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 @@
-
-
-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
+
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+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
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+ A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
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+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
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+ 13. Use with the GNU Affero General Public License.
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+ 14. Revised Versions of this License.
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+be similar in spirit to the present version, but may differ in detail to
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+ 17. Interpretation of Sections 15 and 16.
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+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.
+
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+
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+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.
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+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.
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+
+ 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:
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+ 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
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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
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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
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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};
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