diff --git a/Logo.png b/Logo.png deleted file mode 100644 index dba3d72..0000000 Binary files a/Logo.png and /dev/null differ diff --git a/README.md b/README.md deleted file mode 100644 index 56118da..0000000 --- a/README.md +++ /dev/null @@ -1,13 +0,0 @@ -![logo](Logo.png) - -This repo contains every single version of MariENB ever made. -For the sake of neater organization, they are divided in specific branches: - -- **historic**: Alpha versions of MariENB. -- **legacy**: 1.x releases. -- **twopoint-modular**: 2.0.x releases that used a modular packaging model. -- **twopoint-dust**: 2.x releases for Fallout: DUST. -- **twopoint-fnv**: 2.x releases for Fallout: New Vegas. -- **twopoint-skyrim**: 2.x releases for Skyrim. -- **threepoint-frost**: 3.x releases for Fallout: FROST. -- **threepoint-fo4**: 3.x releases for Fallout 4. \ No newline at end of file diff --git a/enbseries.ini b/enbseries.ini new file mode 100644 index 0000000..cb0ab70 --- /dev/null +++ b/enbseries.ini @@ -0,0 +1,140 @@ +[GLOBAL] +UseEffect=true +[EFFECT] +UseOriginalPostProcessing=false +UseOriginalObjectsProcessing=false +EnableBloom=true +EnableLens=false +EnableAdaptation=true +EnableDepthOfField=true +EnableAmbientOcclusion=true +EnableDetailedShadow=true +EnableSunRays=true +EnableSunGlare=false +[COLORCORRECTION] +UsePaletteTexture=true +UseProceduralCorrection=false +Brightness=1.0 +GammaCurve=1.0 +[NIGHTDAY] +DetectorDefaultDay=false +DetectorLevelDay=0.75 +DetectorLevelNight=0.25 +DetectorLevelCurve=1.0 +[ADAPTATION] +ForceMinMaxValues=false +AdaptationSensitivity=0.2 +AdaptationTime=0.65 +AdaptationMin=0.0 +AdaptationMax=1.0 +[BLOOM] +Quality=0 +AmountDay=1.0 +AmountNight=1.0 +AmountInterior=1.0 +BlueShiftAmountDay=1.0 +BlueShiftAmountNight=1.0 +BlueShiftAmountInterior=1.0 +[LENS] +LenzReflectionIntensityDay=1.0 +LenzReflectionIntensityNight=1.0 +LenzReflectionIntensityInterior=1.0 +LenzReflectionPowerDay=1.0 +LenzReflectionPowerNight=1.0 +LenzReflectionPowerInterior=1.0 +LenzDirtIntensityDay=1.0 +LenzDirtIntensityNight=1.0 +LenzDirtIntensityInterior=1.0 +LenzDirtPowerDay=1.0 +LenzDirtPowerNight=1.0 +LenzDirtPowerInterior=1.0 +[SSAO_SSIL] +EnableSupersampling=false +UseIndirectLighting=true +SamplingQuality=0 +SamplingPrecision=0 +SamplingRange=0.25 +FadeFogRangeDay=0.5 +FadeFogRangeNight=0.5 +SizeScale=0.5 +SourceTexturesScale=0.5 +FilterQuality=0 +AOAmount=1.07 +AOAmountInterior=1.05 +ILAmount=2.18 +ILAmountInterior=2.12 +AOIntensity=0.96 +AOIntensityInterior=0.82 +AOType=0 +AOMixingType=2 +AOMixingTypeInterior=3 +EnableDenoiser=true +[ENVIRONMENT] +LightingIntensityDay=1.13 +LightingIntensityNight=1.15 +LightingIntensityInterior=1.1 +LightingCurveDay=1.14 +LightingCurveNight=1.05 +LightingCurveInterior=1.06 +LightingDesaturationDay=0.05 +LightingDesaturationNight=0.07 +LightingDesaturationInterior=0.12 +AmbientLightingIntensityDay=0.89 +AmbientLightingIntensityNight=0.62 +AmbientLightingIntensityInterior=1.03 +AmbientLightingCurveDay=1.2 +AmbientLightingCurveNight=1.06 +AmbientLightingCurveInterior=0.94 +AmbientLightingDesaturationDay=0.08 +AmbientLightingDesaturationNight=0.04 +AmbientLightingDesaturationInterior=0.02 +FogColorMultiplierDay=1.08 +FogColorMultiplierNight=1.05 +FogColorMultiplierInterior=1.02 +FogColorCurveDay=0.88 +FogColorCurveNight=1.1 +FogColorCurveInterior=0.91 +[SKY] +Enable=true +StarsIntensity=1.27 +StarsCurve=1.08 +CloudsIntensityDay=1.02 +CloudsIntensityNight=0.88 +CloudsCurveDay=0.98 +CloudsCurveNight=0.92 +CloudsDesaturationDay=0.1 +CloudsDesaturationNight=0.09 +CloudsEdgeClamp=0.5 +CloudsEdgeIntensity=1.0 +GradientIntensityDay=1.11 +GradientIntensityNight=0.96 +GradientDesaturationDay=0.07 +GradientDesaturationNight=0.04 +GradientTopIntensityDay=1.08 +GradientTopIntensityNight=0.98 +GradientTopCurveDay=0.81 +GradientTopCurveNight=1.13 +GradientMiddleIntensityDay=1.07 +GradientMiddleIntensityNight=1.11 +GradientMiddleCurveDay=1.08 +GradientMiddleCurveNight=1.23 +GradientHorizonIntensityDay=1.22 +GradientHorizonIntensityNight=1.36 +GradientHorizonCurveDay=1.19 +GradientHorizonCurveNight=1.24 +SunIntensity=1.66 +SunDesaturation=0.0 +SunCoronaIntensity=0.001 +SunCoronaCurve=1.0 +SunCoronaDesaturation=0.0 +MoonIntensity=1.09 +MoonCurve=1.14 +MoonDesaturation=0.0 +MoonCoronaIntensity=0.001 +[DEPTHOFFIELD] +FadeTime=0.4 +[SHADOW] +DetailedShadowQuality=1 +ShadowDesaturation=0.0 +[RAYS] +SunRaysMultiplier=0.29 diff --git a/enbseries/COPYING b/enbseries/COPYING new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/enbseries/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other 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If the +Program specifies that a certain numbered version of the GNU General +Public License "or any later version" applies to it, you have the +option of following the terms and conditions either of that numbered +version or of any later version published by the Free Software +Foundation. If the Program does not specify a version number of the +GNU General Public License, you may choose any version ever published +by the Free Software Foundation. + + If the Program specifies that a proxy can decide which future +versions of the GNU General Public License can be used, that proxy's +public statement of acceptance of a version permanently authorizes you +to choose that version for the Program. + + Later license versions may give you additional or different +permissions. However, no additional obligations are imposed on any +author or copyright holder as a result of your choosing to follow a +later version. + + 15. Disclaimer of Warranty. + + THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY +APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT +HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY +OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, +THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM +IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF +ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + + 16. Limitation of Liability. + + IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF +SUCH DAMAGES. + + 17. Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/enbseries/VERSION b/enbseries/VERSION new file mode 100644 index 0000000..92bbac0 --- /dev/null +++ b/enbseries/VERSION @@ -0,0 +1 @@ +2.4.3-1 "Good Old Vanilla" diff --git a/enbseries/effect.txt b/enbseries/effect.txt new file mode 100644 index 0000000..52a611a --- /dev/null +++ b/enbseries/effect.txt @@ -0,0 +1,11 @@ +/* + effect.txt : MariENB extra shader. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* separate for easier maintenance */ +#include "menbglobaldefs.fx" +#include "menbextrasettings.fx" +#include "menbextrainternals.fx" +#include "menbextrafilters.fx" diff --git a/enbseries/effect.txt.ini b/enbseries/effect.txt.ini new file mode 100644 index 0000000..ecc45fe --- /dev/null +++ b/enbseries/effect.txt.ini @@ -0,0 +1,48 @@ +[EFFECT.TXT] +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 +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 +Enable Blur=true +Blur Sampling Range=0.18 +Enable Sharp=true +Sharp Sampling Range=0.8 +Sharpening Amount=1.45 +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 b/enbseries/enbbloom.fx new file mode 100644 index 0000000..7063e72 --- /dev/null +++ b/enbseries/enbbloom.fx @@ -0,0 +1,11 @@ +/* + enbbloom.fx : MariENB bloom filter. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* separate for easier maintenance */ +#include "menbglobaldefs.fx" +#include "menbbloomsettings.fx" +#include "menbbloominternals.fx" +#include "menbbloomfilters.fx" diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini new file mode 100644 index 0000000..0b2d450 --- /dev/null +++ b/enbseries/enbbloom.fx.ini @@ -0,0 +1,88 @@ +[ENBBLOOM.FX] +TECHNIQUE=0 +Bloom Intensity Night=0.39 +Bloom Intensity Day=0.33 +Bloom Intensity Interior Night=0.36 +Bloom Intensity Interior Day=0.36 +Bloom Contrast Night=1.02 +Bloom Contrast Day=1.05 +Bloom Contrast Interior Night=1.03 +Bloom Contrast Interior Day=1.03 +Bloom Saturation Night=1.19 +Bloom Saturation Day=1.13 +Bloom Saturation Interior Night=1.24 +Bloom Saturation Interior Day=1.24 +Bloom Offset Night=-0.1 +Bloom Offset Day=-0.15 +Bloom Offset Interior Night=-0.13 +Bloom Offset Interior Day=-0.13 +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 +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 Intensity Night=0.6 +Blue Shift Intensity Day=0.5 +Blue Shift Intensity Interior Night=0.65 +Blue Shift Intensity Interior Day=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=0.42 +Anamorphic Bloom Blend Day=0.31 +Anamorphic Bloom Blend Interior Night=0.38 +Anamorphic Bloom Blend Interior Day=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 Intensity Night=1.06 +Anamorphic Bloom Blue Shift Intensity Day=1.88 +Anamorphic Bloom Blue Shift Interior Night=1.79 +Anamorphic Bloom Blue Shift Interior Day=1.79 +Anamorphic Bloom Contrast Night=1.22 +Anamorphic Bloom Contrast Day=1.34 +Anamorphic Bloom Contrast Interior Night=1.26 +Anamorphic Bloom Contrast Interior Day=1.26 +Anamorphic Bloom Radius Multiplier=1.0 +Bloom Pass 1 Blend=0.33 +Bloom Pass 2 Blend=0.45 +Bloom Pass 3 Blend=0.57 +Bloom Pass 4 Blend=0.74 +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 b/enbseries/enbeffect.fx new file mode 100644 index 0000000..1935de6 --- /dev/null +++ b/enbseries/enbeffect.fx @@ -0,0 +1,13 @@ +/* + enbeffect.fx : MariENB base shader. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* do not touch this! */ +#define E_SHADER_3_0 +/* separate for easier maintenance */ +#include "menbglobaldefs.fx" +#include "menbeffectsettings.fx" +#include "menbeffectinternals.fx" +#include "menbeffectfilters.fx" diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini new file mode 100644 index 0000000..33f4d05 --- /dev/null +++ b/enbseries/enbeffect.fx.ini @@ -0,0 +1,208 @@ +[ENBEFFECT.FX] +TECHNIQUE=0 +Enable Grain=true +Grain Speed=15.0 +Grain Intensity=0.140001 +Grain Saturation=-0.19 +Grain Two-Pass=true +Grain Blending Mode=3 +Grain Dark Mask Contrast=17.460001 +Grain Two-Pass Factor=0.04 +Grain Magnification 1=15.13 +Grain Magnification 2=15.3 +Grain Magnification 3=13.15 +Grain Pass 1 Magnification 1=2.05 +Grain Pass 1 Magnification 2=3.11 +Grain Pass 1 Magnification 3=2.22 +Grain Pass 2 Magnification 1=4.25 +Grain Pass 2 Magnification 2=9.42 +Grain Pass 2 Magnification 3=6.29 +Grain Contrast=5.6 +Enable Adaptation=true +Adaptation Min Night=0.69 +Adaptation Min Day=0.85 +Adaptation Min Interior Night=0.72 +Adaptation Min Interior Day=0.72 +Adaptation Max Night=1.57 +Adaptation Max Day=1.86 +Adaptation Max Interior Night=1.43 +Adaptation Max Interior Day=1.43 +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 +Enable RGB Grading=true +Grading Intensity Night Red=1.03 +Grading Intensity Night Green=1.01 +Grading Intensity Night Blue=1.06 +Grading Intensity Day Red=1.01 +Grading Intensity Day Green=1.0 +Grading Intensity Day Blue=1.03 +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 Contrast Night Red=0.98 +Grading Contrast Night Green=0.99 +Grading Contrast Night Blue=0.93 +Grading Contrast Day Red=0.94 +Grading Contrast Day Green=0.99 +Grading Contrast Day Blue=0.91 +Grading Contrast Interior Night Red=0.95 +Grading Contrast Interior Night Green=0.99 +Grading Contrast Interior Night Blue=0.96 +Grading Contrast Interior Day Red=0.95 +Grading Contrast Interior Day Green=0.99 +Grading Contrast Interior Day Blue=0.96 +Enable Vibrance Grading=true +Grading Color Night Red=-0.61 +Grading Color Night Green=-0.12 +Grading Color Night Blue=-0.85 +Grading Color Day Red=-0.77 +Grading Color Day Green=-0.07 +Grading Color Day Blue=-0.24 +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 Factor Night=-0.16 +Grading Color Factor Day=-0.06 +Grading Color Factor Interior Night=-0.1 +Grading Color Factor Interior Day=-0.1 +Enable HSV Grading=true +Grading Saturation Intensity Night=1.23 +Grading Saturation Intensity Day=1.14 +Grading Saturation Intensity Interior Night=1.16 +Grading Saturation Intensity Interior Day=1.16 +Grading Saturation Contrast Night=1.18 +Grading Saturation Contrast Day=1.08 +Grading Saturation Contrast Interior Night=1.13 +Grading Saturation Contrast Interior Day=1.13 +Grading Value Intensity Night=0.98 +Grading Value Intensity Day=0.93 +Grading Value Intensity Interior Night=0.96 +Grading Value Intensity Interior Day=0.96 +Grading Value Contrast Night=1.12 +Grading Value Contrast Day=1.18 +Grading Value Contrast Interior Night=1.06 +Grading Value Contrast Interior Day=1.06 +Colorize After HSV=true +Enable Vanilla Imagespace=true +Vanilla Tint Blend=0.97 +Vanilla Vibrance Blend=0.93 +Vanilla Contrast Blend=0.77 +Enable LUT Grading=true +LUT Blend Night=0.42 +LUT Blend Day=0.35 +LUT Blend Interior Night=0.31 +LUT Blend Interior Day=0.31 +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=6.44 +Tonemap Exposure Day=6.259999 +Tonemap Exposure Interior Night=6.89 +Tonemap Exposure Interior Day=6.89 +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=0.12 +Uncharted2 Shoulder Strength Interior Night=0.16 +Uncharted2 Shoulder Strength Interior Day=0.16 +Uncharted2 Linear Strength Night=1.37 +Uncharted2 Linear Strength Day=1.44 +Uncharted2 Linear Strength Interior Night=1.49 +Uncharted2 Linear Strength Interior Day=1.49 +Uncharted2 Linear Angle Night=0.45 +Uncharted2 Linear Angle Day=0.51 +Uncharted2 Linear Angle Interior Night=0.62 +Uncharted2 Linear Angle Interior Day=0.62 +Uncharted2 Toe Strength Night=1.37 +Uncharted2 Toe Strength Day=1.31 +Uncharted2 Toe Strength Interior Night=1.26 +Uncharted2 Toe Strength Interior Day=1.26 +Uncharted2 Toe Numerator Night=0.23 +Uncharted2 Toe Numerator Day=0.39 +Uncharted2 Toe Numerator Interior Night=0.28 +Uncharted2 Toe Numerator Interior Day=0.28 +Uncharted2 Toe Denominator Night=1.44 +Uncharted2 Toe Denominator Day=1.13 +Uncharted2 Toe Denominator Interior Night=1.19 +Uncharted2 Toe Denominator Interior Day=1.19 +Uncharted2 Linear White Night=15.7 +Uncharted2 Linear White Day=32.290001 +Uncharted2 Linear White Interior Night=29.4 +Uncharted2 Linear White Interior Day=29.4 +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=1.11 +Vanilla Tint Strength=1.0 +Vanilla Vibrance Contrast=1.16 +Vanilla Vibrance Strength=1.0 +Enable Technicolor=true +Technicolor Blend=0.5 diff --git a/enbseries/enbeffectprepass.fx b/enbseries/enbeffectprepass.fx new file mode 100644 index 0000000..19d8c55 --- /dev/null +++ b/enbseries/enbeffectprepass.fx @@ -0,0 +1,11 @@ +/* + enbeffectprepass.fx : MariENB pre-pass filters. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* separate for easier maintenance */ +#include "menbglobaldefs.fx" +#include "menbprepasssettings.fx" +#include "menbprepassinternals.fx" +#include "menbprepassfilters.fx" diff --git a/enbseries/enbeffectprepass.fx.ini b/enbseries/enbeffectprepass.fx.ini new file mode 100644 index 0000000..1ab6fa3 --- /dev/null +++ b/enbseries/enbeffectprepass.fx.ini @@ -0,0 +1,178 @@ +[ENBEFFECTPREPASS.FX] +TECHNIQUE=0 +Fixed Resolution Width=1920 +Fixed Resolution Height=1080 +Depth Cutoff=999999.0 +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 +Heat Fade Contrast=231.910004 +Heat Fade Intensity=0.72 +Heat Fade Offset=-0.61 +Heat Intensity=1.04 +Heat Contrast=1.18 +Heat Time-of-day Contrast=7.73 +Heat Always Enable=false +Enable Screen Frost=false +Frost Contrast=1.08 +Frost Strength=0.04 +Frost Radial Contrast=0.87 +Frost Radial Intensity=1.11 +Frost Radial Offset=-0.93 +Frost Texture Blend=3.79 +Frost Texture Blend Contrast=4.56 +Frost Texture Size=1.0 +Frost Indoor Factor=0.0 +Frost Night Factor=0.5 +Frost Always Enable=false +Enable Focus Triangle=true +Display Focus Points=false +Enable Manual Focus=false +Manual Focus Depth=1.0 +Focus Point Center X=0.5 +Focus Point Center Y=0.5 +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 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 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 +DOF Intensity Night=481.829987 +DOF Intensity Day=449.019989 +DOF Intensity Interior Night=496.119995 +DOF Intensity Interior Day=496.119995 +DOF Contrast Night=2.42 +DOF Contrast Day=2.9 +DOF Contrast Interior Night=2.62 +DOF Contrast Interior Day=2.62 +DOF Shift Night=0.0 +DOF Shift Day=0.0 +DOF Shift Interior Night=0.0 +DOF Shift Interior Day=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 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 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 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 Unfocus Intensity Night=1.29 +DOF Fixed Unfocus Intensity Day=1.23 +DOF Fixed Unfocus Intensity Interior Night=1.18 +DOF Fixed Unfocus Intensity Interior Day=1.18 +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 Shift Night=-1.02 +DOF Fixed Unfocus Shift Day=-1.07 +DOF Fixed Unfocus Shift Interior Night=-1.11 +DOF Fixed Unfocus Shift Interior Day=-1.11 +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 Use Cutoff=false +Disable DOF=false +DOF Gather Blur Radius=12.0 +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 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 Contrast=0.25 +Edgevision Intensity=4.0 +Edgevision Radius=1.0 +Enable SSAO=false +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 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 Intensity=1.25 +SSAO Contrast=0.65 +SSAO Blending=0.8 +SSAO Blur=true +SSAO Bilateral Factor=1500.0 +SSAO Range=20.0 +SSAO Range Min=0.0 +SSAO Blur Radius=1.0 +Debug SSAO=false +SSAO Use Less Samples=true +SSAO Blur Use Less Samples=true +Sharpen Enable=true +Sharpen Radius=0.8 +Sharpen Clamp=0.12 +Sharpen Blending=6.0 +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=1.5 +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 Fixed Focus Depth=0.0 +DOF Fixed Focus Cap=1.0 +DOF Fixed Unfocus Depth=0.0 diff --git a/enbseries/enblens.fx b/enbseries/enblens.fx new file mode 100644 index 0000000..b9e0349 --- /dev/null +++ b/enbseries/enblens.fx @@ -0,0 +1,57 @@ +/* + enblens.fx : MariENB Lens filters. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +struct VS_OUTPUT_POST +{ + float4 vpos : POSITION; + float2 txcoord0 : TEXCOORD0; +}; +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord0 : TEXCOORD0; +}; +VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN ) +{ + VS_OUTPUT_POST OUT; + OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); + OUT.txcoord0.xy = IN.txcoord0.xy; + return OUT; +} +float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR +{ + return 0.0; +} +technique Draw +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Dummy(); + PixelShader = compile ps_3_0 PS_Dummy(); + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + CullMode = NONE; + AlphaBlendEnable = FALSE; + AlphaTestEnable = FALSE; + SeparateAlphaBlendEnable = FALSE; + SRGBWriteEnable = FALSE; + } +} +technique LensPostPass +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Dummy(); + PixelShader = compile ps_3_0 PS_Dummy(); + AlphaBlendEnable = TRUE; + SrcBlend = ONE; + DestBlend = ONE; + ColorWriteEnable = RED|GREEN|BLUE; + CullMode = NONE; + AlphaTestEnable = FALSE; + SeparateAlphaBlendEnable = FALSE; + SRGBWriteEnable = FALSE; + } +} diff --git a/enbseries/enblens.fx.ini b/enbseries/enblens.fx.ini new file mode 100644 index 0000000..d1938c1 --- /dev/null +++ b/enbseries/enblens.fx.ini @@ -0,0 +1,2 @@ +[ENBLENS.FX] +TECHNIQUE=0 diff --git a/enbseries/enbpalette.bmp b/enbseries/enbpalette.bmp new file mode 100644 index 0000000..7298fcf Binary files /dev/null and b/enbseries/enbpalette.bmp differ diff --git a/enbseries/enbraindrops.tga b/enbseries/enbraindrops.tga new file mode 100644 index 0000000..38062ef Binary files /dev/null and b/enbseries/enbraindrops.tga differ diff --git a/enbseries/enbsunsprite.fx b/enbseries/enbsunsprite.fx new file mode 100644 index 0000000..20f86fe --- /dev/null +++ b/enbseries/enbsunsprite.fx @@ -0,0 +1,49 @@ +/* + enbsunsprite.fx : MariENB sun sprite filters. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* This shader intentionally does nothing */ +struct VS_OUTPUT_POST +{ + float4 vpos : POSITION; + float2 txcoord : TEXCOORD0; +}; +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord : TEXCOORD0; +}; +VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN ) +{ + VS_OUTPUT_POST OUT; + float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); + OUT.vpos = pos; + OUT.txcoord.xy = IN.txcoord.xy; + return OUT; +} +float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + return 0.0; +} +technique Draw +{ + pass P0 + { + VertexShader = compile vs_3_0 VS_Dummy(); + PixelShader = compile ps_3_0 PS_Dummy(); + AlphaBlendEnable = TRUE; + SrcBlend = ONE; + DestBlend = ONE; + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} diff --git a/enbseries/enbsunsprite.fx.ini b/enbseries/enbsunsprite.fx.ini new file mode 100644 index 0000000..cf7763b --- /dev/null +++ b/enbseries/enbsunsprite.fx.ini @@ -0,0 +1,2 @@ +[ENBSUNSPRITE.FX] +TECHNIQUE=0 diff --git a/enbseries/menbbloomfilters.fx b/enbseries/menbbloomfilters.fx new file mode 100644 index 0000000..723219e --- /dev/null +++ b/enbseries/menbbloomfilters.fx @@ -0,0 +1,238 @@ +/* + menbbloomfilters.fx : MariENB bloom shader routines. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN) +{ + VS_OUTPUT_POST OUT; + float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1); + OUT.vpos = pos; + OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy; + return OUT; +} +/* helper functions */ +/* photometric */ +#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722)) +/* CCIR601 */ +//#define luminance(x) dot(x,float3(0.299,0.587,0.114)) +float3 rgb2hsv( float3 c ) +{ + float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0); + float4 p = (c.g bloomcap ) hsv.z = bloomcap; + res.rgb = hsv2rgb(hsv); + res = max(res+bloombump,0); + hsv = rgb2hsv(res.rgb); + hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0); + hsv.z = pow(hsv.z,bloompower); + res.rgb = hsv2rgb(hsv)*bloomintensity; + res.a = 1.0; + return res; +} +/* Horizontal blur step goes here */ +float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR +{ + float2 coord = In.txcoord0.xy; + float4 res = float4(0,0,0,0); + int i; + float sum = 0; + float inc = TempParameters.z*bloomradiusx; + float2 pp; + [unroll] for ( i=-7; i<=7; i++ ) + { + pp = coord+float2(i,0)*inc; + res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp); + sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0; + } + res *= 1.0/sum; + res.a = 1.0; + return res; +} +/* This is the vertical step */ +float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR +{ + float2 coord = In.txcoord0.xy; + float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord); + int i; + float sum = 0; + float inc = TempParameters.z*bloomradiusy; + float2 pp; + [unroll] for ( i=-7; i<=7; i++ ) + { + pp = coord+float2(0,i)*inc; + res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp); + sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0; + } + res *= 1.0/sum; + /* 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 = tod_ind(blu); + float bsi = tod_ind(bsi); + float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*bsi; + lm = lm/(1.0+lm); + lm *= 1.0-saturate((TempParameters.w-1.0)*bslp); + blu = saturate(blu+(TempParameters.w-1.0)*bsbp); + res.rgb *= lerp(1.0,blu,lm); + res.a = 1.0; + return res; +} +/* + Horizontal anamorphic bloom step. This is somewhat realistic except that + most lenses (e.g.: glasses, both convex and concave) cause VERTICAL + anamorphic bloom due to their curvature. However since ENB doesn't let me + switch the order of the blurring, it's impossible to do so. I don't really + have a problem with that, this also looks nice. + + I've seen that some ENBs do something almost-maybe-possibly-slightly-similar + they call "anamorphic lens flare", which has an ass-backwards-retarded + implementation, which serves to showcase their incompetence. Rather than use + a single-axis massive-scale blur like I do, they simply awkwardly stretch + sampling coordinates along one axis, which doesn't even have the same effect + as it just makes it so bright areas ONLY at the very middle of the screen + produces sharp bright lines extending towards the sides. +*/ +float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR +{ + if ( !alfenable ) return float4(0,0,0,1); + float2 coord = In.txcoord0.xy; + float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord); + int i; + float sum = 0; + float inc = TempParameters.z*bloomradiusx*flen; + float2 pp; + [unroll] for ( i=-79; i<=79; i++ ) + { + pp = coord+float2(i,0)*inc; + res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp); + sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0; + } + res *= 1.0/sum; + /* 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 = tod_ind(flu); + float fsi = tod_ind(fsi); + float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*fsi; + lm = lm/(1.0+lm); + float fbl = tod_ind(fbl); + float fpw = tod_ind(fpw); + res.rgb *= lerp(1.0,flu,lm); + res.rgb = pow(max(0,res.rgb),fpw)*fbl; + res.a = 1.0; + return res; +} +/* end pass, mix it all up */ +float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR +{ + float2 coord = In.txcoord0.xy; + float4 res = float4(0,0,0,0); + res += bloommix1*tex2D(SamplerBloomC1,coord); // P1 + res += bloommix2*tex2D(SamplerBloomC2,coord); // P2 + res += bloommix3*tex2D(SamplerBloomC3,coord); // P3 + res += bloommix4*tex2D(SamplerBloomC4,coord); // P4 + res += bloommix5*tex2D(SamplerBloomC5,coord); // Prepass + res += bloommix6*tex2D(SamplerBloomC6,coord); // Base + res += bloommix7*tex2D(SamplerBloomC7,coord); // P5 + res += bloommix8*tex2D(SamplerBloomC8,coord); // P6 + res.rgb /= 6.0; + res.rgb = clamp(res.rgb,0,32768); + res.a = 1.0; + return res; +} +/* techniques */ +technique BloomPrePass +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Bloom(); + PixelShader = compile ps_3_0 PS_BloomPrePass(); + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + CullMode = NONE; + AlphaBlendEnable = FALSE; + AlphaTestEnable = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique BloomTexture1 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Bloom(); + PixelShader = compile ps_3_0 PS_BloomTexture1(); + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + CullMode = NONE; + AlphaBlendEnable = FALSE; + AlphaTestEnable = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } + pass p1 + { + AlphaBlendEnable = true; + SrcBlend = One; + DestBlend = One; + PixelShader = compile ps_3_0 PS_AnamPass(); + } +} +technique BloomTexture2 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Bloom(); + PixelShader = compile ps_3_0 PS_BloomTexture2(); + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + CullMode = NONE; + AlphaBlendEnable = FALSE; + AlphaTestEnable = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique BloomPostPass +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Bloom(); + PixelShader = compile ps_3_0 PS_BloomPostPass(); + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + CullMode = NONE; + AlphaBlendEnable = FALSE; + AlphaTestEnable = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} diff --git a/enbseries/menbbloominternals.fx b/enbseries/menbbloominternals.fx new file mode 100644 index 0000000..4fd370c --- /dev/null +++ b/enbseries/menbbloominternals.fx @@ -0,0 +1,270 @@ +/* + menbbloominternals.fx : MariENB bloom internal variables. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* mathematical constants */ +static const float pi = 3.1415926535898; +/* gaussian blur matrices */ +/* radius: 4, std dev: 1.5 */ +/*static const float gauss4[4] = +{ + 0.270682, 0.216745, 0.111281, 0.036633 +};*/ +/* radius: 8, std dev: 3 */ +static const float gauss8[8] = +{ + 0.134598, 0.127325, 0.107778, 0.081638, + 0.055335, 0.033562, 0.018216, 0.008847 +}; +/* radius: 40, std dev: 15 */ +/*static const float gauss40[40] = +{ + 0.026823, 0.026763, 0.026585, 0.026291, + 0.025886, 0.025373, 0.024760, 0.024055, + 0.023267, 0.022404, 0.021478, 0.020499, + 0.019477, 0.018425, 0.017352, 0.016269, + 0.015186, 0.014112, 0.013056, 0.012025, + 0.011027, 0.010067, 0.009149, 0.008279, + 0.007458, 0.006688, 0.005972, 0.005308, + 0.004697, 0.004139, 0.003630, 0.003170, + 0.002756, 0.002385, 0.002055, 0.001763, + 0.001506, 0.001280, 0.001084, 0.000913 +};*/ +/* radius: 80, std dev: 30 */ +static const float gauss80[80] = +{ + 0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221, + 0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534, + 0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417, + 0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992, + 0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402, + 0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788, + 0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269, + 0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929, + 0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816, + 0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938, + 0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282, + 0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815, + 0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497, + 0.000456, 0.000418 +}; +/* standard stuff */ +float4 ScreenSize; +float4 TempParameters; +float4 BloomParameters; +float ENightDayFactor; +float EInteriorFactor; +/* samplers and textures */ +texture2D texBloom1; +texture2D texBloom2; +texture2D texBloom3; +texture2D texBloom4; +texture2D texBloom5; +texture2D texBloom6; +texture2D texBloom7; +texture2D texBloom8; +sampler2D SamplerBloom1 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom4 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom5 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom6 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom7 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom8 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC1 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC4 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC5 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC6 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC7 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloomC8 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +/* whatever */ +struct VS_OUTPUT_POST +{ + float4 vpos : POSITION; + float2 txcoord0 : TEXCOORD0; +}; +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord0 : TEXCOORD0; +}; diff --git a/enbseries/menbbloomsettings.fx b/enbseries/menbbloomsettings.fx new file mode 100644 index 0000000..cadad2a --- /dev/null +++ b/enbseries/menbbloomsettings.fx @@ -0,0 +1,418 @@ +/* + menbbloomsettings.fx : MariENB bloom user-tweakable variables. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +string str_bloompre = "Bloom Prepass"; +/* bloom intensity */ +float bloomintensity_n +< + string UIName = "Bloom Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloomintensity_d +< + string UIName = "Bloom Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloomintensity_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* bloom power (contrast) */ +float bloompower_n +< + string UIName = "Bloom Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloompower_d +< + string UIName = "Bloom Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloompower_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* bloom saturation */ +float bloomsaturation_n +< + string UIName = "Bloom Saturation Night"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloomsaturation_d +< + string UIName = "Bloom Saturation Day"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloomsaturation_in +< + string UIName = "Bloom Saturation Interior Night"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloomsaturation_id +< + string UIName = "Bloom Saturation Interior Day"; + string UIWidget = "Spinner"; +> = {0.75}; +/* bloom offset (negative values keep dark areas from muddying up) */ +float bloombump_n +< + string UIName = "Bloom Offset Night"; + string UIWidget = "Spinner"; +> = {-0.5}; +float bloombump_d +< + string UIName = "Bloom Offset Day"; + string UIWidget = "Spinner"; +> = {-0.5}; +float bloombump_in +< + string UIName = "Bloom Offset Interior Night"; + string UIWidget = "Spinner"; +> = {-0.5}; +float bloombump_id +< + string UIName = "Bloom Offset Interior Day"; + string UIWidget = "Spinner"; +> = {-0.5}; +/* bloom cap (maximum brightness samples can have) */ +float bloomcap_n +< + string UIName = "Bloom Intensity Cap Night"; + string UIWidget = "Spinner"; +> = {20.0}; +float bloomcap_d +< + string UIName = "Bloom Intensity Cap Day"; + string UIWidget = "Spinner"; +> = {20.0}; +float bloomcap_in +< + string UIName = "Bloom Intensity Cap Interior Night"; + string UIWidget = "Spinner"; +> = {20.0}; +float bloomcap_id +< + string UIName = "Bloom Intensity Cap Interior Day"; + string UIWidget = "Spinner"; +> = {20.0}; +string str_bloomper = "Bloom Per-pass"; +/* bloom blur radius */ +float bloomradiusx +< + string UIName = "Bloom Blur Radius X"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloomradiusy +< + string UIName = "Bloom Blur Radius Y"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* bloom tint/blueshift parameters */ +float blu_n_r +< + string UIName = "Blue Shift Night Red"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_n_g +< + string UIName = "Blue Shift Night Green"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_n_b +< + string UIName = "Blue Shift Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float blu_d_r +< + string UIName = "Blue Shift Day Red"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_d_g +< + string UIName = "Blue Shift Day Green"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_d_b +< + string UIName = "Blue Shift Day Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float blu_in_r +< + string UIName = "Blue Shift Interior Night Red"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_in_g +< + string UIName = "Blue Shift Interior Night Green"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_in_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 UIWidget = "Spinner"; +> = {1.0}; +float bsi_n +< + string UIName = "Blue Shift Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bsi_d +< + string UIName = "Blue Shift Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bsi_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bslp +< + string UIName = "Blue Shift Luminance Factor Per-pass"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.22}; +float bsbp +< + string UIName = "Blue Shift Color Factor Per-pass"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.33}; +/* anamorphic bloom (very intensive) */ +string str_bloomalf = "Anamorphic Bloom"; +bool alfenable +< + string UIName = "Enable Anamorphic Bloom"; + string UIWidget = "Checkbox"; +> = {true}; +float fbl_n +< + string UIName = "Anamorphic Bloom Blend Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float fbl_d +< + string UIName = "Anamorphic Bloom Blend Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float fbl_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float flu_n_r +< + string UIName = "Anamorphic Bloom Blue Shift Night Red"; + string UIWidget = "Spinner"; +> = {0.4}; +float flu_n_g +< + string UIName = "Anamorphic Bloom Blue Shift Night Green"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_n_b +< + string UIName = "Anamorphic Bloom Blue Shift Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float flu_d_r +< + string UIName = "Anamorphic Bloom Blue Shift Day Red"; + string UIWidget = "Spinner"; +> = {0.5}; +float flu_d_g +< + string UIName = "Anamorphic Bloom Blue Shift Day Green"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_d_b +< + string UIName = "Anamorphic Bloom Blue Shift Day Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float flu_in_r +< + string UIName = "Anamorphic Bloom Blue Shift Interior Night Red"; + string UIWidget = "Spinner"; +> = {0.5}; +float flu_in_g +< + string UIName = "Anamorphic Bloom Blue Shift Interior Night Green"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_in_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 UIWidget = "Spinner"; +> = {1.0}; +float fsi_n +< + string UIName = "Anamorphic Bloom Blue Shift Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fsi_d +< + string UIName = "Anamorphic Bloom Blue Shift Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fsi_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_n +< + string UIName = "Anamorphic Bloom Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_d +< + string UIName = "Anamorphic Bloom Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float flen +< + string UIName = "Anamorphic Bloom Radius Multiplier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +string str_bloompost = "Bloom Post-pass"; +/* bloom mix factors */ +float bloommix1 +< + string UIName = "Bloom Pass 1 Blend"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloommix2 +< + string UIName = "Bloom Pass 2 Blend"; + string UIWidget = "Spinner"; +> = {0.8}; +float bloommix3 +< + string UIName = "Bloom Pass 3 Blend"; + string UIWidget = "Spinner"; +> = {0.85}; +float bloommix4 +< + string UIName = "Bloom Pass 4 Blend"; + string UIWidget = "Spinner"; +> = {0.9}; +float bloommix7 +< + string UIName = "Bloom Pass 7 Blend"; + string UIWidget = "Spinner"; +> = {0.95}; +float bloommix8 +< + string UIName = "Bloom Pass 8 Blend"; + string UIWidget = "Spinner"; +> = {1.0}; +float bloommix5 +< + string UIName = "Bloom Prepass Blend"; + string UIWidget = "Spinner"; +> = {0.0}; +float bloommix6 +< + string UIName = "Bloom Base Blend"; + string UIWidget = "Spinner"; +> = {0.0}; diff --git a/enbseries/menbcgalut.png b/enbseries/menbcgalut.png new file mode 100644 index 0000000..17cda3f Binary files /dev/null and b/enbseries/menbcgalut.png differ diff --git a/enbseries/menbeffectfilters.fx b/enbseries/menbeffectfilters.fx new file mode 100644 index 0000000..502c5ee --- /dev/null +++ b/enbseries/menbeffectfilters.fx @@ -0,0 +1,716 @@ +/* + menbeffectfilters.fx : MariENB base shader routines. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN ) +{ + VS_OUTPUT_POST OUT; + OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); + OUT.txcoord0.xy = IN.txcoord0.xy; + return OUT; +} +#ifdef FALLOUT +float4 _c1 : register(c1); +float4 _c2 : register(c2); +float4 _c19 : register(c19); +float4 _c20 : register(c20); +float4 _c22 : register(c22); +#define _r1 _c1 +#define _r2 _c2 +#define _r3 _c19 +#define _r4 _c20 +#define _r5 _c22 +/* + FALLOUT REGISTERS + + r1 (c1): r2 (c2): r3 (c19): + x -> adapt max x -> unused x -> vibrance + y -> unused y -> unused y -> balancer + z -> unused z -> bloom mix z -> multiplier 1 + w -> unused w -> unused w -> multiplier 2 + + r4 (c20): r5 (c22): + x -> tint red x -> fade red + y -> tint green y -> fade green + 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)) +/* CCIR601 */ +//#define luminance(x) dot(x,float3(0.299,0.587,0.114)) +/* overlay blend */ +#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b))) +/* "dark mask" blending is something I came up with and can't really explain */ +#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b)))) +float3 rgb2hsv( float3 c ) +{ + float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0); + float4 p = (c.g 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 ) +{ + /* + gross hacks were needed to "fix" the way direct3d interpolates on + sampling, and to manually interpolate on the blue channel + + this could be alleviated if I could have all the LUTs as 64 separate + volume maps, but PS 3.0 has a limit of 16 samplers and I think ENB + can't load volume maps anyway. + */ +#ifdef LUTMODE_LEGACY + float3 tcol = clamp(res,0.08,0.92); + tcol.rg = tcol.rg*0.5+0.25; + float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0); + float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0); + float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0); + /* night samples */ + float3 tcl1_n = tex2D(SamplerLUT,lc1+float2(0,clut_n/64.0)); + float3 tcl2_n = tex2D(SamplerLUT,lc2+float2(0,clut_n/64.0)); + /* day samples */ + float3 tcl1_d = tex2D(SamplerLUT,lc1+float2(0,clut_d/64.0)); + float3 tcl2_d = tex2D(SamplerLUT,lc2+float2(0,clut_d/64.0)); + /* interior night samples */ + float3 tcl1_in = tex2D(SamplerLUT,lc1+float2(0,clut_in/64.0)); + float3 tcl2_in = tex2D(SamplerLUT,lc2+float2(0,clut_in/64.0)); + /* interior day samples */ + float3 tcl1_id = tex2D(SamplerLUT,lc1+float2(0,clut_id/64.0)); + float3 tcl2_id = tex2D(SamplerLUT,lc2+float2(0,clut_id/64.0)); +#else +#ifdef LUTMODE_16 + float3 tcol = clamp(res,0.08,0.92); + tcol.rg = tcol.rg*0.5+0.25; + float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0); + float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0); + float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0); +#endif +#ifdef LUTMODE_64 + float3 tcol = clamp(res,0.02,0.98); + tcol.rg = tcol.rg*0.5+0.25; + float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0); + float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0); + float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0); +#endif + /* night samples */ + float3 tcl1_n = tex2D(SamplerLUTN,lc1); + float3 tcl2_n = tex2D(SamplerLUTN,lc2); + /* day samples */ + float3 tcl1_d = tex2D(SamplerLUTD,lc1); + float3 tcl2_d = tex2D(SamplerLUTD,lc2); + /* interior night samples */ + float3 tcl1_in = tex2D(SamplerLUTIN,lc1); + float3 tcl2_in = tex2D(SamplerLUTIN,lc2); + /* interior day samples */ + float3 tcl1_id = tex2D(SamplerLUTID,lc1); + float3 tcl2_id = tex2D(SamplerLUTID,lc2); +#endif + float3 tcl1 = tod_ind(tcl1); + float3 tcl2 = tod_ind(tcl2); + tcol = lerp(tcl1,tcl2,dec); + 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 ) +{ + res = clamp(res,0.0,1.0); + float red = 1.0-(res.r-(res.g+res.b)*0.5); + float green = 1.0-(res.g-(res.r+res.b)*0.5); + float blue = 1.0-(res.b-(res.r+res.g)*0.5); + float3 tint = float3(green*blue,red*blue,red*green)*res; + return lerp(res,res+0.5*(tint-res),techblend); +} +/* post-pass dithering, something apparently only my ENB does */ +float3 Dither( float3 res, float2 coord ) +{ + float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float3 col = res; + float dml = (1.0/256.0); + if ( dither == 1 ) + col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml; + else if ( dither == 2 ) + col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml; + else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml; + col = (trunc(col*256.0)/256.0); + return col; +} +/* Fuzzy */ +float3 FilmGrain( float3 res, float2 coord ) +{ + float ts = Timer.x*nf; + float2 tcs = coord.xy; + float2 s1 = tcs+float2(0,ts); + float2 s2 = tcs+float2(ts,0); + float2 s3 = tcs+float2(ts,ts); + float n1, n2, n3; + float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0; + /* + There are two methods of making noise here: + 1. two-pass algorithm that produces a particular fuzz complete with + a soft horizontal tear, reminiscent of old TV static. + 2. simple version that has very noticeable tiling and visible + scrolling at low speeds + */ + if ( np ) + { + n1 = tex2D(SamplerNoise2,s1*nm11*nr).r; + n2 = tex2D(SamplerNoise2,s2*nm12*nr).g; + n3 = tex2D(SamplerNoise2,s3*nm13*nr).b; + s1 = tcs+float2(ts+n1*nk,n2*nk); + s2 = tcs+float2(n2,ts+n3*nk); + s3 = tcs+float2(ts+n3*nk,ts+n1*nk); + n1 = tex2D(SamplerNoise2,s1*nm21*nr).r; + n2 = tex2D(SamplerNoise2,s2*nm22*nr).g; + n3 = tex2D(SamplerNoise2,s3*nm23*nr).b; + } + else + { + n1 = tex2D(SamplerNoise3,s1*nm1*nr).r; + n2 = tex2D(SamplerNoise3,s2*nm2*nr).g; + n3 = tex2D(SamplerNoise3,s3*nm3*nr).b; + } + float n4 = (n1+n2+n3)/3; + float3 ng = float3(n4,n4,n4); + float3 nc = float3(n1,n2,n3); + float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj); + if ( nb == 1 ) return res+nt*ni*0.01; + if ( nb == 2 ) return overlay(res,(nt*ni*0.01)); + if ( nb == 3 ) + { + float bn = 1.0-saturate((res.r+res.g+res.b)/3.0); + bn = pow(bn,bnp); + float3 nn = saturate(nt*bn); + return darkmask(res,(nn*ni*0.01)); + } + return lerp(res,nt,ni*0.01); +} +/* MariENB shader */ +float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord0.xy; + float4 res = tex2D(_s0,coord); + 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); + if ( nbt && ne ) res.rgb = FilmGrain(res.rgb,coord); + res.rgb = Tonemap(res.rgb); + if ( vgradeenable ) res.rgb = GradingGame(res.rgb); + if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb); + if ( colorizeafterhsv ) + { + if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb); + if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb); + } + else + { + if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb); + if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb); + } + if ( lutenable ) res.rgb = GradingLUT(res.rgb); + if ( 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; + return res; +} +/* + So... let me get this straight... rather than simply switching techniques, + Boris just compiles the program twice with and without this macro, then + 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 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_Mari(); + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + ZEnable = FALSE; + ZWriteEnable = FALSE; + CullMode = NONE; + AlphaTestEnable = FALSE; + AlphaBlendEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +#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 + def c3,2,-2,0,0 + dcl_position v0 + dcl_texcoord v1 + mov r0.xy,c0 + mad oPos.xy,r0,-c3,v0 + add oT0.xy,v1,c1 + 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 + dcl t0.xy + dcl t1.xy + dcl_2d s0 + dcl_2d s1 + texld r0,t1,s1 + texld r1,t0,s0 + max r0.w,r1.w,c1.x + rcp r0.w,r0.w + mul r1.w,r0.w,c0.x + mul r0.w,r0.w,c1.x + mul r1.xyz,r1,r1.w + max r2.xyz,r1,c0.y + mad r0.xyz,r0.w,r0,r2 + dp3 r0.w,r0,c3 + lrp r1.xyz,c19.x,r0,r0.w + mad r0.xyz,r0.w,c20,-r1 + mad r0.xyz,c20.w,r0,r1 + mad r0.xyz,c19.w,r0,-c19.y + mad r0.xyz,c19.z,r0,c19.y + 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; + ZWriteEnable = FALSE; + CullMode = NONE; + AlphaTestEnable = FALSE; + AlphaBlendEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} diff --git a/enbseries/menbeffectinternals.fx b/enbseries/menbeffectinternals.fx new file mode 100644 index 0000000..03decea --- /dev/null +++ b/enbseries/menbeffectinternals.fx @@ -0,0 +1,286 @@ +/* + menbeffectinternals.fx : MariENB base internal variables. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* + dithering threshold maps + don't touch unless you know what you're doing +*/ +static const float checkers[4] = +{ + 1.0,0.0, + 0.0,1.0 +}; +#define d(x) x/4.0 +static const float ordered2[4] = +{ + d(0),d(2), + d(4),d(2) +}; +#undef d +#define d(x) x/64.0 +static const float ordered8[64] = +{ + d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63), + d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31), + d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55), + d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23), + d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61), + d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29), + d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53), + d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21) +}; +#undef d + +/* standard stuff */ +float4 ScreenSize; +float4 Timer; +float ENightDayFactor; +float EInteriorFactor; +float EBloomAmount; +/* samplers and textures */ +texture2D texs0; +texture2D texs1; +texture2D texs2; +texture2D texs3; +texture2D texs4; +texture2D texs7; +texture2D texNoise2 +< + string ResourceName = "menbnoise1.png"; +>; +texture2D texNoise3 +< + string ResourceName = "menbnoise2.png"; +>; +#ifdef LUTMODE_LEGACY +texture2D texLUT +< + string ResourceName = "menblutpreset.png"; +>; +#else +texture2D texLUTN +< +#ifdef LUTMODE_16 + string ResourceName = "menblut16_night.png"; +#endif +#ifdef LUTMODE_64 + string ResourceName = "menblut64_night.png"; +#endif +>; +texture2D texLUTD +< +#ifdef LUTMODE_16 + string ResourceName = "menblut16_day.png"; +#endif +#ifdef LUTMODE_64 + string ResourceName = "menblut64_day.png"; +#endif +>; +texture2D texLUTIN +< +#ifdef LUTMODE_16 + string ResourceName = "menblut16_interiornight.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"; +#endif +>; +#endif +texture2D texTonemap +< + string ResourceName = "menbfilmlut.png"; +>; +sampler2D _s0 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s1 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s4 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s7 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerNoise2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerNoise3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +#ifdef LUTMODE_LEGACY +sampler2D SamplerLUT = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +#else +sampler2D SamplerLUTN = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerLUTD = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerLUTIN = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerLUTID = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +#endif +sampler2D SamplerTonemap = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +/* whatever */ +struct VS_OUTPUT_POST +{ + float4 vpos : POSITION; + float2 txcoord0 : TEXCOORD0; +}; +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord0 : TEXCOORD0; +}; diff --git a/enbseries/menbeffectsettings.fx b/enbseries/menbeffectsettings.fx new file mode 100644 index 0000000..dadb5be --- /dev/null +++ b/enbseries/menbeffectsettings.fx @@ -0,0 +1,1074 @@ +/* + menbeffectsettings.fx : MariENB base user-tweakable variables. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* film grain */ +string str_noise = "Film Grain"; +bool ne +< + string UIName = "Enable Grain"; + string UIWidget = "Checkbox"; +> = {false}; +/* speed of grain */ +float nf +< + string UIName = "Grain Speed"; + string UIWidget = "Spinner"; +> = {2500.0}; +/* intensity of grain */ +float ni +< + string UIName = "Grain Intensity"; + string UIWidget = "Spinner"; +> = {0.05}; +/* saturation of grain */ +float ns +< + string UIName = "Grain Saturation"; + string UIWidget = "Spinner"; +> = {0.0}; +/* use two-pass grain (double the texture fetches, but looks less uniform) */ +bool np +< + string UIName = "Grain Two-Pass"; + string UIWidget = "Checkbox"; +> = {true}; +/* + blending mode for grain: + 0 -> normal + 1 -> add + 2 -> overlay + 3 -> "dark mask", a personal invention +*/ +int nb +< + string UIName = "Grain Blending Mode"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 3; +> = {1}; +/* dark mask blend mode contrast for mask image */ +float bnp +< + string UIName = "Grain Dark Mask Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.5}; +/* two-pass distortion factor (0 = look just like one-pass grain) */ +float nk +< + string UIName = "Grain Two-Pass Factor"; + string UIWidget = "Spinner"; +> = {0.04}; +/* zoom factors for each component of each noise texture */ +float nm1 +< + string UIName = "Grain Magnification 1"; + string UIWidget = "Spinner"; +> = {13.25}; +float nm2 +< + string UIName = "Grain Magnification 2"; + string UIWidget = "Spinner"; +> = {19.64}; +float nm3 +< + string UIName = "Grain Magnification 3"; + string UIWidget = "Spinner"; +> = {17.35}; +float nm11 +< + string UIName = "Grain Pass 1 Magnification 1"; + string UIWidget = "Spinner"; +> = {2.05}; +float nm12 +< + string UIName = "Grain Pass 1 Magnification 2"; + string UIWidget = "Spinner"; +> = {3.11}; +float nm13 +< + string UIName = "Grain Pass 1 Magnification 3"; + string UIWidget = "Spinner"; +> = {2.22}; +float nm21 +< + string UIName = "Grain Pass 2 Magnification 1"; + string UIWidget = "Spinner"; +> = {4.25}; +float nm22 +< + string UIName = "Grain Pass 2 Magnification 2"; + string UIWidget = "Spinner"; +> = {0.42}; +float nm23 +< + string UIName = "Grain Pass 2 Magnification 3"; + string UIWidget = "Spinner"; +> = {6.29}; +/* contrast of grain */ +float nj +< + string UIName = "Grain Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +bool nbt +< + string UIName = "Apply Grain Before Tone Mapping"; + string UIWidget = "Checkbox"; +> = {true}; +/* "adaptation" factors */ +string str_adaptation = "Eye Adaptation"; +bool aenable +< + string UIName = "Enable Adaptation"; + string UIWidget = "Checkbox"; +> = {false}; +float amin_n +< + string UIName = "Adaptation Min Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float amin_d +< + string UIName = "Adaptation Min Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float amin_in +< + string UIName = "Adaptation Min Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float amin_id +< + string UIName = "Adaptation Min Interior Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float amax_n +< + string UIName = "Adaptation Max Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float amax_d +< + string UIName = "Adaptation Max Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float amax_in +< + string UIName = "Adaptation Max Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float amax_id +< + string UIName = "Adaptation Max Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +/* tone mapping */ +string str_tonemap = "Tone Mapping"; +int tmapenable +< + string UIName = "Tonemapping Method"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 5; +> = {2}; +float tmapexposure_n +< + string UIName = "Tonemap Exposure Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float tmapexposure_d +< + string UIName = "Tonemap Exposure Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float tmapexposure_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float tmapblend_n +< + string UIName = "Tonemap Blend Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float tmapblend_d +< + string UIName = "Tonemap Blend Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float tmapblend_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float unA_n +< + string UIName = "Uncharted2 Shoulder Strength Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_d +< + string UIName = "Uncharted2 Shoulder Strength Day"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_in +< + string UIName = "Uncharted2 Shoulder Strength Interior Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_id +< + string UIName = "Uncharted2 Shoulder Strength Interior Day"; + string UIWidget = "Spinner"; +> = {0.5}; +float unB_n +< + string UIName = "Uncharted2 Linear Strength Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_d +< + string UIName = "Uncharted2 Linear Strength Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_in +< + string UIName = "Uncharted2 Linear Strength Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_id +< + string UIName = "Uncharted2 Linear Strength Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float unC_n +< + string UIName = "Uncharted2 Linear Angle Night"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_d +< + string UIName = "Uncharted2 Linear Angle Day"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_in +< + string UIName = "Uncharted2 Linear Angle Interior Night"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_id +< + string UIName = "Uncharted2 Linear Angle Interior Day"; + string UIWidget = "Spinner"; +> = {0.2}; +float unD_n +< + string UIName = "Uncharted2 Toe Strength Night"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_d +< + string UIName = "Uncharted2 Toe Strength Day"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_in +< + string UIName = "Uncharted2 Toe Strength Interior Night"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_id +< + string UIName = "Uncharted2 Toe Strength Interior Day"; + string UIWidget = "Spinner"; +> = {0.75}; +float unE_n +< + string UIName = "Uncharted2 Toe Numerator Night"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_d +< + string UIName = "Uncharted2 Toe Numerator Day"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_in +< + string UIName = "Uncharted2 Toe Numerator Interior Night"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_id +< + string UIName = "Uncharted2 Toe Numerator Interior Day"; + string UIWidget = "Spinner"; +> = {0.02}; +float unF_n +< + string UIName = "Uncharted2 Toe Denominator Night"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_d +< + string UIName = "Uncharted2 Toe Denominator Day"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_in +< + string UIName = "Uncharted2 Toe Denominator Interior Night"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_id +< + string UIName = "Uncharted2 Toe Denominator Interior Day"; + string UIWidget = "Spinner"; +> = {0.30}; +float unW_n +< + string UIName = "Uncharted2 Linear White Night"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_d +< + string UIName = "Uncharted2 Linear White Day"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_in +< + string UIName = "Uncharted2 Linear White Interior Night"; + 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 +< + string UIName = "Enable RGB Grading"; + string UIWidget = "Checkbox"; +> = {false}; +/* color component multipliers */ +float grademul_r_n +< + string UIName = "Grading Intensity Night Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_n +< + string UIName = "Grading Intensity Night Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_n +< + string UIName = "Grading Intensity Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_r_d +< + string UIName = "Grading Intensity Day Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_d +< + string UIName = "Grading Intensity Day Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_d +< + string UIName = "Grading Intensity Day Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_r_in +< + string UIName = "Grading Intensity Interior Night Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_in +< + string UIName = "Grading Intensity Interior Night Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_in +< + 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 UIWidget = "Spinner"; +> = {1.0}; +/* color component contrasts */ +float gradepow_r_n +< + string UIName = "Grading Contrast Night Red"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_n +< + string UIName = "Grading Contrast Night Green"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_n +< + string UIName = "Grading Contrast Night Blue"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_r_d +< + string UIName = "Grading Contrast Day Red"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_d +< + string UIName = "Grading Contrast Day Green"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_d +< + string UIName = "Grading Contrast Day Blue"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_r_in +< + string UIName = "Grading Contrast Interior Night Red"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_in +< + string UIName = "Grading Contrast Interior Night Green"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* colorization factors */ +bool gradeenable2 +< + string UIName = "Enable Vibrance Grading"; + string UIWidget = "Checkbox"; +> = {false}; +float gradecol_r_n +< + string UIName = "Grading Color Night Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_n +< + string UIName = "Grading Color Night Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_n +< + string UIName = "Grading Color Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_r_d +< + string UIName = "Grading Color Day Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_d +< + string UIName = "Grading Color Day Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_d +< + string UIName = "Grading Color Day Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_r_in +< + string UIName = "Grading Color Interior Night Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_in +< + string UIName = "Grading Color Interior Night Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_in +< + 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 UIWidget = "Spinner"; +> = {1.0}; +/* blend factor for colorization (negative values are quite fancy) */ +float gradecolfact_n +< + string UIName = "Grading Color Factor Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float gradecolfact_d +< + string UIName = "Grading Color Factor Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float gradecolfact_in +< + string UIName = "Grading Color Factor Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float gradecolfact_id +< + string UIName = "Grading Color Factor Interior Day"; + string UIWidget = "Spinner"; +> = {0.0}; +/* HSV grading */ +bool gradeenable3 +< + string UIName = "Enable HSV Grading"; + string UIWidget = "Checkbox"; +> = {false}; +/* saturation multiplier */ +float gradesatmul_n +< + string UIName = "Grading Saturation Intensity Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatmul_d +< + string UIName = "Grading Saturation Intensity Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatmul_in +< + string UIName = "Grading Saturation Intensity Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatmul_id +< + string UIName = "Grading Saturation Intensity Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +/* saturation power */ +float gradesatpow_n +< + string UIName = "Grading Saturation Contrast Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatpow_d +< + string UIName = "Grading Saturation Contrast Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatpow_in +< + string UIName = "Grading Saturation Contrast Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatpow_id +< + string UIName = "Grading Saturation Contrast Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +/* value multiplier */ +float gradevalmul_n +< + string UIName = "Grading Value Intensity Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalmul_d +< + string UIName = "Grading Value Intensity Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalmul_in +< + string UIName = "Grading Value Intensity Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalmul_id +< + string UIName = "Grading Value Intensity Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +/* value power */ +float gradevalpow_n +< + string UIName = "Grading Value Contrast Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalpow_d +< + string UIName = "Grading Value Contrast Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalpow_in +< + string UIName = "Grading Value Contrast Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalpow_id +< + string UIName = "Grading Value Contrast Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +bool colorizeafterhsv +< + string UIName = "Colorize After HSV"; + string UIWidget = "Checkbox"; +> = {true}; +/* game imagespace support */ +string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade"; +/* vanilla grading */ +bool vgradeenable +< + string UIName = "Enable Vanilla Imagespace"; + string UIWidget = "Checkbox"; +> = {true}; +float vtintblend +< + string UIName = "Vanilla Tint Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float vsatblend +< + string UIName = "Vanilla Vibrance Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float vconblend +< + string UIName = "Vanilla Contrast Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float vtintpow +< + string UIName = "Vanilla Tint Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float vtintmul +< + string UIName = "Vanilla Tint Strength"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float vsatpow +< + string UIName = "Vanilla Vibrance Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float vsatmul +< + string UIName = "Vanilla Vibrance Strength"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* LUT grading */ +string str_lut = "RGB Lookup Table Grading"; +bool lutenable +< + string UIName = "Enable LUT Grading"; + string UIWidget = "Checkbox"; +> = {false}; +float lutblend_n +< + string UIName = "LUT Blend Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float lutblend_d +< + string UIName = "LUT Blend Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float lutblend_in +< + string UIName = "LUT Blend Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float lutblend_id +< + string UIName = "LUT Blend Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +#ifdef LUTMODE_LEGACY +int clut_n +< + string UIName = "LUT Preset Night"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 63; +> = {1}; +int clut_d +< + string UIName = "LUT Preset Day"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 63; +> = {1}; +int clut_in +< + 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 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 +< + string UIName = "Enable Technicolor"; + string UIWidget = "Checkbox"; +> = {false}; +float techblend +< + string UIName = "Technicolor Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +string str_dither = "Dithering"; +bool dodither +< + string UIName = "Enable Post Dither"; + string UIWidget = "Checkbox"; +> = {true}; +int dither +< + string UIName = "Dither Pattern"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 2; +> = {2}; +string str_debug = "Debugging"; +bool bloomdebug +< + string UIName = "Display Bloom"; + string UIWidget = "Checkbox"; +> = {false}; diff --git a/enbseries/menbegalut.png b/enbseries/menbegalut.png new file mode 100644 index 0000000..db0a4fd Binary files /dev/null and b/enbseries/menbegalut.png differ diff --git a/enbseries/menbextrafilters.fx b/enbseries/menbextrafilters.fx new file mode 100644 index 0000000..f2e5339 --- /dev/null +++ b/enbseries/menbextrafilters.fx @@ -0,0 +1,337 @@ +/* + menbextrafilters.fx : MariENB extra shader routines. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN ) +{ + VS_OUTPUT_POST OUT; + OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); + OUT.txcoord.xy = IN.txcoord.xy; + return OUT; +} +/* helpers */ +/* photometric */ +#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722)) +/* CCIR601 */ +//#define luminance(x) dot(x,float3(0.299,0.587,0.114)) +float3 rgb2hsv( float3 c ) +{ + float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0); + float4 p = (c.g msd ) + return float4(maskr,maskg,maskb,1.0); + return res; +} +/* Why am I doing this */ +float4 PS_Blur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !bssblurenable ) return res; + float2 ofs[16] = + { + float2(1.0,1.0), float2(-1.0,-1.0), + float2(-1.0,1.0), float2(1.0,-1.0), + + float2(1.0,0.0), float2(-1.0,0.0), + float2(0.0,1.0), float2(0.0,-1.0), + + float2(1.41,0.0), float2(-1.41,0.0), + float2(0.0,1.41), float2(0.0,-1.41), + + float2(1.41,1.41), float2(-1.41,-1.41), + float2(-1.41,1.41), float2(1.41,-1.41) + }; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*bssblurradius; + int i; + [unroll] for ( i=0; i<16; i++ ) + res += tex2D(SamplerColor,coord+ofs[i]*bof); + res /= 17.0; + res.a = 1.0; + return res; +} +float4 PS_Sharp( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !bsssharpenable ) return res; + float2 ofs[8] = + { + float2(1.0,1.0), float2(-1.0,-1.0), + float2(-1.0,1.0), float2(1.0,-1.0), + + float2(1.41,1.41), float2(-1.41,-1.41), + float2(-1.41,1.41), float2(1.41,-1.41) + }; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*bsssharpradius; + float4 tcol = res; + int i; + [unroll] for ( i=0; i<8; i++ ) + tcol += tex2D(SamplerColor,coord+ofs[i]*bof); + tcol /= 9.0; + float4 orig = res; + res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount); + float rg = clamp(pow(orig.b,3.0),0.0,1.0); + res = lerp(res,orig,rg); + res.a = 1.0; + return res; +} +float4 PS_Shift( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !bssshiftenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*bssshiftradius; + res.g = tex2D(SamplerColor,coord).g; + res.r = tex2D(SamplerColor,coord+float2(0,-bof.y)).r; + res.b = tex2D(SamplerColor,coord+float2(0,bof.y)).b; + res.a = 1.0; + return res; +} +/* ultimate super-cinematic immersive black bars */ +float4 PS_Cinematic( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !boxenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float sar = bresl.x/bresl.y; + float tar = boxh/boxv; + float2 box = (sar; +texture2D texEGA +< + string ResourceName = "menbegalut.png"; +>; +texture2D texVGA +< + string ResourceName = "menbvgalut.png"; +>; +sampler2D SamplerColor = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerColorb = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerDepth = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerCGA = sampler_state +{ + Texture = ; + MinFilter = POINT; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerEGA = sampler_state +{ + Texture = ; + MinFilter = POINT; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerVGA = sampler_state +{ + Texture = ; + MinFilter = POINT; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +/* whatever */ +struct VS_OUTPUT_POST +{ + float4 vpos : POSITION; + float2 txcoord : TEXCOORD0; +}; +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord : TEXCOORD0; +}; diff --git a/enbseries/menbextrasettings.fx b/enbseries/menbextrasettings.fx new file mode 100644 index 0000000..68e72c1 --- /dev/null +++ b/enbseries/menbextrasettings.fx @@ -0,0 +1,262 @@ +/* + menbextrasettings.fx : MariENB extra user-tweakable variables. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* BlockGFX filter, I'm proud of it */ +string str_block = "BlockGFX Suite"; +bool useblock +< + string UIName = "Enable Block GFX"; + string UIWidget = "Checkbox"; +> = {false}; +/* + emulated resolution: + 0 or 1 : real resolution + <1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution) + >1 : this resolution (e.g.: 320x200 is good ol' Mode 13h) +*/ +float bresx +< + string UIName = "Emulated Resolution Width"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bresy +< + string UIName = "Emulated Resolution Height"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +/* + palette type: + -1 : disable + 0 : CGA (320x200 4-color, or 640x200 monochrome) + 1 : EGA (320x200, 16 colors) + 2 : RGB2 (64-color quarter VGA palette, used in AOS) + 3 : VGA (256 colors) + 4 : RGB565 (ol' 16-bit "true color") +*/ +int paltype +< + string UIName = "Palette Type"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 4; +> = {1}; +/* + CGA palette to use: + 0 : black, white. + 1 : black, cyan, magenta, white. low contrast + 2 : black, cyan, magenta, white. high contrast + 3 : black, green, red, brown. low contrast + 4 : black, green, red, brown. high contrast + 5 : black, cyan, red, white. low contrast + 6 : black, cyan, red, white. high contrast +*/ +int cgapal +< + string UIName = "CGA Palette"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 6; +> = {1}; +/* + EGA palette to use: + 0 : Standard EGA + 1 : AOS EGA (it's designed for text, but looks well on images too) +*/ +int egapal +< + string UIName = "EGA Palette"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 1; +> = {0}; +/* + VGA palette to use: + 0 : Standard VGA + 1 : Amulets & Armor + 2 : Blood + 3 : Doom + 4 : Duke Nukem 3D + 5 : Hacx 2.0 + 6 : Heretic + 7 : Hexen + 8 : Hexen 2 + 9 : Quake + 10 : Quake 2 + 11 : Rise of the Triad + 12 : Shadow Warrior + 13 : Strife + 14 : Wolfenstein 3D + TODO Project .Blank palette (when the design is finished) +*/ +int vgapal +< + string UIName = "VGA Palette"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 14; +> = {0}; +/* + Dithering mode: + -1 : No dithering, just raw banding + 0 : 2x2 checkerboard dithering, looks like ass + 1 : 2x2 ordered dithering + 2 : 8x8 ordered dithering +*/ +int dither +< + string UIName = "Dithering Pattern"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 2; +> = {2}; +/* gamma modifier for base color, lower values raise midtones and viceversa */ +float bgamma +< + string UIName = "Contrast Modifier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.35}; +/* saturation modifier for base color, helps with limited palettes */ +float bsaturation +< + string UIName = "Saturation Modifier"; + string UIWidget = "Spinner"; +> = {1.1}; +/* base brightness bump for the dither grid */ +float bdbump +< + string UIName = "Dither Offset"; + string UIWidget = "Spinner"; +> = {-0.1}; +/* range multiplier for the dither grid */ +float bdmult +< + string UIName = "Dither Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +/* Depth-cutting chroma key */ +string str_mask = "Depth Chroma Key"; +bool maskenable +< + string UIName = "Enable Chroma Key"; + string UIWidget = "Checkbox"; +> = {false}; +float maskr +< + string UIName = "Chroma Key Red"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float maskg +< + string UIName = "Chroma Key Green"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float maskb +< + string UIName = "Chroma Key Blue"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float maskd +< + string UIName = "Chroma Key Depth"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +/* tilting */ +float masktiltxcenter +< + string UIName = "Chroma Key Depth Horizontal Tilt Center"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float masktiltycenter +< + string UIName = "Chroma Key Depth Vertical Tilt Center"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float masktiltx +< + string UIName = "Chroma Key Depth Horizontal Tilt"; + string UIWidget = "Spinner"; +> = {0.0}; +float masktilty +< + string UIName = "Chroma Key Depth Vertical Tilt"; + string UIWidget = "Spinner"; +> = {0.0}; +/* BlurSharpShift, some people are obsessed with this nonsense */ +string str_bss = "BlurSharpShift"; +bool bssblurenable +< + string UIName = "Enable Blur"; + string UIWidget = "Checkbox"; +> = {false}; +float bssblurradius +< + string UIName = "Blur Sampling Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +bool bsssharpenable +< + string UIName = "Enable Sharp"; + string UIWidget = "Checkbox"; +> = {false}; +float bsssharpradius +< + string UIName = "Sharp Sampling Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bsssharpamount +< + string UIName = "Sharpening Amount"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {6.0}; +bool bssshiftenable +< + string UIName = "Enable Shift"; + string UIWidget = "Checkbox"; +> = {false}; +float bssshiftradius +< + string UIName = "Shift Sampling Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +/* very cinematic black bars */ +string str_box = "Black Bars"; +bool boxenable +< + string UIName = "Enable Black Bars"; + string UIWidget = "Checkbox"; +> = {false}; +float boxh +< + string UIName = "Box Horizontal Ratio"; + string UIWidget = "Spinner"; + float UIMin = 1.0; +> = {2.39}; +float boxv +< + string UIName = "Box Vertical Ratio"; + string UIWidget = "Spinner"; + float UIMin = 1.0; +> = {1.0}; diff --git a/enbseries/menbfilmlut.png b/enbseries/menbfilmlut.png new file mode 100644 index 0000000..fec04d6 Binary files /dev/null and b/enbseries/menbfilmlut.png differ diff --git a/enbseries/menbfrost.png b/enbseries/menbfrost.png new file mode 100644 index 0000000..a877270 Binary files /dev/null and b/enbseries/menbfrost.png differ diff --git a/enbseries/menbfrostbump.png b/enbseries/menbfrostbump.png new file mode 100644 index 0000000..5942a14 Binary files /dev/null and b/enbseries/menbfrostbump.png differ diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx new file mode 100644 index 0000000..461396a --- /dev/null +++ b/enbseries/menbglobaldefs.fx @@ -0,0 +1,67 @@ +/* + menbglobaldefs.fx : MariENB global shared code. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* 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 */ +#ifdef FALLOUT +#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\ + (x##_in+x##_id)*0.5,EInteriorFactor) +#else +#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\ + lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor) +#endif +/* weather macros */ +#define WT_TEMPERATE 0.0 +#define WT_HOT 1.0 +#define WT_COLD 2.0 +/* new additions */ +#define WT_TEMPERATE_FOG 3.0 +#define WT_COLD_FOG 4.0 +#define WT_HOT_FOG 5.0 +#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 +*/ +/* asset definitions */ +/* ascii art font */ +#define FONT_WIDTH 8 +#define FONT_HEIGHT 4096 +#define GLYPH_WIDTH 8 +#define GLYPH_HEIGHT 16 +#define FONT_LEVELS 255 +/* + aspect correction for certain overlays + uncommented : the textures are 1:1 and must be corrected + commented : the textures are 16:9 or whatever ratio you use +*/ +//#define ASPECT_LENSDIRT +/* texture sizes */ +#define NOISESIZE 256.0 +#define HEATSIZE 1024.0 +#define FROSTSIZE 1024.0 +/* LUT mode (use only one) - The 256px option was discarded for size reasons */ +//#define LUTMODE_LEGACY +//#define LUTMODE_16 +#define LUTMODE_64 +/* some textures can be provided as DDS rather than PNG to save space */ +//#define HEAT_DDS +//#define LENSDIRT_DDS +//#define FROST_DDS +//#define FROSTBUMP_DDS \ No newline at end of file diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png new file mode 100644 index 0000000..5b8205f Binary files /dev/null and b/enbseries/menbheat.png differ diff --git a/enbseries/menblut64_day.png b/enbseries/menblut64_day.png new file mode 100644 index 0000000..269038c Binary files /dev/null and b/enbseries/menblut64_day.png differ diff --git a/enbseries/menblut64_interiorday.png b/enbseries/menblut64_interiorday.png new file mode 100644 index 0000000..3b83ec8 Binary files /dev/null and b/enbseries/menblut64_interiorday.png differ diff --git a/enbseries/menblut64_interiornight.png b/enbseries/menblut64_interiornight.png new file mode 100644 index 0000000..3b83ec8 Binary files /dev/null and b/enbseries/menblut64_interiornight.png differ diff --git a/enbseries/menblut64_night.png b/enbseries/menblut64_night.png new file mode 100644 index 0000000..88ffe79 Binary files /dev/null and b/enbseries/menblut64_night.png differ diff --git a/enbseries/menbnoise1.png b/enbseries/menbnoise1.png new file mode 100644 index 0000000..3e915eb Binary files /dev/null and b/enbseries/menbnoise1.png differ diff --git a/enbseries/menbnoise2.png b/enbseries/menbnoise2.png new file mode 100644 index 0000000..450769f Binary files /dev/null and b/enbseries/menbnoise2.png differ diff --git a/enbseries/menbprepassfilters.fx b/enbseries/menbprepassfilters.fx new file mode 100644 index 0000000..a806631 --- /dev/null +++ b/enbseries/menbprepassfilters.fx @@ -0,0 +1,918 @@ +/* + menbprepassfilters.fx : MariENB prepass shader routines. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN ) +{ + VS_OUTPUT_POST OUT; + OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); + OUT.txcoord.xy = IN.txcoord.xy; + return OUT; +} +/* helper functions */ +/* photometric */ +#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722)) +/* CCIR601 */ +//#define luminance(x) dot(x,float3(0.299,0.587,0.114)) +/* these are znear/zfar values for Skyrim, but MAY match Fallout too */ +float depthlinear( float2 coord ) +{ + float z = tex2D(SamplerDepth,coord).x; + return (2*zNear)/(zFar+zNear-z*(zFar-zNear)); +} +/* That "luma sharpen" thingy, added just because someone might want it */ +float3 Sharpen( float3 res, float2 coord ) +{ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + if ( fixedx>0 ) bresl.x = fixedx; + if ( fixedy>0 ) bresl.y = fixedy; + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius; + float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof); + crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof); + crawling += tex2D(SamplerColor,coord+float2(1,0)*bof); + crawling += tex2D(SamplerColor,coord+float2(0,1)*bof); + crawling *= 0.25; + float3 inmyskin = res-crawling.rgb; + float thesewounds = luminance(inmyskin); + thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01); + float3 theywillnotheal = res+thesewounds*sharpblend; + return theywillnotheal; +} +/* old Edgevision mode */ +float3 EdgeView( float3 res, float2 coord ) +{ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + if ( fixedx>0 ) bresl.x = fixedx; + if ( fixedy>0 ) bresl.y = fixedy; + float edgevfadepow = tod_ind(edgevfadepow); + float edgevfademult = tod_ind(edgevfademult); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius; + float mdx = 0, mdy = 0, mud = 0; + /* this reduces texture fetches by half, big difference */ + float3x3 depths; + depths[0][0] = depthlinear(coord+float2(-1,-1)*bof); + depths[0][1] = depthlinear(coord+float2( 0,-1)*bof); + depths[0][2] = depthlinear(coord+float2( 1,-1)*bof); + depths[1][0] = depthlinear(coord+float2(-1, 0)*bof); + depths[1][1] = depthlinear(coord+float2( 0, 0)*bof); + depths[1][2] = depthlinear(coord+float2( 1, 0)*bof); + depths[2][0] = depthlinear(coord+float2(-1, 1)*bof); + depths[2][1] = depthlinear(coord+float2( 0, 1)*bof); + depths[2][2] = depthlinear(coord+float2( 1, 1)*bof); + mdx += GX[0][0]*depths[0][0]; + mdx += GX[0][1]*depths[0][1]; + mdx += GX[0][2]*depths[0][2]; + mdx += GX[1][0]*depths[1][0]; + mdx += GX[1][1]*depths[1][1]; + mdx += GX[1][2]*depths[1][2]; + mdx += GX[2][0]*depths[2][0]; + mdx += GX[2][1]*depths[2][1]; + mdx += GX[2][2]*depths[2][2]; + mdy += GY[0][0]*depths[0][0]; + mdy += GY[0][1]*depths[0][1]; + mdy += GY[0][2]*depths[0][2]; + mdy += GY[1][0]*depths[1][0]; + mdy += GY[1][1]*depths[1][1]; + mdy += GY[1][2]*depths[1][2]; + mdy += GY[2][0]*depths[2][0]; + mdy += GY[2][1]*depths[2][1]; + mdy += GY[2][2]*depths[2][2]; + mud = pow(mdx*mdx+mdy*mdy,0.5); + float fade = 1.0-tex2D(SamplerDepth,coord).x; + mud *= saturate(pow(max(0,fade),edgevfadepow)*edgevfademult); + mud = saturate(pow(max(0,mud),edgevpow)*edgevmult); + return mud; +} +/* + Thank you Boris for not providing access to a normal buffer. Guesswork using + the depth buffer results in imprecise normals that aren't smoothed. Plus + there is no way to get the normal data from textures either. Also, three + texture fetches are needed instead of one (great!) +*/ +float3 pseudonormal( float dep, float2 coord ) +{ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 ofs1 = float2(0,1.0/bresl.y); + float2 ofs2 = float2(1.0/bresl.x,0); + float dep1 = tex2D(SamplerDepth,coord+ofs1).x; + float dep2 = tex2D(SamplerDepth,coord+ofs2).x; + float3 p1 = float3(ofs1,dep1-dep); + float3 p2 = float3(ofs2,dep2-dep); + float3 normal = cross(p1,p2); + normal.z = -normal.z; + return normalize(normal); +} +/* Squeezed in are Edgevision and Sharpen and ssao prepass */ +float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord); + if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord); + /* get occlusion using single-step Ray Marching with 64 samples */ + float ssaofadepow = tod_ind(ssaofadepow); + float ssaofademult = tod_ind(ssaofademult); + if ( !ssaoenable ) return res; + float depth = tex2D(SamplerDepth,coord).x; + float ldepth = depthlinear(coord); + if ( depth >= cutoff*0.000001 ) + { + res.a = 1.0; + return res; + } + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float3 normal = pseudonormal(depth,coord); + float2 nc = coord*(bresl/256.0); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius; + float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x*ssaonoise).xy; + float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0; + rnormal = normalize(rnormal); + float occ = 0.0; + int i; + float3 sample; + float sdepth, so, delta; + float sclamp = ssaoclamp/100000.0; + float sclampmin = ssaoclampmin/100000.0; + [unroll] for ( i=0; i<16; i++ ) + { + sample = reflect(ssao_samples[i],rnormal); + sample *= sign(dot(normal,sample)); + so = ldepth-sample.z*bof.x; + sdepth = depthlinear(coord+bof*sample.xy/ldepth); + delta = saturate(so-sdepth); + delta *= 1.0-smoothstep(0.0,sclamp,delta); + if ( (delta > sclampmin) && (delta < sclamp) ) + occ += 1.0-delta; + } + float uocc = saturate(occ/16.0); + float fade = 1.0-depth; + uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult); + uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult); + 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 ) +{ + float2 bresl; + float dep, odep; + dep = tex2D(SamplerDepth,coord).x; + float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul + +heatfadebump,0.0,1.0); + if ( distfade <= 0.0 ) return coord; + float todpow = pow(max(0,ENightDayFactor*min(1.0,weatherfactor(WT_HOT) + +weatherfactor(WT_HOT_FOG)+1.0-EInteriorFactor)), + heattodpow); + if ( !heatalways && (todpow <= 0.0) ) return coord; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 nc = coord*(bresl/HEATSIZE)*heatsize; + float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed; + float2 ofs = tex2D(SamplerHeat,nc+ts).xy; + ofs = (ofs-0.5)*2.0; + ofs *= pow(length(ofs),heatpow); + if ( !heatalways ) ofs *= todpow +#ifndef FALLOUT + *max(0.0,(weatherfactor(WT_HOT)+weatherfactor(WT_HOT_FOG)) + -(weatherfactor(WT_COLD)+weatherfactor(WT_COLD_FOG))) +#endif + ; + odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x; + float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul + +heatfadebump,0.0,1.0); + if ( odistfade <= 0.0 ) return coord; + return coord+ofs*heatstrength*distfade*0.01; +} +/* Screen distortion filters */ +float4 PS_Distortion( 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); + float2 ofs = coord; + if ( waterenable ) ofs = UnderwaterDistort(ofs); + if ( heatenable ) ofs = DistantHeat(ofs); + ofs -= coord; + float4 res; + if ( (distcha == 0.0) || (length(ofs) == 0) ) + return tex2D(SamplerColor,coord+ofs); + 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, + tex2D(SamplerColor,coord+ofs).a); + return res; +} +/* + The blur passes use bilateral filtering to mostly preserve borders. + An additional factor using difference of normals was tested, but the + performance decrease was too much, so it's gone forever. +*/ +float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !ssaoenable ) return res; + if ( !ssaobenable ) return res; + float bresl = ScreenSize.x; + float bof = (1.0/bresl)*ssaobradius; + float isd, sd, ds, sw, tw = 0; + res.a = 0.0; + int i; + isd = tex2D(SamplerDepth,coord).x; + [unroll] for ( i=-15; i<=15; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss16[abs(i)]; + tw += sw; + res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a; + } + res.a /= tw; + return res; +} +float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !ssaoenable ) return res; + if ( !ssaobenable ) + { + if ( ssaodebug ) return saturate(res.a); + return res*res.a; + } + float bresl = ScreenSize.x*ScreenSize.w; + float bof = (1.0/bresl)*ssaobradius; + float isd, sd, ds, sw, tw = 0; + res.a = 0.0; + int i; + isd = tex2D(SamplerDepth,coord).x; + [unroll] for ( i=-15; i<=15; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss16[abs(i)]; + tw += sw; + res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a; + } + res.a /= tw; + if ( ssaodebug ) return saturate(res.a); + res *= res.a; + return res; +} +/* Focus */ +float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR +{ + if ( dofdisable ) return 0.0; + if ( focuscircle < 0 ) return focusmanualvalue; + float focusmax = tod_ind(focusmax); + float2 fcenter = float2(focuscenter_x,focuscenter_y); + float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001); + if ( focuscircle == 0 ) return cfocus; + if ( focuscircle == 2 ) + { + int i, j; + float mfocus = 0.0; + float2 px; + [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ ) + { + px = float2((i+0.5)/8.0,(j+0.5)/8.0); + mfocus += min(tex2D(SamplerDepth,px).x,focusmax*0.001); + } + return mfocus/64.0; + } + /* using polygons inscribed into a circle, in this case a triangle */ + float focusradius = tod_ind(focusradius); + float focusmix = tod_ind(focusmix); + float cstep = (1.0/3.0); + float mfocus; + float2 coord; + float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01; + float fan = focuscircleangle*2.0*pi; + coord.x = fcenter.x+sin(fan)*bof.x; + coord.y = fcenter.y+cos(fan)*bof.y; + mfocus = cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001); + coord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x; + coord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y; + mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001); + coord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x; + coord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y; + mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001); + cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus; + return cfocus; +} +float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR +{ + if ( dofdisable ) return 0.0; + return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x, + saturate(FadeFactor)),0.0); +} +/* Depth of Field */ +float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return tex2D(SamplerColor,coord); + float dofpow = tod_ind(dofpow); + float dofmult = tod_ind(dofmult); + float dofbump = tod_ind(dofbump); + float doffixedfocuspow = tod_ind(doffixedfocuspow); + float doffixedfocusmult = tod_ind(doffixedfocusmult); + float doffixedfocusbump = tod_ind(doffixedfocusbump); + float doffixedfocusblend = tod_ind(doffixedunfocusblend); + float doffixedunfocuspow = tod_ind(doffixedunfocuspow); + 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 */ + foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x) + +0.01*doftilty*(doftiltycenter-coord.y); + float dff = abs(dep-doffixedfocusdepth); + dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult + +doffixedfocusbump,0.0,1.0); + if ( dep > doffixedfocuscap ) dff = 1.0; + 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 += (weatherfactor(WT_TEMPERATE_FOG) + +weatherfactor(WT_COLD_FOG)+weatherfactor(WT_HOT_FOG)) + *lerp(0.0,dfog,doffogblend); +#endif + dfc *= lerp(1.0,dff,doffixedfocusblend); + dfc = saturate(dfc); + float4 res = tex2D(SamplerColor,coord); + res.a = dfc; + return res; +} +/* gather blur pass */ +float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return tex2D(SamplerColor,coord); + float dfc = tex2D(SamplerColor,coord).a; + if ( dofdebug ) return tex2D(SamplerDepth,coord).x; + if ( dfcdebug ) return dfc; + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = 1.0/bresl; + /* + Skip blurring areas that are perfectly in focus. The performance + gain is negligible in most cases, though. + */ + if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord); + float4 res = float4(0,0,0,0); + float dep = tex2D(SamplerDepth,coord).x; + float ds, sw, tw = 0; + float2 bsz = bof*dofpradius*dfc; + float4 sc; + [unroll] for ( int i=0; i<32; i++ ) + { + sc = float4(tex2D(SamplerColor,coord+poisson32[i]*bsz*(1 + +dofpcha*0.1)).r,tex2D(SamplerColor,coord+poisson32[i] + *bsz).g,tex2D(SamplerColor,coord+poisson32[i]*bsz*(1 + -dofpcha*0.1)).b,tex2D(SamplerColor,coord+poisson32[i] + *bsz).a); + ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x; + sw = (ds>dep)?1.0:sc.a; + tw += sw; + res += sc*sw; + } + res /= tw; + res.a = dfc; + return res; +} +/* "bokeh" blur pass */ +float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return tex2D(SamplerColor,coord); + float dfc = tex2D(SamplerColor,coord).a; + if ( dofdebug ) return tex2D(SamplerDepth,coord).x; + if ( dfcdebug ) return dfc; + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = 1.0/bresl; + float4 res = tex2D(SamplerColor,coord); + res.a = 0.0; + /* + Skip blurring areas that are perfectly in focus. The performance + gain is negligible in most cases, though. + */ + if ( dfc <= dofminblur ) return res; + float dep = tex2D(SamplerDepth,coord).x; + float sr = dofpradius*dfc; + float w = max(0,(1/(sr*sr+1))*luminance(res.rgb+0.01)); + res *= w; + float tw = w; + float2 bsz = bof*sr; + float4 pc; + float sc, ds; + [unroll] for ( int i=0; i<32; i++ ) + { + pc = float4(tex2D(SamplerColor,coord+poisson32[i]*bsz*(1 + +dofpcha*0.1)).r,tex2D(SamplerColor,coord+poisson32[i] + *bsz).g,tex2D(SamplerColor,coord+poisson32[i]*bsz*(1 + -dofpcha*0.1)).b,tex2D(SamplerColor,coord+poisson32[i] + *bsz).a); + ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x; + sc = abs(pc.a*dofpradius); + if ( sr < 0.0 ) sc = max(abs(sr),sc); + w = (1.0/(pow(sc,2)+1))*luminance(pc.rgb+0.01); + w *= saturate(1-smoothstep(sc,sc*1.1,length(poisson32[i]*bsz) + *abs(sr))); + w *= (ds>dep)?1.0:sc; + res += pc*w; + tw += w; + } + res /= tw; + res.a = dfc; + return res; +} +float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return tex2D(SamplerColor,coord); + float dfc = tex2D(SamplerColor,coord).a; + if ( dofdebug ) return tex2D(SamplerDepth,coord).x; + if ( dfcdebug ) return dfc; + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = 1.0/bresl; + float2 ofs[16] = + { + float2(1.0,1.0), float2(-1.0,-1.0), + float2(-1.0,1.0), float2(1.0,-1.0), + + float2(1.0,0.0), float2(-1.0,0.0), + float2(0.0,1.0), float2(0.0,-1.0), + + float2(1.41,0.0), float2(-1.41,0.0), + float2(0.0,1.41), float2(0.0,-1.41), + + float2(1.41,1.41), float2(-1.41,-1.41), + float2(-1.41,1.41), float2(1.41,-1.41) + }; + float4 res = tex2D(SamplerColor,coord); + int i; + [unroll] for ( i=0; i<16; i++ ) + res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc); + res /= 17.0; + 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 *= +#ifndef FALLOUT + max(0.0,(weatherfactor(WT_COLD)+weatherfactor(WT_COLD_FOG)) + -(weatherfactor(WT_HOT)+weatherfactor(WT_HOT_FOG)))* +#endif + (1.0-ENightDayFactor)*frostnight; + if ( EInteriorFactor == 1.0 ) ofs *= frostind; + 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 +{ + 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 *= +#ifndef FALLOUT + max(0.0,(weatherfactor(WT_COLD) + +weatherfactor(WT_COLD_FOG))+(weatherfactor(WT_HOT) + +weatherfactor(WT_HOT_FOG)))* +#endif + (1.0-ENightDayFactor)*frostnight; + if ( EInteriorFactor == 1.0 ) dist *= frostind; + res.rgb *= 1.0+bmp*dist; + } + else res = tex2D(SamplerColor,coord); + if ( !focusdisplay || (focuscircle < 0) ) return res; + if ( focuscircle == 2 ) + { + int i, j; + float2 px; + [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ ) + { + px = float2((i+0.5)/8.0,(j+0.5)/8.0); + if ( distance(coord,px) < 0.005 ) + res.rgb = float3(1,0,0); + } + return res; + } + float2 fcenter = float2(focuscenter_x,focuscenter_y); + if ( distance(coord,fcenter) < 0.005 ) res.rgb = float3(1,0,0); + if ( focuscircle == 0 ) return res; + float cstep = (1.0/3.0); + float2 tcoord; + float focusradius = tod_ind(focusradius); + float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01; + float fan = focuscircleangle*2.0*pi; + tcoord.x = fcenter.x+sin(fan)*bof.x; + tcoord.y = fcenter.y+cos(fan)*bof.y; + if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0); + tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x; + tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y; + if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0); + tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x; + tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y; + if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0); + return res; +} +technique ReadFocus +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_ReadFocus(); + ZENABLE = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique WriteFocus +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_WriteFocus(); + ZENABLE = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_EdgePlusSSAOPrepass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess2 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_Distortion(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess3 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_SSAOBlurH(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess4 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_SSAOBlurV(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess5 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_DoFPrepass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess6 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_DoFGather(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess7 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_DoFPostBlur(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcess8 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_FrostPass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} + +technique PostProcessB +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_EdgePlusSSAOPrepass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcessB2 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_Distortion(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcessB3 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_SSAOBlurH(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcessB4 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_SSAOBlurV(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcessB5 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_DoFPrepass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcessB6 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_DoFBorkeh(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcessB7 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_DoFPostBlur(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} +technique PostProcessB8 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_FrostPass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} \ No newline at end of file diff --git a/enbseries/menbprepassinternals.fx b/enbseries/menbprepassinternals.fx new file mode 100644 index 0000000..10c85b4 --- /dev/null +++ b/enbseries/menbprepassinternals.fx @@ -0,0 +1,230 @@ +/* + menbprepassinternals.fx : MariENB prepass internal variables. + (C)2013-2017 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* mathematical constants */ +static const float pi = 3.1415926535898; +/* edge detect factors */ +static const float3x3 GX = +{ + -1, 0, 1, + -2, 0, 2, + -1, 0, 1 +}; +static const float3x3 GY = +{ + 1, 2, 1, + 0, 0, 0, + -1,-2,-1 +}; +/* radius: 8, std dev: 6 */ +static const float gauss8[8] = +{ + 0.084247, 0.083085, 0.079694, 0.074348, + 0.067460, 0.059533, 0.051099, 0.042657 +}; +/* radius: 16, std dev: 13 */ +static const float gauss16[16] = +{ + 0.040012, 0.039893, 0.039541, 0.038960, + 0.038162, 0.037159, 0.035969, 0.034612, + 0.033109, 0.031485, 0.029764, 0.027971, + 0.026131, 0.024268, 0.022405, 0.020563 +}; +/* SSAO samples */ +static const float3 ssao_samples[16] = +{ + float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014), + float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026), + float3(-0.0097, 0.0275,-0.0092),float3(-0.0178,-0.0072, 0.0491), + float3( 0.0227,-0.0431,-0.0681),float3( 0.1052, 0.0332,-0.0588), + float3( 0.0997, 0.0056, 0.1473),float3(-0.1252, 0.2019, 0.0564), + float3(-0.1054,-0.2072, 0.2271),float3(-0.0542, 0.3096, 0.2814), + float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260), + float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497) +}; +/* For high quality DOF */ +static const float2 poisson32[32] = +{ + float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710), + float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470), + float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810), + float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740), + float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250), + float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800), + float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350), + float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484), + float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710), + float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750), + float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209), + float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330), + float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580), + float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750), + float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210), + float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000) +}; +/* standard stuff */ +float4 ScreenSize; +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; +texture2D texNoise3 +< + string ResourceName = "menbnoise2.png"; +>; +texture2D texHeat +< +#ifdef HEAT_DDS + string ResourceName = "menbheat.dds"; +#else + 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; +sampler2D SamplerColor = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerDepth = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerNoise3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerHeat = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + 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 = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerCurr = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerPrev = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +/* whatever */ +struct VS_OUTPUT_POST +{ + float4 vpos : POSITION; + float2 txcoord : TEXCOORD0; +}; +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord : TEXCOORD0; +}; diff --git a/enbseries/menbprepasssettings.fx b/enbseries/menbprepasssettings.fx new file mode 100644 index 0000000..2e3529e --- /dev/null +++ b/enbseries/menbprepasssettings.fx @@ -0,0 +1,1058 @@ +/* + menbprepasssettings.fx : MariENB prepass user-tweakable variables. + (C)2013-2017 Marisa Kirisame, UnSX Team. + 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}; +float cutoff +< + string UIName = "Depth Cutoff"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1000000.0; +> = {999949.0}; +float zNear +< + string UIName = "Near Z"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float zFar +< + string UIName = "Far Z"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {3098.0}; +string str_dist = "Distortion Filters"; +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"; + string UIWidget = "Checkbox"; +> = {false}; +float heatsize +< + string UIName = "Heat Texture Size"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {3.5}; +float heatspeed +< + string UIName = "Heat Speed"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.5}; +float heatfadepow +< + string UIName = "Heat Fade Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {200.0}; +float heatfademul +< + string UIName = "Heat Fade Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float heatfadebump +< + string UIName = "Heat Fade Offset"; + string UIWidget = "Spinner"; +> = {0.0}; +float heatstrength +< + string UIName = "Heat Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float heatpow +< + string UIName = "Heat Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +float heattodpow +< + string UIName = "Heat Time-of-day Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +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 frostind +< + string UIName = "Frost Indoor Factor"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float frostnight +< + string UIName = "Frost Night Factor"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +bool frostalways +< + string UIName = "Frost Always Enable"; + string UIWidget = "Checkbox"; +> = {false}; +string str_focus = "Focusing Parameters"; +/* + focus modes: + -1 : manual + 0 : center spot + 1 : center + triangle + 2 : 8x8 grid average + TODO + 3 : 8x8 grid average of 8 closest points + 4 : 8x8 grid average of 8 farthest points +*/ +int focuscircle +< + string UIName = "Focus Mode"; + string UIWidget = "Checkbox"; + int UIMin = -1; + int UIMax = 2; +> = {1}; +bool focusdisplay +< + string UIName = "Display Focus Points"; + string UIWidget = "Checkbox"; +> = {false}; +float focusmanualvalue +< + string UIName = "Manual Focus Depth"; + string UIWidget = "Checkbox"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +/* center point of focus */ +float focuscenter_x +< + string UIName = "Focus Point Center X"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float focuscenter_y +< + string UIName = "Focus Point Center Y"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float focuscircleangle +< + string UIName = "Focus Triangle Angle"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +/* radius of the focus point triangle */ +float focusradius_n +< + string UIName = "Focus Triangle Radius Night"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_d +< + string UIName = "Focus Triangle Radius Day"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_in +< + string UIName = "Focus Triangle Radius Interior Night"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_id +< + string UIName = "Focus Triangle Radius Interior Day"; + string UIWidget = "Spinner"; +> = {20.0}; +/* mix factor with sample at screen center */ +float focusmix_n +< + string UIName = "Focus Triangle Blending Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_d +< + string UIName = "Focus Triangle Blending Day"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_in +< + string UIName = "Focus Triangle Blending Interior Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_id +< + string UIName = "Focus Triangle Blending Interior Day"; + string UIWidget = "Spinner"; +> = {0.5}; +/* maximum focus depth */ +float focusmax_n +< + string UIName = "Focus Maximum Depth Night"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_d +< + string UIName = "Focus Maximum Depth Day"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_in +< + string UIName = "Focus Maximum Depth Interior Night"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_id +< + string UIName = "Focus Maximum Depth Interior Day"; + string UIWidget = "Spinner"; +> = {1000.0}; +/* dof filter */ +string str_dof = "Depth Of Field"; +/* dof multiplier (makes unfocused depths more blurry) */ +float dofmult_n +< + string UIName = "DOF Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_d +< + string UIName = "DOF Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +/* dof power (the higher it is, the wider the focused area gets) */ +float dofpow_n +< + string UIName = "DOF Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_d +< + string UIName = "DOF Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +/* dof bump (negative shift increases the area in complete focus) */ +float dofbump_n +< + string UIName = "DOF Shift Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float dofbump_d +< + string UIName = "DOF Shift Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float dofbump_in +< + string UIName = "DOF Shift Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float dofbump_id +< + string UIName = "DOF Shift Interior Day"; + string UIWidget = "Spinner"; +> = {0.0}; +/* fixed focused depth factors */ +float doffixedfocusmult_n +< + string UIName = "DOF Fixed Focus Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_d +< + string UIName = "DOF Fixed Focus Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_n +< + string UIName = "DOF Fixed Focus Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_d +< + string UIName = "DOF Fixed Focus Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusbump_n +< + string UIName = "DOF Fixed Focus Shift Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedfocusbump_d +< + string UIName = "DOF Fixed Focus Shift Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedfocusbump_in +< + 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 UIWidget = "Spinner"; +> = {0.0}; +float doffixedfocusblend_n +< + string UIName = "DOF Fixed Focus Blend Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_d +< + string UIName = "DOF Fixed Focus Blend Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusdepth +< + string UIName = "DOF Fixed Focus Depth"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float doffixedfocuscap +< + string UIName = "DOF Fixed Focus Cap"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +/* fixed unfocused depth factors */ +float doffixedunfocusmult_n +< + string UIName = "DOF Fixed Unfocus Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_d +< + string UIName = "DOF Fixed Unfocus Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocuspow_n +< + string UIName = "DOF Fixed Unfocus Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_d +< + string UIName = "DOF Fixed Unfocus Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocusbump_n +< + string UIName = "DOF Fixed Unfocus Shift Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedunfocusbump_d +< + string UIName = "DOF Fixed Unfocus Shift Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedunfocusbump_in +< + 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 UIWidget = "Spinner"; +> = {0.0}; +float doffixedunfocusblend_n +< + string UIName = "DOF Fixed Unfocus Blend Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_d +< + string UIName = "DOF Fixed Unfocus Blend Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusdepth +< + string UIName = "DOF Fixed Unfocus Depth"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +/* prevents fixed dof from blurring the skybox */ +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}; +#endif +/* disable depth of field */ +bool dofdisable +< + string UIName = "Disable DOF"; + string UIWidget = "Checkbox"; +> = {false}; +bool doffixedonly +< + string UIName = "Use Only Fixed DOF"; + string UIWidget = "Checkbox"; +> = {false}; +float dofpradius +< + string UIName = "DOF Blur Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {6.0}; +float dofpcha +< + string UIName = "DOF Blur Chromatic Aberration"; + string UIWidget = "Spinner"; +> = {0.0}; +#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 +< + string UIName = "Focus Plane Horizontal Tilt Center"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float doftiltycenter +< + string UIName = "Focus Plane Vertical Tilt Center"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float doftiltx +< + string UIName = "Focus Plane Horizontal Tilt"; + string UIWidget = "Spinner"; +> = {0.0}; +float doftilty +< + string UIName = "Focus Plane Vertical Tilt"; + string UIWidget = "Spinner"; +> = {0.0}; +/* cheap performance option */ +float dofminblur +< + string UIName = "DOF Minimum Blur"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +bool dofdebug +< + string UIName = "Debug Depth"; + string UIWidget = "Checkbox"; +> = {false}; +bool dfcdebug +< + string UIName = "Debug Focus"; + string UIWidget = "Checkbox"; +> = {false}; +/* use "edge vision" filter */ +string str_view = "Edgevision"; +bool edgevenable +< + string UIName = "Enable Edgevision"; + string UIWidget = "Checkbox"; +> = {false}; +/* factors */ +float edgevfadepow_n +< + string UIName = "Edgevision Fade Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgevfadepow_d +< + string UIName = "Edgevision Fade Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgevfadepow_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgevfademult_n +< + string UIName = "Edgevision Fade Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgevfademult_d +< + string UIName = "Edgevision Fade Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgevfademult_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgevpow +< + string UIName = "Edgevision Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float edgevmult +< + string UIName = "Edgevision Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float edgevradius +< + string UIName = "Edgevision Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* ssao filter */ +string str_ssao = "Ray Marching SSAO"; +bool ssaoenable +< + string UIName = "Enable SSAO"; + string UIWidget = "Checkbox"; +> = {false}; +float ssaoradius +< + string UIName = "SSAO Radius"; + string UIWidget = "Spinner"; +> = {1.0}; +int ssaonoise +< + string UIName = "SSAO Noise"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 1; +> = {1}; +float ssaofadepow_n +< + string UIName = "SSAO Fade Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_d +< + string UIName = "SSAO Fade Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofademult_n +< + string UIName = "SSAO Fade Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_d +< + string UIName = "SSAO Fade Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_in +< + 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 UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaomult +< + string UIName = "SSAO Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float ssaopow +< + string UIName = "SSAO Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.5}; +float ssaoblend +< + string UIName = "SSAO Blending"; + string UIWidget = "Spinner"; +> = {1.0}; +bool ssaobenable +< + string UIName = "SSAO Blur"; + string UIWidget = "Checkbox"; +> = {true}; +float ssaobfact +< + string UIName = "SSAO Bilateral Factor"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float ssaoclamp +< + string UIName = "SSAO Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaoclampmin +< + string UIName = "SSAO Range Min"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float ssaobradius +< + string UIName = "SSAO Blur Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +bool ssaodebug +< + string UIName = "Debug SSAO"; + string UIWidget = "Checkbox"; +> = {false}; +/* luma sharpen because of reasons */ +string str_sharp = "Luma Sharpen"; +bool sharpenable +< + string UIName = "Sharpen Enable"; + string UIWidget = "Checkbox"; +> = {false}; +float sharpradius +< + string UIName = "Sharpen Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.8}; +float sharpclamp +< + string UIName = "Sharpen Clamp"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.02}; +float sharpblend +< + string UIName = "Sharpen Blending"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; diff --git a/enbseries/menbvgalut.png b/enbseries/menbvgalut.png new file mode 100644 index 0000000..1addbb4 Binary files /dev/null and b/enbseries/menbvgalut.png differ