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MariENB Skyrim 2.2.3

This commit is contained in:
Marisa the Magician 2019-04-07 17:42:15 +02:00
commit 362333b534
23 changed files with 557 additions and 929 deletions

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@ -18,7 +18,7 @@ EnableSoftParticles=true
EnableParticleLights=true
EnableSunGlare=false
EnableSubSurfaceScattering=true
EnableLens=false
EnableLens=true
EnableWater=true
EnableUnderwater=true
EnableCloudShadows=true
@ -88,9 +88,9 @@ AOType=0
AOMixingType=0
AOMixingTypeInterior=0
UseOldType=false
EnableDenoiser=true
EnableDenoiser=false
EnableSupersampling=false
EnableComplexFilter=true
EnableComplexFilter=false
ILType=0
[NIGHTDAY]
@ -109,13 +109,13 @@ AdaptationMax=1.0
[ENVIRONMENT]
DirectLightingIntensityDay=1.49
DirectLightingIntensityNight=1.34
DirectLightingIntensityNight=1.42
DirectLightingIntensityInterior=1.014688
DirectLightingCurveDay=1.51
DirectLightingCurveNight=1.44
DirectLightingCurveDay=2.09
DirectLightingCurveNight=2.03
DirectLightingCurveInterior=1.25
DirectLightingDesaturationDay=0.07
DirectLightingDesaturationNight=0.13
DirectLightingDesaturationDay=0.09
DirectLightingDesaturationNight=0.29
DirectLightingDesaturationInterior=0.0
SpecularAmountMultiplierDay=1.8
SpecularAmountMultiplierNight=1.93
@ -127,7 +127,7 @@ SpecularFromLightDay=0.0
SpecularFromLightNight=0.0
SpecularFromLightInterior=0.0
AmbientLightingIntensityDay=0.36
AmbientLightingIntensityNight=0.26
AmbientLightingIntensityNight=0.27
AmbientLightingIntensityInterior=0.914
AmbientLightingCurveDay=0.91
AmbientLightingCurveNight=1.3
@ -136,33 +136,33 @@ AmbientLightingDesaturationDay=0.0
AmbientLightingDesaturationNight=0.0
AmbientLightingDesaturationInterior=0.0
PointLightingIntensityDay=1.08
PointLightingIntensityNight=1.18
PointLightingIntensityNight=1.16
PointLightingIntensityInterior=0.825
PointLightingCurveDay=1.27
PointLightingCurveNight=1.33
PointLightingCurveNight=1.34
PointLightingCurveInterior=0.825
PointLightingDesaturationDay=0.0
PointLightingDesaturationNight=0.0
PointLightingDesaturationInterior=0.0
FogColorMultiplierDay=0.62
FogColorMultiplierNight=0.15
FogColorMultiplierNight=0.27
FogColorMultiplierInterior=0.5
FogColorCurveDay=0.94
FogColorCurveNight=1.16
FogColorCurveDay=1.02
FogColorCurveNight=1.08
FogColorCurveInterior=1.0
ColorPowDay=1.0
ColorPowNight=1.0
ColorPowInterior=0.9
DirectLightingIntensitySunrise=1.41
DirectLightingIntensitySunset=1.39
DirectLightingIntensityInteriorDay=1.32
DirectLightingIntensitySunrise=1.63
DirectLightingIntensitySunset=1.66
DirectLightingIntensityInteriorDay=1.45
DirectLightingIntensityInteriorNight=1.39
DirectLightingCurveSunrise=1.41
DirectLightingCurveSunset=1.39
DirectLightingCurveInteriorDay=1.38
DirectLightingCurveInteriorNight=1.39
DirectLightingDesaturationSunrise=0.12
DirectLightingDesaturationSunset=0.12
DirectLightingCurveSunrise=2.21
DirectLightingCurveSunset=2.18
DirectLightingCurveInteriorDay=2.02
DirectLightingCurveInteriorNight=2.05
DirectLightingDesaturationSunrise=0.16
DirectLightingDesaturationSunset=0.18
DirectLightingDesaturationInteriorDay=0.11
DirectLightingDesaturationInteriorNight=0.07
SpecularAmountMultiplierSunrise=1.83
@ -178,8 +178,8 @@ SpecularFromLightSunset=0.0
SpecularFromLightInteriorDay=0.0
SpecularFromLightInteriorNight=0.0
AmbientLightingIntensitySunrise=0.32
AmbientLightingIntensitySunset=0.28
AmbientLightingIntensityInteriorDay=0.38
AmbientLightingIntensitySunset=0.25
AmbientLightingIntensityInteriorDay=0.37
AmbientLightingIntensityInteriorNight=0.27
AmbientLightingCurveSunrise=1.03
AmbientLightingCurveSunset=1.09
@ -193,20 +193,20 @@ AmbientColorFilterAmountSunrise=0.32
AmbientColorFilterAmountDay=0.46
AmbientColorFilterAmountSunset=0.35
AmbientColorFilterAmountNight=0.38
AmbientColorFilterAmountInteriorDay=0.28
AmbientColorFilterAmountInteriorNight=0.24
AmbientColorFilterAmountInteriorDay=0.39
AmbientColorFilterAmountInteriorNight=0.32
AmbientColorFilterTopSunrise=0.494, 0.443, 0.188
AmbientColorFilterTopDay=0.647, 0.627, 0.506
AmbientColorFilterTopSunset=0.42, 0.224, 0.122
AmbientColorFilterTopNight=0.212, 0.22, 0.298
AmbientColorFilterTopInteriorDay=0.239, 0.251, 0.278
AmbientColorFilterTopInteriorNight=0.224, 0.255, 0.302
AmbientColorFilterTopInteriorDay=0.459, 0.502, 0.6
AmbientColorFilterTopInteriorNight=0.22, 0.294, 0.408
AmbientColorFilterMiddleSunrise=0.227, 0.137, 0.0471
AmbientColorFilterMiddleDay=0.216, 0.212, 0.2
AmbientColorFilterMiddleSunset=0.224, 0.125, 0.0902
AmbientColorFilterMiddleNight=0.0549, 0.0706, 0.0863
AmbientColorFilterMiddleInteriorDay=0.051, 0.0627, 0.0745
AmbientColorFilterMiddleInteriorNight=0.0275, 0.0392, 0.051
AmbientColorFilterMiddleInteriorDay=0.129, 0.173, 0.216
AmbientColorFilterMiddleInteriorNight=0.0549, 0.0784, 0.102
AmbientColorFilterBottomSunrise=0.00392, 0.0275, 0.0353
AmbientColorFilterBottomDay=0, 0, 0
AmbientColorFilterBottomSunset=0.0118, 0.0275, 0.0353
@ -220,7 +220,7 @@ PointLightingIntensityInteriorNight=1.13
PointLightingCurveSunrise=1.35
PointLightingCurveSunset=1.37
PointLightingCurveInteriorDay=1.27
PointLightingCurveInteriorNight=1.33
PointLightingCurveInteriorNight=1.29
PointLightingDesaturationSunrise=0.0
PointLightingDesaturationSunset=0.0
PointLightingDesaturationInteriorDay=0.0
@ -232,27 +232,27 @@ ParticleLightsIntensityNight=0.65
ParticleLightsIntensityInteriorDay=0.6
ParticleLightsIntensityInteriorNight=0.68
FogColorMultiplierSunrise=0.39
FogColorMultiplierSunset=0.35
FogColorMultiplierInteriorDay=0.79
FogColorMultiplierSunset=0.48
FogColorMultiplierInteriorDay=0.53
FogColorMultiplierInteriorNight=0.15
FogColorCurveSunrise=1.04
FogColorCurveSunset=1.06
FogColorCurveInteriorDay=0.96
FogColorCurveInteriorNight=1.25
FogColorCurveSunset=1.03
FogColorCurveInteriorDay=1.07
FogColorCurveInteriorNight=1.14
ColorPowSunrise=1.0
ColorPowSunset=1.0
ColorPowInteriorDay=1.0
ColorPowInteriorNight=1.0
IgnoreWeatherSystem=true
DirectLightingColorFilterSunrise=0.992, 0.863, 0.733
DirectLightingColorFilterDay=1, 1, 1
DirectLightingColorFilterSunset=0.988, 0.804, 0.643
DirectLightingColorFilterNight=0.796, 0.871, 0.898
DirectLightingColorFilterSunrise=0.996, 0.682, 0.369
DirectLightingColorFilterDay=1, 0.973, 0.875
DirectLightingColorFilterSunset=0.902, 0.596, 0.29
DirectLightingColorFilterNight=0.78, 0.898, 0.937
DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=0.835, 0.859, 0.89
FogColorFilterSunrise=0.984, 0.808, 0.576
FogColorFilterDay=0.882, 0.953, 0.976
FogColorFilterSunset=1, 0.671, 0.38
FogColorFilterSunrise=0.949, 0.769, 0.533
FogColorFilterDay=0.976, 0.965, 0.882
FogColorFilterSunset=0.929, 0.537, 0.325
FogColorFilterNight=1, 1, 1
FogColorFilterInteriorDay=1, 1, 1
FogColorFilterInteriorNight=1, 1, 1
@ -268,23 +268,23 @@ FogColorFilterAmountSunset=0.0
FogColorFilterAmountNight=0.0
FogColorFilterAmountInteriorDay=0.0
FogColorFilterAmountInteriorNight=0.0
DirectLightingIntensityDawn=1.42
DirectLightingIntensityDusk=1.43
DirectLightingCurveDawn=1.44
DirectLightingCurveDusk=1.46
DirectLightingDesaturationDawn=0.18
DirectLightingDesaturationDusk=0.17
DirectLightingIntensityDawn=1.51
DirectLightingIntensityDusk=1.52
DirectLightingCurveDawn=2.33
DirectLightingCurveDusk=2.22
DirectLightingDesaturationDawn=0.36
DirectLightingDesaturationDusk=0.42
DirectLightingColorFilterAmountDawn=0.0
DirectLightingColorFilterAmountDusk=0.0
DirectLightingColorFilterDawn=0.976, 0.733, 0.49
DirectLightingColorFilterDusk=0.98, 0.702, 0.455
DirectLightingColorFilterDawn=0.957, 0.698, 0.557
DirectLightingColorFilterDusk=0.929, 0.612, 0.475
SpecularAmountMultiplierDawn=1.9
SpecularAmountMultiplierDusk=1.92
SpecularPowerMultiplierDawn=0.56
SpecularPowerMultiplierDusk=0.57
SpecularFromLightDawn=0.0
SpecularFromLightDusk=0.0
AmbientLightingIntensityDawn=0.22
AmbientLightingIntensityDawn=0.24
AmbientLightingIntensityDusk=0.25
AmbientLightingCurveDawn=1.15
AmbientLightingCurveDusk=1.15
@ -292,10 +292,10 @@ AmbientLightingDesaturationDawn=0.0
AmbientLightingDesaturationDusk=0.0
AmbientColorFilterAmountDawn=0.29
AmbientColorFilterAmountDusk=0.28
AmbientColorFilterTopDawn=0.369, 0.208, 0.0863
AmbientColorFilterTopDusk=0.322, 0.161, 0.11
AmbientColorFilterMiddleDawn=0.169, 0.122, 0.0588
AmbientColorFilterMiddleDusk=0.184, 0.098, 0.0745
AmbientColorFilterTopDawn=0.318, 0.22, 0.137
AmbientColorFilterTopDusk=0.302, 0.169, 0.129
AmbientColorFilterMiddleDawn=0.176, 0.122, 0.051
AmbientColorFilterMiddleDusk=0.176, 0.102, 0.0824
AmbientColorFilterBottomDawn=0, 0, 0
AmbientColorFilterBottomDusk=0, 0, 0
PointLightingIntensityDawn=1.21
@ -307,13 +307,13 @@ PointLightingDesaturationDusk=0.0
ParticleLightsIntensityDawn=0.66
ParticleLightsIntensityDusk=0.64
FogColorMultiplierDawn=0.31
FogColorMultiplierDusk=0.23
FogColorMultiplierDusk=0.38
FogColorCurveDawn=1.08
FogColorCurveDusk=1.19
FogColorCurveDusk=1.08
FogColorFilterAmountDawn=0.0
FogColorFilterAmountDusk=0.0
FogColorFilterDawn=0.984, 0.635, 0.31
FogColorFilterDusk=1, 0.49, 0.192
FogColorFilterDawn=0.761, 0.569, 0.4
FogColorFilterDusk=0.792, 0.545, 0.4
ColorPowDawn=1.0
ColorPowDusk=1.0
@ -324,92 +324,92 @@ StarsCurve=1.37
AuroraBorealisIntensity=1.14
AuroraBorealisCurve=0.57
CloudsIntensityDay=0.980001
CloudsIntensityNight=0.300001
CloudsIntensityNight=0.340001
CloudsIntensityInterior=1.49
CloudsCurveDay=1.18
CloudsCurveNight=2.09
CloudsCurveNight=1.71
CloudsCurveInterior=1.5
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInterior=0.14
CloudsEdgeClamp=0.36
CloudsEdgeIntensity=1.39
CloudsEdgeClamp=0.33
CloudsEdgeIntensity=1.37
GradientIntensityDay=1.050001
GradientIntensityNight=0.510001
GradientIntensityNight=0.830001
GradientIntensityInterior=0.85
GradientDesaturationDay=0.14
GradientDesaturationNight=0.13
GradientDesaturationDay=0.18
GradientDesaturationNight=0.15
GradientDesaturationInterior=0.325
GradientTopIntensityDay=1.320001
GradientTopIntensityNight=1.160001
GradientTopIntensityInterior=5.6125
GradientTopCurveDay=1.19
GradientTopCurveNight=1.91
GradientTopCurveNight=1.64
GradientTopCurveInterior=2.15
GradientMiddleIntensityDay=1.120001
GradientMiddleIntensityNight=0.700001
GradientMiddleIntensityNight=0.730001
GradientMiddleIntensityInterior=2.4
GradientMiddleCurveDay=1.24
GradientMiddleCurveNight=1.64
GradientMiddleCurveNight=1.3
GradientMiddleCurveInterior=1.65
GradientHorizonIntensityDay=0.98
GradientHorizonIntensityNight=0.470001
GradientHorizonIntensityDay=1.01
GradientHorizonIntensityNight=0.750001
GradientHorizonIntensityInterior=2.33
GradientHorizonCurveDay=1.47
GradientHorizonCurveNight=1.81
GradientHorizonCurveDay=1.18
GradientHorizonCurveNight=1.14
GradientHorizonCurveInterior=1.25
SunIntensity=3.0
SunDesaturation=0.0
SunCoronaIntensity=1.281
SunCoronaIntensity=1.291
SunCoronaCurve=1.06
SunCoronaDesaturation=0.09
MoonIntensity=1.6
MoonCurve=1.0
MoonDesaturation=0.2
DisableWrongSkyMath=true
CloudsIntensitySunrise=0.630001
CloudsIntensitySunset=0.440001
CloudsIntensitySunrise=0.710001
CloudsIntensitySunset=0.720001
CloudsIntensityInteriorDay=0.98
CloudsIntensityInteriorNight=0.32
CloudsCurveSunrise=1.28
CloudsCurveSunset=1.54
CloudsCurveSunset=1.39
CloudsCurveInteriorDay=1.12
CloudsCurveInteriorNight=1.38
CloudsCurveInteriorNight=1.56
CloudsDesaturationSunrise=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
GradientIntensitySunrise=0.860001
GradientIntensitySunset=0.850001
GradientIntensitySunrise=0.970001
GradientIntensitySunset=0.980001
GradientIntensityInteriorDay=1.19
GradientIntensityInteriorNight=0.870001
GradientDesaturationSunrise=0.24
GradientDesaturationSunset=0.22
GradientDesaturationInteriorDay=0.29
GradientDesaturationInteriorNight=0.05
GradientIntensityInteriorNight=0.860001
GradientDesaturationSunrise=0.51
GradientDesaturationSunset=0.53
GradientDesaturationInteriorDay=0.12
GradientDesaturationInteriorNight=0.11
GradientTopIntensitySunrise=1.240001
GradientTopIntensitySunset=1.26
GradientTopIntensityInteriorDay=2.7
GradientTopIntensityInteriorDay=1.41
GradientTopIntensityInteriorNight=1.48
GradientTopCurveSunrise=1.59
GradientTopCurveSunset=1.66
GradientTopCurveInteriorDay=2.47
GradientTopCurveSunrise=1.34
GradientTopCurveSunset=1.3
GradientTopCurveInteriorDay=1.27
GradientTopCurveInteriorNight=1.59
GradientMiddleIntensitySunrise=1.150001
GradientMiddleIntensitySunrise=1.070001
GradientMiddleIntensitySunset=1.09
GradientMiddleIntensityInteriorDay=2.6
GradientMiddleIntensityInteriorDay=1.15
GradientMiddleIntensityInteriorNight=1.09
GradientMiddleCurveSunrise=1.39
GradientMiddleCurveSunset=1.49
GradientMiddleCurveInteriorDay=2.2
GradientMiddleCurveInteriorNight=1.77
GradientMiddleCurveSunrise=1.35
GradientMiddleCurveSunset=1.35
GradientMiddleCurveInteriorDay=1.22
GradientMiddleCurveInteriorNight=1.19
GradientHorizonIntensitySunrise=0.82
GradientHorizonIntensitySunset=0.9
GradientHorizonIntensityInteriorDay=1.91
GradientHorizonIntensityInteriorNight=1.4
GradientHorizonCurveSunrise=1.64
GradientHorizonCurveSunset=1.73
GradientHorizonCurveInteriorDay=1.44
GradientHorizonIntensityInteriorDay=1.02
GradientHorizonIntensityInteriorNight=0.81
GradientHorizonCurveSunrise=1.22
GradientHorizonCurveSunset=1.23
GradientHorizonCurveInteriorDay=1.07
GradientHorizonCurveInteriorNight=1.34
SunIntensitySunrise=1.91
SunIntensityDay=1.73
@ -423,18 +423,18 @@ SunDesaturationSunset=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterSunrise=0.984, 0.831, 0.522
SunColorFilterSunrise=0.973, 0.537, 0.102
SunColorFilterDay=0.992, 0.89, 0.78
SunColorFilterSunset=0.929, 0.357, 0.0275
SunColorFilterNight=0.616, 0.282, 0.0588
SunColorFilterInteriorDay=0.98, 0.937, 0.847
SunColorFilterInteriorNight=0.729, 0.286, 0.0314
SunGlowIntensitySunrise=0.84
SunGlowIntensityDay=0.92
SunGlowIntensitySunset=0.87
SunGlowIntensityNight=0.42
SunGlowIntensityInteriorDay=0.87
SunGlowIntensityInteriorNight=0.31
SunGlowIntensitySunrise=0.94
SunGlowIntensityDay=0.89
SunGlowIntensitySunset=0.98
SunGlowIntensityNight=0.62
SunGlowIntensityInteriorDay=0.9
SunGlowIntensityInteriorNight=0.61
SunGlowHazinessSunrise=0.03
SunGlowHazinessDay=0.1
SunGlowHazinessSunset=0.04
@ -465,18 +465,18 @@ CloudsOpacitySunset=1.01
CloudsOpacityNight=0.9
CloudsOpacityInteriorDay=1.21
CloudsOpacityInteriorNight=1.05
CloudsEdgeFadeRange=0.85
CloudsEdgeFadeRange=0.89
CloudsEdgeMoonMultiplier=2.78
IgnoreWeatherSystem=true
GradientTopColorFilterSunrise=0.996, 0.902, 0.8
GradientTopColorFilterSunrise=0.988, 0.722, 0.439
GradientTopColorFilterDay=1, 1, 1
GradientTopColorFilterSunset=0.996, 0.824, 0.612
GradientTopColorFilterSunset=0.992, 0.686, 0.31
GradientTopColorFilterNight=1, 1, 1
GradientTopColorFilterInteriorDay=1, 1, 1
GradientTopColorFilterInteriorNight=1, 1, 1
GradientMiddleColorFilterSunrise=0.965, 0.827, 0.584
GradientMiddleColorFilterSunrise=0.949, 0.639, 0.329
GradientMiddleColorFilterDay=1, 1, 1
GradientMiddleColorFilterSunset=0.988, 0.635, 0.369
GradientMiddleColorFilterSunset=0.98, 0.463, 0.0941
GradientMiddleColorFilterNight=1, 1, 1
GradientMiddleColorFilterInteriorDay=1, 1, 1
GradientMiddleColorFilterInteriorNight=1, 1, 1
@ -486,52 +486,52 @@ GradientHorizonColorFilterSunset=0.98, 0.561, 0.259
GradientHorizonColorFilterNight=1, 1, 1
GradientHorizonColorFilterInteriorDay=1, 1, 1
GradientHorizonColorFilterInteriorNight=1, 1, 1
CloudsColorFilterSunrise=0.988, 0.863, 0.675
CloudsColorFilterSunrise=0.984, 0.808, 0.545
CloudsColorFilterDay=1, 1, 1
CloudsColorFilterSunset=0.906, 0.62, 0.467
CloudsColorFilterSunset=0.984, 0.588, 0.388
CloudsColorFilterNight=1, 1, 1
CloudsColorFilterInteriorDay=1, 1, 1
CloudsColorFilterInteriorNight=1, 1, 1
CloudsIntensityDawn=0.55
CloudsIntensityDusk=0.38
CloudsCurveDawn=1.41
CloudsCurveDusk=1.77
CloudsIntensityDawn=0.48
CloudsIntensityDusk=0.44
CloudsCurveDawn=1.55
CloudsCurveDusk=1.5
CloudsDesaturationDawn=0.0
CloudsDesaturationDusk=0.0
CloudsOpacityDawn=0.97
CloudsOpacityDusk=0.93
CloudsColorFilterDawn=0.969, 0.651, 0.333
CloudsColorFilterDusk=0.984, 0.733, 0.514
GradientIntensityDawn=0.76
GradientIntensityDusk=0.75
GradientDesaturationDawn=0.28
GradientDesaturationDusk=0.28
GradientTopIntensityDawn=1.22
GradientTopIntensityDusk=1.19
CloudsOpacityDawn=0.98
CloudsOpacityDusk=0.98
CloudsColorFilterDawn=0.98, 0.573, 0.322
CloudsColorFilterDusk=0.949, 0.396, 0.212
GradientIntensityDawn=0.85
GradientIntensityDusk=0.85
GradientDesaturationDawn=0.38
GradientDesaturationDusk=0.33
GradientTopIntensityDawn=1.17
GradientTopIntensityDusk=1.18
GradientTopCurveDawn=1.46
GradientTopCurveDusk=1.76
GradientTopColorFilterDawn=0.996, 0.769, 0.541
GradientTopColorFilterDusk=0.984, 0.698, 0.49
GradientMiddleIntensityDawn=0.97
GradientMiddleIntensityDusk=0.92
GradientMiddleCurveDawn=1.46
GradientMiddleCurveDusk=1.54
GradientMiddleColorFilterDawn=0.973, 0.765, 0.471
GradientMiddleColorFilterDusk=0.98, 0.518, 0.267
GradientHorizonIntensityDawn=0.550001
GradientHorizonIntensityDusk=0.55
GradientHorizonCurveDawn=1.61
GradientHorizonCurveDusk=1.76
GradientHorizonColorFilterDawn=0.91, 0.451, 0.165
GradientHorizonColorFilterDusk=0.984, 0.459, 0.176
GradientTopCurveDusk=1.47
GradientTopColorFilterDawn=0.933, 0.482, 0.259
GradientTopColorFilterDusk=0.969, 0.325, 0.0902
GradientMiddleIntensityDawn=0.88
GradientMiddleIntensityDusk=0.97
GradientMiddleCurveDawn=1.3
GradientMiddleCurveDusk=1.33
GradientMiddleColorFilterDawn=0.961, 0.588, 0.357
GradientMiddleColorFilterDusk=0.933, 0.341, 0.0863
GradientHorizonIntensityDawn=0.800001
GradientHorizonIntensityDusk=0.82
GradientHorizonCurveDawn=1.27
GradientHorizonCurveDusk=1.29
GradientHorizonColorFilterDawn=0.949, 0.345, 0.125
GradientHorizonColorFilterDusk=0.941, 0.412, 0.149
SunIntensityDawn=1.42
SunIntensityDusk=1.55
SunDesaturationDawn=0.0
SunDesaturationDusk=0.0
SunColorFilterDawn=0.988, 0.737, 0.384
SunColorFilterDusk=0.788, 0.192, 0.0118
SunGlowIntensityDawn=0.65
SunGlowIntensityDusk=0.67
SunColorFilterDawn=0.984, 0.345, 0.114
SunColorFilterDusk=0.929, 0.224, 0.0275
SunGlowIntensityDawn=0.87
SunGlowIntensityDusk=0.85
SunGlowHazinessDawn=0.03
SunGlowHazinessDusk=0.03
MoonIntensityDawn=0.9
@ -542,41 +542,41 @@ MoonDesaturationDawn=0.19
MoonDesaturationDusk=0.25
[OBJECT]
SubSurfaceScatteringMultiplierDay=1.1
SubSurfaceScatteringMultiplierNight=1.12
SubSurfaceScatteringMultiplierDay=0.0
SubSurfaceScatteringMultiplierNight=0.0
SubSurfaceScatteringMultiplierInterior=0.0
SubSurfaceScatteringPowerDay=0.84
SubSurfaceScatteringPowerNight=0.63
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInterior=1.1
SubSurfaceScatteringMultiplierSunrise=1.14
SubSurfaceScatteringMultiplierSunset=1.19
SubSurfaceScatteringMultiplierInteriorDay=1.22
SubSurfaceScatteringMultiplierInteriorNight=1.14
SubSurfaceScatteringPowerSunrise=0.77
SubSurfaceScatteringPowerSunset=0.73
SubSurfaceScatteringPowerInteriorDay=0.82
SubSurfaceScatteringPowerInteriorNight=0.63
SubSurfaceScatteringMultiplierSunrise=0.0
SubSurfaceScatteringMultiplierSunset=0.0
SubSurfaceScatteringMultiplierInteriorDay=0.0
SubSurfaceScatteringMultiplierInteriorNight=0.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
IgnoreWeatherSystem=true
SpecularAmountMultiplierSunrise=1.83
SpecularAmountMultiplierDay=1.78
SpecularAmountMultiplierSunset=1.87
SpecularAmountMultiplierNight=1.97
SpecularAmountMultiplierSunrise=1.18
SpecularAmountMultiplierDay=1.1
SpecularAmountMultiplierSunset=1.21
SpecularAmountMultiplierNight=1.43
SpecularAmountMultiplierInteriorDay=1.26
SpecularAmountMultiplierInteriorNight=1.41
SpecularPowerMultiplierSunrise=2.25
SpecularPowerMultiplierDay=2.28
SpecularPowerMultiplierSunset=2.26
SpecularPowerMultiplierNight=2.2
SpecularPowerMultiplierInteriorDay=2.27
SpecularPowerMultiplierInteriorNight=2.17
SubSurfaceScatteringMultiplierDawn=1.22
SubSurfaceScatteringMultiplierDusk=1.29
SubSurfaceScatteringPowerDawn=0.73
SubSurfaceScatteringPowerDusk=0.68
SpecularAmountMultiplierDawn=1.89
SpecularAmountMultiplierDusk=1.93
SpecularPowerMultiplierDawn=2.23
SpecularPowerMultiplierDusk=2.22
SpecularPowerMultiplierSunrise=1.82
SpecularPowerMultiplierDay=1.73
SpecularPowerMultiplierSunset=1.81
SpecularPowerMultiplierNight=1.66
SpecularPowerMultiplierInteriorDay=1.71
SpecularPowerMultiplierInteriorNight=1.69
SubSurfaceScatteringMultiplierDawn=0.0
SubSurfaceScatteringMultiplierDusk=0.0
SubSurfaceScatteringPowerDawn=1.0
SubSurfaceScatteringPowerDusk=1.0
SpecularAmountMultiplierDawn=1.32
SpecularAmountMultiplierDusk=1.34
SpecularPowerMultiplierDawn=1.75
SpecularPowerMultiplierDusk=1.72
[LIGHTSPRITE]
IntensityDay=0.53
@ -621,42 +621,42 @@ CurveDawn=1.11
CurveDusk=1.11
[VOLUMETRICFOG]
IntensityDay=1.11
IntensityNight=0.89
IntensityDay=0.97
IntensityNight=0.36
IntensityInterior=0.265
CurveDay=1.11
CurveNight=0.8
CurveNight=1.24
CurveInterior=1.0
IntensitySunrise=0.93
IntensitySunset=1.04
IntensityInteriorDay=1.17
IntensityInteriorNight=0.85
CurveSunrise=0.98
CurveSunset=1.15
IntensitySunrise=0.65
IntensitySunset=0.69
IntensityInteriorDay=0.98
IntensityInteriorNight=0.36
CurveSunrise=1.25
CurveSunset=1.26
CurveInteriorDay=1.16
CurveInteriorNight=0.86
LightingInfluenceSunrise=0.78
LightingInfluenceDay=0.58
LightingInfluenceSunrise=0.82
LightingInfluenceDay=0.75
LightingInfluenceSunset=0.83
LightingInfluenceNight=0.85
LightingInfluenceInteriorDay=0.58
LightingInfluenceInteriorNight=0.88
EnableShadows=true
IgnoreWeatherSystem=true
OpacitySunrise=0.29
OpacityDay=0.47
OpacitySunset=0.34
OpacitySunrise=0.31
OpacityDay=0.37
OpacitySunset=0.32
OpacityNight=0.25
OpacityInteriorDay=0.35
OpacityInteriorNight=0.2
IntensityDawn=0.81
IntensityDusk=0.92
CurveDawn=0.87
CurveDusk=0.94
IntensityDawn=0.51
IntensityDusk=0.44
CurveDawn=1.19
CurveDusk=1.06
LightingInfluenceDawn=0.85
LightingInfluenceDusk=0.9
LightingInfluenceDusk=0.97
OpacityDawn=0.27
OpacityDusk=0.28
OpacityDusk=0.2
[FIRE]
IntensityDay=1.65
@ -704,15 +704,15 @@ IgnoreWeatherSystem=true
[RAYS]
SunRaysMultiplier=0.75
SunRaysMultiplierSunrise=0.28
SunRaysMultiplierDay=0.2
SunRaysMultiplierSunset=0.3
SunRaysMultiplierNight=0.35
SunRaysMultiplierInteriorDay=0.2
SunRaysMultiplierInteriorNight=0.33
SunRaysMultiplierSunrise=0.4
SunRaysMultiplierDay=0.34
SunRaysMultiplierSunset=0.42
SunRaysMultiplierNight=0.54
SunRaysMultiplierInteriorDay=0.31
SunRaysMultiplierInteriorNight=0.53
IgnoreWeatherSystem=true
SunRaysMultiplierDawn=0.38
SunRaysMultiplierDusk=0.36
SunRaysMultiplierDawn=0.45
SunRaysMultiplierDusk=0.46
[SKYLIGHTING]
Quality=1
@ -734,23 +734,23 @@ EnableLocationWeather=false
[TIMEOFDAY]
Enable=true
DawnDuration=1.0
SunriseTime=8.0
DawnDuration=1.5
SunriseTime=7.500011
DayTime=12.0
SunsetTime=18.0
DuskDuration=1.0
DuskDuration=1.5
NightTime=0.0
DawnDuskEnable=true
[VEGETATION]
SubSurfaceScatteringMultiplierSunrise=0.87
SubSurfaceScatteringMultiplierDay=0.8
SubSurfaceScatteringMultiplierSunset=0.97
SubSurfaceScatteringMultiplierNight=0.84
SubSurfaceScatteringMultiplierInteriorDay=0.86
SubSurfaceScatteringMultiplierInteriorNight=0.88
SubSurfaceScatteringMultiplierSunrise=0.31
SubSurfaceScatteringMultiplierDay=0.28
SubSurfaceScatteringMultiplierSunset=0.33
SubSurfaceScatteringMultiplierNight=0.37
SubSurfaceScatteringMultiplierInteriorDay=0.31
SubSurfaceScatteringMultiplierInteriorNight=0.39
SubSurfaceScatteringPowerSunrise=2.12
SubSurfaceScatteringPowerDay=2.37
SubSurfaceScatteringPowerDay=2.02
SubSurfaceScatteringPowerSunset=1.94
SubSurfaceScatteringPowerNight=1.9
SubSurfaceScatteringPowerInteriorDay=2.17
@ -768,8 +768,8 @@ SpecularPowerMultiplierSunset=0.82
SpecularPowerMultiplierNight=0.67
SpecularPowerMultiplierInteriorDay=1.18
SpecularPowerMultiplierInteriorNight=0.84
SubSurfaceScatteringMultiplierDawn=0.87
SubSurfaceScatteringMultiplierDusk=0.97
SubSurfaceScatteringMultiplierDawn=0.35
SubSurfaceScatteringMultiplierDusk=0.35
SubSurfaceScatteringPowerDawn=1.97
SubSurfaceScatteringPowerDusk=1.96
SpecularAmountMultiplierDawn=1.73
@ -784,7 +784,7 @@ IntensitySunset=0.79
IntensityNight=0.54
IntensityInteriorDay=0.97
IntensityInteriorNight=0.62
LightingInfluenceSunrise=1.06
LightingInfluenceSunrise=1.02
LightingInfluenceDay=0.79
LightingInfluenceSunset=1.15
LightingInfluenceNight=1.25
@ -851,18 +851,18 @@ MotionTransparency=0.65
IgnoreWeatherSystem=true
[EYES]
SubSurfaceScatteringMultiplierSunrise=0.86
SubSurfaceScatteringMultiplierDay=0.85
SubSurfaceScatteringMultiplierSunset=0.87
SubSurfaceScatteringMultiplierNight=0.9
SubSurfaceScatteringMultiplierInteriorDay=0.85
SubSurfaceScatteringMultiplierInteriorNight=0.91
SubSurfaceScatteringPowerSunrise=0.91
SubSurfaceScatteringPowerDay=0.9
SubSurfaceScatteringPowerSunset=0.92
SubSurfaceScatteringPowerNight=0.93
SubSurfaceScatteringPowerInteriorDay=0.89
SubSurfaceScatteringPowerInteriorNight=0.92
SubSurfaceScatteringMultiplierSunrise=0.0
SubSurfaceScatteringMultiplierDay=0.0
SubSurfaceScatteringMultiplierSunset=0.0
SubSurfaceScatteringMultiplierNight=0.0
SubSurfaceScatteringMultiplierInteriorDay=0.0
SubSurfaceScatteringMultiplierInteriorNight=0.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
IgnoreWeatherSystem=true
SpecularAmountMultiplierSunrise=2.26
SpecularAmountMultiplierDay=2.14
@ -876,10 +876,10 @@ SpecularPowerMultiplierSunset=1.51
SpecularPowerMultiplierNight=1.48
SpecularPowerMultiplierInteriorDay=1.55
SpecularPowerMultiplierInteriorNight=1.5
SubSurfaceScatteringMultiplierDawn=0.87
SubSurfaceScatteringMultiplierDusk=0.89
SubSurfaceScatteringPowerDawn=0.92
SubSurfaceScatteringPowerDusk=0.92
SubSurfaceScatteringMultiplierDawn=0.0
SubSurfaceScatteringMultiplierDusk=0.0
SubSurfaceScatteringPowerDawn=1.0
SubSurfaceScatteringPowerDusk=1.0
SpecularAmountMultiplierDawn=2.23
SpecularAmountMultiplierDusk=2.22
SpecularPowerMultiplierDawn=1.49
@ -887,16 +887,16 @@ SpecularPowerMultiplierDusk=1.49
[SUBSURFACESCATTERING]
Quality=1
Radius=3.75
Amount=0.92
EpidermalAmount=0.26
SubdermalAmount=0.94
EpidermalDiffuseSaturation=-0.24
SubdermalDiffuseSaturation=0.11
EpidermalMix=0.95
SubdermalMix=0.27
SubdermalTranslucency=0.94
SubdermalPhase=0.9
Radius=7.63
Amount=0.3
EpidermalAmount=2.19
SubdermalAmount=4.6
EpidermalDiffuseSaturation=0.75
SubdermalDiffuseSaturation=0.62
EpidermalMix=0.22
SubdermalMix=0.4
SubdermalTranslucency=0.77
SubdermalPhase=0.67
IgnoreWeatherSystem=true
EnableTextureAlpha=true
@ -938,31 +938,31 @@ DirtPowerDusk=1.0
[WATER]
EnableDispersion=true
EnableCaustics=true
ReflectionAmount=0.81
FrennelMultiplier=0.93
FrennelMin=0.0
ReflectionAmount=0.82
FrennelMultiplier=1.66
FrennelMin=0.33
FrennelMax=1.0
DispersionAmount=0.94
CausticsAmount=1.12
DispersionAmount=0.96
CausticsAmount=1.07
EnableParallax=true
EnableShadow=true
EnableSelfReflection=true
EnableLighting=true
EnableDisplacement=true
DisplacementQuality=1
SunSpecularMultiplier=2.07
SunSpecularMultiplier=2.2
SunScatteringMultiplier=1.37
WavesAmplitudeSunrise=0.64
WavesAmplitudeDay=0.76
WavesAmplitudeDay=0.73
WavesAmplitudeSunset=0.64
WavesAmplitudeNight=0.47
WavesAmplitudeInteriorDay=0.55
WavesAmplitudeInteriorNight=0.42
ShadowQuality=1
EnableShadowNoise=true
SunLightingMultiplier=0.92
WetMultiplier=0.52
Muddiness=0.19
SunLightingMultiplier=0.95
WetMultiplier=0.66
Muddiness=0.07
EnablePreCache=true
EnableVolumetricShadow=true
DisplacementFilterQuality=1
@ -978,15 +978,15 @@ EnableBlurring=true
EnableReflection=true
EnableShadow=true
ShadowQuality=1
DispersionAmount=0.9
DispersionAmount=0.95
ReflectionAmount=0.75
TransparencyFade=2.2
TransparencyCurve=1.09
DeepnessFade=1.36
DeepnessDarkening=0.51
TintAmount=1.71
TintFade=0.59
SunScatteringMultiplier=0.29
TransparencyFade=2.28
TransparencyCurve=1.12
DeepnessFade=1.33
DeepnessDarkening=0.54
TintAmount=1.72
TintFade=0.65
SunScatteringMultiplier=0.48
IgnoreWeatherSystem=true
[CLOUDSHADOWS]
EnableAtNight=true
@ -997,7 +997,7 @@ OpacityNight=0.57
OpacityInteriorDay=0.71
OpacityInteriorNight=0.63
IgnoreWeatherSystem=true
OpacityDawn=0.6
OpacityDawn=0.64
OpacityDusk=0.61
[VOLUMETRICRAYS]
Quality=1
@ -1027,8 +1027,8 @@ DensityDusk=1.25
SkyColorAmountDawn=0.16
SkyColorAmountDusk=0.18
[PROCEDURALSUN]
Size=0.87
EdgeSoftness=0.4
Size=0.86
EdgeSoftness=0.57
GlowIntensitySunrise=1.3
GlowIntensityDay=1.15
GlowIntensitySunset=1.39
@ -1042,30 +1042,30 @@ GlowCurveNight=1.74
GlowCurveInteriorDay=1.950001
GlowCurveInteriorNight=2.2
IgnoreWeatherSystem=true
GlowIntensityDawn=1.58
GlowIntensityDawn=1.6
GlowIntensityDusk=1.66
GlowCurveDawn=1.7
GlowCurveDusk=1.68
[MIST]
ColorFromEnvironmentFog=0.35
ColorFromEnvironmentFog=0.46
SkyLightingAmountSunrise=1.09
SkyLightingAmountDay=0.9
SkyLightingAmountSunset=1.05
SkyLightingAmountNight=0.97
SkyLightingAmountDay=1.01
SkyLightingAmountSunset=1.04
SkyLightingAmountNight=1.02
SkyLightingAmountInteriorDay=1.05
SkyLightingAmountInteriorNight=0.93
SunLightingAmountSunrise=1.21
SunLightingAmountDay=1.02
SunLightingAmountSunset=1.12
SunLightingAmountNight=0.9
SunLightingAmountDay=1.06
SunLightingAmountSunset=1.14
SunLightingAmountNight=0.91
SunLightingAmountInteriorDay=0.87
SunLightingAmountInteriorNight=0.74
DesaturationSunrise=0.0
DesaturationDay=0.0
DesaturationSunset=0.0
DesaturationNight=0.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
DesaturationSunrise=0.66
DesaturationDay=0.44
DesaturationSunset=0.68
DesaturationNight=0.54
DesaturationInteriorDay=0.42
DesaturationInteriorNight=0.55
ColorFilterSunrise=1, 1, 1
ColorFilterDay=1, 1, 1
ColorFilterSunset=1, 1, 1
@ -1073,25 +1073,25 @@ ColorFilterNight=1, 1, 1
ColorFilterInteriorDay=1, 1, 1
ColorFilterInteriorNight=1, 1, 1
RelativeToCameraSunrise=0.32
RelativeToCameraDay=0.52
RelativeToCameraSunset=0.3
RelativeToCameraNight=0.28
RelativeToCameraDay=0.5
RelativeToCameraSunset=0.29
RelativeToCameraNight=0.46
RelativeToCameraInteriorDay=0.58
RelativeToCameraInteriorNight=0.21
VerticalOffsetSunrise=-11.06
VerticalOffsetDay=-10.98
VerticalOffsetDay=-11.099999
VerticalOffsetSunset=-11.09
VerticalOffsetNight=-11.8
VerticalOffsetInteriorDay=-10.44
VerticalOffsetInteriorNight=-11.26
DensitySunrise=1.25
DensityDay=1.1
DensitySunset=1.26
DensityNight=1.17
DensitySunrise=1.16
DensityDay=1.18
DensitySunset=1.17
DensityNight=1.16
DensityInteriorDay=1.29
DensityInteriorNight=1.17
VerticalFadeSunrise=4.64
VerticalFadeDay=4.48
VerticalFadeDay=4.52
VerticalFadeSunset=4.52
VerticalFadeNight=4.82
VerticalFadeInteriorDay=4.39
@ -1102,12 +1102,12 @@ BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.22
ExponentialFadeDay=1.25
ExponentialFadeSunset=1.18
ExponentialFadeNight=1.19
ExponentialFadeInteriorDay=1.13
ExponentialFadeInteriorNight=1.2
ExponentialFadeSunrise=1.61
ExponentialFadeDay=1.67
ExponentialFadeSunset=1.63
ExponentialFadeNight=1.52
ExponentialFadeInteriorDay=1.63
ExponentialFadeInteriorNight=1.4
IgnoreWeatherSystem=true
EnableAnchors=false
DistanceFadeSunrise=0.0
@ -1125,11 +1125,11 @@ AnchorsAmountInteriorNight=1.0
AnchorsAmountDawn=1.0
AnchorsAmountDusk=1.0
SkyLightingAmountDawn=1.19
SkyLightingAmountDusk=0.95
SkyLightingAmountDusk=0.96
SunLightingAmountDawn=1.11
SunLightingAmountDusk=1.01
DesaturationDawn=0.0
DesaturationDusk=0.0
DesaturationDawn=0.81
DesaturationDusk=0.74
ColorFilterDawn=1, 1, 1
ColorFilterDusk=1, 1, 1
RelativeToCameraDawn=0.39
@ -1144,5 +1144,5 @@ DistanceFadeDawn=0.0
DistanceFadeDusk=0.0
BottomTopDawn=0.0
BottomTopDusk=0.0
ExponentialFadeDawn=1.3
ExponentialFadeDusk=1.28
ExponentialFadeDawn=1.56
ExponentialFadeDusk=1.59

View file

@ -1 +1 @@
2.2.2-1 "Waifus And Lore"
2.2.3-1 "Waifus And Lore"

View file

@ -3,7 +3,7 @@ FileName=_hotweather.ini
WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 12eab9, 7761f
[WEATHER002]
FileName=_coldweather.ini
WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10a234, 10a235, 10a236, 10da13, 10e1e7, 10e1e8, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba, 21311
WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10da13, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba, 21311
[WEATHER003]
FileName=
[WEATHER004]

View file

@ -6,13 +6,13 @@ Emulated Resolution Height=0.0
Zoom Factor X=0.0
Zoom Factor Y=0.0
Palette Type=1
CGA Palette=1
CGA Palette=0
EGA Palette=0
Dithering Pattern=4
Contrast Modifier=1.0
Saturation Modifier=1.0
Dither Offset=-0.2
Dither Range=0.25
Dithering Pattern=2
Contrast Modifier=0.9
Saturation Modifier=1.5
Dither Offset=0.0
Dither Range=0.2
Enable ASCII=false
ASCII Monochrome=false
ASCII Blend=0.0
@ -68,3 +68,4 @@ 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
VGA Palette=2

View file

@ -1,76 +1,76 @@
[ENBBLOOM.FX]
TECHNIQUE=0
Bloom Intensity Night=0.47
Bloom Intensity Day=0.43
Bloom Intensity Interior Night=0.48
Bloom Intensity Interior Day=0.42
Bloom Contrast Night=1.02
Bloom Intensity Night=0.88
Bloom Intensity Day=0.78
Bloom Intensity Interior Night=0.83
Bloom Intensity Interior Day=0.79
Bloom Contrast Night=1.05
Bloom Contrast Day=1.03
Bloom Contrast Interior Night=1.01
Bloom Contrast Interior Day=1.02
Bloom Saturation Night=1.17
Bloom Saturation Day=1.13
Bloom Saturation Interior Night=1.16
Bloom Saturation Interior Day=1.12
Bloom Offset Night=0.0
Bloom Offset Day=0.0
Bloom Offset Interior Night=0.0
Bloom Offset Interior Day=0.0
Bloom Intensity Cap Night=100.0
Bloom Intensity Cap Day=100.0
Bloom Intensity Cap Interior Night=100.0
Bloom Intensity Cap Interior Day=100.0
Bloom Contrast Interior Night=1.04
Bloom Contrast Interior Day=1.03
Bloom Saturation Night=1.08
Bloom Saturation Day=1.07
Bloom Saturation Interior Night=1.06
Bloom Saturation Interior Day=1.03
Bloom Offset Night=-0.03
Bloom Offset Day=-0.04
Bloom Offset Interior Night=-0.04
Bloom Offset Interior Day=-0.05
Bloom Intensity Cap Night=20.0
Bloom Intensity Cap Day=20.0
Bloom Intensity Cap Interior Night=20.0
Bloom Intensity Cap Interior Day=20.0
Bloom Blur Radius=1.0
Blue Shift Night Red=0.07
Blue Shift Night Green=-0.24
Blue Shift Night Green=-0.27
Blue Shift Night Blue=1.57
Blue Shift Day Red=-0.39
Blue Shift Day Green=0.39
Blue Shift Day Blue=1.6
Blue Shift Interior Night Red=0.08
Blue Shift Interior Night Green=-0.26
Blue Shift Interior Night Green=-0.16
Blue Shift Interior Night Blue=1.77
Blue Shift Interior Day Red=-0.4
Blue Shift Interior Day Green=0.32
Blue Shift Interior Day Red=0.08
Blue Shift Interior Day Green=-0.3
Blue Shift Interior Day Blue=1.39
Blue Shift Intensity Night=0.32
Blue Shift Intensity Day=0.45
Blue Shift Intensity Interior Night=0.49
Blue Shift Intensity Interior Day=0.65
Blue Shift Luminance Factor Per-pass=0.41
Blue Shift Color Factor Per-pass=0.92
Blue Shift Intensity Night=0.36
Blue Shift Intensity Day=0.29
Blue Shift Intensity Interior Night=0.42
Blue Shift Intensity Interior Day=0.34
Blue Shift Luminance Factor Per-pass=0.46
Blue Shift Color Factor Per-pass=0.96
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.32
Anamorphic Bloom Blend Day=0.27
Anamorphic Bloom Blend Interior Night=0.32
Anamorphic Bloom Blend Interior Day=0.27
Anamorphic Bloom Blue Shift Night Red=-0.39
Anamorphic Bloom Blue Shift Night Green=-0.68
Anamorphic Bloom Blend Night=0.29
Anamorphic Bloom Blend Day=0.29
Anamorphic Bloom Blend Interior Night=0.28
Anamorphic Bloom Blend Interior Day=0.22
Anamorphic Bloom Blue Shift Night Red=0.06
Anamorphic Bloom Blue Shift Night Green=-0.44
Anamorphic Bloom Blue Shift Night Blue=1.39
Anamorphic Bloom Blue Shift Day Red=-0.73
Anamorphic Bloom Blue Shift Day Green=0.72
Anamorphic Bloom Blue Shift Day Red=0.09
Anamorphic Bloom Blue Shift Day Green=-0.02
Anamorphic Bloom Blue Shift Day Blue=1.52
Anamorphic Bloom Blue Shift Interior Night Red=-0.29
Anamorphic Bloom Blue Shift Interior Night Red=-0.1
Anamorphic Bloom Blue Shift Interior Night Green=-0.94
Anamorphic Bloom Blue Shift Interior Night Blue=1.54
Anamorphic Bloom Blue Shift Interior Day Red=-0.88
Anamorphic Bloom Blue Shift Interior Day Green=0.17
Anamorphic Bloom Blue Shift Interior Day Red=-0.03
Anamorphic Bloom Blue Shift Interior Day Green=-0.11
Anamorphic Bloom Blue Shift Interior Day Blue=1.65
Anamorphic Bloom Blue Shift Intensity Night=1.59
Anamorphic Bloom Blue Shift Intensity Day=1.49
Anamorphic Bloom Blue Shift Interior Night=1.65
Anamorphic Bloom Blue Shift Interior Day=1.55
Anamorphic Bloom Contrast Night=1.08
Anamorphic Bloom Contrast Day=1.11
Anamorphic Bloom Contrast Interior Night=1.07
Anamorphic Bloom Contrast Interior Day=1.08
Anamorphic Bloom Blue Shift Intensity Night=0.82
Anamorphic Bloom Blue Shift Intensity Day=0.63
Anamorphic Bloom Blue Shift Interior Night=0.88
Anamorphic Bloom Blue Shift Interior Day=0.72
Anamorphic Bloom Contrast Night=1.24
Anamorphic Bloom Contrast Day=1.22
Anamorphic Bloom Contrast Interior Night=1.27
Anamorphic Bloom Contrast Interior Day=1.31
Anamorphic Bloom Radius Multiplier=4.0
Bloom Pass 1 Blend=1.0
Bloom Pass 2 Blend=1.0
Bloom Pass 3 Blend=1.0
Bloom Pass 4 Blend=1.0
Bloom Pass 7 Blend=1.0
Bloom Pass 8 Blend=1.0
Bloom Pass 1 Blend=1.13
Bloom Pass 2 Blend=0.95
Bloom Pass 3 Blend=0.84
Bloom Pass 4 Blend=0.64
Bloom Pass 7 Blend=0.52
Bloom Pass 8 Blend=0.34
Bloom Prepass Blend=0.0
Bloom Base Blend=0.0
Enable Lens Dirt=false
@ -83,8 +83,8 @@ Dirt Pass 8 Blend=6.0
Dirt Prepass Blend=0.0
Dirt Base Blend=0.0
Dirt Texture Preserve Aspect=true
Dirt Contrast=1.08
Dirt Factor=0.42
Dirt Contrast=0.93
Dirt Factor=0.74
------Options & Settings----=false
Bloom Quality=0.0
------Depth-----------------=false
@ -156,4 +156,4 @@ Noise Intensity Exterior=0.003
Noise Intensity Interior=0.002
Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0
Dirt Saturation=0.45
Dirt Saturation=0.13

View file

@ -19,43 +19,43 @@ Grain Pass 2 Magnification 2=0.1
Grain Pass 2 Magnification 3=0.18
Grain Contrast=2.54
Enable Adaptation=true
Adaptation Min Night=1.04
Adaptation Min Day=1.01
Adaptation Min Interior Night=1.01
Adaptation Min Interior Day=1.08
Adaptation Max Night=1.49
Adaptation Max Day=1.68
Adaptation Max Interior Night=1.35
Adaptation Max Interior Day=1.64
Adaptation Min Night=0.97
Adaptation Min Day=0.94
Adaptation Min Interior Night=0.95
Adaptation Min Interior Day=0.93
Adaptation Max Night=1.17
Adaptation Max Day=1.18
Adaptation Max Interior Night=1.18
Adaptation Max Interior Day=1.21
Enable Tonemapping=true
Tonemap Shoulder Strength Night=0.87
Tonemap Shoulder Strength Day=0.84
Tonemap Shoulder Strength Interior Night=0.81
Tonemap Shoulder Strength Interior Night=0.77
Tonemap Shoulder Strength Interior Day=0.75
Tonemap Linear Strength Night=1.32
Tonemap Linear Strength Day=1.34
Tonemap Linear Strength Interior Night=1.37
Tonemap Linear Strength Interior Day=1.28
Tonemap Linear Strength Night=1.02
Tonemap Linear Strength Day=1.05
Tonemap Linear Strength Interior Night=1.01
Tonemap Linear Strength Interior Day=1.03
Tonemap Linear Angle Night=0.2
Tonemap Linear Angle Day=0.29
Tonemap Linear Angle Interior Night=0.14
Tonemap Linear Angle Interior Night=0.18
Tonemap Linear Angle Interior Day=0.2
Tonemap Toe Strength Night=1.27
Tonemap Toe Strength Day=1.28
Tonemap Toe Strength Interior Night=1.26
Tonemap Toe Strength Interior Night=1.36
Tonemap Toe Strength Interior Day=1.38
Tonemap Toe Numerator Night=3.63
Tonemap Toe Numerator Day=3.35
Tonemap Toe Numerator Interior Night=3.58
Tonemap Toe Numerator Interior Night=3.64
Tonemap Toe Numerator Interior Day=3.19
Tonemap Toe Denominator Night=0.99
Tonemap Toe Denominator Day=0.9
Tonemap Toe Denominator Interior Night=1.05
Tonemap Toe Denominator Interior Night=1.04
Tonemap Toe Denominator Interior Day=1.04
Tonemap Linear White Night=4.72
Tonemap Linear White Day=4.9
Tonemap Linear White Interior Night=4.85
Tonemap Linear White Interior Day=4.5
Tonemap Linear White Night=1.03
Tonemap Linear White Day=1.07
Tonemap Linear White Interior Night=1.04
Tonemap Linear White Interior Day=1.04
Tonemap Before Compensate=false
Enable Compensate=false
Compensate Factor Night=0.14
@ -99,9 +99,9 @@ Enable Vibrance Grading=true
Grading Color Night Red=-0.44
Grading Color Night Green=-0.33
Grading Color Night Blue=-0.83
Grading Color Day Red=-0.65
Grading Color Day Green=-0.3
Grading Color Day Blue=-0.69
Grading Color Day Red=-0.68
Grading Color Day Green=-0.32
Grading Color Day Blue=-0.86
Grading Color Interior Night Red=-0.25
Grading Color Interior Night Green=-0.15
Grading Color Interior Night Blue=-0.05
@ -109,7 +109,7 @@ Grading Color Interior Day Red=-0.47
Grading Color Interior Day Green=-0.3
Grading Color Interior Day Blue=-0.12
Grading Color Factor Night=-0.07
Grading Color Factor Day=-0.04
Grading Color Factor Day=-0.06
Grading Color Factor Interior Night=-0.05
Grading Color Factor Interior Day=-0.04
Enable HSV Grading=true
@ -118,17 +118,17 @@ Grading Saturation Intensity Day=1.07
Grading Saturation Intensity Interior Night=1.06
Grading Saturation Intensity Interior Day=1.09
Grading Saturation Contrast Night=1.01
Grading Saturation Contrast Day=1.04
Grading Saturation Contrast Day=1.06
Grading Saturation Contrast Interior Night=1.0
Grading Saturation Contrast Interior Day=1.02
Grading Saturation Contrast Interior Day=1.03
Grading Value Intensity Night=1.06
Grading Value Intensity Day=1.01
Grading Value Intensity Day=1.04
Grading Value Intensity Interior Night=1.02
Grading Value Intensity Interior Day=1.01
Grading Value Contrast Night=1.39
Grading Value Contrast Day=1.34
Grading Value Contrast Interior Night=1.33
Grading Value Contrast Interior Day=1.39
Grading Value Contrast Night=1.1
Grading Value Contrast Day=1.13
Grading Value Contrast Interior Night=1.13
Grading Value Contrast Interior Day=1.16
Colorize After HSV=true
Enable Vanilla Tint=true
Vanilla Tint Blend=1.0
@ -137,169 +137,17 @@ Enable Vanilla Grading=true
Vanilla Grading Blend=1.0
Fade Before Film Filters=false
Enable LUT Grading=true
LUT Blend Night=0.24
LUT Blend Day=0.26
LUT Blend Interior Night=0.23
LUT Blend Interior Day=0.25
LUT Blend Night=0.3
LUT Blend Day=0.39
LUT Blend Interior Night=0.29
LUT Blend Interior Day=0.34
LUT Preset=61
Enable ENB Palette=false
Palette Blend=1.0
Enable Post Dither=true
Dither Pattern=4
Dither Pattern=2
Display Bloom=false
Enable Vanilla Imagespace=true
Vanilla Vibrance Blend=1.0
Vanilla Contrast Blend=1.0
Enable Spell Special Effects=true
Show Bloom Output=false
Bloom Filter Sample Range=0.5
ENB Adaptation Curve=7.0
Skyrim Adaptation Min=5.0
Skyrim Adaptation Max=5.0
Skyrim Bloom Amount Day=0.0
Skyrim Bloom Amount Night=0.0
Skyrim Bloom Amount Interior=0.0
------Gray Level Controls---=false
Day: Gray Black In=0.006
Day: Gray Gamma In=1.01
Day: Gray White In=1.0
Day: Gray Black Out=0.016
Day: Gray Black Out Min=0.02
Day: Gray White Out=1.0
Night: Gray Black In=0.004
Night: Gray Gamma In=1.01
Night: Gray White In=1.0
Night: Gray Black Out=0.035
Night: Gray Black Out Min=0.014
Night: Gray White Out=1.0
Interior: Gray Black In=0.007
Interior: Gray Gamma In=1.01
Interior: Gray White In=1.0
Interior: Gray Black Out=0.065
Interior: Gray Black Out Min=0.012
Interior: Gray White Out=1.0
------RGB Level Controls----=false
Day: RGB Black In=0, 0, 0
Day: Red Gamma In=1.025
Day: Green Gamma In=1.06
Day: Blue Gamma In=1.09
Day: RGB White In=1, 1, 1
Day: RGB Black Out=0, 0, 0
Day: RGB White Out=1, 0.98, 1
Night: RGB Black In=0, 0, 0
Night: Red Gamma In=1.025
Night: Green Gamma In=1.06
Night: Blue Gamma In=1.09
Night: RGB White In=1, 1, 1
Night: RGB Black Out=0, 0, 0
Night: RGB White Out=1, 0.98, 1
Interior: RGB Black In=0, 0, 0
Interior: Red Gamma In=1.025
Interior: Green Gamma In=1.06
Interior: Blue Gamma In=1.09
Interior: RGB White In=1, 1, 1
Interior: RGB Black Out=0, 0, 0
Interior: RGB White Out=1, 0.98, 1
------Tonemapping (Filmic)--=false
Tonemap Day: Shoulder Strength=0.59
Tonemap Day: Linear Strength=0.815
Tonemap Day: Linear Angle=0.35
Tonemap Day: Toe Strength=0.705
Tonemap Day: Toe Numerator=0.083
Tonemap Day: Toe Denominator=0.365
Tonemap Day: White Lower Limit=0.012
Tonemap Day: White Upper Limit=0.365
Tonemap Night: Shoulder Strength=0.59
Tonemap Night: Linear Strength=0.815
Tonemap Night: Linear Angle=0.35
Tonemap Night: Toe Strength=0.965
Tonemap Night: Toe Numerator=0.083
Tonemap Night: Toe Denominator=0.365
Tonemap Night: White Lower Limit=0.012
Tonemap Night: White Upper Limit=0.365
Tonemap Interior: Shoulder Strength=0.71
Tonemap Interior: Linear Strength=0.815
Tonemap Interior: Linear Angle=0.35
Tonemap Interior: Toe Strength=0.72
Tonemap Interior: Toe Numerator=0.083
Tonemap Interior: Toe Denominator=0.365
Tonemap Interior: White Lower Limit=0.012
Tonemap Interior: White Upper Limit=0.365
Adaptation Ext: Lower White Point=1.875
Adaptation Ext: Upper White Point=3.15
Adaptation Int: Lower White Point=1.875
Adaptation Int: Upper White Point=3.2
------Channel Mixer---------=false
Channel Mixer Red Day=1, 0, 0
Channel Mixer Green Day=0, 1, 0
Channel Mixer Blue Day=0, 0, 1
Channel Mixer Red Night=1, 0, 0
Channel Mixer Green Night=0, 1, 0
Channel Mixer Blue Night=0, 0, 1
Channel Mixer Red Interior=1, 0, 0
Channel Mixer Green Interior=0, 1, 0
Channel Mixer Blue Interior=0, 0, 1
------Color Filter----------=false
Color Filter: Luma=0.212, 0.714, 0.0706
Color Filter: Hue Middle=0.0
Color Filter: Hue Range=0.15
Color Filter: Saturation Limit=1.0
Color Filter: Effect Strength=0.0
------Highlights & Shadows--=false
Day: Highlights=0.334
Day: Shadows=0.02
Night: Highlights=0.334
Night: Shadows=0.05
Interior: Highlights=0.334
Interior: Shadows=0.02
------After Effects---------=false
AFX: Contrast Tweak Day=0.2
AFX: Contrast Tweak Night=0.4
AFX: Contrast Tweak Interior=0.3
AFX: Brightness Tweak Day=0.1
AFX: Brightness Tweak Night=0.0
AFX: Brightness Tweak Interior=0.095
AFX: Vibrance Tweak Day=1.1
AFX: Vibrance Tweak Night=1.3
AFX: Vibrance Tweak Interior=1.1
AFX: Red Saturation Day=1.0
AFX: Red Saturation Night=0.89
AFX: Red Saturation Interior=0.89
AFX: Green Saturation Day=0.9
AFX: Green Saturation Night=0.88
AFX: Green Saturation Interior=0.88
AFX: Blue Saturation Day=1.0
AFX: Blue Saturation Night=0.85
AFX: Blue Saturation Interior=0.85
------Ported SFX: Curves----=false
Day Curves 12: Start Point=0.036
Day Curves 12: Control Point 1=0.165
Day Curves 12: Control Point 2=1.0
Day Curves 12: End Point=1.0
Day Curves 12: Contrast Amount=0.765
Night Curves 12: Start Point=0.013
Night Curves 12: Control Point 1=0.13
Night Curves 12: Control Point 2=1.0
Night Curves 12: End Point=1.0
Night Curves 12: Contrast Amount=0.765
Interior Curves 12: Start Point=0.025
Interior Curves 12: Control Point 1=0.145
Interior Curves 12: Control Point 2=1.0
Interior Curves 12: End Point=1.0
Interior Curves 12: Contrast Amount=0.765
------Skyrim IS Limits------=false
Skyrim IS: Max Saturation Ext=1.0
Skyrim IS: Max Saturation Int=1.0
Skyrim IS: Max Contrast Ext=1.365
Skyrim IS: Max Contrast Int=1.395
Skyrim IS: Max Brightness Ext=1.2
Skyrim IS: Max Brightness Int=1.2
Skyrim IS: Max Tint Amount Ext=0.8
Skyrim IS: Max Tint Amount Int=0.8
Skyrim IS: New Tint Strength Ext=0.8
Skyrim IS: New Tint Strength Int=0.8
Skyrim IS: New Tint Add Shadow Day=0.095
Skyrim IS: New Tint Add Shadow Night=0.02
Skyrim IS: New Tint Add Shadow Int=0.032
Skyrim IS: New Tint Desaturate Ext=0.0
Skyrim IS: New Tint Desaturate Int=0.0
Use Lighten Blend=true

View file

@ -16,13 +16,13 @@ Underwater Amplitude 2=0.11
Underwater Amplitude 3=0.07
Underwater Zoom=0.15
Enable Hot Air Refraction=true
Heat Texture Size=7.34
Heat Speed=0.35
Heat Texture Size=10.22
Heat Speed=0.2
Heat Fade Contrast=234.339996
Heat Fade Intensity=1.09
Heat Fade Offset=-0.79
Heat Intensity=0.37
Heat Contrast=1.16
Heat Fade Offset=-0.9
Heat Intensity=0.35
Heat Contrast=1.22
Heat Time-of-day Contrast=4.13
Heat Always Enable=false
Enable Focus Triangle=true
@ -163,8 +163,8 @@ Frost Texture Size=1.0
Frost Contrast=1.08
Frost Strength=0.04
Frost Radial Contrast=0.87
Frost Radial Intensity=1.11
Frost Texture Blend=3.79
Frost Radial Intensity=1.03
Frost Texture Blend=2.01
Frost Radial Offset=-0.93
Frost Texture Blend Contrast=4.56
Always Underwater=false

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@ -318,9 +318,9 @@ float3 GradingLUT( float3 res )
volume maps, but PS 3.0 has a limit of 16 samplers and I think ENB
can't load volume maps anyway.
*/
float3 tcol = clamp(res,0.0001,0.9999);
tcol.rg = tcol.rg*0.5+0.25;
#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
+clut/64.0);
float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
@ -328,11 +328,15 @@ float3 GradingLUT( float3 res )
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
#endif
#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);
@ -369,10 +373,6 @@ float3 Dither( float3 res, float2 coord )
if ( dither == 1 )
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
else if ( dither == 2 )
col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
else if ( dither == 3 )
col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
else if ( dither == 4 )
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
col = (trunc(col*256.0)/256.0);
@ -436,7 +436,11 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
if ( aenable ) res.rgb = Adaptation(res.rgb);
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
if ( bloomdebug ) res.rgb *= 0;
res.rgb += tex2D(_s3,coord).rgb*EBloomAmount;
float3 bcol = tex2D(_s3,coord).rgb*EBloomAmount;
if ( bloomlighten )
res.rgb = float3(max(res.r,bcol.r),max(res.g,bcol.g),
max(res.b,bcol.b));
else res.rgb += bcol;
if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
if ( colorizeafterhsv )

View file

@ -20,23 +20,6 @@ static const float ordered2[4] =
d(4),d(2)
};
#undef d
#define d(x) x/9.0
static const float ordered3[9] =
{
d(2),d(6),d(3),
d(5),d(0),d(8),
d(1),d(7),d(4)
};
#undef d
#define d(x) x/16.0
static const float ordered4[16] =
{
d( 0),d( 8),d( 2),d(10),
d(12),d( 4),d(14),d( 6),
d( 3),d(11),d( 1),d( 9),
d(15),d( 7),d(13),d( 5)
};
#undef d
#define d(x) x/64.0
static const float ordered8[64] =
{

View file

@ -720,8 +720,14 @@ int dither
string UIName = "Dither Pattern";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 4;
> = {4};
int UIMax = 2;
> = {2};
string str_bloom = "Bloom Settings";
bool bloomlighten
<
string UIName = "Use Lighten Blend";
string UIWidget = "Checkbox";
> = {false};
string str_debug = "Debugging";
bool bloomdebug
<

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@ -43,10 +43,6 @@ float4 ReducePrepass( in float4 col, in float2 coord )
else if ( dither == 1 )
col += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 2 )
col += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
else if ( dither == 3 )
col += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
else if ( dither == 4 )
col += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
col = saturate(col);
return col;
@ -61,108 +57,23 @@ float4 ReducePrepass( in float4 col, in float2 coord )
*/
float4 ReduceCGA( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
if ( cgapal == 0 )
{
dac.a = (dac.r+dac.g+dac.b)/3.0;
return (dac.a>0.5);
}
float dist = 2.0;
int idx = 0;
if ( cgapal == 1 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga1l[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga1l[i]);
}
color.rgb = cga1l[idx];
}
else if ( cgapal == 2 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga1h[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga1h[i]);
}
color.rgb = cga1h[idx];
}
else if ( cgapal == 3 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga2l[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga2l[i]);
}
color.rgb = cga2l[idx];
}
else if ( cgapal == 4 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga2h[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga2h[i]);
}
color.rgb = cga2h[idx];
}
else if ( cgapal == 5 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga3l[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga3l[i]);
}
color.rgb = cga3l[idx];
}
else if ( cgapal == 6 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga3h[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga3h[i]);
}
color.rgb = cga3h[idx];
}
return color;
float4 dac = clamp(ReducePrepass(color,coord),0.02,0.98);
float2 lc = float2((dac.r+cgapal)/7.0,
dac.g/64.0+floor(dac.b*64.0)/64.0);
return tex2D(SamplerCGA,lc);
}
/*
EGA technically only had the 320x200 16-colour graphic mode, but when VGA
came out, it was possible to tweak the DAC, allowing for custom palettes.
EGA technically only had a fixed 16-colour palette, but when VGA came out,
it was possible to tweak the DAC, allowing for custom palettes.
AOS EGA is a palette based on my terminal colour scheme on Linux, which I
also use for AliceOS.
*/
float4 ReduceEGA( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
float dist = 2.0;
int idx = 0;
if ( egapal == 0 )
{
[unroll] for ( int i=0; i<16; i++ )
if ( distance(dac.rgb,stdega[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,stdega[i]);
}
color.rgb = stdega[idx];
}
else
{
[unroll] for ( int i=0; i<16; i++ )
if ( distance(dac.rgb,aosega[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,aosega[i]);
}
color.rgb = aosega[idx];
}
return color;
float4 dac = clamp(ReducePrepass(color,coord),0.02,0.98);
float2 lc = float2((dac.r+egapal)/2.0,
dac.g/64.0+floor(dac.b*64.0)/64.0);
return tex2D(SamplerEGA,lc);
}
/* A two bits per channel mode that can usually fit VGA mode 13h and mode x */
float4 ReduceRGB2( in float4 color, in float2 coord )
@ -171,20 +82,6 @@ float4 ReduceRGB2( in float4 color, in float2 coord )
color.rgb = trunc(dac.rgb*4.0)/4.0;
return color;
}
/* Effectively has 256 colours, with a magenta tint due to precision loss */
float4 ReduceRGB323( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0);
return color;
}
/* 4096 colours, no actual graphics hardware existed that used 4bpc, though */
float4 ReduceRGB4( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
color.rgb = trunc(dac.rgb*16.0)/16.0;
return color;
}
/*
The classic 16-bit colour mode everyone from my generation would remember,
especially that subtle green tint and the banding due to lack of dithering
@ -197,50 +94,23 @@ float4 ReduceRGB565( in float4 color, in float2 coord )
/float3(32.0,64.0,32.0);
return color;
}
/*
If you see no difference when using this, then it could be because your
own screen is already 6bpc. This is the case for a lot of LCDs, both old
and modern. 8bpc tends to be the norm on IPS, though. 10bpc is the next
step, but for now it's only used internally in video codecs for more
efficient compression with lower quality loss. I seem to recall that in
most *nix systems such as Linux it's possible to have 10bpc already with
NVIDIA, but it causes compatibility issues with a lot of programs.
*/
float4 ReduceRGB6( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
color.rgb = trunc(dac.rgb*64.0)/64.0;
return color;
}
/* Various VGA 256-colour palettes: Doom, Quake I, and the standard. */
float4 ReduceDoom( in float4 color, in float2 coord )
{
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
return tex2D(SamplerDoom,lc);
}
float4 ReduceQuake( in float4 color, in float2 coord )
{
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
return tex2D(SamplerQuake,lc);
}
float4 ReduceVGA( in float4 color, in float2 coord )
{
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
float4 dac = clamp(ReducePrepass(color,coord),0.02,0.98);
float2 lc = float2((dac.r+vgapal)/3.0,
dac.g/64.0+floor(dac.b*64.0)/64.0);
return tex2D(SamplerVGA,lc);
}
/* Retro rockets */
float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
float4 res = tex2D(SamplerColorb,coord);
if ( !useblock ) return res;
float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float4 tcol;
float2 bresl = rresl;
float2 sresl = float2(sresx,sresy);
if ( bresx <= 0 || bresy <= 0 ) bresl = rresl;
else
{
@ -249,26 +119,17 @@ float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
else bresl.y = bresy;
}
if ( sresl.x <= 0 ) sresl.x = rresl.x/bresl.x;
if ( sresl.y <= 0 ) sresl.y = rresl.y/bresl.y;
float2 ncoord = coord*(rresl/bresl);
ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5;
float2 ncoord = (coord-0.5)+0.5;
ncoord = floor(ncoord*bresl)/bresl;
ncoord += 0.5/bresl;
if ( bresx <= 0 || bresy <= 0 ) ncoord = coord;
tcol = tex2D(SamplerColor,ncoord);
if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl);
else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl);
else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl);
else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl);
else if ( paltype == 4 ) res = ReduceVGA(tcol,(coord*rresl)/sresl);
else if ( paltype == 5 ) res = ReduceDoom(tcol,(coord*rresl)/sresl);
else if ( paltype == 6 ) res = ReduceQuake(tcol,(coord*rresl)/sresl);
else if ( paltype == 7 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl);
else if ( paltype == 8 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl);
else if ( paltype == 9 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl);
tcol = tex2D(SamplerColorb,ncoord);
if ( paltype == 0 ) res = ReduceCGA(tcol,coord*bresl);
else if ( paltype == 1 ) res = ReduceEGA(tcol,coord*bresl);
else if ( paltype == 2 ) res = ReduceRGB2(tcol,coord*bresl);
else if ( paltype == 3 ) res = ReduceVGA(tcol,coord*bresl);
else if ( paltype == 4 ) res = ReduceRGB565(tcol,coord*bresl);
else res = tcol;
if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 )
res *= 0;
res.a = 1.0;
return res;
}
@ -364,8 +225,6 @@ float4 PS_Curvature( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !curveenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*curvesoft;
float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab
*0.003);
float2 center = float2(coord.x-0.5,coord.y-0.5);
@ -378,23 +237,9 @@ float4 PS_Curvature( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5;
float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5;
int i,j;
float4 idist = float4(0,0,0,0);
/*
sticking a 5x5 gaussian blur with a tweakable radius in here to
attempt to reduce moire patterns in some cases. Supersampling would
be more useful for that, but ENB sucks ass through a crazy straw in
that aspect, so it would be more desirable to use GeDoSaTo (I sure
hope I can port all my stuff to it one day, at least the damn thing
is FOSS).
*/
[unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ )
{
idist += gauss3[abs(i)]*gauss3[abs(j)]
*float4(tex2D(SamplerColorb,rcoord+bof*float2(i,j)).r,
tex2D(SamplerColorb,gcoord+bof*float2(i,j)).g,
tex2D(SamplerColorb,bcoord+bof*float2(i,j)).b,
tex2D(SamplerColorb,float2(x,y)+bof*float2(i,j)).a);
}
float3 idist = float3(tex2D(SamplerColorb,rcoord).r,
tex2D(SamplerColorb,gcoord).g,
tex2D(SamplerColorb,bcoord).b);
res.rgb = idist.rgb;
return res;
}

View file

@ -20,23 +20,6 @@ static const float ordered2[4] =
d(4),d(2)
};
#undef d
#define d(x) x/9.0
static const float ordered3[9] =
{
d(2),d(6),d(3),
d(5),d(0),d(8),
d(1),d(7),d(4)
};
#undef d
#define d(x) x/16.0
static const float ordered4[16] =
{
d( 0),d( 8),d( 2),d(10),
d(12),d( 4),d(14),d( 6),
d( 3),d(11),d( 1),d( 9),
d(15),d( 7),d(13),d( 5)
};
#undef d
#define d(x) x/64.0
static const float ordered8[64] =
{
@ -50,99 +33,6 @@ static const float ordered8[64] =
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
};
#undef d
/*
palettes
don't touch unless you know what you're doing
*/
#define d(x) x/3.0
static const float3 cga1l[4] =
{
float3(d(0),d(0),d(0)),
float3(d(0),d(2),d(2)),
float3(d(2),d(0),d(2)),
float3(d(2),d(2),d(2))
};
static const float3 cga1h[4] =
{
float3(d(0),d(0),d(0)),
float3(d(1),d(3),d(3)),
float3(d(3),d(1),d(3)),
float3(d(3),d(3),d(3))
};
static const float3 cga2l[4] =
{
float3(d(0),d(0),d(0)),
float3(d(0),d(2),d(0)),
float3(d(2),d(0),d(0)),
float3(d(2),d(1),d(0))
};
static const float3 cga2h[4] =
{
float3(d(0),d(0),d(0)),
float3(d(1),d(3),d(1)),
float3(d(3),d(1),d(1)),
float3(d(3),d(2),d(1))
};
static const float3 cga3l[4] =
{
float3(d(0),d(0),d(0)),
float3(d(0),d(2),d(2)),
float3(d(2),d(0),d(0)),
float3(d(2),d(2),d(2))
};
static const float3 cga3h[4] =
{
float3(d(0),d(0),d(0)),
float3(d(1),d(3),d(3)),
float3(d(3),d(1),d(1)),
float3(d(3),d(3),d(3))
};
static const float3 stdega[16] =
{
float3(d(0),d(0),d(0)),
float3(d(2),d(0),d(0)),
float3(d(0),d(2),d(0)),
float3(d(2),d(1),d(0)),
float3(d(0),d(0),d(2)),
float3(d(2),d(0),d(2)),
float3(d(0),d(2),d(2)),
float3(d(2),d(2),d(2)),
float3(d(1),d(1),d(1)),
float3(d(3),d(1),d(1)),
float3(d(1),d(3),d(1)),
float3(d(3),d(3),d(1)),
float3(d(1),d(1),d(3)),
float3(d(3),d(1),d(3)),
float3(d(1),d(3),d(3)),
float3(d(3),d(3),d(3))
};
#undef d
#define d(x) x/256.0
static const float3 aosega[16] =
{
float3(d( 0),d( 0),d( 0)),
float3(d(128),d( 0),d( 0)),
float3(d( 32),d(128),d( 0)),
float3(d(160),d( 64),d( 32)),
float3(d( 0),d( 32),d( 88)),
float3(d( 60),d( 0),d( 88)),
float3(d( 16),d(160),d(208)),
float3(d( 88),d( 88),d( 88)),
float3(d( 32),d( 32),d( 32)),
float3(d(256),d( 64),d( 64)),
float3(d( 72),d(256),d( 64)),
float3(d(256),d(224),d( 60)),
float3(d( 48),d(128),d(256)),
float3(d(192),d( 48),d(256)),
float3(d( 72),d(224),d(256)),
float3(d(256),d(256),d(256)),
};
#undef d
/* gauss stuff */
float gauss3[3] =
{
0.444814, 0.239936, 0.037657
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
@ -158,13 +48,13 @@ texture2D texDots
<
string ResourceName = "menbdots.png";
>;
texture2D texDoom
texture2D texCGA
<
string ResourceName = "menbdoomlut.png";
string ResourceName = "menbcgalut.png";
>;
texture2D texQuake
texture2D texEGA
<
string ResourceName = "menbquakelut.png";
string ResourceName = "menbegalut.png";
>;
texture2D texVGA
<
@ -230,25 +120,25 @@ sampler2D SamplerDots = sampler_state
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDoom = sampler_state
sampler2D SamplerCGA = sampler_state
{
Texture = <texDoom>;
Texture = <texCGA>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressU = Wrap;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerQuake = sampler_state
sampler2D SamplerEGA = sampler_state
{
Texture = <texQuake>;
Texture = <texEGA>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressU = Wrap;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
@ -260,7 +150,7 @@ sampler2D SamplerVGA = sampler_state
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressU = Wrap;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;

View file

@ -29,40 +29,21 @@ float bresy
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
/* zooming factors (<=0 for stretch) */
float sresx
<
string UIName = "Zoom Factor X";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float sresy
<
string UIName = "Zoom Factor Y";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
/*
palette type:
-2 : Standard VGA 256-color palette
-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 : RGB323 (8-bit RGB, I don't think this was a real thing)
4 : VGA (256 colors, standard palette)
5 : Doom (256 colors, does not cover a lot)
6 : Quake I (256 colors, covers even less)
7 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
8 : RGB565 (ol' 16-bit "true color")
9 : RGB6 (typical screens incapable of 8bpc)
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 = 9;
int UIMax = 4;
> = {1};
/*
CGA palette to use:
@ -93,22 +74,34 @@ int egapal
int UIMin = 0;
int UIMax = 1;
> = {0};
/*
VGA palette to use:
0 : Standard VGA
1 : Doom
2 : Quake
TODO Add other games, including DOS TES ones
*/
int vgapal
<
string UIName = "VGA Palette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 2;
> = {0};
/*
Dithering mode:
-1 : No dithering, just raw banding
0 : 2x2 checkerboard dithering, looks like ass
1 : 2x2 ordered dithering
2 : 3x3 ordered dithering
3 : 4x4 ordered dithering
4 : 8x8 ordered dithering
2 : 8x8 ordered dithering
*/
int dither
<
string UIName = "Dithering Pattern";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 4;
> = {4};
int UIMax = 2;
> = {2};
/* gamma modifier for base color, lower values raise midtones and viceversa */
float bgamma
<
@ -265,12 +258,6 @@ float lensdist
string UIName = "Curve Distortion";
string UIWidget = "Spinner";
> = {0.0};
float curvesoft
<
string UIName = "Curve Sampling Soften";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
/* BlurSharpShift, some people are obsessed with this nonsense */
string str_bss = "BlurSharpShift";
bool bssblurenable

View file

@ -61,3 +61,5 @@
//#define LENSDIRT_DDS
//#define FROST_DDS
//#define FROSTBUMP_DDS
/* optional heavy features (can be toggled to reduce compile times) */
//#define MARIENB_SSAO

View file

@ -111,6 +111,7 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float4 res = tex2D(SamplerColor,coord);
if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
#ifdef MARIENB_SSAO
/* get occlusion using single-step Ray Marching with 64 samples */
float ssaofadepow = tod_ind(ssaofadepow);
float ssaofademult = tod_ind(ssaofademult);
@ -164,6 +165,7 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
res.a = saturate(1.0-(uocc*ssaoblend));
#endif
return res;
}
/*
@ -235,6 +237,7 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
tex2D(SamplerColor,coord+ofs).a);
return res;
}
#ifdef MARIENB_SSAO
/*
The blur passes use bilateral filtering to mostly preserve borders.
An additional factor using difference of normals was tested, but the
@ -312,6 +315,7 @@ float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
res *= res.a;
return res;
}
#endif
/* Focus */
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
{
@ -602,6 +606,7 @@ technique PostProcess2
SRGBWRITEENABLE = FALSE;
}
}
#ifdef MARIENB_SSAO
technique PostProcess3
{
pass p0
@ -686,4 +691,57 @@ technique PostProcess7
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
}
#else
technique PostProcess3
{
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 PostProcess4
{
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 PostProcess5
{
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;
}
}
#endif

View file

@ -33,6 +33,7 @@ static const float gauss16[16] =
0.033109, 0.031485, 0.029764, 0.027971,
0.026131, 0.024268, 0.022405, 0.020563
};
#ifdef MARIENB_SSAO
/* SSAO samples */
static const float3 ssao_samples_lq[16] =
{
@ -80,6 +81,7 @@ static const float3 ssao_samples_hq[64] =
float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
};
#endif
/* For high quality DOF */
static const float2 poisson32[32] =
{

View file

@ -787,6 +787,7 @@ float edgevradius
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
#ifdef MARIENB_SSAO
/* ssao filter */
string str_ssao = "Ray Marching SSAO";
bool ssaoenable
@ -915,6 +916,7 @@ bool ssaohalfblur
string UIName = "SSAO Blur Use Less Samples";
string UIWidget = "Checkbox";
> = {true};
#endif
/* luma sharpen because of reasons */
string str_sharp = "Luma Sharpen";
bool sharpenable

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@ -42,9 +42,9 @@ ECC96 FXWthrInvertWindowsWindhelm2 COLD
10A231 SkyrimOvercastRainMA TEMPERATE
10A232 SkyrimFogMA TEMPERATE
10A233 SkyrimCloudyMA HOT
10A234 SkyrimClearCO COLD
10A235 SkyrimFogCO COLD
10A236 SkyrimCloudyCO COLD
10A234 SkyrimClearCO TEMPERATE
10A235 SkyrimFogCO TEMPERATE
10A236 SkyrimCloudyCO TEMPERATE
10A237 SkyrimClearRE HOT
10A238 SkyrimOvercastRainRE TEMPERATE
10A239 SkyrimFogRE TEMPERATE
@ -71,8 +71,8 @@ ECC96 FXWthrInvertWindowsWindhelm2 COLD
10E1E4 SkyrimClearVT_A HOT
10E1E5 SkyrimCloudyMA_A HOT
10E1E6 SkyrimClearMA_A HOT
10E1E7 SkyrimCloudyCO_A COLD
10E1E8 SkyrimClearCO_A COLD
10E1E7 SkyrimCloudyCO_A TEMPERATE
10E1E8 SkyrimClearCO_A TEMPERATE
10E1E9 SkyrimCloudyRE_A HOT
10E1EA SkyrimClearRE_A HOT
10E1EB SkyrimCloudyFF_A HOT