id)?(Weather.y==id)?(1.0):(Weather.z)\
|
||||
:(Weather.y==id)?(1.0-Weather.z):(0.0))
|
||||
/*
|
||||
Explanation of macro, because some of the people reading this likely don't
|
||||
know what a ternary conditional is:
|
||||
|
||||
(WeatherAndTime.x==id) -> transitioning to wanted weather?
|
||||
?(WeatherAndTime.y==id) -> coming from wanted weather?
|
||||
?(1.0) -> if so, always 1
|
||||
:(WeatherAndTime.z) -> if not, return transition
|
||||
:(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
|
||||
?(1.0-WeatherAndTime.z) -> return inverse transition
|
||||
:(0.0) -> otherwise return 0
|
||||
*/
|
||||
/* asset definitions */
|
||||
/* ascii art font */
|
||||
#define FONT_WIDTH 8
|
||||
|
|
@ -31,7 +43,7 @@
|
|||
uncommented : the textures are 1:1 and must be corrected
|
||||
commented : the textures are 16:9 or whatever ratio you use
|
||||
*/
|
||||
#define ASPECT_LENSDIRT
|
||||
//#define ASPECT_LENSDIRT
|
||||
/* texture sizes */
|
||||
#define NOISESIZE 256.0
|
||||
#define HEATSIZE 1024.0
|
||||
|
|
@ -42,9 +54,6 @@
|
|||
#define LUTMODE_64
|
||||
/* some textures can be provided as DDS rather than PNG to save space */
|
||||
//#define HEAT_DDS
|
||||
#define LENSDIRT_DDS
|
||||
//#define LENSDIRT_DDS
|
||||
//#define FROST_DDS
|
||||
//#define FROSTBUMP_DDS
|
||||
/* experimental features (TODO) */
|
||||
//#define USE_BOKEH
|
||||
//#define MULTIPASS_RMAO
|
||||
Binary file not shown.
BIN
enbseries/menblens.png
Normal file
BIN
enbseries/menblens.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.7 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 6.9 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 187 KiB After Width: | Height: | Size: 161 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 268 KiB |
|
|
@ -1,69 +0,0 @@
|
|||
sikkmod
|
||||
|
||||
00 adrenaline
|
||||
01 base
|
||||
02 c2_alienvesselgreenblue
|
||||
03 c2_alnvsl_streets
|
||||
04 c2_battery_park_ab1_pier
|
||||
05 c2_battery_park_ab2_park
|
||||
06 c2_battery_park_spear
|
||||
07 c2_battery_park_streets
|
||||
08 c2_black_control
|
||||
09 c2_centralpark
|
||||
10 c2_centralstation_streets
|
||||
11 c2_collided_buildings
|
||||
12 c2_collided_hotel
|
||||
13 c2_convoy
|
||||
14 c2_cxp_360
|
||||
15 c2_cxp_pc
|
||||
16 c2_desaturate
|
||||
17 c2_downtown2
|
||||
18 c2_downtown_streets
|
||||
19 c2_flash_blindness
|
||||
20 c2_hive_ab3_crater
|
||||
21 c2_liberty_test11
|
||||
22 c2_madisonsquare_rapids
|
||||
23 c2_pier_2
|
||||
24 c2_pier_3
|
||||
25 c2_pier_sunset
|
||||
26 c2_pier
|
||||
27 c2_pipeline
|
||||
28 c2_rooftops_inside
|
||||
29 c2_rooftops_outside
|
||||
30 c2_rooftops
|
||||
31 c2_roosevelt_park
|
||||
32 c2_spear_streets_spore2
|
||||
33 c2_spear_streets_spore
|
||||
34 c2_spear_streets
|
||||
35 c2_terminal_5
|
||||
36 c2_timesquare_blackout
|
||||
37 c2_timesquare_global
|
||||
38 cold
|
||||
39 dry
|
||||
40 neutral
|
||||
41 riddick2
|
||||
42 sepia
|
||||
43 udk_ce2
|
||||
44 udk_dawn02
|
||||
45 udk_day05
|
||||
46 udk_dm_deck01
|
||||
47 udk_dm_deck02
|
||||
48 udk_dm_deck03
|
||||
49 udk_necropolis01
|
||||
50 udk_night03
|
||||
51 udk_stormy
|
||||
52 warm
|
||||
|
||||
marienb
|
||||
|
||||
53 mk_dust_1
|
||||
54 mk_dust_2
|
||||
55 mk_red
|
||||
56 mk_blue
|
||||
57 mk_brown
|
||||
58 mk_flame
|
||||
59 mk_golden
|
||||
60 mk_dust_3
|
||||
61 mk_dust_4
|
||||
62 mk_desat_1
|
||||
63 mk_desat_2
|
||||
1225
enbseries/menbweatherinfo.txt
Normal file
1225
enbseries/menbweatherinfo.txt
Normal file
File diff suppressed because it is too large
Load diff
Reference in a new issue