MariENB Skyrim 2.2.3
This commit is contained in:
parent
592928152d
commit
362333b534
23 changed files with 557 additions and 929 deletions
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@ -1 +1 @@
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2.2.2-1 "Waifus And Lore"
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2.2.3-1 "Waifus And Lore"
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@ -3,7 +3,7 @@ FileName=_hotweather.ini
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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
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[WEATHER002]
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FileName=_coldweather.ini
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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
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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
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[WEATHER003]
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FileName=
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[WEATHER004]
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@ -6,13 +6,13 @@ Emulated Resolution Height=0.0
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Zoom Factor X=0.0
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Zoom Factor Y=0.0
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Palette Type=1
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CGA Palette=1
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CGA Palette=0
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EGA Palette=0
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Dithering Pattern=4
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Contrast Modifier=1.0
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Saturation Modifier=1.0
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Dither Offset=-0.2
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Dither Range=0.25
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Dithering Pattern=2
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Contrast Modifier=0.9
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Saturation Modifier=1.5
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Dither Offset=0.0
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Dither Range=0.2
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Enable ASCII=false
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ASCII Monochrome=false
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ASCII Blend=0.0
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@ -68,3 +68,4 @@ Chroma Key Depth Horizontal Tilt Center=0.5
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Chroma Key Depth Vertical Tilt Center=0.5
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Chroma Key Depth Horizontal Tilt=0.0
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Chroma Key Depth Vertical Tilt=0.0
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VGA Palette=2
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@ -1,76 +1,76 @@
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[ENBBLOOM.FX]
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TECHNIQUE=0
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Bloom Intensity Night=0.47
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Bloom Intensity Day=0.43
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Bloom Intensity Interior Night=0.48
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Bloom Intensity Interior Day=0.42
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Bloom Contrast Night=1.02
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Bloom Intensity Night=0.88
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Bloom Intensity Day=0.78
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Bloom Intensity Interior Night=0.83
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Bloom Intensity Interior Day=0.79
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Bloom Contrast Night=1.05
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Bloom Contrast Day=1.03
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Bloom Contrast Interior Night=1.01
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Bloom Contrast Interior Day=1.02
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Bloom Saturation Night=1.17
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Bloom Saturation Day=1.13
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Bloom Saturation Interior Night=1.16
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Bloom Saturation Interior Day=1.12
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Bloom Offset Night=0.0
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Bloom Offset Day=0.0
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Bloom Offset Interior Night=0.0
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Bloom Offset Interior Day=0.0
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Bloom Intensity Cap Night=100.0
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Bloom Intensity Cap Day=100.0
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Bloom Intensity Cap Interior Night=100.0
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Bloom Intensity Cap Interior Day=100.0
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Bloom Contrast Interior Night=1.04
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Bloom Contrast Interior Day=1.03
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Bloom Saturation Night=1.08
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Bloom Saturation Day=1.07
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Bloom Saturation Interior Night=1.06
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Bloom Saturation Interior Day=1.03
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Bloom Offset Night=-0.03
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Bloom Offset Day=-0.04
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Bloom Offset Interior Night=-0.04
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Bloom Offset Interior Day=-0.05
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Bloom Intensity Cap Night=20.0
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Bloom Intensity Cap Day=20.0
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Bloom Intensity Cap Interior Night=20.0
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Bloom Intensity Cap Interior Day=20.0
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Bloom Blur Radius=1.0
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Blue Shift Night Red=0.07
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Blue Shift Night Green=-0.24
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Blue Shift Night Green=-0.27
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Blue Shift Night Blue=1.57
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Blue Shift Day Red=-0.39
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Blue Shift Day Green=0.39
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Blue Shift Day Blue=1.6
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Blue Shift Interior Night Red=0.08
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Blue Shift Interior Night Green=-0.26
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Blue Shift Interior Night Green=-0.16
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Blue Shift Interior Night Blue=1.77
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Blue Shift Interior Day Red=-0.4
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Blue Shift Interior Day Green=0.32
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Blue Shift Interior Day Red=0.08
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Blue Shift Interior Day Green=-0.3
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Blue Shift Interior Day Blue=1.39
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Blue Shift Intensity Night=0.32
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Blue Shift Intensity Day=0.45
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Blue Shift Intensity Interior Night=0.49
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Blue Shift Intensity Interior Day=0.65
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Blue Shift Luminance Factor Per-pass=0.41
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Blue Shift Color Factor Per-pass=0.92
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Blue Shift Intensity Night=0.36
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Blue Shift Intensity Day=0.29
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Blue Shift Intensity Interior Night=0.42
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Blue Shift Intensity Interior Day=0.34
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Blue Shift Luminance Factor Per-pass=0.46
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Blue Shift Color Factor Per-pass=0.96
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Enable Anamorphic Bloom=true
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Anamorphic Bloom Blend Night=0.32
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Anamorphic Bloom Blend Day=0.27
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Anamorphic Bloom Blend Interior Night=0.32
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Anamorphic Bloom Blend Interior Day=0.27
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Anamorphic Bloom Blue Shift Night Red=-0.39
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Anamorphic Bloom Blue Shift Night Green=-0.68
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Anamorphic Bloom Blend Night=0.29
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Anamorphic Bloom Blend Day=0.29
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Anamorphic Bloom Blend Interior Night=0.28
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Anamorphic Bloom Blend Interior Day=0.22
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Anamorphic Bloom Blue Shift Night Red=0.06
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Anamorphic Bloom Blue Shift Night Green=-0.44
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Anamorphic Bloom Blue Shift Night Blue=1.39
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Anamorphic Bloom Blue Shift Day Red=-0.73
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Anamorphic Bloom Blue Shift Day Green=0.72
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Anamorphic Bloom Blue Shift Day Red=0.09
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Anamorphic Bloom Blue Shift Day Green=-0.02
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Anamorphic Bloom Blue Shift Day Blue=1.52
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Anamorphic Bloom Blue Shift Interior Night Red=-0.29
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Anamorphic Bloom Blue Shift Interior Night Red=-0.1
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Anamorphic Bloom Blue Shift Interior Night Green=-0.94
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Anamorphic Bloom Blue Shift Interior Night Blue=1.54
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Anamorphic Bloom Blue Shift Interior Day Red=-0.88
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Anamorphic Bloom Blue Shift Interior Day Green=0.17
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Anamorphic Bloom Blue Shift Interior Day Red=-0.03
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Anamorphic Bloom Blue Shift Interior Day Green=-0.11
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Anamorphic Bloom Blue Shift Interior Day Blue=1.65
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Anamorphic Bloom Blue Shift Intensity Night=1.59
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Anamorphic Bloom Blue Shift Intensity Day=1.49
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Anamorphic Bloom Blue Shift Interior Night=1.65
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Anamorphic Bloom Blue Shift Interior Day=1.55
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Anamorphic Bloom Contrast Night=1.08
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Anamorphic Bloom Contrast Day=1.11
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Anamorphic Bloom Contrast Interior Night=1.07
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Anamorphic Bloom Contrast Interior Day=1.08
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Anamorphic Bloom Blue Shift Intensity Night=0.82
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Anamorphic Bloom Blue Shift Intensity Day=0.63
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Anamorphic Bloom Blue Shift Interior Night=0.88
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Anamorphic Bloom Blue Shift Interior Day=0.72
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Anamorphic Bloom Contrast Night=1.24
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Anamorphic Bloom Contrast Day=1.22
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Anamorphic Bloom Contrast Interior Night=1.27
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Anamorphic Bloom Contrast Interior Day=1.31
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Anamorphic Bloom Radius Multiplier=4.0
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Bloom Pass 1 Blend=1.0
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Bloom Pass 2 Blend=1.0
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Bloom Pass 3 Blend=1.0
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Bloom Pass 4 Blend=1.0
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Bloom Pass 7 Blend=1.0
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Bloom Pass 8 Blend=1.0
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Bloom Pass 1 Blend=1.13
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Bloom Pass 2 Blend=0.95
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Bloom Pass 3 Blend=0.84
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Bloom Pass 4 Blend=0.64
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Bloom Pass 7 Blend=0.52
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Bloom Pass 8 Blend=0.34
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Bloom Prepass Blend=0.0
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Bloom Base Blend=0.0
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Enable Lens Dirt=false
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@ -83,8 +83,8 @@ Dirt Pass 8 Blend=6.0
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Dirt Prepass Blend=0.0
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Dirt Base Blend=0.0
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Dirt Texture Preserve Aspect=true
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Dirt Contrast=1.08
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Dirt Factor=0.42
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Dirt Contrast=0.93
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Dirt Factor=0.74
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------Options & Settings----=false
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Bloom Quality=0.0
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------Depth-----------------=false
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@ -156,4 +156,4 @@ Noise Intensity Exterior=0.003
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Noise Intensity Interior=0.002
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Bloom Blur Radius X=1.0
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Bloom Blur Radius Y=1.0
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Dirt Saturation=0.45
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Dirt Saturation=0.13
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@ -19,43 +19,43 @@ Grain Pass 2 Magnification 2=0.1
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Grain Pass 2 Magnification 3=0.18
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Grain Contrast=2.54
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Enable Adaptation=true
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Adaptation Min Night=1.04
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Adaptation Min Day=1.01
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Adaptation Min Interior Night=1.01
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Adaptation Min Interior Day=1.08
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Adaptation Max Night=1.49
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Adaptation Max Day=1.68
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Adaptation Max Interior Night=1.35
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Adaptation Max Interior Day=1.64
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Adaptation Min Night=0.97
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Adaptation Min Day=0.94
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Adaptation Min Interior Night=0.95
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Adaptation Min Interior Day=0.93
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Adaptation Max Night=1.17
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Adaptation Max Day=1.18
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Adaptation Max Interior Night=1.18
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Adaptation Max Interior Day=1.21
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Enable Tonemapping=true
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Tonemap Shoulder Strength Night=0.87
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Tonemap Shoulder Strength Day=0.84
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Tonemap Shoulder Strength Interior Night=0.81
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Tonemap Shoulder Strength Interior Night=0.77
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Tonemap Shoulder Strength Interior Day=0.75
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Tonemap Linear Strength Night=1.32
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Tonemap Linear Strength Day=1.34
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Tonemap Linear Strength Interior Night=1.37
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Tonemap Linear Strength Interior Day=1.28
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Tonemap Linear Strength Night=1.02
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Tonemap Linear Strength Day=1.05
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Tonemap Linear Strength Interior Night=1.01
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Tonemap Linear Strength Interior Day=1.03
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Tonemap Linear Angle Night=0.2
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Tonemap Linear Angle Day=0.29
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Tonemap Linear Angle Interior Night=0.14
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Tonemap Linear Angle Interior Night=0.18
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Tonemap Linear Angle Interior Day=0.2
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Tonemap Toe Strength Night=1.27
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Tonemap Toe Strength Day=1.28
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Tonemap Toe Strength Interior Night=1.26
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Tonemap Toe Strength Interior Night=1.36
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Tonemap Toe Strength Interior Day=1.38
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Tonemap Toe Numerator Night=3.63
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Tonemap Toe Numerator Day=3.35
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Tonemap Toe Numerator Interior Night=3.58
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Tonemap Toe Numerator Interior Night=3.64
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Tonemap Toe Numerator Interior Day=3.19
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Tonemap Toe Denominator Night=0.99
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Tonemap Toe Denominator Day=0.9
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Tonemap Toe Denominator Interior Night=1.05
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Tonemap Toe Denominator Interior Night=1.04
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Tonemap Toe Denominator Interior Day=1.04
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Tonemap Linear White Night=4.72
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Tonemap Linear White Day=4.9
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Tonemap Linear White Interior Night=4.85
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Tonemap Linear White Interior Day=4.5
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Tonemap Linear White Night=1.03
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Tonemap Linear White Day=1.07
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Tonemap Linear White Interior Night=1.04
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Tonemap Linear White Interior Day=1.04
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Tonemap Before Compensate=false
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Enable Compensate=false
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Compensate Factor Night=0.14
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@ -99,9 +99,9 @@ Enable Vibrance Grading=true
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Grading Color Night Red=-0.44
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Grading Color Night Green=-0.33
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Grading Color Night Blue=-0.83
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Grading Color Day Red=-0.65
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Grading Color Day Green=-0.3
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Grading Color Day Blue=-0.69
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Grading Color Day Red=-0.68
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Grading Color Day Green=-0.32
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Grading Color Day Blue=-0.86
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Grading Color Interior Night Red=-0.25
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Grading Color Interior Night Green=-0.15
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Grading Color Interior Night Blue=-0.05
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@ -109,7 +109,7 @@ Grading Color Interior Day Red=-0.47
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Grading Color Interior Day Green=-0.3
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Grading Color Interior Day Blue=-0.12
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Grading Color Factor Night=-0.07
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Grading Color Factor Day=-0.04
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Grading Color Factor Day=-0.06
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Grading Color Factor Interior Night=-0.05
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Grading Color Factor Interior Day=-0.04
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Enable HSV Grading=true
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@ -118,17 +118,17 @@ Grading Saturation Intensity Day=1.07
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Grading Saturation Intensity Interior Night=1.06
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Grading Saturation Intensity Interior Day=1.09
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Grading Saturation Contrast Night=1.01
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Grading Saturation Contrast Day=1.04
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Grading Saturation Contrast Day=1.06
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Grading Saturation Contrast Interior Night=1.0
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Grading Saturation Contrast Interior Day=1.02
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Grading Saturation Contrast Interior Day=1.03
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Grading Value Intensity Night=1.06
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Grading Value Intensity Day=1.01
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Grading Value Intensity Day=1.04
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Grading Value Intensity Interior Night=1.02
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Grading Value Intensity Interior Day=1.01
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Grading Value Contrast Night=1.39
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Grading Value Contrast Day=1.34
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Grading Value Contrast Interior Night=1.33
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Grading Value Contrast Interior Day=1.39
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Grading Value Contrast Night=1.1
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Grading Value Contrast Day=1.13
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Grading Value Contrast Interior Night=1.13
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Grading Value Contrast Interior Day=1.16
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Colorize After HSV=true
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Enable Vanilla Tint=true
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Vanilla Tint Blend=1.0
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@ -137,169 +137,17 @@ Enable Vanilla Grading=true
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Vanilla Grading Blend=1.0
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Fade Before Film Filters=false
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Enable LUT Grading=true
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LUT Blend Night=0.24
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LUT Blend Day=0.26
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LUT Blend Interior Night=0.23
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LUT Blend Interior Day=0.25
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LUT Blend Night=0.3
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LUT Blend Day=0.39
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LUT Blend Interior Night=0.29
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LUT Blend Interior Day=0.34
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LUT Preset=61
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Enable ENB Palette=false
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Palette Blend=1.0
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Enable Post Dither=true
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Dither Pattern=4
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Dither Pattern=2
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Display Bloom=false
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Enable Vanilla Imagespace=true
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Vanilla Vibrance Blend=1.0
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Vanilla Contrast Blend=1.0
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Enable Spell Special Effects=true
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Show Bloom Output=false
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Bloom Filter Sample Range=0.5
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ENB Adaptation Curve=7.0
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Skyrim Adaptation Min=5.0
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Skyrim Adaptation Max=5.0
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Skyrim Bloom Amount Day=0.0
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Skyrim Bloom Amount Night=0.0
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Skyrim Bloom Amount Interior=0.0
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------Gray Level Controls---=false
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Day: Gray Black In=0.006
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Day: Gray Gamma In=1.01
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Day: Gray White In=1.0
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Day: Gray Black Out=0.016
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Day: Gray Black Out Min=0.02
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Day: Gray White Out=1.0
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Night: Gray Black In=0.004
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Night: Gray Gamma In=1.01
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Night: Gray White In=1.0
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Night: Gray Black Out=0.035
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Night: Gray Black Out Min=0.014
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Night: Gray White Out=1.0
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Interior: Gray Black In=0.007
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Interior: Gray Gamma In=1.01
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Interior: Gray White In=1.0
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Interior: Gray Black Out=0.065
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Interior: Gray Black Out Min=0.012
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Interior: Gray White Out=1.0
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------RGB Level Controls----=false
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Day: RGB Black In=0, 0, 0
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Day: Red Gamma In=1.025
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Day: Green Gamma In=1.06
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Day: Blue Gamma In=1.09
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Day: RGB White In=1, 1, 1
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Day: RGB Black Out=0, 0, 0
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Day: RGB White Out=1, 0.98, 1
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Night: RGB Black In=0, 0, 0
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Night: Red Gamma In=1.025
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Night: Green Gamma In=1.06
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Night: Blue Gamma In=1.09
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Night: RGB White In=1, 1, 1
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Night: RGB Black Out=0, 0, 0
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Night: RGB White Out=1, 0.98, 1
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Interior: RGB Black In=0, 0, 0
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Interior: Red Gamma In=1.025
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Interior: Green Gamma In=1.06
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Interior: Blue Gamma In=1.09
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Interior: RGB White In=1, 1, 1
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Interior: RGB Black Out=0, 0, 0
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Interior: RGB White Out=1, 0.98, 1
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------Tonemapping (Filmic)--=false
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Tonemap Day: Shoulder Strength=0.59
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Tonemap Day: Linear Strength=0.815
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Tonemap Day: Linear Angle=0.35
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Tonemap Day: Toe Strength=0.705
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Tonemap Day: Toe Numerator=0.083
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Tonemap Day: Toe Denominator=0.365
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Tonemap Day: White Lower Limit=0.012
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Tonemap Day: White Upper Limit=0.365
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Tonemap Night: Shoulder Strength=0.59
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Tonemap Night: Linear Strength=0.815
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Tonemap Night: Linear Angle=0.35
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Tonemap Night: Toe Strength=0.965
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Tonemap Night: Toe Numerator=0.083
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Tonemap Night: Toe Denominator=0.365
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Tonemap Night: White Lower Limit=0.012
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Tonemap Night: White Upper Limit=0.365
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Tonemap Interior: Shoulder Strength=0.71
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Tonemap Interior: Linear Strength=0.815
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Tonemap Interior: Linear Angle=0.35
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Tonemap Interior: Toe Strength=0.72
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Tonemap Interior: Toe Numerator=0.083
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Tonemap Interior: Toe Denominator=0.365
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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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
BIN
enbseries/menbcgalut.png
Normal file
BIN
enbseries/menbcgalut.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 24 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 24 KiB |
|
|
@ -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 )
|
||||
|
|
|
|||
|
|
@ -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] =
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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
|
||||
<
|
||||
|
|
|
|||
BIN
enbseries/menbegalut.png
Normal file
BIN
enbseries/menbegalut.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 25 KiB |
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
@ -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
|
||||
|
|
@ -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] =
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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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|
Before Width: | Height: | Size: 25 KiB |
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|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 143 KiB |
|
|
@ -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
|
||||
|
|
|
|||
Reference in a new issue