diff --git a/enbseries/VERSION b/enbseries/VERSION index 3ec8c51..6af074d 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -2.5.0-1 "Begin Again" +2.5.1nv "Begin Again" diff --git a/enbseries/effect.txt.ini b/enbseries/effect.txt.ini index 0adf61e..b7c9e2a 100644 --- a/enbseries/effect.txt.ini +++ b/enbseries/effect.txt.ini @@ -3,34 +3,24 @@ TECHNIQUE=0 Enable Block GFX=false Emulated Resolution Width=0.5 Emulated Resolution Height=0.5 -Zoom Factor X=0.0 -Zoom Factor Y=0.0 Palette Type=4 CGA Palette=1 EGA Palette=0 +VGA Palette=0 Dithering Pattern=2 Contrast Modifier=1.0 Saturation Modifier=0.75 Dither Offset=-0.1 Dither Range=0.15 -Enable ASCII=false -ASCII Monochrome=true -ASCII Blend=0.0 Enable Chroma Key=false Chroma Key Red=0.0 Chroma Key Green=0.5 Chroma Key Blue=0.0 Chroma Key Depth=0.99 -Enable Dot Matrix=false -Dot Size=1 -Dot Blend=0.2 -Dot Intensity=2.5 -Dot Contrast=2.2 -Enable Curvature=false -Curve Chromatic Aberration=0.5 -Curve Zooming=50.29995 -Curve Distortion=0.0 -Curve Sampling Soften=0.0 +Chroma Key Depth Horizontal Tilt Center=0.5 +Chroma Key Depth Vertical Tilt Center=0.5 +Chroma Key Depth Horizontal Tilt=0.0 +Chroma Key Depth Vertical Tilt=0.0 Enable Blur=true Blur Sampling Range=0.18 Enable Sharp=true @@ -38,11 +28,6 @@ Sharp Sampling Range=0.67 Sharpening Amount=1.78 Enable Shift=true Shift Sampling Range=0.5 -VGA Palette=0 -Chroma Key Depth Horizontal Tilt Center=0.5 -Chroma Key Depth Vertical Tilt Center=0.5 -Chroma Key Depth Horizontal Tilt=0.0 -Chroma Key Depth Vertical Tilt=0.0 Enable Black Bars=false Box Horizontal Ratio=2.39 Box Vertical Ratio=1.0 diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini index 1d09c89..70e82f4 100644 --- a/enbseries/enbbloom.fx.ini +++ b/enbseries/enbbloom.fx.ini @@ -2,68 +2,54 @@ TECHNIQUE=0 Bloom Intensity Night=0.38 Bloom Intensity Day=0.48 -Bloom Intensity Interior Night=0.28 -Bloom Intensity Interior Day=0.28 +Bloom Intensity Interior=0.28 Bloom Contrast Night=1.01 Bloom Contrast Day=1.04 -Bloom Contrast Interior Night=1.03 -Bloom Contrast Interior Day=1.03 +Bloom Contrast Interior=1.03 Bloom Saturation Night=1.22 Bloom Saturation Day=1.29 -Bloom Saturation Interior Night=1.24 -Bloom Saturation Interior Day=1.24 +Bloom Saturation Interior=1.24 Bloom Offset Night=-0.14 Bloom Offset Day=-0.17 -Bloom Offset Interior Night=-0.11 -Bloom Offset Interior Day=-0.11 +Bloom Offset Interior=-0.11 Bloom Intensity Cap Night=25.0 Bloom Intensity Cap Day=25.0 -Bloom Intensity Cap Interior Night=25.0 -Bloom Intensity Cap Interior Day=25.0 -Bloom Blur Radius=1.0 +Bloom Intensity Cap Interior=25.0 +Bloom Blur Radius X=1.0 +Bloom Blur Radius Y=1.0 Blue Shift Night Red=0.7 Blue Shift Night Green=0.4 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=0.6 -Blue Shift Interior Night Green=0.3 -Blue Shift Interior Night Blue=1.0 -Blue Shift Interior Day Red=0.6 -Blue Shift Interior Day Green=0.3 -Blue Shift Interior Day Blue=1.0 +Blue Shift Interior Red=0.6 +Blue Shift Interior Green=0.3 +Blue Shift Interior Blue=1.0 Blue Shift Intensity Night=0.6 Blue Shift Intensity Day=0.75 -Blue Shift Intensity Interior Night=0.65 -Blue Shift Intensity Interior Day=0.65 +Blue Shift Intensity Interior=0.65 Blue Shift Luminance Factor Per-pass=0.41 Blue Shift Color Factor Per-pass=0.9 Enable Anamorphic Bloom=true Anamorphic Bloom Blend Night=0.65 Anamorphic Bloom Blend Day=0.49 -Anamorphic Bloom Blend Interior Night=0.38 -Anamorphic Bloom Blend Interior Day=0.38 +Anamorphic Bloom Blend Interior=0.38 Anamorphic Bloom Blue Shift Night Red=0.35 Anamorphic Bloom Blue Shift Night Green=0.08 Anamorphic Bloom Blue Shift Night Blue=1.0 Anamorphic Bloom Blue Shift Day Red=0.35 Anamorphic Bloom Blue Shift Day Green=0.57 Anamorphic Bloom Blue Shift Day Blue=1.0 -Anamorphic Bloom Blue Shift Interior Night Red=0.42 -Anamorphic Bloom Blue Shift Interior Night Green=0.21 -Anamorphic Bloom Blue Shift Interior Night Blue=1.0 -Anamorphic Bloom Blue Shift Interior Day Red=0.21 -Anamorphic Bloom Blue Shift Interior Day Green=0.42 -Anamorphic Bloom Blue Shift Interior Day Blue=1.0 +Anamorphic Bloom Blue Shift Interior Red=0.42 +Anamorphic Bloom Blue Shift Interior Green=0.21 +Anamorphic Bloom Blue Shift Interior Blue=1.0 Anamorphic Bloom Blue Shift Intensity Night=1.06 Anamorphic Bloom Blue Shift Intensity Day=1.01 -Anamorphic Bloom Blue Shift Interior Night=1.1 -Anamorphic Bloom Blue Shift Interior Day=1.05 +Anamorphic Bloom Blue Shift Intensity Interior=1.1 Anamorphic Bloom Contrast Night=1.28 Anamorphic Bloom Contrast Day=1.38 -Anamorphic Bloom Contrast Interior Night=1.42 -Anamorphic Bloom Contrast Interior Day=1.42 +Anamorphic Bloom Contrast Interior=1.42 Anamorphic Bloom Radius Multiplier=1.0 Bloom Pass 1 Blend=0.33 Bloom Pass 2 Blend=0.45 @@ -73,16 +59,3 @@ Bloom Pass 7 Blend=0.98 Bloom Pass 8 Blend=1.34 Bloom Prepass Blend=0.0 Bloom Base Blend=0.0 -Enable Lens Dirt=true -Dirt Pass 1 Blend=0.02 -Dirt Pass 2 Blend=0.04 -Dirt Pass 3 Blend=0.08 -Dirt Pass 4 Blend=0.11 -Dirt Pass 7 Blend=0.59 -Dirt Pass 8 Blend=3.01 -Dirt Prepass Blend=0.0 -Dirt Base Blend=0.0 -Dirt Contrast=1.0 -Dirt Factor=1.2 -Bloom Blur Radius X=1.0 -Bloom Blur Radius Y=1.0 diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 350528b..fee55a5 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -1,5 +1,20 @@ [ENBEFFECT.FX] TECHNIQUE=0 +Fixed Resolution Width=1920 +Fixed Resolution Height=1080 +Distortion Chromatic Aberration=27.469999 +Enable Screen Frost=true +Frost Contrast=1.22 +Frost Strength=0.15 +Frost Radial Contrast=1.93 +Frost Radial Intensity=1.32 +Frost Radial Offset=-1.22 +Frost Texture Blend=1.24 +Frost Texture Blend Contrast=4.36 +Frost Texture Size=0.85 +Frost Factor Night=1.27 +Frost Factor Day=-1.36 +Frost Factor Interior=0.0 Enable Grain=true Grain Speed=15.0 Grain Intensity=0.18 @@ -18,44 +33,42 @@ Grain Pass 2 Magnification 1=4.25 Grain Pass 2 Magnification 2=9.42 Grain Pass 2 Magnification 3=6.29 Grain Contrast=4.63 +Apply Grain Before Tone Mapping=true Enable Adaptation=true Adaptation Min Night=0.69 Adaptation Min Day=0.8 -Adaptation Min Interior Night=0.72 -Adaptation Min Interior Day=0.72 +Adaptation Min Interior=0.72 Adaptation Max Night=1.7 Adaptation Max Day=1.97 -Adaptation Max Interior Night=1.83 -Adaptation Max Interior Day=1.83 -Enable Tonemapping=true -Tonemap Shoulder Strength Night=0.97 -Tonemap Shoulder Strength Day=0.94 -Tonemap Shoulder Strength Interior Night=0.91 -Tonemap Shoulder Strength Interior Day=0.91 -Tonemap Linear Strength Night=1.11 -Tonemap Linear Strength Day=1.17 -Tonemap Linear Strength Interior Night=1.15 -Tonemap Linear Strength Interior Day=1.15 -Tonemap Linear Angle Night=0.74 -Tonemap Linear Angle Day=0.85 -Tonemap Linear Angle Interior Night=0.69 -Tonemap Linear Angle Interior Day=0.69 -Tonemap Toe Strength Night=0.85 -Tonemap Toe Strength Day=0.87 -Tonemap Toe Strength Interior Night=0.89 -Tonemap Toe Strength Interior Day=0.89 -Tonemap Toe Numerator Night=3.64 -Tonemap Toe Numerator Day=3.98 -Tonemap Toe Numerator Interior Night=3.85 -Tonemap Toe Numerator Interior Day=3.85 -Tonemap Toe Denominator Night=1.24 -Tonemap Toe Denominator Day=1.08 -Tonemap Toe Denominator Interior Night=1.27 -Tonemap Toe Denominator Interior Day=1.27 -Tonemap Linear White Night=6.61 -Tonemap Linear White Day=8.54 -Tonemap Linear White Interior Night=5.57 -Tonemap Linear White Interior Day=5.57 +Adaptation Max Interior=1.83 +Tonemapping Method=2 +Tonemap Exposure Night=6.45 +Tonemap Exposure Day=6.869999 +Tonemap Exposure Interior=6.72 +Tonemap Blend Night=1.0 +Tonemap Blend Day=1.0 +Tonemap Blend Interior=1.0 +Uncharted2 Shoulder Strength Night=0.22 +Uncharted2 Shoulder Strength Day=0.25 +Uncharted2 Shoulder Strength Interior=0.21 +Uncharted2 Linear Strength Night=1.37 +Uncharted2 Linear Strength Day=1.32 +Uncharted2 Linear Strength Interior=1.27 +Uncharted2 Linear Angle Night=0.47 +Uncharted2 Linear Angle Day=0.69 +Uncharted2 Linear Angle Interior=0.55 +Uncharted2 Toe Strength Night=1.37 +Uncharted2 Toe Strength Day=1.34 +Uncharted2 Toe Strength Interior=1.58 +Uncharted2 Toe Numerator Night=0.23 +Uncharted2 Toe Numerator Day=0.28 +Uncharted2 Toe Numerator Interior=0.27 +Uncharted2 Toe Denominator Night=1.44 +Uncharted2 Toe Denominator Day=1.66 +Uncharted2 Toe Denominator Interior=1.43 +Uncharted2 Linear White Night=15.61 +Uncharted2 Linear White Day=38.73 +Uncharted2 Linear White Interior=27.370001 Enable RGB Grading=true Grading Intensity Night Red=1.01 Grading Intensity Night Green=1.05 @@ -63,24 +76,18 @@ Grading Intensity Night Blue=1.04 Grading Intensity Day Red=1.03 Grading Intensity Day Green=1.0 Grading Intensity Day Blue=1.02 -Grading Intensity Interior Night Red=1.0 -Grading Intensity Interior Night Green=1.05 -Grading Intensity Interior Night Blue=1.01 -Grading Intensity Interior Day Red=1.0 -Grading Intensity Interior Day Green=1.05 -Grading Intensity Interior Day Blue=1.01 +Grading Intensity Interior Red=1.0 +Grading Intensity Interior Green=1.05 +Grading Intensity Interior Blue=1.01 Grading Contrast Night Red=0.97 Grading Contrast Night Green=0.94 Grading Contrast Night Blue=0.94 Grading Contrast Day Red=0.96 Grading Contrast Day Green=0.99 Grading Contrast Day Blue=0.99 -Grading Contrast Interior Night Red=0.97 -Grading Contrast Interior Night Green=0.99 -Grading Contrast Interior Night Blue=0.95 -Grading Contrast Interior Day Red=0.97 -Grading Contrast Interior Day Green=0.99 -Grading Contrast Interior Day Blue=0.95 +Grading Contrast Interior Red=0.97 +Grading Contrast Interior Green=0.99 +Grading Contrast Interior Blue=0.95 Enable Vibrance Grading=true Grading Color Night Red=-0.61 Grading Color Night Green=-0.88 @@ -88,121 +95,40 @@ Grading Color Night Blue=-0.86 Grading Color Day Red=-0.59 Grading Color Day Green=-0.15 Grading Color Day Blue=-0.43 -Grading Color Interior Night Red=-0.21 -Grading Color Interior Night Green=-0.05 -Grading Color Interior Night Blue=-0.79 -Grading Color Interior Day Red=-0.25 -Grading Color Interior Day Green=-0.05 -Grading Color Interior Day Blue=-0.79 +Grading Color Interior Red=-0.21 +Grading Color Interior Green=-0.05 +Grading Color Interior Blue=-0.79 Grading Color Factor Night=-0.11 Grading Color Factor Day=-0.12 -Grading Color Factor Interior Night=-0.1 -Grading Color Factor Interior Day=-0.1 +Grading Color Factor Interior=-0.1 Enable HSV Grading=true Grading Saturation Intensity Night=1.11 Grading Saturation Intensity Day=1.09 -Grading Saturation Intensity Interior Night=1.12 -Grading Saturation Intensity Interior Day=1.12 +Grading Saturation Intensity Interior=1.12 Grading Saturation Contrast Night=1.41 Grading Saturation Contrast Day=1.34 -Grading Saturation Contrast Interior Night=1.25 -Grading Saturation Contrast Interior Day=1.25 +Grading Saturation Contrast Interior=1.25 Grading Value Intensity Night=0.84 Grading Value Intensity Day=0.82 -Grading Value Intensity Interior Night=0.86 -Grading Value Intensity Interior Day=0.86 +Grading Value Intensity Interior=0.86 Grading Value Contrast Night=1.18 Grading Value Contrast Day=1.25 -Grading Value Contrast Interior Night=1.09 -Grading Value Contrast Interior Day=1.09 +Grading Value Contrast Interior=1.09 Colorize After HSV=true Enable Vanilla Imagespace=true Vanilla Tint Blend=0.98 Vanilla Vibrance Blend=0.96 Vanilla Contrast Blend=0.84 -Enable LUT Grading=true -LUT Blend Night=0.43 -LUT Blend Day=0.32 -LUT Blend Interior Night=0.37 -LUT Blend Interior Day=0.37 -Enable ENB Palette=false -Palette Blend=1.0 -Enable Post Dither=true -Dither Pattern=2 -Display Bloom=false -Apply Grain Before Tone Mapping=true -Tonemapping Method=2 -Tonemap Exposure Night=6.45 -Tonemap Exposure Day=6.869999 -Tonemap Exposure Interior Night=6.72 -Tonemap Exposure Interior Day=6.72 -Tonemap Blend Night=1.0 -Tonemap Blend Day=1.0 -Tonemap Blend Interior Night=1.0 -Tonemap Blend Interior Day=1.0 -Uncharted2 Shoulder Strength Night=0.22 -Uncharted2 Shoulder Strength Day=0.25 -Uncharted2 Shoulder Strength Interior Night=0.21 -Uncharted2 Shoulder Strength Interior Day=0.21 -Uncharted2 Linear Strength Night=1.37 -Uncharted2 Linear Strength Day=1.32 -Uncharted2 Linear Strength Interior Night=1.27 -Uncharted2 Linear Strength Interior Day=1.27 -Uncharted2 Linear Angle Night=0.47 -Uncharted2 Linear Angle Day=0.69 -Uncharted2 Linear Angle Interior Night=0.55 -Uncharted2 Linear Angle Interior Day=0.55 -Uncharted2 Toe Strength Night=1.37 -Uncharted2 Toe Strength Day=1.34 -Uncharted2 Toe Strength Interior Night=1.58 -Uncharted2 Toe Strength Interior Day=1.58 -Uncharted2 Toe Numerator Night=0.23 -Uncharted2 Toe Numerator Day=0.28 -Uncharted2 Toe Numerator Interior Night=0.27 -Uncharted2 Toe Numerator Interior Day=0.27 -Uncharted2 Toe Denominator Night=1.44 -Uncharted2 Toe Denominator Day=1.66 -Uncharted2 Toe Denominator Interior Night=1.43 -Uncharted2 Toe Denominator Interior Day=1.43 -Uncharted2 Linear White Night=15.61 -Uncharted2 Linear White Day=38.73 -Uncharted2 Linear White Interior Night=27.370001 -Uncharted2 Linear White Interior Day=27.370001 -SweetFX Gamma Night=1.0 -SweetFX Gamma Day=1.0 -SweetFX Gamma Interior Night=1.0 -SweetFX Gamma Interior Day=1.0 -SweetFX Exposure Night=0.0 -SweetFX Exposure Day=0.0 -SweetFX Exposure Interior Night=0.0 -SweetFX Exposure Interior Day=0.0 -SweetFX Saturation Night=0.0 -SweetFX Saturation Day=0.0 -SweetFX Saturation Interior Night=0.0 -SweetFX Saturation Interior Day=0.0 -SweetFX Bleach Night=0.0 -SweetFX Bleach Day=0.0 -SweetFX Bleach Interior Night=0.0 -SweetFX Bleach Interior Day=0.0 -SweetFX Defog Night=0.0 -SweetFX Defog Day=0.0 -SweetFX Defog Interior Night=0.0 -SweetFX Defog Interior Day=0.0 -SweetFX Defog Color Red Night=0.0 -SweetFX Defog Color Green Night=0.0 -SweetFX Defog Color Blue Night=1.0 -SweetFX Defog Color Red Day=0.0 -SweetFX Defog Color Green Day=0.0 -SweetFX Defog Color Blue Day=1.0 -SweetFX Defog Color Red Interior Night=0.0 -SweetFX Defog Color Green Interior Night=0.0 -SweetFX Defog Color Blue Interior Night=1.0 -SweetFX Defog Color Red Interior Day=0.0 -SweetFX Defog Color Green Interior Day=0.0 -SweetFX Defog Color Blue Interior Day=1.0 Vanilla Tint Contrast=1.31 Vanilla Tint Strength=1.0 Vanilla Vibrance Contrast=1.14 Vanilla Vibrance Strength=1.0 +Enable LUT Grading=true +LUT Blend Night=0.43 +LUT Blend Day=0.32 +LUT Blend Interior=1.0 Enable Technicolor=true Technicolor Blend=0.5 +Enable Post Dither=true +Dither Pattern=2 +Display Bloom=false diff --git a/enbseries/enbeffectprepass.fx.ini b/enbseries/enbeffectprepass.fx.ini index f54be80..a84fc93 100644 --- a/enbseries/enbeffectprepass.fx.ini +++ b/enbseries/enbeffectprepass.fx.ini @@ -6,18 +6,6 @@ Depth Cutoff=999998.0 Near Z=0.05 Far Z=3098.0 Distortion Chromatic Aberration=27.469999 -Enable Underwater=true -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 -Underwater Zoom=0.15 -Always Underwater=false Enable Hot Air Refraction=true Heat Texture Size=8.16 Heat Speed=0.36 @@ -26,97 +14,87 @@ Heat Fade Intensity=0.72 Heat Fade Offset=-0.61 Heat Intensity=1.04 Heat Contrast=1.18 -Heat Time-of-day Contrast=0.65 -Heat Always Enable=false -Enable Screen Frost=true -Frost Contrast=1.22 -Frost Strength=0.15 -Frost Radial Contrast=1.93 -Frost Radial Intensity=1.32 -Frost Radial Offset=-1.22 -Frost Texture Blend=1.24 -Frost Texture Blend Contrast=4.36 -Frost Texture Size=0.85 -Frost Indoor Factor=0.0 -Frost Night Factor=0.5 -Frost Always Enable=false -Enable Focus Triangle=true +Heat Factor Night=-0.88 +Heat Factor Day=1.1 +Heat Factor Interior=1.0 +Focus Mode=1 Display Focus Points=false -Enable Manual Focus=false Manual Focus Depth=1.0 Focus Point Center X=50.0 Focus Point Center Y=50.0 Focus Triangle Angle=0.5 Focus Triangle Radius Night=6.0 Focus Triangle Radius Day=10.0 -Focus Triangle Radius Interior Night=4.0 -Focus Triangle Radius Interior Day=4.0 +Focus Triangle Radius Interior=4.0 Focus Triangle Blending Night=0.4 Focus Triangle Blending Day=0.3 -Focus Triangle Blending Interior Night=0.5 -Focus Triangle Blending Interior Day=0.5 +Focus Triangle Blending Interior=0.5 Focus Maximum Depth Night=990.349976 Focus Maximum Depth Day=994.340027 -Focus Maximum Depth Interior Night=984.919983 -Focus Maximum Depth Interior Day=984.919983 +Focus Maximum Depth Interior=984.919983 DOF Intensity Night=281.829987 DOF Intensity Day=249.020004 -DOF Intensity Interior Night=296.119995 -DOF Intensity Interior Day=296.119995 +DOF Intensity Interior=296.119995 DOF Contrast Night=2.42 DOF Contrast Day=2.6 -DOF Contrast Interior Night=2.32 -DOF Contrast Interior Day=2.32 +DOF Contrast Interior=2.32 DOF Shift Night=0.0 DOF Shift Day=0.0 -DOF Shift Interior Night=0.0 -DOF Shift Interior 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 Night=1.0 -DOF Fixed Focus Intensity Interior 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 Night=1.0 -DOF Fixed Focus Contrast Interior 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 Night=0.0 -DOF Fixed Focus Shift Interior Day=0.0 +DOF Fixed Focus Shift Interior=0.0 DOF Fixed Focus Blend Night=0.0 DOF Fixed Focus Blend Day=0.0 -DOF Fixed Focus Blend Interior Night=0.0 -DOF Fixed Focus Blend Interior Day=0.0 +DOF Fixed Focus Blend Interior=0.0 +DOF Fixed Focus Depth=0.0 +DOF Fixed Focus Cap=0.0 DOF Fixed Unfocus Intensity Night=1.19 DOF Fixed Unfocus Intensity Day=1.36 -DOF Fixed Unfocus Intensity Interior Night=1.24 -DOF Fixed Unfocus Intensity Interior Day=1.24 +DOF Fixed Unfocus Intensity Interior=1.24 DOF Fixed Unfocus Contrast Night=229.100006 DOF Fixed Unfocus Contrast Day=324.540009 -DOF Fixed Unfocus Contrast Interior Night=188.509995 -DOF Fixed Unfocus Contrast Interior Day=188.509995 +DOF Fixed Unfocus Contrast Interior=188.509995 DOF Fixed Unfocus Shift Night=-0.85 DOF Fixed Unfocus Shift Day=-0.96 -DOF Fixed Unfocus Shift Interior Night=-1.04 -DOF Fixed Unfocus Shift Interior Day=-1.04 +DOF Fixed Unfocus Shift Interior=-1.04 DOF Fixed Unfocus Blend Night=1.0 DOF Fixed Unfocus Blend Day=1.0 -DOF Fixed Unfocus Blend Interior Night=1.0 -DOF Fixed Unfocus Blend Interior Day=1.0 +DOF Fixed Unfocus Blend Interior=1.0 +DOF Fixed Unfocus Depth=0.0 DOF Fixed Use Cutoff=false Disable DOF=false +Use Only Fixed DOF=false DOF Gather Blur Radius=8.0 +Enable DOF Post-Blur=true +DOF Post-Blur Radius=1.0 +DOF Blur Chromatic Aberration=2.37 +Enable DOF Highlights=true +DOF Highlight Threshold=0.45 +DOF Highlight Gain=2.39 +DOF Bokeh Blur Radius=1.91 +DOF Bokeh Edge Bias=0.74 +DOF Bokeh Fuzz=0.1 +Focus Plane Horizontal Tilt Center=0.5 +Focus Plane Vertical Tilt Center=0.5 +Focus Plane Horizontal Tilt=0.0 +Focus Plane Vertical Tilt=0.0 +DOF Minimum Blur=0.01 Debug Depth=false Debug Focus=false Enable Edgevision=false Edgevision Fade Contrast Night=2.0 Edgevision Fade Contrast Day=2.0 -Edgevision Fade Contrast Interior Night=2.0 -Edgevision Fade Contrast Interior Day=2.0 +Edgevision Fade Contrast Interior=2.0 Edgevision Fade Intensity Night=500.0 Edgevision Fade Intensity Day=500.0 -Edgevision Fade Intensity Interior Night=500.0 -Edgevision Fade Intensity Interior Day=500.0 +Edgevision Fade Intensity Interior=500.0 Edgevision Contrast=0.25 Edgevision Intensity=4.0 Edgevision Radius=1.0 @@ -125,12 +103,10 @@ SSAO Radius=0.05 SSAO Noise=0 SSAO Fade Contrast Night=0.48 SSAO Fade Contrast Day=0.45 -SSAO Fade Contrast Interior Night=0.43 -SSAO Fade Contrast Interior Day=0.43 +SSAO Fade Contrast Interior=0.43 SSAO Fade Intensity Night=1.343 SSAO Fade Intensity Day=1.53 -SSAO Fade Intensity Interior Night=1.41 -SSAO Fade Intensity Interior Day=1.41 +SSAO Fade Intensity Interior=1.41 SSAO Intensity=1.25 SSAO Contrast=0.65 SSAO Blending=0.8 @@ -140,75 +116,23 @@ 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 Sharpen Enable=true Sharpen Radius=0.8 Sharpen Clamp=0.1 Sharpen Blending=8.0 -DOF Bilateral Factor=20.0 -DOF Blur Radius=8.0 -DOF Minimum Blur=0.01 -Focus Mode=1 -Enable DOF Fog=false -DOF Fog Intensity Night=2.0 -DOF Fog Intensity Day=2.0 -DOF Fog Intensity Interior Night=2.0 -DOF Fog Intensity Interior Day=2.0 -DOF Fog Contrast Night=1000.0 -DOF Fog Contrast Day=1000.0 -DOF Fog Contrast Interior Night=1000.0 -DOF Fog Contrast Interior Day=1000.0 -DOF Fog Shift Night=0.0 -DOF Fog Shift Day=0.0 -DOF Fog Shift Interior Night=0.0 -DOF Fog Shift Interior Day=0.0 -DOF Fog Blend Night=0.0 -DOF Fog Blend Day=0.0 -DOF Fog Blend Interior Night=0.0 -DOF Fog Blend Interior Day=0.0 -Use Only Fixed DOF=false -DOF Blur Chromatic Aberration=2.37 -Focus Plane Horizontal Tilt Center=0.5 -Focus Plane Vertical Tilt Center=0.5 -Focus Plane Horizontal Tilt=0.0 -Focus Plane Vertical Tilt=0.0 -Heat Factor Night=-0.88 -Heat Factor Day=1.1 -Heat Factor Interior Night=0.0 -Heat Factor Interior Day=0.0 -Frost Factor Night=1.27 -Frost Factor Day=-1.36 -Frost Factor Interior Night=0.0 -Frost Factor Interior Day=0.0 -DOF Fixed Focus Depth=0.0 -DOF Fixed Focus Cap=0.0 -DOF Fixed Unfocus Depth=0.0 -Enable DOF Post-Blur=true -DOF Post-Blur Radius=1.0 -Enable DOF Highlights=true -DOF Highlight Threshold=0.45 -DOF Highlight Gain=2.39 -DOF Bokeh Blur Radius=1.91 -DOF Bokeh Edge Bias=0.74 -DOF Bokeh Fuzz=0.1 Depth Grading Center Depth=0.0 Depth Grading Contrast Night=230.529999 Depth Grading Contrast Day=263.980011 -Depth Grading Contrast Interior Night=244.149994 -Depth Grading Contrast Interior Day=244.149994 +Depth Grading Contrast Interior=244.149994 Depth Grading Intensity Night=1.47 Depth Grading Intensity Day=1.35 -Depth Grading Intensity Interior Night=1.64 -Depth Grading Intensity Interior Day=1.64 +Depth Grading Intensity Interior=1.64 Depth Grading Shift Night=-0.66 Depth Grading Shift Day=-0.82 -Depth Grading Shift Interior Night=-0.47 -Depth Grading Shift Interior Day=-0.47 +Depth Grading Shift Interior=-0.47 Depth Grading Blend Night=1.0 Depth Grading Blend Day=1.0 -Depth Grading Blend Interior Night=1.0 -Depth Grading Blend Interior Day=1.0 +Depth Grading Blend Interior=1.0 Enable RGB Grading=true Grading Intensity Night Red=0.94 Grading Intensity Night Green=0.97 @@ -216,24 +140,18 @@ Grading Intensity Night Blue=1.02 Grading Intensity Day Red=1.07 Grading Intensity Day Green=0.98 Grading Intensity Day Blue=0.89 -Grading Intensity Interior Night Red=1.02 -Grading Intensity Interior Night Green=0.99 -Grading Intensity Interior Night Blue=0.95 -Grading Intensity Interior Day Red=1.02 -Grading Intensity Interior Day Green=0.99 -Grading Intensity Interior Day Blue=0.95 +Grading Intensity Interior Red=1.02 +Grading Intensity Interior Green=0.99 +Grading Intensity Interior Blue=0.95 Grading Contrast Night Red=1.06 Grading Contrast Night Green=0.99 Grading Contrast Night Blue=0.93 Grading Contrast Day Red=0.87 Grading Contrast Day Green=0.95 Grading Contrast Day Blue=1.02 -Grading Contrast Interior Night Red=1.01 -Grading Contrast Interior Night Green=0.92 -Grading Contrast Interior Night Blue=0.89 -Grading Contrast Interior Day Red=1.01 -Grading Contrast Interior Day Green=0.92 -Grading Contrast Interior Day Blue=0.89 +Grading Contrast Interior Red=1.01 +Grading Contrast Interior Green=0.92 +Grading Contrast Interior Blue=0.89 Enable Vibrance Grading=true Grading Color Night Red=-0.54 Grading Color Night Green=-0.21 @@ -241,31 +159,23 @@ Grading Color Night Blue=-0.92 Grading Color Day Red=-0.57 Grading Color Day Green=-0.36 Grading Color Day Blue=-0.79 -Grading Color Interior Night Red=-0.86 -Grading Color Interior Night Green=-0.32 -Grading Color Interior Night Blue=-0.42 -Grading Color Interior Day Red=-0.86 -Grading Color Interior Day Green=-0.32 -Grading Color Interior Day Blue=-0.42 +Grading Color Interior Red=-0.86 +Grading Color Interior Green=-0.32 +Grading Color Interior Blue=-0.42 Grading Color Factor Night=-0.18 Grading Color Factor Day=-0.25 -Grading Color Factor Interior Night=-0.11 -Grading Color Factor Interior Day=-0.11 +Grading Color Factor Interior=-0.11 Enable HSV Grading=true Grading Saturation Intensity Night=1.09 Grading Saturation Intensity Day=1.05 -Grading Saturation Intensity Interior Night=1.11 -Grading Saturation Intensity Interior Day=1.11 +Grading Saturation Intensity Interior=1.11 Grading Saturation Contrast Night=1.36 Grading Saturation Contrast Day=1.27 -Grading Saturation Contrast Interior Night=1.17 -Grading Saturation Contrast Interior Day=1.17 +Grading Saturation Contrast Interior=1.17 Grading Value Intensity Night=0.44 Grading Value Intensity Day=0.65 -Grading Value Intensity Interior Night=0.32 -Grading Value Intensity Interior Day=0.32 +Grading Value Intensity Interior=0.32 Grading Value Contrast Night=0.75 Grading Value Contrast Day=0.65 -Grading Value Contrast Interior Night=0.79 -Grading Value Contrast Interior Day=0.79 +Grading Value Contrast Interior=0.79 Colorize After HSV=true diff --git a/enbseries/menbbloomfilters.fx b/enbseries/menbbloomfilters.fx index 723219e..84b9a9c 100644 --- a/enbseries/menbbloomfilters.fx +++ b/enbseries/menbbloomfilters.fx @@ -91,8 +91,7 @@ float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR /* blue shift */ float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b); float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b); - float3 blu_in = float3(blu_in_r,blu_in_g,blu_in_b); - float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b); + float3 blu_i = float3(blu_i_r,blu_i_g,blu_i_b); float3 blu = tod_ind(blu); float bsi = tod_ind(bsi); float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*bsi; @@ -137,8 +136,7 @@ float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR /* blue shift */ float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b); float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b); - float3 flu_in = float3(flu_in_r,flu_in_g,flu_in_b); - float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b); + float3 flu_i = float3(flu_i_r,flu_i_g,flu_i_b); float3 flu = tod_ind(flu); float fsi = tod_ind(fsi); float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*fsi; diff --git a/enbseries/menbbloomsettings.fx b/enbseries/menbbloomsettings.fx index cadad2a..bd0ea8e 100644 --- a/enbseries/menbbloomsettings.fx +++ b/enbseries/menbbloomsettings.fx @@ -18,15 +18,9 @@ float bloomintensity_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float bloomintensity_in +float bloomintensity_i < - string UIName = "Bloom Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float bloomintensity_id -< - string UIName = "Bloom Intensity Interior Day"; + string UIName = "Bloom Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -43,15 +37,9 @@ float bloompower_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float bloompower_in +float bloompower_i < - string UIName = "Bloom Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float bloompower_id -< - string UIName = "Bloom Contrast Interior Day"; + string UIName = "Bloom Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -66,14 +54,9 @@ float bloomsaturation_d string UIName = "Bloom Saturation Day"; string UIWidget = "Spinner"; > = {0.75}; -float bloomsaturation_in +float bloomsaturation_i < - string UIName = "Bloom Saturation Interior Night"; - string UIWidget = "Spinner"; -> = {0.75}; -float bloomsaturation_id -< - string UIName = "Bloom Saturation Interior Day"; + string UIName = "Bloom Saturation Interior"; string UIWidget = "Spinner"; > = {0.75}; /* bloom offset (negative values keep dark areas from muddying up) */ @@ -87,14 +70,9 @@ float bloombump_d string UIName = "Bloom Offset Day"; string UIWidget = "Spinner"; > = {-0.5}; -float bloombump_in +float bloombump_i < - string UIName = "Bloom Offset Interior Night"; - string UIWidget = "Spinner"; -> = {-0.5}; -float bloombump_id -< - string UIName = "Bloom Offset Interior Day"; + string UIName = "Bloom Offset Interior"; string UIWidget = "Spinner"; > = {-0.5}; /* bloom cap (maximum brightness samples can have) */ @@ -108,14 +86,9 @@ float bloomcap_d string UIName = "Bloom Intensity Cap Day"; string UIWidget = "Spinner"; > = {20.0}; -float bloomcap_in +float bloomcap_i < - string UIName = "Bloom Intensity Cap Interior Night"; - string UIWidget = "Spinner"; -> = {20.0}; -float bloomcap_id -< - string UIName = "Bloom Intensity Cap Interior Day"; + string UIName = "Bloom Intensity Cap Interior"; string UIWidget = "Spinner"; > = {20.0}; string str_bloomper = "Bloom Per-pass"; @@ -163,34 +136,19 @@ float blu_d_b string UIName = "Blue Shift Day Blue"; string UIWidget = "Spinner"; > = {1.0}; -float blu_in_r +float blu_i_r < - string UIName = "Blue Shift Interior Night Red"; + string UIName = "Blue Shift Interior Red"; string UIWidget = "Spinner"; > = {0.2}; -float blu_in_g +float blu_i_g < - string UIName = "Blue Shift Interior Night Green"; + string UIName = "Blue Shift Interior Green"; string UIWidget = "Spinner"; > = {0.6}; -float blu_in_b +float blu_i_b < - string UIName = "Blue Shift Interior Night Blue"; - string UIWidget = "Spinner"; -> = {1.0}; -float blu_id_r -< - string UIName = "Blue Shift Interior Day Red"; - string UIWidget = "Spinner"; -> = {0.2}; -float blu_id_g -< - string UIName = "Blue Shift Interior Day Green"; - string UIWidget = "Spinner"; -> = {0.6}; -float blu_id_b -< - string UIName = "Blue Shift Interior Day Blue"; + string UIName = "Blue Shift Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; float bsi_n @@ -205,15 +163,9 @@ float bsi_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; -float bsi_in +float bsi_i < - string UIName = "Blue Shift Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.5}; -float bsi_id -< - string UIName = "Blue Shift Intensity Interior Day"; + string UIName = "Blue Shift Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; @@ -248,15 +200,9 @@ float fbl_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.75}; -float fbl_in +float fbl_i < - string UIName = "Anamorphic Bloom Blend Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.75}; -float fbl_id -< - string UIName = "Anamorphic Bloom Blend Interior Day"; + string UIName = "Anamorphic Bloom Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.75}; @@ -290,34 +236,19 @@ float flu_d_b string UIName = "Anamorphic Bloom Blue Shift Day Blue"; string UIWidget = "Spinner"; > = {1.0}; -float flu_in_r +float flu_i_r < - string UIName = "Anamorphic Bloom Blue Shift Interior Night Red"; + string UIName = "Anamorphic Bloom Blue Shift Interior Red"; string UIWidget = "Spinner"; > = {0.5}; -float flu_in_g +float flu_i_g < - string UIName = "Anamorphic Bloom Blue Shift Interior Night Green"; + string UIName = "Anamorphic Bloom Blue Shift Interior Green"; string UIWidget = "Spinner"; > = {0.1}; -float flu_in_b +float flu_i_b < - string UIName = "Anamorphic Bloom Blue Shift Interior Night Blue"; - string UIWidget = "Spinner"; -> = {1.0}; -float flu_id_r -< - string UIName = "Anamorphic Bloom Blue Shift Interior Day Red"; - string UIWidget = "Spinner"; -> = {0.5}; -float flu_id_g -< - string UIName = "Anamorphic Bloom Blue Shift Interior Day Green"; - string UIWidget = "Spinner"; -> = {0.1}; -float flu_id_b -< - string UIName = "Anamorphic Bloom Blue Shift Interior Day Blue"; + string UIName = "Anamorphic Bloom Blue Shift Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; float fsi_n @@ -332,15 +263,9 @@ float fsi_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float fsi_in +float fsi_i < - string UIName = "Anamorphic Bloom Blue Shift Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float fsi_id -< - string UIName = "Anamorphic Bloom Blue Shift Interior Day"; + string UIName = "Anamorphic Bloom Blue Shift Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -356,15 +281,9 @@ float fpw_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float fpw_in +float fpw_i < - string UIName = "Anamorphic Bloom Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float fpw_id -< - string UIName = "Anamorphic Bloom Contrast Interior Day"; + string UIName = "Anamorphic Bloom Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; diff --git a/enbseries/menbeffectfilters.fx b/enbseries/menbeffectfilters.fx index 0633707..e62c9fa 100644 --- a/enbseries/menbeffectfilters.fx +++ b/enbseries/menbeffectfilters.fx @@ -11,7 +11,6 @@ VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN ) OUT.txcoord0.xy = IN.txcoord0.xy; return OUT; } -#ifdef FALLOUT float4 _c1 : register(c1); float4 _c2 : register(c2); float4 _c19 : register(c19); @@ -37,33 +36,6 @@ float4 _c22 : register(c22); z -> tint blue z -> fade blue w -> tint value w -> fade value */ -#else -float4 _c1 : register(c1); -float4 _c2 : register(c2); -float4 _c3 : register(c3); -float4 _c4 : register(c4); -float4 _c5 : register(c5); -#define _r1 _c1 -#define _r2 _c2 -#define _r3 _c3 -#define _r4 _c4 -#define _r5 _c5 -/* - SKYRIM REGISTERS - - r1 (c1): r2 (c2): r3 (c3): - x -> adapt max x -> bloom bump (?) x -> vibrance - y -> adapt min y -> bloom mult (?) y -> unused - z -> unused z -> unused z -> multiplier 1 - w -> unused w -> unused w -> multiplier 2 - - r4 (c4): r5 (c5): - x -> tint red x -> fade red - y -> tint green y -> fade green - z -> tint blue z -> fade blue - w -> tint value w -> fade value -*/ -#endif /* helper functions */ /* photometric */ #define luminance(x) dot(x,float3(0.2126,0.7152,0.0722)) @@ -151,32 +123,6 @@ float3 TonemapHejlDawson( float3 res ) float3 x = max(0.0,res-0.004); return (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06); } -/* The standard tonemap from sweetfx */ -float3 TonemapSFX( float3 res ) -{ - float Gamma = tod_ind(sfxgamma); - float Exposure = tod_ind(sfxexposure); - float Saturation = tod_ind(sfxsaturation); - float Bleach = tod_ind(sfxbleach); - float Defog = tod_ind(sfxdefog); - float3 FogColor = float3(tod_ind(sfxfogcolor_r),tod_ind(sfxfogcolor_g), - tod_ind(sfxfogcolor_b)); - float3 tcol = res; - tcol = saturate(tcol-Defog*FogColor*2.55); - tcol *= pow(2.0,Exposure); - tcol = pow(tcol,Gamma); - float lum = luminance(tcol); - float L = saturate(1.0*(lum-0.45)); - float3 A2 = Bleach*tcol; - float3 res1 = 2.0*tcol*lum; - float3 res2 = 1.0-2.0*(1.0-lum)*(1.0-tcol); - float3 newc = lerp(res1,res2,L); - float3 mixrgb = A2*newc; - tcol += (1.0-A2)*mixrgb; - float3 gray = dot(tcol,1.0/3.0); - float3 diff = tcol-gray; - return (tcol+diff*Saturation)/(1+(diff*Saturation)); -} float3 Tonemap( float3 res ) { float3 tcol = pow(max(res,0.0),1.0/2.2); @@ -184,8 +130,7 @@ float3 Tonemap( float3 res ) res *= tod_ind(tmapexposure); float tblend = tod_ind(tmapblend); float3 mapped; - if ( tmapenable == 5 ) mapped = TonemapSFX(res); - else if ( tmapenable == 4 ) mapped = TonemapHaarmPeterDuiker(res); + if ( tmapenable == 4 ) mapped = TonemapHaarmPeterDuiker(res); else if ( tmapenable == 3 ) mapped = TonemapHejlDawson(res); else if ( tmapenable == 2 ) mapped = TonemapUC2(res); else if ( tmapenable == 1 ) mapped = TonemapReinhard(res); @@ -230,11 +175,6 @@ float3 GradingHSV( float3 res ) /* game grading filters */ float3 GradingGame( float3 res ) { - /* - Skyrim method depends explicitly on vanilla eye adaptation which is - ass as I still CANNOT EVEN UNDERSTAND how the hell it's calculated - just from a mess of disassembled code. - */ float3 tgray = luminance(res); /* saturation */ float satv = (_r3.x<0.0)?(-pow(abs(_r3.x),vsatpow)*vsatmul) @@ -247,146 +187,11 @@ float3 GradingGame( float3 res ) tcol = tintv*(tgray*_r4.rgb-tcol)+tcol; tcol = lerp(res,tcol,vtintblend); /* contrast(?) stuff */ -#ifdef FALLOUT float oft = _r3.y; -#else - /* TODO figure the offset thingy for Skyrim someday */ - float oft = 0.0; -#endif tcol = max(0,(tcol*_r3.w-oft)*_r3.z+oft); tcol = lerp(res,tcol,vconblend); return tcol; } -/* - vanilla imagespace rough interpretation, just in case you don't believe - me when I say I cannot understand - - c6 -> 0 0 0 0 - c7 -> 0.2125 0.7154 0.0721 1 - c6 is used in a cmp instruction - c7 xyz is in a dot product, so we can assume it's a - luminance calculation - c7 w is used in some mad instructions as the "add" - component, I wonder why - s0 is diffuse - s1 is bloom - s2 is adaptation - - code - - rcp r0.x,c2.y - r0.x now contains 1.0/c2.y (this is one of the bloom params) - texld r1, v0, s2 - r1 contains the adaptation texture now - mul r0.yz, r1.xxyw, c1.y - r0.yz for some reason contains adaptation's xxyw (wat) - multiplied by adapt min - rcp r0.w, r0.y - r0.w is now 1.0/r0.y (again, I don't know what's going on) - mul r0.z, r0.w, r0.z - r0.z *= r0.w, really don't know where this is going since - I SERIOUSLY have no idea what all the adaptation texture - channels do - - this is where adaptation ends and bloom stuff starts - - results: - r0.x is 1.0/c2.y - r0.y is ... I don't even know anymore, what the heck - r0.z is ... I'm at a loss here too - r0.w is 1.0/r0.y and I don't even know what r0.y is anyway - r1 still contains the adaptation texture - - texld r1, v0, s1 - oh, here the bloom texture is loaded to r1 - mul r1.xyz,r1,c1.y - multiplies bloom rgb by adaptation min - dp3 r0.w, c7, r1 - r0.w contains the luminance of bloom - mul r1.w, r0.w, r0.z - multiplies the luminance by whatever was calculated from - all the adaptation stuff - mad r0.z, r0.z, r0.w, c7.w - r0.z now contains r0.z multiplied by the original luminance - plus one - rcp r0.z, r0.z - r0.z is now 1.0/r0.z - mad r0.x, r1.w, r0.x, c7.w - r0.x is now r1.w * r0.x + 1 - r0.x previously contained 1.0/c2.y, so this would be - r1.w*(1.0/c2.y)+1 (no idea) - mul r0.x,r0.x,r1.w - r0.x changes again by multiplying it by r1.w (luminance?) - mul r0.x,r0.z,r0.x - here it gets multiplied by r0.z, which I HAVE NO IDEA what - it is - cmp r0.x,-r0.w,c6.x,r0.x - r0.x contains c6.x if -r0.w >= 0, otherwise it's unchanged - I'm only getting more confused at this point - rcp r0.z,r0.w - great, now we get the inverse of luminance to r0.z - mul r0.z,r0.z,r0.x - r0.z is multiplied by r0.x - add_sat r0.x,-r0.x,c2.x - r0.x now contains c2.x-r0.x, all of this is saturated - I seriously don't know where this is going - - now it finally loads the diffuse - - results: - r0.x is some sort of brightness modifier (?) - r0.y never changed, and I still have no clue what it does - r0.z is the inverse of bloom texture luminance - r0.w is the bloom luminance - r1 contains the bloom texture and something luminance-related - on the alpha channel - - texld r2, v0, s0 - loads diffuse onto r2 - mul r2.xyz, r2, c1.y - adjusts diffuse by adaptation min - mul r2.xyz, r0.x, r2 - adjusts the brightness again from the bloom "section" - mad r1.xyz, r1, r0.z, r2 - adds the bloom into diffuse using r0.z as the opacity, - r1 now contains the blend, goodbye adaptation texture - dp3 r0.x, r1, c7 - calculates the luminance of the diffuse+bloom, put in r0.x - mov r1.w, c7.w - r1.w is set to one - lrp r2, c3.x, r1, r0.x - r2 contains lerp(r0.x,r1,c3.x) - c3.x is a vibrance/saturation factor - OK this is at least very simple - mad r1, r0.x, c4, -r2 - r1 is r0.x*c4-r2 - first instruction of tint filter - mad r1, c4.w, r1, r2 - r1 is now c4.w*r1+r2 - second instruction of tint filter - combining the two, we get - r1 = c4.w*(r0.x*c4-r2)+r2 - I thought tinting was a simple lerp, but nope - mad r1, c3.w, r1, -r0.y - r1 is c3.w*r1-r0.y - this is one of the contrast instructions, and it's where the - whole adaptation mess comes from, since I have NO IDEA - what r0.y contains - mad r0, c3.z, r1, r0.y - r0 is now c3.z*r1+r0.y - the second contrast instruction, really at a loss here - whole thing would be - r0 = c3.z*(c3.w*r1-r0.y)+r0.y - add r1, -r0, c5 - r1 contains c5-r0 - c5 is the fade parameters - mad oC0, c5.w, r1, r0 - the final output color is c5.w*r1+r0 - so... oC0 = c5.w*(c5-r0)+r0 - I'm confused, this is also not a simple lerp, oh well? - - verdict: I HAVE NO IDEA WHAT r0.y CONTAINS, DAMN IT -*/ /* LUT colour grading */ float3 GradingLUT( float3 res ) { @@ -408,12 +213,9 @@ float3 GradingLUT( float3 res ) /* day samples */ float3 tcl1_d = tex2D(SamplerLUT,lc1+float2(0,clut_d/64.0)).rgb; float3 tcl2_d = tex2D(SamplerLUT,lc2+float2(0,clut_d/64.0)).rgb; - /* interior night samples */ - float3 tcl1_in = tex2D(SamplerLUT,lc1+float2(0,clut_in/64.0)).rgb; - float3 tcl2_in = tex2D(SamplerLUT,lc2+float2(0,clut_in/64.0)).rgb; - /* interior day samples */ - float3 tcl1_id = tex2D(SamplerLUT,lc1+float2(0,clut_id/64.0)).rgb; - float3 tcl2_id = tex2D(SamplerLUT,lc2+float2(0,clut_id/64.0)).rgb; + /* interior samples */ + float3 tcl1_i = tex2D(SamplerLUT,lc1+float2(0,clut_in/64.0)).rgb; + float3 tcl2_i = tex2D(SamplerLUT,lc2+float2(0,clut_in/64.0)).rgb; #else #ifdef LUTMODE_16 float3 tcol = clamp(res,0.08,0.92); @@ -435,12 +237,9 @@ float3 GradingLUT( float3 res ) /* day samples */ float3 tcl1_d = tex2D(SamplerLUTD,lc1).rgb; float3 tcl2_d = tex2D(SamplerLUTD,lc2).rgb; - /* interior night samples */ - float3 tcl1_in = tex2D(SamplerLUTIN,lc1).rgb; - float3 tcl2_in = tex2D(SamplerLUTIN,lc2).rgb; - /* interior day samples */ - float3 tcl1_id = tex2D(SamplerLUTID,lc1).rgb; - float3 tcl2_id = tex2D(SamplerLUTID,lc2).rgb; + /* interior samples */ + float3 tcl1_i = tex2D(SamplerLUTI,lc1).rgb; + float3 tcl2_i = tex2D(SamplerLUTI,lc2).rgb; #endif float3 tcl1 = tod_ind(tcl1); float3 tcl2 = tod_ind(tcl2); @@ -448,23 +247,6 @@ float3 GradingLUT( float3 res ) float lutblend = tod_ind(lutblend); return lerp(res,tcol,lutblend); } -/* classic ENB palette colour grading, seems to kill dark and light values */ -float3 GradingPal( float3 res ) -{ - float4 adapt = tex2D(_s4,0.5); - adapt = adapt/(adapt+1.0); - float adapts = max(adapt.r,max(adapt.g,adapt.b)); - float3 palt; - float2 coord; - coord.y = adapts; - coord.x = res.r; - palt.r = tex2D(_s7,coord).r; - coord.x = res.g; - palt.g = tex2D(_s7,coord).g; - coord.x = res.b; - palt.b = tex2D(_s7,coord).b; - return lerp(res,palt,palblend); -} /* I think this Technicolor implementation is correct... maybe */ float3 Technicolor( float3 res ) { @@ -539,13 +321,66 @@ float3 FilmGrain( float3 res, float2 coord ) } return lerp(res,nt,ni*0.01); } +/* Screen frost distortion */ +float2 ScreenFrost( float2 coord ) +{ + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 nc = coord*(bresl/FROSTSIZE)*frostsize; + float2 ofs = tex2D(SamplerFrost,nc).xy; + ofs = (ofs-0.5)*2.0; + ofs *= pow(length(ofs),frostpow)*froststrength; + ofs *= max(0.0,tod_ind(frostfactor)); + float dist = distance(coord,float2(0.5,0.5))*2.0; + ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0); + return coord+ofs; +} /* MariENB shader */ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR { float2 coord = IN.txcoord0.xy; - float4 res = tex2D(_s0,coord); + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float4 res; + float3 bcol; + if ( frostenable ) + { + float2 ofs = ScreenFrost(coord); + ofs -= coord; + if ( (distcha != 0.0) && (length(ofs) != 0.0) ) + { + float2 ofr, ofg, ofb; + ofr = ofs*(1.0-distcha*0.01); + ofg = ofs; + ofb = ofs*(1.0+distcha*0.01); + res = float4(tex2D(_s0,coord+ofr).r, + tex2D(_s0,coord+ofg).g, + tex2D(_s0,coord+ofb).b,1.0); + bcol = float3(tex2D(_s3,coord+ofr).r, + tex2D(_s3,coord+ofg).g, + tex2D(_s3,coord+ofb).b)*EBloomAmount; + } + else + { + res = tex2D(_s0,coord+ofs); + bcol = tex2D(_s3,coord+ofs).rgb*EBloomAmount; + } + float2 nc = coord*(bresl/FROSTSIZE)*frostsize; + float bmp = pow(max(0,tex2D(SamplerFrost,nc).z),frostbpow); + float dist = distance(coord,float2(0.5,0.5))*2.0; + dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0, + 1.0)*frostblend; + dist *= max(0.0,tod_ind(frostfactor)); + res.rgb *= 1.0+bmp*dist; + } + else + { + res = tex2D(_s0,coord); + bcol = tex2D(_s3,coord).rgb*EBloomAmount; + } res.rgb = pow(max(res.rgb,0.0),2.2); - float3 bcol = tex2D(_s3,coord).rgb*EBloomAmount; if ( bloomdebug ) res.rgb *= 0; res.rgb += bcol; if ( aenable ) res.rgb = Adaptation(res.rgb); @@ -564,14 +399,9 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb); } if ( lutenable ) res.rgb = GradingLUT(res.rgb); - if ( palenable ) res.rgb = GradingPal(res.rgb); if ( techenable ) res.rgb = Technicolor(res.rgb); if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord); -#ifdef FALLOUT res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a); -#else - res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb; -#endif if ( dodither ) res.rgb = Dither(res.rgb,coord); res.rgb = max(0,res.rgb); res.a = 1.0; @@ -583,12 +413,8 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR toggling "UseEffect" switches between each variation? Wat? */ #ifndef ENB_FLIPTECHNIQUE -#ifdef FALLOUT technique Shader_C1DAE3F7 #else -technique Shader_D6EC7DD1 -#endif -#else technique Shader_ORIGINALPOSTPROCESS #endif { @@ -608,16 +434,11 @@ technique Shader_ORIGINALPOSTPROCESS #ifndef ENB_FLIPTECHNIQUE technique Shader_ORIGINALPOSTPROCESS #else -#ifdef FALLOUT technique Shader_C1DAE3F7 -#else -technique Shader_D6EC7DD1 -#endif #endif { pass p0 { -#ifdef FALLOUT VertexShader = asm { vs_1_1 @@ -630,13 +451,9 @@ technique Shader_D6EC7DD1 add oT1.xy,v1,c2 mov oPos.zw,v0 }; -#else - VertexShader = compile vs_3_0 VS_Pass(); -#endif /* >inline assembly */ PixelShader = asm { -#ifdef FALLOUT ps_2_x def c0,0.5,0,0,0 def c3,0.298999995,0.587000012,0.114,0 @@ -662,46 +479,6 @@ technique Shader_D6EC7DD1 lrp r1.xyz,c22.w,c22,r0 mov r1.w,c2.z mov oC0,r1 -#else - ps_3_0 - def c6,0,0,0,0 - def c7,0.212500006,0.715399981,0.0720999986,1 - dcl_texcoord v0.xy - dcl_2d s0 - dcl_2d s1 - dcl_2d s2 - rcp r0.x,c2.y - texld r1,v0,s2 - mul r0.yz,r1.xxyw,c1.y - rcp r0.w,r0.y - mul r0.z,r0.w,r0.z - texld r1,v0,s1 - mul r1.xyz,r1,c1.y - dp3 r0.w,c7,r1 - mul r1.w,r0.w,r0.z - mad r0.z,r0.z,r0.w,c7.w - rcp r0.z,r0.z - mad r0.x,r1.w,r0.x,c7.w - mul r0.x,r0.x,r1.w - mul r0.x,r0.z,r0.x - cmp r0.x,-r0.w,c6.x,r0.x - rcp r0.z,r0.w - mul r0.z,r0.z,r0.x - add_sat r0.x,-r0.x,c2.x - texld r2,v0,s0 - mul r2.xyz,r2,c1.y - mul r2.xyz,r0.x,r2 - mad r1.xyz,r1,r0.z,r2 - dp3 r0.x,r1,c7 - mov r1.w,c7.w - lrp r2,c3.x,r1,r0.x - mad r1,r0.x,c4,-r2 - mad r1,c4.w,r1,r2 - mad r1,c3.w,r1,-r0.y - mad r0,c3.z,r1,r0.y - add r1,-r0,c5 - mad oC0,c5.w,r1,r0 -#endif }; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; ZEnable = FALSE; diff --git a/enbseries/menbeffectinternals.fx b/enbseries/menbeffectinternals.fx index 488ca8c..1325292 100644 --- a/enbseries/menbeffectinternals.fx +++ b/enbseries/menbeffectinternals.fx @@ -40,7 +40,6 @@ float4 Timer; float ENightDayFactor; float EInteriorFactor; float EBloomAmount; -float4 WeatherAndTime; /* samplers and textures */ texture2D texs0; texture2D texs1; @@ -80,22 +79,13 @@ texture2D texLUTD string ResourceName = "menblut64_day.png"; #endif >; -texture2D texLUTIN +texture2D texLUTI < #ifdef LUTMODE_16 - string ResourceName = "menblut16_interiornight.png"; + string ResourceName = "menblut16_interior.png"; #endif #ifdef LUTMODE_64 - string ResourceName = "menblut64_interiornight.png"; -#endif ->; -texture2D texLUTID -< -#ifdef LUTMODE_16 - string ResourceName = "menblut16_interiorday.png"; -#endif -#ifdef LUTMODE_64 - string ResourceName = "menblut64_interiorday.png"; + string ResourceName = "menblut64_interior.png"; #endif >; #endif @@ -103,6 +93,14 @@ texture2D texTonemap < string ResourceName = "menbfilmlut.png"; >; +texture2D texFrost +< +#ifdef FROST_DDS + string ResourceName = "menbfrost.dds"; +#else + string ResourceName = "menbfrost.png"; +#endif +>; sampler2D _s0 = sampler_state { Texture = ; @@ -237,21 +235,9 @@ sampler2D SamplerLUTD = sampler_state MaxMipLevel = 0; MipMapLodBias = 0; }; -sampler2D SamplerLUTIN = sampler_state +sampler2D SamplerLUTI = sampler_state { - Texture = ; - MinFilter = LINEAR; - MagFilter = LINEAR; - MipFilter = NONE; - AddressU = Clamp; - AddressV = Clamp; - SRGBTexture = FALSE; - MaxMipLevel = 0; - MipMapLodBias = 0; -}; -sampler2D SamplerLUTID = sampler_state -{ - Texture = ; + Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; @@ -274,6 +260,18 @@ sampler2D SamplerTonemap = sampler_state MaxMipLevel = 0; MipMapLodBias = 0; }; +sampler2D SamplerFrost = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; /* whatever */ struct VS_OUTPUT_POST { diff --git a/enbseries/menbeffectsettings.fx b/enbseries/menbeffectsettings.fx index 0cc0b20..e175ef5 100644 --- a/enbseries/menbeffectsettings.fx +++ b/enbseries/menbeffectsettings.fx @@ -4,6 +4,93 @@ Part of MariENB, the personal ENB of Marisa. Released under the GNU GPLv3 (or later). */ +string str_misc = "Miscellaneous"; +/* fixed resolution, keeps blur filters at a consistent internal resolution */ +int fixedx +< + string UIName = "Fixed Resolution Width"; + string UIWidget = "Spinner"; + int UIMin = 0; +> = {1920}; +int fixedy +< + string UIName = "Fixed Resolution Height"; + string UIWidget = "Spinner"; + int UIMin = 0; +> = {1080}; +string str_dist = "Frost Overlay"; +float distcha +< + string UIName = "Distortion Chromatic Aberration"; + string UIWidget = "Spinner"; +> = {10.0}; +bool frostenable +< + string UIName = "Enable Screen Frost"; + string UIWidget = "Checkbox"; +> = {false}; +float frostpow +< + string UIName = "Frost Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float froststrength +< + string UIName = "Frost Strength"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostrpow +< + string UIName = "Frost Radial Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostrmult +< + string UIName = "Frost Radial Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostrbump +< + string UIName = "Frost Radial Offset"; + string UIWidget = "Spinner"; +> = {0.0}; +float frostblend +< + string UIName = "Frost Texture Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostbpow +< + string UIName = "Frost Texture Blend Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostsize +< + string UIName = "Frost Texture Size"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostfactor_n +< + string UIName = "Frost Factor Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float frostfactor_d +< + string UIName = "Frost Factor Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float frostfactor_i +< + string UIName = "Frost Factor Interior"; + string UIWidget = "Spinner"; +> = {1.0}; /* film grain */ string str_noise = "Film Grain"; bool ne @@ -137,14 +224,9 @@ float amin_d string UIName = "Adaptation Min Day"; string UIWidget = "Spinner"; > = {0.0}; -float amin_in +float amin_i < - string UIName = "Adaptation Min Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float amin_id -< - string UIName = "Adaptation Min Interior Day"; + string UIName = "Adaptation Min Interior"; string UIWidget = "Spinner"; > = {0.0}; float amax_n @@ -157,14 +239,9 @@ float amax_d string UIName = "Adaptation Max Day"; string UIWidget = "Spinner"; > = {1.0}; -float amax_in +float amax_i < - string UIName = "Adaptation Max Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float amax_id -< - string UIName = "Adaptation Max Interior Day"; + string UIName = "Adaptation Max Interior"; string UIWidget = "Spinner"; > = {1.0}; /* tone mapping */ @@ -177,14 +254,13 @@ string str_tonemap = "Tone Mapping"; 2 : Uncharted 2 3 : Hejl Dawson 4 : Haarm-Peter Duiker - 5 : SweetFX */ int tmapenable < string UIName = "Tonemapping Method"; string UIWidget = "Spinner"; int UIMin = -1; - int UIMax = 5; + int UIMax = 4; > = {2}; float tmapexposure_n < @@ -198,15 +274,9 @@ float tmapexposure_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float tmapexposure_in +float tmapexposure_i < - string UIName = "Tonemap Exposure Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float tmapexposure_id -< - string UIName = "Tonemap Exposure Interior Day"; + string UIName = "Tonemap Exposure Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -224,16 +294,9 @@ float tmapblend_d float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; -float tmapblend_in +float tmapblend_i < - string UIName = "Tonemap Blend Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {1.0}; -float tmapblend_id -< - string UIName = "Tonemap Blend Interior Day"; + string UIName = "Tonemap Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; @@ -248,14 +311,9 @@ float unA_d string UIName = "Uncharted2 Shoulder Strength Day"; string UIWidget = "Spinner"; > = {0.5}; -float unA_in +float unA_i < - string UIName = "Uncharted2 Shoulder Strength Interior Night"; - string UIWidget = "Spinner"; -> = {0.5}; -float unA_id -< - string UIName = "Uncharted2 Shoulder Strength Interior Day"; + string UIName = "Uncharted2 Shoulder Strength Interior"; string UIWidget = "Spinner"; > = {0.5}; float unB_n @@ -268,14 +326,9 @@ float unB_d string UIName = "Uncharted2 Linear Strength Day"; string UIWidget = "Spinner"; > = {1.0}; -float unB_in +float unB_i < - string UIName = "Uncharted2 Linear Strength Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float unB_id -< - string UIName = "Uncharted2 Linear Strength Interior Day"; + string UIName = "Uncharted2 Linear Strength Interior"; string UIWidget = "Spinner"; > = {1.0}; float unC_n @@ -288,14 +341,9 @@ float unC_d string UIName = "Uncharted2 Linear Angle Day"; string UIWidget = "Spinner"; > = {0.2}; -float unC_in +float unC_i < - string UIName = "Uncharted2 Linear Angle Interior Night"; - string UIWidget = "Spinner"; -> = {0.2}; -float unC_id -< - string UIName = "Uncharted2 Linear Angle Interior Day"; + string UIName = "Uncharted2 Linear Angle Interior"; string UIWidget = "Spinner"; > = {0.2}; float unD_n @@ -308,14 +356,9 @@ float unD_d string UIName = "Uncharted2 Toe Strength Day"; string UIWidget = "Spinner"; > = {0.75}; -float unD_in +float unD_i < - string UIName = "Uncharted2 Toe Strength Interior Night"; - string UIWidget = "Spinner"; -> = {0.75}; -float unD_id -< - string UIName = "Uncharted2 Toe Strength Interior Day"; + string UIName = "Uncharted2 Toe Strength Interior"; string UIWidget = "Spinner"; > = {0.75}; float unE_n @@ -328,14 +371,9 @@ float unE_d string UIName = "Uncharted2 Toe Numerator Day"; string UIWidget = "Spinner"; > = {0.02}; -float unE_in +float unE_i < - string UIName = "Uncharted2 Toe Numerator Interior Night"; - string UIWidget = "Spinner"; -> = {0.02}; -float unE_id -< - string UIName = "Uncharted2 Toe Numerator Interior Day"; + string UIName = "Uncharted2 Toe Numerator Interior"; string UIWidget = "Spinner"; > = {0.02}; float unF_n @@ -348,14 +386,9 @@ float unF_d string UIName = "Uncharted2 Toe Denominator Day"; string UIWidget = "Spinner"; > = {0.30}; -float unF_in +float unF_i < - string UIName = "Uncharted2 Toe Denominator Interior Night"; - string UIWidget = "Spinner"; -> = {0.30}; -float unF_id -< - string UIName = "Uncharted2 Toe Denominator Interior Day"; + string UIName = "Uncharted2 Toe Denominator Interior"; string UIWidget = "Spinner"; > = {0.30}; float unW_n @@ -368,240 +401,11 @@ float unW_d string UIName = "Uncharted2 Linear White Day"; string UIWidget = "Spinner"; > = {10.0}; -float unW_in +float unW_i < - string UIName = "Uncharted2 Linear White Interior Night"; + string UIName = "Uncharted2 Linear White Interior"; string UIWidget = "Spinner"; > = {10.0}; -float unW_id -< - string UIName = "Uncharted2 Linear White Interior Day"; - string UIWidget = "Spinner"; -> = {10.0}; -float sfxgamma_n -< - string UIName = "SweetFX Gamma Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 2.0; -> = {1.0}; -float sfxgamma_d -< - string UIName = "SweetFX Gamma Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 2.0; -> = {1.0}; -float sfxgamma_in -< - string UIName = "SweetFX Gamma Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 2.0; -> = {1.0}; -float sfxgamma_id -< - string UIName = "SweetFX Gamma Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 2.0; -> = {1.0}; -float sfxexposure_n -< - string UIName = "SweetFX Exposure Night"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxexposure_d -< - string UIName = "SweetFX Exposure Day"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxexposure_in -< - string UIName = "SweetFX Exposure Interior Night"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxexposure_id -< - string UIName = "SweetFX Exposure Interior Day"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxsaturation_n -< - string UIName = "SweetFX Saturation Night"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxsaturation_d -< - string UIName = "SweetFX Saturation Day"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxsaturation_in -< - string UIName = "SweetFX Saturation Interior Night"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxsaturation_id -< - string UIName = "SweetFX Saturation Interior Day"; - string UIWidget = "Spinner"; - float UIMin = -1.0; - float UIMax = 1.0; -> = {0.0}; -float sfxbleach_n -< - string UIName = "SweetFX Bleach Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxbleach_d -< - string UIName = "SweetFX Bleach Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxbleach_in -< - string UIName = "SweetFX Bleach Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxbleach_id -< - string UIName = "SweetFX Bleach Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxdefog_n -< - string UIName = "SweetFX Defog Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxdefog_d -< - string UIName = "SweetFX Defog Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxdefog_in -< - string UIName = "SweetFX Defog Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxdefog_id -< - string UIName = "SweetFX Defog Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_r_n -< - string UIName = "SweetFX Defog Color Red Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_g_n -< - string UIName = "SweetFX Defog Color Green Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_b_n -< - string UIName = "SweetFX Defog Color Blue Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {1.0}; -float sfxfogcolor_r_d -< - string UIName = "SweetFX Defog Color Red Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_g_d -< - string UIName = "SweetFX Defog Color Green Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_b_d -< - string UIName = "SweetFX Defog Color Blue Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {1.0}; -float sfxfogcolor_r_in -< - string UIName = "SweetFX Defog Color Red Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_g_in -< - string UIName = "SweetFX Defog Color Green Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_b_in -< - string UIName = "SweetFX Defog Color Blue Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {1.0}; -float sfxfogcolor_r_id -< - string UIName = "SweetFX Defog Color Red Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_g_id -< - string UIName = "SweetFX Defog Color Green Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -float sfxfogcolor_b_id -< - string UIName = "SweetFX Defog Color Blue Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {1.0}; /* Color grading */ string str_grade = "Color Grading Suite"; bool gradeenable1 @@ -640,34 +444,19 @@ float grademul_b_d string UIName = "Grading Intensity Day Blue"; string UIWidget = "Spinner"; > = {1.0}; -float grademul_r_in +float grademul_r_i < - string UIName = "Grading Intensity Interior Night Red"; + string UIName = "Grading Intensity Interior Red"; string UIWidget = "Spinner"; > = {1.0}; -float grademul_g_in +float grademul_g_i < - string UIName = "Grading Intensity Interior Night Green"; + string UIName = "Grading Intensity Interior Green"; string UIWidget = "Spinner"; > = {1.0}; -float grademul_b_in +float grademul_b_i < - string UIName = "Grading Intensity Interior Night Blue"; - string UIWidget = "Spinner"; -> = {1.0}; -float grademul_r_id -< - string UIName = "Grading Intensity Interior Day Red"; - string UIWidget = "Spinner"; -> = {1.0}; -float grademul_g_id -< - string UIName = "Grading Intensity Interior Day Green"; - string UIWidget = "Spinner"; -> = {1.0}; -float grademul_b_id -< - string UIName = "Grading Intensity Interior Day Blue"; + string UIName = "Grading Intensity Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* color component contrasts */ @@ -707,39 +496,21 @@ float gradepow_b_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float gradepow_r_in +float gradepow_r_i < - string UIName = "Grading Contrast Interior Night Red"; + string UIName = "Grading Contrast Interior Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float gradepow_g_in +float gradepow_g_i < - string UIName = "Grading Contrast Interior Night Green"; + string UIName = "Grading Contrast Interior Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float gradepow_b_in +float gradepow_b_i < - string UIName = "Grading Contrast Interior Night Blue"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float gradepow_r_id -< - string UIName = "Grading Contrast Interior Day Red"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float gradepow_g_id -< - string UIName = "Grading Contrast Interior Day Green"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float gradepow_b_id -< - string UIName = "Grading Contrast Interior Day Blue"; + string UIName = "Grading Contrast Interior Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -779,34 +550,19 @@ float gradecol_b_d string UIName = "Grading Color Day Blue"; string UIWidget = "Spinner"; > = {1.0}; -float gradecol_r_in +float gradecol_r_i < - string UIName = "Grading Color Interior Night Red"; + string UIName = "Grading Color Interior Red"; string UIWidget = "Spinner"; > = {1.0}; -float gradecol_g_in +float gradecol_g_i < - string UIName = "Grading Color Interior Night Green"; + string UIName = "Grading Color Interior Green"; string UIWidget = "Spinner"; > = {1.0}; -float gradecol_b_in +float gradecol_b_i < - string UIName = "Grading Color Interior Night Blue"; - string UIWidget = "Spinner"; -> = {1.0}; -float gradecol_r_id -< - string UIName = "Grading Color Interior Day Red"; - string UIWidget = "Spinner"; -> = {1.0}; -float gradecol_g_id -< - string UIName = "Grading Color Interior Day Green"; - string UIWidget = "Spinner"; -> = {1.0}; -float gradecol_b_id -< - string UIName = "Grading Color Interior Day Blue"; + string UIName = "Grading Color Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* blend factor for colorization (negative values are quite fancy) */ @@ -820,14 +576,9 @@ float gradecolfact_d string UIName = "Grading Color Factor Day"; string UIWidget = "Spinner"; > = {0.0}; -float gradecolfact_in +float gradecolfact_i < - string UIName = "Grading Color Factor Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float gradecolfact_id -< - string UIName = "Grading Color Factor Interior Day"; + string UIName = "Grading Color Factor Interior"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ @@ -847,14 +598,9 @@ float gradesatmul_d string UIName = "Grading Saturation Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; -float gradesatmul_in +float gradesatmul_i < - string UIName = "Grading Saturation Intensity Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float gradesatmul_id -< - string UIName = "Grading Saturation Intensity Interior Day"; + string UIName = "Grading Saturation Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ @@ -868,14 +614,9 @@ float gradesatpow_d string UIName = "Grading Saturation Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; -float gradesatpow_in +float gradesatpow_i < - string UIName = "Grading Saturation Contrast Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float gradesatpow_id -< - string UIName = "Grading Saturation Contrast Interior Day"; + string UIName = "Grading Saturation Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ @@ -889,14 +630,9 @@ float gradevalmul_d string UIName = "Grading Value Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; -float gradevalmul_in +float gradevalmul_i < - string UIName = "Grading Value Intensity Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float gradevalmul_id -< - string UIName = "Grading Value Intensity Interior Day"; + string UIName = "Grading Value Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ @@ -910,14 +646,9 @@ float gradevalpow_d string UIName = "Grading Value Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; -float gradevalpow_in +float gradevalpow_i < - string UIName = "Grading Value Contrast Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float gradevalpow_id -< - string UIName = "Grading Value Contrast Interior Day"; + string UIName = "Grading Value Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; bool colorizeafterhsv @@ -995,14 +726,9 @@ float lutblend_d string UIName = "LUT Blend Day"; string UIWidget = "Spinner"; > = {1.0}; -float lutblend_in +float lutblend_i < - string UIName = "LUT Blend Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float lutblend_id -< - string UIName = "LUT Blend Interior Day"; + string UIName = "LUT Blend Interior"; string UIWidget = "Spinner"; > = {1.0}; #ifdef LUTMODE_LEGACY @@ -1020,35 +746,14 @@ int clut_d int UIMin = 0; int UIMax = 63; > = {1}; -int clut_in +int clut_i < - string UIName = "LUT Preset Interior Night"; - string UIWidget = "Spinner"; - int UIMin = 0; - int UIMax = 63; -> = {1}; -int clut_id -< - string UIName = "LUT Preset Interior Day"; + string UIName = "LUT Preset Interior"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 63; > = {1}; #endif -/* not using ENB's own variables, sorry */ -string str_enbpal = "ENB Palette"; -bool palenable -< - string UIName = "Enable ENB Palette"; - string UIWidget = "Checkbox"; -> = {false}; -float palblend -< - string UIName = "Palette Blend"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {1.0}; /* technicolor shader */ string str_tech = "Technicolor"; bool techenable diff --git a/enbseries/menbfrost.png b/enbseries/menbfrost.png index a877270..cb31b6a 100644 Binary files a/enbseries/menbfrost.png and b/enbseries/menbfrost.png differ diff --git a/enbseries/menbfrostbump.png b/enbseries/menbfrostbump.png deleted file mode 100644 index 5942a14..0000000 Binary files a/enbseries/menbfrostbump.png and /dev/null differ diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx index b73ac03..d0393be 100644 --- a/enbseries/menbglobaldefs.fx +++ b/enbseries/menbglobaldefs.fx @@ -6,66 +6,9 @@ */ /* do not touch this! */ #define E_SHADER_3_0 -/* are we running on fallout 3 / new vegas or on skyrim? */ -#define FALLOUT /* time of day and interior interpolation */ -#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\ - lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor) -/* weather macros */ -#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\ - ?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\ - ?(1.0-WeatherAndTime.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 -*/ -/* temperate no fog */ -#define WT_NEUTRAL 0.0 -#define WT_GENERAL 1.0 -#define WT_FOREST 2.0 -#define WT_DARK 3.0 -/* cold no fog */ -#define WT_COLD 4.0 -#define WT_SPOOKY 5.0 -/* warm no fog */ -#define WT_WARM 6.0 -/* temperate fog */ -#define WT_GENERALFOG 7.0 -#define WT_GENERALRAIN 8.0 -#define WT_FORESTFOG 9.0 -#define WT_FORESTRAIN 10.0 -#define WT_DARKFOG 11.0 -#define WT_DARKRAIN 12.0 -/* cold fog */ -#define WT_SPOOKYFOG 13.0 -#define WT_COLDFOG 14.0 -/* warm fog */ -#define WT_WARMFOG 15.0 -/* temperature and fog interpolation macros */ -#define istemperate(x) (((x>=0.0)&&(x<=3.0))||((x>=7.0)&&(x<=12.0))) -#define iscold(x) (((x>=4.0)&&(x<=5.0))||((x>=13.0)&&(x<=14.0))) -#define iswarm(x) ((x==6.0)||(x==15.0)) -#define isfog(x) ((x>=7.0)&&(x<=15.0)) -#define temperatefactor (istemperate(WeatherAndTime.x)\ - ?istemperate(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\ - :istemperate(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0)) -#define coldfactor (iscold(WeatherAndTime.x)\ - ?iscold(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\ - :iscold(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0)) -#define warmfactor (iswarm(WeatherAndTime.x)\ - ?iswarm(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\ - :iswarm(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0)) -#define fogfactor (isfog(WeatherAndTime.x)\ - ?isfog(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\ - :isfog(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0)) +#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),x##_i,\ + EInteriorFactor) /* asset definitions */ /* texture sizes */ #define NOISESIZE 256.0 diff --git a/enbseries/menblut64_interiorday.png b/enbseries/menblut64_interior.png similarity index 100% rename from enbseries/menblut64_interiorday.png rename to enbseries/menblut64_interior.png diff --git a/enbseries/menblut64_interiornight.png b/enbseries/menblut64_interiornight.png deleted file mode 100644 index 157d147..0000000 Binary files a/enbseries/menblut64_interiornight.png and /dev/null differ diff --git a/enbseries/menbprepassfilters.fx b/enbseries/menbprepassfilters.fx index f293828..3e48c50 100644 --- a/enbseries/menbprepassfilters.fx +++ b/enbseries/menbprepassfilters.fx @@ -228,20 +228,6 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR res.a = saturate(1.0-(uocc*ssaoblend)); return res; } -/* - Underwater distortion, which currently has no real use due to Boris being - lazy. fWaterLevel doesn't yet provide any usable values. -*/ -float2 UnderwaterDistort( float2 coord ) -{ - if ( !wateralways ) return coord; - float2 ofs = float2(0.0,0.0); - float siny = sin(pi*2.0*(coord.y*uwm1+Timer.x*uwf1*100.0))*uws1; - ofs.y = siny+sin(pi*2.0*(coord.x*uwm2+Timer.x*uwf2*100.0))*uws2; - ofs.x = siny+sin(pi*2.0*(coord.x*uwm3+Timer.x*uwf3*100.0))*uws3; - ofs -= (coord-0.5)*2.0*uwz; - return coord+ofs*0.01; -} /* Distant hot air refraction. Not very realistic, but does the job. */ float2 DistantHeat( float2 coord ) { @@ -258,11 +244,7 @@ float2 DistantHeat( float2 coord ) float2 ofs = tex2D(SamplerHeat,nc+ts).xy; ofs = (ofs-0.5)*2.0; ofs *= pow(length(ofs),heatpow); - if ( !heatalways ) ofs *= max(tod_ind(heatfactor),0.0) -#ifndef FALLOUT - *max(0.0,warmfactor-coldfactor) -#endif - ; + ofs *= max(tod_ind(heatfactor),0.0); odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x; float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul +heatfadebump,0.0,1.0); @@ -277,7 +259,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float2 ofs = coord; - if ( waterenable ) ofs = UnderwaterDistort(ofs); if ( heatenable ) ofs = DistantHeat(ofs); ofs -= coord; float4 res; @@ -415,12 +396,6 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR float doffixedunfocusmult = tod_ind(doffixedunfocusmult); float doffixedunfocusbump = tod_ind(doffixedunfocusbump); float doffixedunfocusblend = tod_ind(doffixedunfocusblend); -#ifndef FALLOUT - float doffogpow = tod_ind(doffogpow); - float doffogmult = tod_ind(doffogmult); - float doffogbump = tod_ind(doffogbump); - float doffogblend = tod_ind(doffogblend); -#endif float dep = tex2D(SamplerDepth,coord).x; float foc = tex2D(SamplerFocus,coord).x; /* cheap tilt */ @@ -433,33 +408,11 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR float dfu = abs(dep-doffixedunfocusdepth); dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult +doffixedunfocusbump,0.0,1.0); -#ifndef FALLOUT - float dfog = abs(dep-doffogdepth); - dfog = clamp(pow(dfog,doffogpow)*doffogmult+doffogbump,0.0,1.0); -#endif if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0; - /* - Change power of dof based on field of view. Works only in Skyrim. - The FieldOfView variable seems to hold bogus values in Fallout - completely unrelated to actual FOV (yes, I checked if it's in - radians, and no, it isn't). The value appears to be 1.134452. Who - could I blame for this mess? Boris? Bethesda? Hell if I know. - */ -#ifndef FALLOUT - if ( dofrelfov ) - { - float relfovfactor = tod_ind(relfovfactor); - float relfov = (FieldOfView-fovdefault)/fovdefault; - dofpow = max(0,dofpow+relfov*relfovfactor); - } -#endif float dfc = abs(dep-foc); dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0); if ( doffixedonly ) dfc *= 0; dfc += lerp(0.0,dfu,doffixedunfocusblend); -#ifndef FALLOUT - if ( doffogenable ) dfc += fogfactor*lerp(0.0,dfog,doffogblend); -#endif dfc *= lerp(1.0,dff,doffixedfocusblend); dfc = saturate(dfc); float4 res = tex2D(SamplerColor,coord); @@ -615,61 +568,11 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR res.a = 1.0; return res; } -/* Screen frost shader. Not very realistic either, but looks fine too. */ -float2 ScreenFrost( float2 coord ) -{ - float2 bresl; - if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); - else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); - float2 nc = coord*(bresl/FROSTSIZE)*frostsize; - float2 ofs = tex2D(SamplerFrostBump,nc).xy; - ofs = (ofs-0.5)*2.0; - ofs *= pow(length(ofs),frostpow)*froststrength; - if ( !frostalways ) ofs *= max(0.0,tod_ind(frostfactor)) -#ifndef FALLOUT - *max(0.0,coldfactor-warmfactor) -#endif - ; - float dist = distance(coord,float2(0.5,0.5))*2.0; - ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0); - return coord+ofs; -} -/* screen frost overlay */ -float4 PS_FrostPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR +/* focus point debug */ +float4 PS_FocusDebug( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR { float2 coord = IN.txcoord.xy; - float2 bresl; - if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); - else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); - float4 res; - if ( frostenable ) - { - float2 ofs = ScreenFrost(coord); - ofs -= coord; - if ( (distcha != 0.0) && (length(ofs) != 0.0) ) - { - float2 ofr, ofg, ofb; - ofr = ofs*(1.0-distcha*0.01); - ofg = ofs; - ofb = ofs*(1.0+distcha*0.01); - res = float4(tex2D(SamplerColor,coord+ofr).r, - tex2D(SamplerColor,coord+ofg).g, - tex2D(SamplerColor,coord+ofb).b,1.0); - } - else res = tex2D(SamplerColor,coord+ofs); - float2 nc = coord*(bresl/FROSTSIZE)*frostsize; - float bmp = pow(max(0,tex2D(SamplerFrost,nc).x),frostbpow); - float dist = distance(coord,float2(0.5,0.5))*2.0; - dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0, - 1.0)*frostblend; - if ( !frostalways ) dist *= max(0.0,tod_ind(frostfactor)) -#ifndef FALLOUT - *max(0.0,coldfactor-warmfactor) -#endif - ; - res.rgb *= 1.0+bmp*dist; - } - else res = tex2D(SamplerColor,coord); + float4 res = tex2D(SamplerColor,coord); if ( !focusdisplay || (focuscircle < 0) ) return res; if ( focuscircle == 2 ) { @@ -856,7 +759,7 @@ technique PostProcess8 pass p0 { VertexShader = compile vs_3_0 VS_Pass(); - PixelShader = compile ps_3_0 PS_FrostPass(); + PixelShader = compile ps_3_0 PS_FocusDebug(); DitherEnable = FALSE; ZEnable = FALSE; CullMode = NONE; @@ -993,7 +896,7 @@ technique PostProcessB8 pass p0 { VertexShader = compile vs_3_0 VS_Pass(); - PixelShader = compile ps_3_0 PS_FrostPass(); + PixelShader = compile ps_3_0 PS_FocusDebug(); DitherEnable = FALSE; ZEnable = FALSE; CullMode = NONE; diff --git a/enbseries/menbprepassinternals.fx b/enbseries/menbprepassinternals.fx index 10c85b4..e60e0bf 100644 --- a/enbseries/menbprepassinternals.fx +++ b/enbseries/menbprepassinternals.fx @@ -71,10 +71,6 @@ float ENightDayFactor; float EInteriorFactor; float FadeFactor; float4 Timer; -float FieldOfView; -float4 WeatherAndTime; -/* this still doesn't do anything */ -extern float fWaterLevel; /* samplers and textures */ texture2D texColor; texture2D texDepth; @@ -90,22 +86,6 @@ texture2D texHeat string ResourceName = "menbheat.png"; #endif >; -texture2D texFrost -< -#ifdef FROST_DDS - string ResourceName = "menbfrost.dds"; -#else - string ResourceName = "menbfrost.png"; -#endif ->; -texture2D texFrostBump -< -#ifdef FROSTBUMP_DDS - string ResourceName = "menbfrostbump.dds"; -#else - string ResourceName = "menbfrostbump.png"; -#endif ->; texture2D texFocus; texture2D texCurr; texture2D texPrev; @@ -157,30 +137,6 @@ sampler2D SamplerHeat = sampler_state MaxMipLevel = 0; MipMapLodBias = 0; }; -sampler2D SamplerFrost = sampler_state -{ - Texture = ; - MinFilter = LINEAR; - MagFilter = LINEAR; - MipFilter = NONE; - AddressU = Wrap; - AddressV = Wrap; - SRGBTexture = FALSE; - MaxMipLevel = 0; - MipMapLodBias = 0; -}; -sampler2D SamplerFrostBump = sampler_state -{ - Texture = ; - MinFilter = LINEAR; - MagFilter = LINEAR; - MipFilter = NONE; - AddressU = Wrap; - AddressV = Wrap; - SRGBTexture = FALSE; - MaxMipLevel = 0; - MipMapLodBias = 0; -}; sampler2D SamplerFocus = sampler_state { Texture = ; diff --git a/enbseries/menbprepasssettings.fx b/enbseries/menbprepasssettings.fx index 3f36bc1..67939de 100644 --- a/enbseries/menbprepasssettings.fx +++ b/enbseries/menbprepasssettings.fx @@ -43,76 +43,6 @@ float distcha string UIName = "Distortion Chromatic Aberration"; string UIWidget = "Spinner"; > = {10.0}; -bool waterenable -< - string UIName = "Enable Underwater"; - string UIWidget = "Checkbox"; -> = {false}; -float uwm1 -< - string UIName = "Underwater Frequency 1"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.4}; -float uwm2 -< - string UIName = "Underwater Frequency 2"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.6}; -float uwm3 -< - string UIName = "Underwater Frequency 3"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.4}; -float uwf1 -< - string UIName = "Underwater Speed 1"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {10.0}; -float uwf2 -< - string UIName = "Underwater Speed 2"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {8.0}; -float uwf3 -< - string UIName = "Underwater Speed 3"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {16.0}; -float uws1 -< - string UIName = "Underwater Amplitude 1"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.3}; -float uws2 -< - string UIName = "Underwater Amplitude 2"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.5}; -float uws3 -< - string UIName = "Underwater Amplitude 3"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.8}; -float uwz -< - string UIName = "Underwater Zoom"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.5}; -bool wateralways -< - string UIName = "Always Underwater"; - string UIWidget = "Checkbox"; -> = {false}; bool heatenable < string UIName = "Enable Hot Air Refraction"; @@ -169,98 +99,11 @@ float heatfactor_d string UIName = "Heat Factor Day"; string UIWidget = "Spinner"; > = {1.0}; -float heatfactor_in +float heatfactor_i < - string UIName = "Heat Factor Interior Night"; + string UIName = "Heat Factor Interior"; string UIWidget = "Spinner"; > = {1.0}; -float heatfactor_id -< - string UIName = "Heat Factor Interior Day"; - string UIWidget = "Spinner"; -> = {1.0}; -bool heatalways -< - string UIName = "Heat Always Enable"; - string UIWidget = "Checkbox"; -> = {false}; -bool frostenable -< - string UIName = "Enable Screen Frost"; - string UIWidget = "Checkbox"; -> = {false}; -float frostpow -< - string UIName = "Frost Contrast"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float froststrength -< - string UIName = "Frost Strength"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float frostrpow -< - string UIName = "Frost Radial Contrast"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float frostrmult -< - string UIName = "Frost Radial Intensity"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float frostrbump -< - string UIName = "Frost Radial Offset"; - string UIWidget = "Spinner"; -> = {0.0}; -float frostblend -< - string UIName = "Frost Texture Blend"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float frostbpow -< - string UIName = "Frost Texture Blend Contrast"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float frostsize -< - string UIName = "Frost Texture Size"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float frostfactor_n -< - string UIName = "Frost Factor Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float frostfactor_d -< - string UIName = "Frost Factor Day"; - string UIWidget = "Spinner"; -> = {1.0}; -float frostfactor_in -< - string UIName = "Frost Factor Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float frostfactor_id -< - string UIName = "Frost Factor Interior Day"; - string UIWidget = "Spinner"; -> = {1.0}; -bool frostalways -< - string UIName = "Frost Always Enable"; - string UIWidget = "Checkbox"; -> = {false}; string str_focus = "Focusing Parameters"; /* focus modes: @@ -324,14 +167,9 @@ float focusradius_d string UIName = "Focus Triangle Radius Day"; string UIWidget = "Spinner"; > = {20.0}; -float focusradius_in +float focusradius_i < - string UIName = "Focus Triangle Radius Interior Night"; - string UIWidget = "Spinner"; -> = {20.0}; -float focusradius_id -< - string UIName = "Focus Triangle Radius Interior Day"; + string UIName = "Focus Triangle Radius Interior"; string UIWidget = "Spinner"; > = {20.0}; /* mix factor with sample at screen center */ @@ -345,14 +183,9 @@ float focusmix_d string UIName = "Focus Triangle Blending Day"; string UIWidget = "Spinner"; > = {0.5}; -float focusmix_in +float focusmix_i < - string UIName = "Focus Triangle Blending Interior Night"; - string UIWidget = "Spinner"; -> = {0.5}; -float focusmix_id -< - string UIName = "Focus Triangle Blending Interior Day"; + string UIName = "Focus Triangle Blending Interior"; string UIWidget = "Spinner"; > = {0.5}; /* maximum focus depth */ @@ -366,14 +199,9 @@ float focusmax_d string UIName = "Focus Maximum Depth Day"; string UIWidget = "Spinner"; > = {1000.0}; -float focusmax_in +float focusmax_i < - string UIName = "Focus Maximum Depth Interior Night"; - string UIWidget = "Spinner"; -> = {1000.0}; -float focusmax_id -< - string UIName = "Focus Maximum Depth Interior Day"; + string UIName = "Focus Maximum Depth Interior"; string UIWidget = "Spinner"; > = {1000.0}; /* dof filter */ @@ -391,15 +219,9 @@ float dofmult_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; -float dofmult_in +float dofmult_i < - string UIName = "DOF Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {500.0}; -float dofmult_id -< - string UIName = "DOF Intensity Interior Day"; + string UIName = "DOF Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; @@ -416,15 +238,9 @@ float dofpow_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; -float dofpow_in +float dofpow_i < - string UIName = "DOF Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {4.0}; -float dofpow_id -< - string UIName = "DOF Contrast Interior Day"; + string UIName = "DOF Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; @@ -439,14 +255,9 @@ float dofbump_d string UIName = "DOF Shift Day"; string UIWidget = "Spinner"; > = {0.0}; -float dofbump_in +float dofbump_i < - string UIName = "DOF Shift Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float dofbump_id -< - string UIName = "DOF Shift Interior Day"; + string UIName = "DOF Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; /* fixed focused depth factors */ @@ -462,15 +273,9 @@ float doffixedfocusmult_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float doffixedfocusmult_in +float doffixedfocusmult_i < - string UIName = "DOF Fixed Focus Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float doffixedfocusmult_id -< - string UIName = "DOF Fixed Focus Intensity Interior Day"; + string UIName = "DOF Fixed Focus Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -486,15 +291,9 @@ float doffixedfocuspow_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float doffixedfocuspow_in +float doffixedfocuspow_i < - string UIName = "DOF Fixed Focus Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float doffixedfocuspow_id -< - string UIName = "DOF Fixed Focus Contrast Interior Day"; + string UIName = "DOF Fixed Focus Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -508,14 +307,9 @@ float doffixedfocusbump_d string UIName = "DOF Fixed Focus Shift Day"; string UIWidget = "Spinner"; > = {0.0}; -float doffixedfocusbump_in +float doffixedfocusbump_i < - string UIName = "DOF Fixed Focus Shift Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float doffixedfocusbump_id -< - string UIName = "DOF Fixed Focus Shift Interior Day"; + string UIName = "DOF Fixed Focus Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusblend_n @@ -530,15 +324,9 @@ float doffixedfocusblend_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; -float doffixedfocusblend_in +float doffixedfocusblend_i < - string UIName = "DOF Fixed Focus Blend Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.0}; -float doffixedfocusblend_id -< - string UIName = "DOF Fixed Focus Blend Interior Day"; + string UIName = "DOF Fixed Focus Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; @@ -569,15 +357,9 @@ float doffixedunfocusmult_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; -float doffixedunfocusmult_in +float doffixedunfocusmult_i < - string UIName = "DOF Fixed Unfocus Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {2.0}; -float doffixedunfocusmult_id -< - string UIName = "DOF Fixed Unfocus Intensity Interior Day"; + string UIName = "DOF Fixed Unfocus Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; @@ -593,15 +375,9 @@ float doffixedunfocuspow_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; -float doffixedunfocuspow_in +float doffixedunfocuspow_i < - string UIName = "DOF Fixed Unfocus Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1000.0}; -float doffixedunfocuspow_id -< - string UIName = "DOF Fixed Unfocus Contrast Interior Day"; + string UIName = "DOF Fixed Unfocus Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; @@ -615,14 +391,9 @@ float doffixedunfocusbump_d string UIName = "DOF Fixed Unfocus Shift Day"; string UIWidget = "Spinner"; > = {0.0}; -float doffixedunfocusbump_in +float doffixedunfocusbump_i < - string UIName = "DOF Fixed Unfocus Shift Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float doffixedunfocusbump_id -< - string UIName = "DOF Fixed Unfocus Shift Interior Day"; + string UIName = "DOF Fixed Unfocus Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusblend_n @@ -637,15 +408,9 @@ float doffixedunfocusblend_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; -float doffixedunfocusblend_in +float doffixedunfocusblend_i < - string UIName = "DOF Fixed Unfocus Blend Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.0}; -float doffixedunfocusblend_id -< - string UIName = "DOF Fixed Unfocus Blend Interior Day"; + string UIName = "DOF Fixed Unfocus Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; @@ -662,113 +427,6 @@ bool doffixedcut string UIName = "DOF Fixed Use Cutoff"; string UIWidget = "Checkbox"; > = {true}; -#ifndef FALLOUT -/* fixed dof for foggy weathers */ -bool doffogenable -< - string UIName = "Enable DOF Fog"; - string UIWidget = "Checkbox"; -> = {true}; -float doffogmult_n -< - string UIName = "DOF Fog Intensity Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {2.0}; -float doffogmult_d -< - string UIName = "DOF Fog Intensity Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {2.0}; -float doffogmult_in -< - string UIName = "DOF Fog Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {2.0}; -float doffogmult_id -< - string UIName = "DOF Fog Intensity Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {2.0}; -float doffogpow_n -< - string UIName = "DOF Fog Contrast Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1000.0}; -float doffogpow_d -< - string UIName = "DOF Fog Contrast Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1000.0}; -float doffogpow_in -< - string UIName = "DOF Fog Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1000.0}; -float doffogpow_id -< - string UIName = "DOF Fog Contrast Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1000.0}; -float doffogbump_n -< - string UIName = "DOF Fog Shift Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float doffogbump_d -< - string UIName = "DOF Fog Shift Day"; - string UIWidget = "Spinner"; -> = {0.0}; -float doffogbump_in -< - string UIName = "DOF Fog Shift Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float doffogbump_id -< - string UIName = "DOF Fog Shift Interior Day"; - string UIWidget = "Spinner"; -> = {0.0}; -float doffogblend_n -< - string UIName = "DOF Fog Blend Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.0}; -float doffogblend_d -< - string UIName = "DOF Fog Blend Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.0}; -float doffogblend_in -< - string UIName = "DOF Fog Blend Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.0}; -float doffogblend_id -< - string UIName = "DOF Fog Blend Interior Day"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.0}; -float doffogdepth -< - string UIName = "DOF Fog Depth"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {0.0}; -#endif /* disable depth of field */ bool dofdisable < @@ -837,40 +495,6 @@ float dofbnoise string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.01}; -#ifndef FALLOUT -bool dofrelfov -< - string UIName = "DOF Relative to FOV"; - string UIWidget = "Checkbox"; -> = {true}; -float fovdefault -< - string UIName = "Default FOV"; - string UIWidget = "Spinner"; - float UIMin = 1.0; - float UIMax = 180.0; -> = {75.0}; -float relfovfactor_n -< - string UIName = "DOF Relative Factor Night"; - string UIWidget = "Spinner"; -> = {2.0}; -float relfovfactor_d -< - string UIName = "DOF Relative Factor Day"; - string UIWidget = "Spinner"; -> = {2.0}; -float relfovfactor_in -< - string UIName = "DOF Relative Factor Interior Night"; - string UIWidget = "Spinner"; -> = {2.0}; -float relfovfactor_id -< - string UIName = "DOF Relative Factor Interior Day"; - string UIWidget = "Spinner"; -> = {2.0}; -#endif /* tilting */ float doftiltxcenter < @@ -934,15 +558,9 @@ float edgevfadepow_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; -float edgevfadepow_in +float edgevfadepow_i < - string UIName = "Edgevision Fade Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {2.0}; -float edgevfadepow_id -< - string UIName = "Edgevision Fade Contrast Interior Day"; + string UIName = "Edgevision Fade Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; @@ -958,15 +576,9 @@ float edgevfademult_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; -float edgevfademult_in +float edgevfademult_i < - string UIName = "Edgevision Fade Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {500.0}; -float edgevfademult_id -< - string UIName = "Edgevision Fade Intensity Interior Day"; + string UIName = "Edgevision Fade Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; @@ -1019,15 +631,9 @@ float ssaofadepow_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; -float ssaofadepow_in +float ssaofadepow_i < - string UIName = "SSAO Fade Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {0.05}; -float ssaofadepow_id -< - string UIName = "SSAO Fade Contrast Interior Day"; + string UIName = "SSAO Fade Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; @@ -1043,15 +649,9 @@ float ssaofademult_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float ssaofademult_in +float ssaofademult_i < - string UIName = "SSAO Fade Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float ssaofademult_id -< - string UIName = "SSAO Fade Intensity Interior Day"; + string UIName = "SSAO Fade Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -1152,15 +752,9 @@ float dgradedpow_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float dgradedpow_in +float dgradedpow_i < - string UIName = "Depth Grading Contrast Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float dgradedpow_id -< - string UIName = "Depth Grading Contrast Interior Day"; + string UIName = "Depth Grading Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -1176,15 +770,9 @@ float dgradedmul_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float dgradedmul_in +float dgradedmul_i < - string UIName = "Depth Grading Intensity Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float dgradedmul_id -< - string UIName = "Depth Grading Intensity Interior Day"; + string UIName = "Depth Grading Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -1198,14 +786,9 @@ float dgradedbump_d string UIName = "Depth Grading Shift Day"; string UIWidget = "Spinner"; > = {0.0}; -float dgradedbump_in +float dgradedbump_i < - string UIName = "Depth Grading Shift Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float dgradedbump_id -< - string UIName = "Depth Grading Shift Interior Day"; + string UIName = "Depth Grading Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float dgradedblend_n @@ -1222,16 +805,9 @@ float dgradedblend_d float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; -float dgradedblend_in +float dgradedblend_i < - string UIName = "Depth Grading Blend Interior Night"; - string UIWidget = "Spinner"; - float UIMin = 0.0; - float UIMax = 1.0; -> = {1.0}; -float dgradedblend_id -< - string UIName = "Depth Grading Blend Interior Day"; + string UIName = "Depth Grading Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; @@ -1272,34 +848,19 @@ float dgrademul_b_d string UIName = "Grading Intensity Day Blue"; string UIWidget = "Spinner"; > = {1.0}; -float dgrademul_r_in +float dgrademul_r_i < - string UIName = "Grading Intensity Interior Night Red"; + string UIName = "Grading Intensity Interior Red"; string UIWidget = "Spinner"; > = {1.0}; -float dgrademul_g_in +float dgrademul_g_i < - string UIName = "Grading Intensity Interior Night Green"; + string UIName = "Grading Intensity Interior Green"; string UIWidget = "Spinner"; > = {1.0}; -float dgrademul_b_in +float dgrademul_b_i < - string UIName = "Grading Intensity Interior Night Blue"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgrademul_r_id -< - string UIName = "Grading Intensity Interior Day Red"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgrademul_g_id -< - string UIName = "Grading Intensity Interior Day Green"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgrademul_b_id -< - string UIName = "Grading Intensity Interior Day Blue"; + string UIName = "Grading Intensity Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* color component contrasts */ @@ -1339,39 +900,21 @@ float dgradepow_b_d string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float dgradepow_r_in +float dgradepow_r_i < - string UIName = "Grading Contrast Interior Night Red"; + string UIName = "Grading Contrast Interior Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float dgradepow_g_in +float dgradepow_g_i < - string UIName = "Grading Contrast Interior Night Green"; + string UIName = "Grading Contrast Interior Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; -float dgradepow_b_in +float dgradepow_b_i < - string UIName = "Grading Contrast Interior Night Blue"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float dgradepow_r_id -< - string UIName = "Grading Contrast Interior Day Red"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float dgradepow_g_id -< - string UIName = "Grading Contrast Interior Day Green"; - string UIWidget = "Spinner"; - float UIMin = 0.0; -> = {1.0}; -float dgradepow_b_id -< - string UIName = "Grading Contrast Interior Day Blue"; + string UIName = "Grading Contrast Interior Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; @@ -1411,34 +954,19 @@ float dgradecol_b_d string UIName = "Grading Color Day Blue"; string UIWidget = "Spinner"; > = {1.0}; -float dgradecol_r_in +float dgradecol_r_i < - string UIName = "Grading Color Interior Night Red"; + string UIName = "Grading Color Interior Red"; string UIWidget = "Spinner"; > = {1.0}; -float dgradecol_g_in +float dgradecol_g_i < - string UIName = "Grading Color Interior Night Green"; + string UIName = "Grading Color Interior Green"; string UIWidget = "Spinner"; > = {1.0}; -float dgradecol_b_in +float dgradecol_b_i < - string UIName = "Grading Color Interior Night Blue"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgradecol_r_id -< - string UIName = "Grading Color Interior Day Red"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgradecol_g_id -< - string UIName = "Grading Color Interior Day Green"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgradecol_b_id -< - string UIName = "Grading Color Interior Day Blue"; + string UIName = "Grading Color Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* blend factor for colorization (negative values are quite fancy) */ @@ -1452,14 +980,9 @@ float dgradecolfact_d string UIName = "Grading Color Factor Day"; string UIWidget = "Spinner"; > = {0.0}; -float dgradecolfact_in +float dgradecolfact_i < - string UIName = "Grading Color Factor Interior Night"; - string UIWidget = "Spinner"; -> = {0.0}; -float dgradecolfact_id -< - string UIName = "Grading Color Factor Interior Day"; + string UIName = "Grading Color Factor Interior"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ @@ -1479,14 +1002,9 @@ float dgradesatmul_d string UIName = "Grading Saturation Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; -float dgradesatmul_in +float dgradesatmul_i < - string UIName = "Grading Saturation Intensity Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgradesatmul_id -< - string UIName = "Grading Saturation Intensity Interior Day"; + string UIName = "Grading Saturation Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ @@ -1500,14 +1018,9 @@ float dgradesatpow_d string UIName = "Grading Saturation Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; -float dgradesatpow_in +float dgradesatpow_i < - string UIName = "Grading Saturation Contrast Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgradesatpow_id -< - string UIName = "Grading Saturation Contrast Interior Day"; + string UIName = "Grading Saturation Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ @@ -1521,14 +1034,9 @@ float dgradevalmul_d string UIName = "Grading Value Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; -float dgradevalmul_in +float dgradevalmul_i < - string UIName = "Grading Value Intensity Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgradevalmul_id -< - string UIName = "Grading Value Intensity Interior Day"; + string UIName = "Grading Value Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ @@ -1542,14 +1050,9 @@ float dgradevalpow_d string UIName = "Grading Value Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; -float dgradevalpow_in +float dgradevalpow_i < - string UIName = "Grading Value Contrast Interior Night"; - string UIWidget = "Spinner"; -> = {1.0}; -float dgradevalpow_id -< - string UIName = "Grading Value Contrast Interior Day"; + string UIName = "Grading Value Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; bool dcolorizeafterhsv