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MariENB DUST 2.7.0

This commit is contained in:
Marisa the Magician 2019-04-07 17:37:51 +02:00
commit 2400f9171f
10 changed files with 92 additions and 414 deletions

View file

@ -49,7 +49,7 @@ LenzDirtPowerDay=1.0
LenzDirtPowerNight=1.0
LenzDirtPowerInterior=1.0
[SSAO_SSIL]
EnableSupersampling=false
EnableSupersampling=true
UseIndirectLighting=true
SamplingQuality=0
SamplingPrecision=0
@ -72,28 +72,28 @@ EnableDenoiser=true
[ENVIRONMENT]
LightingIntensityDay=1.15
LightingIntensityNight=1.14
LightingIntensityInterior=1.21
LightingIntensityInterior=1.23
LightingCurveDay=1.43
LightingCurveNight=1.29
LightingCurveInterior=1.13
LightingDesaturationDay=0.18
LightingDesaturationNight=0.12
LightingDesaturationInterior=0.24
LightingDesaturationDay=0.26
LightingDesaturationNight=0.13
LightingDesaturationInterior=0.2
AmbientLightingIntensityDay=0.72
AmbientLightingIntensityNight=0.49
AmbientLightingIntensityInterior=0.61
AmbientLightingCurveDay=1.2
AmbientLightingCurveNight=1.24
AmbientLightingCurveInterior=1.32
AmbientLightingDesaturationDay=0.08
AmbientLightingDesaturationNight=0.04
AmbientLightingDesaturationInterior=0.02
FogColorMultiplierDay=0.94
FogColorMultiplierNight=0.78
FogColorMultiplierInterior=0.82
FogColorCurveDay=0.95
FogColorCurveNight=1.23
FogColorCurveInterior=1.17
AmbientLightingIntensityNight=0.51
AmbientLightingIntensityInterior=0.63
AmbientLightingCurveDay=1.11
AmbientLightingCurveNight=1.07
AmbientLightingCurveInterior=1.06
AmbientLightingDesaturationDay=0.12
AmbientLightingDesaturationNight=0.07
AmbientLightingDesaturationInterior=0.04
FogColorMultiplierDay=0.62
FogColorMultiplierNight=0.39
FogColorMultiplierInterior=0.32
FogColorCurveDay=0.76
FogColorCurveNight=0.74
FogColorCurveInterior=0.62
[SKY]
Enable=true
StarsIntensity=0.39
@ -102,14 +102,14 @@ CloudsIntensityDay=1.170001
CloudsIntensityNight=0.55
CloudsCurveDay=0.99
CloudsCurveNight=1.21
CloudsDesaturationDay=0.18
CloudsDesaturationNight=0.05
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0
CloudsEdgeClamp=0.5
CloudsEdgeIntensity=1.0
GradientIntensityDay=1.17
GradientIntensityNight=0.71
GradientDesaturationDay=0.33
GradientDesaturationNight=0.09
GradientDesaturationDay=0.0
GradientDesaturationNight=0.0
GradientTopIntensityDay=1.13
GradientTopIntensityNight=0.79
GradientTopCurveDay=0.82
@ -138,3 +138,15 @@ DetailedShadowQuality=1
ShadowDesaturation=0.0
[RAYS]
SunRaysMultiplier=0.35
[PARTICLES]
ParticlesIntensityDay=0.83
ParticlesIntensityNight=0.49
ParticlesIntensityInterior=0.75
[FIRE]
FireIntensityDay=0.97
FireIntensityNight=1.13
FireIntensityInterior=0.85
[LIGHTEMITTERS]
LightEmittersIntensityDay=0.68
LightEmittersIntensityNight=1.29
LightEmittersIntensityInterior=1.06

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@ -1 +1 @@
2.6.1nv "Wendigo"
2.7.0nv "Lonesome Road"

View file

@ -16,9 +16,9 @@ Frost Factor Night=1.27
Frost Factor Day=-1.36
Frost Factor Interior=0.0
Enable Grain=true
Grain Speed=8.0
Grain Intensity=0.93
Grain Saturation=-0.4
Grain Speed=15.0
Grain Intensity=0.08
Grain Saturation=-0.27
Grain Two-Pass=true
Grain Blending Mode=3
Grain Dark Mask Contrast=19.129999
@ -32,7 +32,7 @@ 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=2.07
Grain Contrast=3.89
Apply Grain Before Tone Mapping=true
Enable Dirt=true
Dirt Coord Factor=-0.09
@ -40,40 +40,40 @@ Dirt Luminance Factor=0.0
Dirt Coord Zoom=1.27
Dirt Luminance Zoom=1.0
Enable Adaptation=true
Adaptation Min Night=0.69
Adaptation Min Night=0.46
Adaptation Min Day=0.8
Adaptation Min Interior=0.72
Adaptation Max Night=1.7
Adaptation Max Day=1.97
Adaptation Max Interior=1.83
Tonemapping Method=2
Tonemap Exposure Night=6.45
Tonemap Exposure Day=6.869999
Tonemap Exposure Interior=6.72
Tonemap Exposure Night=1.49
Tonemap Exposure Day=1.709999
Tonemap Exposure Interior=1.6
Tonemap Blend Night=1.0
Tonemap Blend Day=1.0
Tonemap Blend Interior=1.0
Uncharted2 Shoulder Strength Night=0.22
Uncharted2 Shoulder Strength Day=0.25
Uncharted2 Shoulder Strength Interior=0.21
Uncharted2 Linear Strength Night=1.37
Uncharted2 Linear Strength Day=1.32
Uncharted2 Linear Strength Interior=1.27
Uncharted2 Linear Angle Night=0.47
Uncharted2 Linear Angle Day=0.69
Uncharted2 Linear Angle Interior=0.55
Uncharted2 Toe Strength Night=1.37
Uncharted2 Toe Strength Day=1.34
Uncharted2 Toe Strength Interior=1.58
Uncharted2 Toe Numerator Night=0.23
Uncharted2 Toe Numerator Day=0.28
Uncharted2 Toe Numerator Interior=0.27
Uncharted2 Toe Denominator Night=1.44
Uncharted2 Toe Denominator Day=1.66
Uncharted2 Toe Denominator Interior=1.43
Uncharted2 Shoulder Strength Night=0.21
Uncharted2 Shoulder Strength Day=0.23
Uncharted2 Shoulder Strength Interior=0.24
Uncharted2 Linear Strength Night=1.63
Uncharted2 Linear Strength Day=1.67
Uncharted2 Linear Strength Interior=1.53
Uncharted2 Linear Angle Night=0.79
Uncharted2 Linear Angle Day=0.75
Uncharted2 Linear Angle Interior=0.76
Uncharted2 Toe Strength Night=1.21
Uncharted2 Toe Strength Day=1.27
Uncharted2 Toe Strength Interior=1.2
Uncharted2 Toe Numerator Night=4.21
Uncharted2 Toe Numerator Day=4.28
Uncharted2 Toe Numerator Interior=4.22
Uncharted2 Toe Denominator Night=1.35
Uncharted2 Toe Denominator Day=1.4
Uncharted2 Toe Denominator Interior=1.32
Uncharted2 Linear White Night=15.61
Uncharted2 Linear White Day=38.73
Uncharted2 Linear White Interior=27.370001
Uncharted2 Linear White Day=18.709999
Uncharted2 Linear White Interior=17.370001
Enable RGB Grading=true
Grading Intensity Night Red=1.01
Grading Intensity Night Green=1.05
@ -107,17 +107,17 @@ Grading Color Factor Night=-0.11
Grading Color Factor Day=-0.12
Grading Color Factor Interior=-0.1
Enable HSV Grading=true
Grading Saturation Intensity Night=1.11
Grading Saturation Intensity Night=1.06
Grading Saturation Intensity Day=1.09
Grading Saturation Intensity Interior=1.12
Grading Saturation Contrast Night=1.41
Grading Saturation Contrast Day=1.34
Grading Saturation Contrast Interior=1.25
Grading Value Intensity Night=0.84
Grading Value Intensity Day=0.82
Grading Value Intensity Interior=0.86
Grading Value Contrast Night=1.18
Grading Value Contrast Day=1.25
Grading Saturation Intensity Interior=1.15
Grading Saturation Contrast Night=1.12
Grading Saturation Contrast Day=1.09
Grading Saturation Contrast Interior=1.04
Grading Value Intensity Night=0.92
Grading Value Intensity Day=0.96
Grading Value Intensity Interior=0.95
Grading Value Contrast Night=1.06
Grading Value Contrast Day=1.11
Grading Value Contrast Interior=1.09
Colorize After HSV=true
Enable Vanilla Imagespace=true
@ -129,9 +129,9 @@ Vanilla Tint Strength=1.0
Vanilla Vibrance Contrast=1.14
Vanilla Vibrance Strength=1.0
Enable LUT Grading=true
LUT Blend Night=0.43
LUT Blend Day=0.32
LUT Blend Interior=0.26
LUT Blend Night=0.63
LUT Blend Day=0.56
LUT Blend Interior=0.7
Enable Technicolor=true
Technicolor Blend=0.5
Enable Post Dither=true

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@ -243,25 +243,6 @@ float3 Limbo( float3 res, float2 coord )
if ( foglimbo ) return fogcolor*mud;
return lerp(res,fogcolor,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);
}
float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
@ -274,54 +255,6 @@ float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
return res;
}
/* this SSAO algorithm is honestly a big mess */
float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
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;
[loop] for ( i=0; i<64; 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/64.0);
float fade = 1.0-depth;
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult+ssaobump);
res.a = saturate(1.0-(uocc*ssaoblend));
return res;
}
/* Distant hot air refraction. Not very realistic, but does the job. */
float2 DistantHeat( float2 coord )
{
@ -368,44 +301,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
tex2D(SamplerColor,coord+ofs).a);
return res;
}
/*
The blur pass uses 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.
This has been reverted into a single pass since separable blur seems to
cause some ugly artifacting.
*/
float4 PS_SSAOBlur( 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;
}
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*ssaobradius;
float isd, sd, ds, sw, tw = 0;
res.a = 0.0;
int i, j;
isd = tex2D(SamplerDepth,coord).x;
[loop] for ( j=-7; j<=7; j++ ) [loop] for ( i=-7; i<=7; i++ )
{
sd = tex2D(SamplerDepth,coord+float2(i,j)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
sw = ds;
sw *= gauss8[abs(i)]*gauss8[abs(j)];
tw += sw;
res.a += sw*tex2D(SamplerColor,coord+float2(i,j)*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
{
@ -494,8 +389,8 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
}
/* helper code for simplifying these */
#define gcircle(x) float2(cos(x),sin(x))
float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
out float4 deps, out float4 dfcs )
float4 dofsample( float2 coord, float2 bsz, float blur, out float4 deps,
out float4 dfcs )
{
float4 res;
float cstep = 2.0*pi*(1.0/3.0);
@ -511,12 +406,9 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
if ( bDoHighlight )
{
float l = luminance(res.rgb);
float threshold = max((l-dofbthreshold)*dofbgain,0.0);
res += lerp(0,res,threshold*blur);
}
float l = luminance(res.rgb);
float threshold = max((l-dofbthreshold)*dofbgain,0.0);
res += lerp(0,res,threshold*blur);
res.a = tex2D(SamplerColor,coord).a;
deps.a = tex2D(SamplerDepth,coord).x;
dfcs.a = res.a;
@ -545,7 +437,7 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
[unroll] for ( int i=0; i<32; i++ )
{
sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,ds,sd);
sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
@ -594,7 +486,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
bstep = pi*2.0/(float)rsamples;
rcoord = gcircle(j*bstep)*i;
bw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
sc = dofsample(coord+rcoord*sr,sr*i,dfc,dofhilite,ds,sd);
sc = dofsample(coord+rcoord*sr,sr*i,dfc,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
@ -633,7 +525,6 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float2(-1.41,1.41), float2(1.41,-1.41)
};
float4 res = tex2D(SamplerColor,coord);
if ( !dofpostblur ) return float4(res.rgb,1.0);
int i;
[unroll] for ( i=0; i<16; i++ )
res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc);
@ -730,7 +621,7 @@ technique PostProcess2
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_SSAOPrepass();
PixelShader = compile ps_3_0 PS_Distortion();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -747,7 +638,7 @@ technique PostProcess3
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Distortion();
PixelShader = compile ps_3_0 PS_DoFPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -764,7 +655,7 @@ technique PostProcess4
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_SSAOBlur();
PixelShader = compile ps_3_0 PS_DoFGather();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -777,40 +668,6 @@ technique PostProcess4
}
}
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
{
@ -827,7 +684,7 @@ technique PostProcess7
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess8
technique PostProcess6
{
pass p0
{
@ -867,7 +724,7 @@ technique PostProcessB2
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_SSAOPrepass();
PixelShader = compile ps_3_0 PS_Distortion();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -884,7 +741,7 @@ technique PostProcessB3
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Distortion();
PixelShader = compile ps_3_0 PS_DoFPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -901,7 +758,7 @@ technique PostProcessB4
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_SSAOBlur();
PixelShader = compile ps_3_0 PS_DoFBorkeh();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -918,7 +775,7 @@ technique PostProcessB5
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFPrepass();
PixelShader = compile ps_3_0 PS_DoFPostBlur();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -931,40 +788,6 @@ technique PostProcessB5
}
}
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
{

View file

@ -25,42 +25,6 @@ static const float gauss8[8] =
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};
/* SSAO samples */
static const float3 ssao_samples[64] =
{
float3(-0.0051, 0.0021, 0.0146),float3(-0.0197,-0.0213,-0.0116),
float3( 0.0005,-0.0432,-0.0182),float3(-0.0011,-0.0586,-0.0217),
float3(-0.0549, 0.0461, 0.0309),float3(-0.0448,-0.0764,-0.0306),
float3(-0.0366, 0.0758,-0.0699),float3(-0.0770,-0.0707,-0.0686),
float3( 0.1181,-0.0340,-0.0683),float3(-0.0647, 0.0356, 0.1377),
float3(-0.1167, 0.1262, 0.0024),float3(-0.1353,-0.0861, 0.0971),
float3(-0.0096, 0.0936, 0.1800),float3( 0.1311,-0.1013,-0.1429),
float3(-0.1186,-0.0653, 0.1913),float3( 0.1641, 0.0260, 0.1868),
float3(-0.1225,-0.2319, 0.0424),float3( 0.1036,-0.2000, 0.1684),
float3( 0.1656, 0.2022,-0.1408),float3(-0.1809,-0.1673, 0.1922),
float3(-0.2485,-0.1236, 0.1750),float3( 0.1030,-0.0550, 0.3233),
float3(-0.0405, 0.3068, 0.1827),float3(-0.0576, 0.1632, 0.3327),
float3( 0.0392, 0.3583,-0.1505),float3( 0.0082, 0.2865, 0.2879),
float3( 0.0055,-0.2835, 0.3124),float3(-0.2733, 0.1991,-0.2776),
float3( 0.2667, 0.1127,-0.3486),float3(-0.3326, 0.2740,-0.1844),
float3( 0.2887,-0.3838, 0.0630),float3( 0.1088, 0.1546, 0.4629),
float3( 0.0977,-0.3565, 0.3595),float3(-0.4204, 0.0855, 0.3133),
float3(-0.2237,-0.4932, 0.0759),float3( 0.4245, 0.3169,-0.1891),
float3( 0.0084,-0.5682, 0.1062),float3(-0.1489,-0.5296,-0.2235),
float3( 0.0014,-0.4153,-0.4460),float3( 0.0300,-0.4392, 0.4437),
float3( 0.2627, 0.4518, 0.3704),float3(-0.4945, 0.3659, 0.2285),
float3(-0.2550,-0.5311, 0.3230),float3(-0.4477, 0.0828,-0.5151),
float3( 0.4682, 0.4531,-0.2644),float3(-0.1235,-0.0366, 0.7071),
float3( 0.3545, 0.4559, 0.4536),float3(-0.1037,-0.2199,-0.7095),
float3( 0.4269, 0.5299,-0.3510),float3( 0.7051,-0.1468,-0.3027),
float3( 0.4590,-0.5669,-0.3208),float3( 0.2330, 0.1264, 0.7680),
float3(-0.3954, 0.5619,-0.4622),float3( 0.5977,-0.5110, 0.3059),
float3(-0.5800,-0.6306, 0.0672),float3(-0.2211,-0.0332,-0.8460),
float3(-0.3808,-0.2238,-0.7734),float3(-0.5616, 0.6858,-0.1887),
float3(-0.2995, 0.5165,-0.7024),float3( 0.5042,-0.0537, 0.7885),
float3(-0.6477,-0.3691, 0.5938),float3(-0.3969, 0.8815, 0.0620),
float3(-0.4300,-0.8814,-0.0852),float3(-0.1683, 0.9379, 0.3033)
};
/* For high quality DOF */
static const float2 poisson32[32] =
{

View file

@ -444,11 +444,6 @@ float dofpradius
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
bool dofpostblur
<
string UIName = "Enable DOF Post-Blur";
string UIWidget = "Checkbox";
> = {true};
float dofpbradius
<
string UIName = "DOF Post-Blur Radius";
@ -460,11 +455,6 @@ float dofpcha
string UIName = "DOF Blur Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
bool dofhilite
<
string UIName = "Enable DOF Highlights";
string UIWidget = "Checkbox";
> = {false};
float dofbthreshold
<
string UIName = "DOF Highlight Threshold";
@ -757,117 +747,6 @@ bool foglimbo
string UIName = "Limbo Mode";
string UIWidget = "Checkbox";
> = {false};
/* 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_i
<
string UIName = "SSAO Fade Contrast Interior";
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_i
<
string UIName = "SSAO Fade Intensity Interior";
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 ssaobump
<
string UIName = "SSAO Shift";
string UIWidget = "Spinner";
> = {0.0};
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