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
|
|
@ -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()));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Reference in a new issue