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MariENB FROST 3.1.1b

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Marisa the Magician 2019-04-07 17:51:06 +02:00
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![logo](Logo.png)
This repo contains every single version of MariENB ever made.
For the sake of neater organization, they are divided in specific branches:
- **historic**: Alpha versions of MariENB.
- **legacy**: 1.x releases.
- **twopoint-modular**: 2.0.x releases that used a modular packaging model.
- **twopoint-dust**: 2.x releases for Fallout: DUST.
- **twopoint-fnv**: 2.x releases for Fallout: New Vegas.
- **twopoint-skyrim**: 2.x releases for Skyrim.
- **threepoint-frost**: 3.x releases for Fallout: FROST.
- **threepoint-fo4**: 3.x releases for Fallout 4.

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[GLOBAL]
UseEffect=true
[EFFECT]
UseOriginalObjectsProcessing=false
UseOriginalPostProcessing=false
UseOriginalColorFilter=false
UseOriginalBloom=false
UseOriginalAdaptation=false
EnablePostPassShader=true
EnableDithering=true
EnableAdaptation=true
EnableBloom=true
EnableDepthOfField=true
EnableLens=false
EnableSSAO=false
[COLORCORRECTION]
UseProceduralCorrection=true
Brightness=1.0
GammaCurve=1.0
[TIMEOFDAY]
DawnDuration=2.0
SunriseTime=6.0
DayTime=12.0
SunsetTime=18.0
DuskDuration=2.0
NightTime=0.0
[ADAPTATION]
AdaptationSensitivity=0.2
AdaptationTime=0.65
ForceMinMaxValues=true
AdaptationMin=0.0
AdaptationMax=0.25
[DEPTHOFFIELD]
FocusingTime=0.4
ApertureTime=1.0
[BLOOM]
IgnoreWeatherSystem=true
AmountDawn=1.1
AmountSunrise=1.2
AmountDay=1.0
AmountSunset=1.2
AmountDusk=1.1
AmountNight=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
[LENS]
IgnoreWeatherSystem=true
AmountDawn=1.0
AmountSunrise=1.0
AmountDay=1.0
AmountSunset=1.0
AmountDusk=1.0
AmountNight=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
[SKY]
IgnoreWeatherSystem=true
Enable=true
GradientIntensityDawn=1.17
GradientIntensitySunrise=1.11
GradientIntensityDay=1.15
GradientIntensitySunset=1.110001
GradientIntensityDusk=1.160001
GradientIntensityNight=1.140001
GradientIntensityInteriorDay=1.12
GradientIntensityInteriorNight=1.14
GradientDesaturationDawn=0.38
GradientDesaturationSunrise=0.3
GradientDesaturationDay=0.24
GradientDesaturationSunset=0.29
GradientDesaturationDusk=0.35
GradientDesaturationNight=0.49
GradientDesaturationInteriorDay=0.22
GradientDesaturationInteriorNight=0.42
GradientTopIntensityDawn=0.59
GradientTopIntensitySunrise=0.8
GradientTopIntensityDay=0.920001
GradientTopIntensitySunset=0.72
GradientTopIntensityDusk=0.52
GradientTopIntensityNight=0.43
GradientTopIntensityInteriorDay=0.97
GradientTopIntensityInteriorNight=0.48
GradientTopCurveDawn=0.87
GradientTopCurveSunrise=0.82
GradientTopCurveDay=0.97
GradientTopCurveSunset=0.88
GradientTopCurveDusk=0.86
GradientTopCurveNight=0.89
GradientTopCurveInteriorDay=0.98
GradientTopCurveInteriorNight=0.82
GradientTopColorFilterDawn=0.886, 0.773, 0.969
GradientTopColorFilterSunrise=0.812, 0.859, 0.953
GradientTopColorFilterDay=0.941, 0.992, 0.996
GradientTopColorFilterSunset=0.839, 0.875, 0.949
GradientTopColorFilterDusk=0.902, 0.824, 0.965
GradientTopColorFilterNight=0.867, 0.753, 0.886
GradientTopColorFilterInteriorDay=0.949, 0.996, 0.992
GradientTopColorFilterInteriorNight=0.898, 0.835, 0.906
GradientMiddleIntensityDawn=1.1
GradientMiddleIntensitySunrise=1.13
GradientMiddleIntensityDay=1.18
GradientMiddleIntensitySunset=1.13
GradientMiddleIntensityDusk=1.11
GradientMiddleIntensityNight=1.09
GradientMiddleIntensityInteriorDay=1.1
GradientMiddleIntensityInteriorNight=1.09
GradientMiddleCurveDawn=0.86
GradientMiddleCurveSunrise=0.85
GradientMiddleCurveDay=0.72
GradientMiddleCurveSunset=0.85
GradientMiddleCurveDusk=0.8
GradientMiddleCurveNight=0.91
GradientMiddleCurveInteriorDay=0.74
GradientMiddleCurveInteriorNight=0.92
GradientMiddleColorFilterDawn=0.78, 0.753, 0.988
GradientMiddleColorFilterSunrise=0.729, 0.843, 0.988
GradientMiddleColorFilterDay=0.847, 0.914, 0.957
GradientMiddleColorFilterSunset=0.792, 0.835, 0.973
GradientMiddleColorFilterDusk=0.733, 0.741, 0.984
GradientMiddleColorFilterNight=0.871, 0.929, 0.996
GradientMiddleColorFilterInteriorDay=0.82, 0.878, 0.969
GradientMiddleColorFilterInteriorNight=0.906, 0.882, 0.945
GradientHorizonIntensityDawn=1.11
GradientHorizonIntensitySunrise=1.07
GradientHorizonIntensityDay=1.050001
GradientHorizonIntensitySunset=1.08
GradientHorizonIntensityDusk=1.1
GradientHorizonIntensityNight=1.03
GradientHorizonIntensityInteriorDay=1.03
GradientHorizonIntensityInteriorNight=1.1
GradientHorizonCurveDawn=0.93
GradientHorizonCurveSunrise=0.95
GradientHorizonCurveDay=0.92
GradientHorizonCurveSunset=0.94
GradientHorizonCurveDusk=0.92
GradientHorizonCurveNight=0.97
GradientHorizonCurveInteriorDay=0.9
GradientHorizonCurveInteriorNight=0.98
GradientHorizonColorFilterDawn=0.757, 0.792, 0.882
GradientHorizonColorFilterSunrise=0.875, 0.929, 0.992
GradientHorizonColorFilterDay=0.89, 0.984, 0.961
GradientHorizonColorFilterSunset=0.784, 0.851, 0.949
GradientHorizonColorFilterDusk=0.882, 0.89, 0.953
GradientHorizonColorFilterNight=0.773, 0.827, 0.929
GradientHorizonColorFilterInteriorDay=0.788, 0.91, 0.953
GradientHorizonColorFilterInteriorNight=0.851, 0.863, 0.89
CloudsIntensityDawn=0.58
CloudsIntensitySunrise=0.870001
CloudsIntensityDay=1.180001
CloudsIntensitySunset=0.860001
CloudsIntensityDusk=0.540001
CloudsIntensityNight=0.330001
CloudsIntensityInteriorDay=0.94
CloudsIntensityInteriorNight=0.28
CloudsCurveDawn=1.06
CloudsCurveSunrise=1.01
CloudsCurveDay=1.0
CloudsCurveSunset=1.02
CloudsCurveDusk=1.06
CloudsCurveNight=1.07
CloudsCurveInteriorDay=0.97
CloudsCurveInteriorNight=1.08
CloudsDesaturationDawn=0.28
CloudsDesaturationSunrise=0.22
CloudsDesaturationDay=0.33
CloudsDesaturationSunset=0.21
CloudsDesaturationDusk=0.26
CloudsDesaturationNight=0.32
CloudsDesaturationInteriorDay=0.31
CloudsDesaturationInteriorNight=0.28
CloudsOpacityDawn=0.81
CloudsOpacitySunrise=0.89
CloudsOpacityDay=0.93
CloudsOpacitySunset=0.89
CloudsOpacityDusk=0.82
CloudsOpacityNight=0.73
CloudsOpacityInteriorDay=0.97
CloudsOpacityInteriorNight=0.71
CloudsColorFilterDawn=0.847, 0.753, 0.996
CloudsColorFilterSunrise=0.792, 0.816, 0.973
CloudsColorFilterDay=0.937, 0.965, 0.984
CloudsColorFilterSunset=0.729, 0.839, 0.965
CloudsColorFilterDusk=0.678, 0.62, 0.973
CloudsColorFilterNight=0.718, 0.553, 0.882
CloudsColorFilterInteriorDay=0.788, 0.886, 0.914
CloudsColorFilterInteriorNight=0.678, 0.549, 0.871
SunIntensityDawn=4.0
SunIntensitySunrise=6.0
SunIntensityDay=5.0
SunIntensitySunset=6.0
SunIntensityDusk=4.0
SunIntensityNight=3.0
SunIntensityInteriorDay=5.0
SunIntensityInteriorNight=3.0
SunDesaturationDawn=0.11
SunDesaturationSunrise=0.2
SunDesaturationDay=0.35
SunDesaturationSunset=0.28
SunDesaturationDusk=0.14
SunDesaturationNight=0.08
SunDesaturationInteriorDay=0.35
SunDesaturationInteriorNight=0.22
SunColorFilterDawn=0.992, 0.537, 0.412
SunColorFilterSunrise=0.996, 0.831, 0.729
SunColorFilterDay=1, 0.894, 0.71
SunColorFilterSunset=0.992, 0.749, 0.608
SunColorFilterDusk=0.961, 0.451, 0.396
SunColorFilterNight=0.914, 0.145, 0.145
SunColorFilterInteriorDay=0.996, 0.827, 0.706
SunColorFilterInteriorNight=0.816, 0.114, 0.0784
MoonIntensityDawn=1.21
MoonIntensitySunrise=0.95
MoonIntensityDay=0.67
MoonIntensitySunset=0.95
MoonIntensityDusk=1.16
MoonIntensityNight=1.78
MoonIntensityInteriorDay=0.57
MoonIntensityInteriorNight=1.84
MoonDesaturationDawn=0.47
MoonDesaturationSunrise=0.41
MoonDesaturationDay=0.36
MoonDesaturationSunset=0.42
MoonDesaturationDusk=0.48
MoonDesaturationNight=0.56
MoonDesaturationInteriorDay=0.43
MoonDesaturationInteriorNight=0.59
MoonColorFilterDawn=0.553, 0.498, 0.804
MoonColorFilterSunrise=0.82, 0.847, 0.882
MoonColorFilterDay=1, 1, 1
MoonColorFilterSunset=0.757, 0.812, 0.89
MoonColorFilterDusk=0.537, 0.51, 0.706
MoonColorFilterNight=0.486, 0.596, 0.8
MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=0.455, 0.522, 0.816
[ENVIRONMENT]
IgnoreWeatherSystem=true
DirectLightingIntensityDawn=2.45
DirectLightingIntensitySunrise=2.9
DirectLightingIntensityDay=3.59
DirectLightingIntensitySunset=2.73
DirectLightingIntensityDusk=2.31
DirectLightingIntensityNight=1.98
DirectLightingIntensityInteriorDay=3.85
DirectLightingIntensityInteriorNight=2.12
DirectLightingDesaturationDawn=0.16
DirectLightingDesaturationSunrise=0.25
DirectLightingDesaturationDay=0.29
DirectLightingDesaturationSunset=0.18
DirectLightingDesaturationDusk=0.14
DirectLightingDesaturationNight=0.08
DirectLightingDesaturationInteriorDay=0.31
DirectLightingDesaturationInteriorNight=0.07
DirectLightingColorFilterDawn=0.988, 0.761, 0.953
DirectLightingColorFilterSunrise=0.992, 0.741, 0.8
DirectLightingColorFilterDay=0.992, 0.855, 0.812
DirectLightingColorFilterSunset=0.984, 0.804, 0.871
DirectLightingColorFilterDusk=0.965, 0.745, 0.98
DirectLightingColorFilterNight=0.722, 0.71, 0.976
DirectLightingColorFilterInteriorDay=0.98, 0.953, 0.941
DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
AmbientLightingIntensityDawn=0.42
AmbientLightingIntensitySunrise=0.61
AmbientLightingIntensityDay=0.87
AmbientLightingIntensitySunset=0.66
AmbientLightingIntensityDusk=0.44
AmbientLightingIntensityNight=0.21
AmbientLightingIntensityInteriorDay=0.22
AmbientLightingIntensityInteriorNight=0.19
[SSAO_SSIL]
UseIndirectLighting=true
ResolutionScale=1.0
SourceTexturesScale=0.5
SamplingQuality=0
SamplingRange=0.15
AOIntensity=1.0
AOIntensityInterior=1.0
AOAmount=0.5
AOAmountInterior=0.5
ILAmount=4.0
ILAmountInterior=4.0
AOMixingType=0
AOMixingTypeInterior=0
[FOG]
IgnoreWeatherSystem=true
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
VerticalFadeDawn=1.0
VerticalFadeSunrise=1.0
VerticalFadeDay=1.0
VerticalFadeSunset=1.0
VerticalFadeDusk=1.0
VerticalFadeNight=1.0
VerticalFadeInteriorDay=1.0
VerticalFadeInteriorNight=1.0
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
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your programs, too.
When we speak of free software, we are referring to freedom, not
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<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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3.1.1 BETA "Stay FROSTy"

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[BLOOM]
AmountDawn=0.1
AmountSunrise=0.1
AmountDay=0.1
AmountSunset=0.1
AmountDusk=0.1
AmountNight=0.1
AmountInteriorDay=0.1
AmountInteriorNight=0.1
[LENS]
AmountDawn=1.0
AmountSunrise=1.0
AmountDay=1.0
AmountSunset=1.0
AmountDusk=1.0
AmountNight=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
[SKY]
GradientIntensityDawn=1.0
GradientIntensitySunrise=1.0
GradientIntensityDay=1.0
GradientIntensitySunset=1.0
GradientIntensityDusk=1.0
GradientIntensityNight=1.0
GradientIntensityInteriorDay=1.0
GradientIntensityInteriorNight=1.0
GradientDesaturationDawn=0.0
GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0
GradientDesaturationSunset=0.0
GradientDesaturationDusk=0.0
GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientTopIntensityDawn=1.0
GradientTopIntensitySunrise=1.0
GradientTopIntensityDay=1.0
GradientTopIntensitySunset=1.0
GradientTopIntensityDusk=1.0
GradientTopIntensityNight=1.0
GradientTopIntensityInteriorDay=1.0
GradientTopIntensityInteriorNight=1.0
GradientTopCurveDawn=1.0
GradientTopCurveSunrise=1.0
GradientTopCurveDay=1.0
GradientTopCurveSunset=1.0
GradientTopCurveDusk=1.0
GradientTopCurveNight=1.0
GradientTopCurveInteriorDay=1.0
GradientTopCurveInteriorNight=1.0
GradientTopColorFilterDawn=1, 1, 1
GradientTopColorFilterSunrise=1, 1, 1
GradientTopColorFilterDay=1, 1, 1
GradientTopColorFilterSunset=1, 1, 1
GradientTopColorFilterDusk=1, 1, 1
GradientTopColorFilterNight=1, 1, 1
GradientTopColorFilterInteriorDay=1, 1, 1
GradientTopColorFilterInteriorNight=1, 1, 1
GradientMiddleIntensityDawn=1.0
GradientMiddleIntensitySunrise=1.0
GradientMiddleIntensityDay=1.0
GradientMiddleIntensitySunset=1.0
GradientMiddleIntensityDusk=1.0
GradientMiddleIntensityNight=1.0
GradientMiddleIntensityInteriorDay=1.0
GradientMiddleIntensityInteriorNight=1.0
GradientMiddleCurveDawn=1.0
GradientMiddleCurveSunrise=1.0
GradientMiddleCurveDay=1.0
GradientMiddleCurveSunset=1.0
GradientMiddleCurveDusk=1.0
GradientMiddleCurveNight=1.0
GradientMiddleCurveInteriorDay=1.0
GradientMiddleCurveInteriorNight=1.0
GradientMiddleColorFilterDawn=1, 1, 1
GradientMiddleColorFilterSunrise=1, 1, 1
GradientMiddleColorFilterDay=1, 1, 1
GradientMiddleColorFilterSunset=1, 1, 1
GradientMiddleColorFilterDusk=1, 1, 1
GradientMiddleColorFilterNight=1, 1, 1
GradientMiddleColorFilterInteriorDay=1, 1, 1
GradientMiddleColorFilterInteriorNight=1, 1, 1
GradientHorizonIntensityDawn=1.0
GradientHorizonIntensitySunrise=1.0
GradientHorizonIntensityDay=1.0
GradientHorizonIntensitySunset=1.0
GradientHorizonIntensityDusk=1.0
GradientHorizonIntensityNight=1.0
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=1.0
GradientHorizonCurveDawn=1.0
GradientHorizonCurveSunrise=1.0
GradientHorizonCurveDay=1.0
GradientHorizonCurveSunset=1.0
GradientHorizonCurveDusk=1.0
GradientHorizonCurveNight=1.0
GradientHorizonCurveInteriorDay=1.0
GradientHorizonCurveInteriorNight=1.0
GradientHorizonColorFilterDawn=1, 1, 1
GradientHorizonColorFilterSunrise=1, 1, 1
GradientHorizonColorFilterDay=1, 1, 1
GradientHorizonColorFilterSunset=1, 1, 1
GradientHorizonColorFilterDusk=1, 1, 1
GradientHorizonColorFilterNight=1, 1, 1
GradientHorizonColorFilterInteriorDay=1, 1, 1
GradientHorizonColorFilterInteriorNight=1, 1, 1
CloudsIntensityDawn=1.0
CloudsIntensitySunrise=1.0
CloudsIntensityDay=1.0
CloudsIntensitySunset=1.0
CloudsIntensityDusk=1.0
CloudsIntensityNight=1.0
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=1.0
CloudsCurveDawn=1.0
CloudsCurveSunrise=1.0
CloudsCurveDay=1.0
CloudsCurveSunset=1.0
CloudsCurveDusk=1.0
CloudsCurveNight=1.0
CloudsCurveInteriorDay=1.0
CloudsCurveInteriorNight=1.0
CloudsDesaturationDawn=0.0
CloudsDesaturationSunrise=0.0
CloudsDesaturationDay=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationDusk=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
CloudsOpacityDawn=1.0
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityDusk=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
CloudsColorFilterDawn=1, 1, 1
CloudsColorFilterSunrise=1, 1, 1
CloudsColorFilterDay=1, 1, 1
CloudsColorFilterSunset=1, 1, 1
CloudsColorFilterDusk=1, 1, 1
CloudsColorFilterNight=1, 1, 1
CloudsColorFilterInteriorDay=1, 1, 1
CloudsColorFilterInteriorNight=1, 1, 1
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1
MoonIntensityDawn=1.0
MoonIntensitySunrise=1.0
MoonIntensityDay=1.0
MoonIntensitySunset=1.0
MoonIntensityDusk=1.0
MoonIntensityNight=1.0
MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=1.0
MoonDesaturationDawn=0.0
MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0
MoonDesaturationSunset=0.0
MoonDesaturationDusk=0.0
MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0
MoonColorFilterDawn=1, 1, 1
MoonColorFilterSunrise=1, 1, 1
MoonColorFilterDay=1, 1, 1
MoonColorFilterSunset=1, 1, 1
MoonColorFilterDusk=1, 1, 1
MoonColorFilterNight=1, 1, 1
MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=1, 1, 1
[ENVIRONMENT]
DirectLightingIntensityDawn=1.0
DirectLightingIntensitySunrise=1.0
DirectLightingIntensityDay=1.0
DirectLightingIntensitySunset=1.0
DirectLightingIntensityDusk=1.0
DirectLightingIntensityNight=1.0
DirectLightingIntensityInteriorDay=1.0
DirectLightingIntensityInteriorNight=1.0
DirectLightingDesaturationDawn=0.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationDusk=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterDawn=1, 1, 1
DirectLightingColorFilterSunrise=1, 1, 1
DirectLightingColorFilterDay=1, 1, 1
DirectLightingColorFilterSunset=1, 1, 1
DirectLightingColorFilterDusk=1, 1, 1
DirectLightingColorFilterNight=1, 1, 1
DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=1, 1, 1
AmbientLightingIntensityDawn=1.0
AmbientLightingIntensitySunrise=1.0
AmbientLightingIntensityDay=1.0
AmbientLightingIntensitySunset=1.0
AmbientLightingIntensityDusk=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingIntensityInteriorDay=1.0
AmbientLightingIntensityInteriorNight=1.0
[FOG]
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
VerticalFadeDawn=1.0
VerticalFadeSunrise=1.0
VerticalFadeDay=1.0
VerticalFadeSunset=1.0
VerticalFadeDusk=1.0
VerticalFadeNight=1.0
VerticalFadeInteriorDay=1.0
VerticalFadeInteriorNight=1.0
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1

269
enbseries/_hotweather.ini Normal file
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[BLOOM]
AmountDawn=0.1
AmountSunrise=0.1
AmountDay=0.1
AmountSunset=0.1
AmountDusk=0.1
AmountNight=0.1
AmountInteriorDay=0.1
AmountInteriorNight=0.1
[LENS]
AmountDawn=1.0
AmountSunrise=1.0
AmountDay=1.0
AmountSunset=1.0
AmountDusk=1.0
AmountNight=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
[SKY]
GradientIntensityDawn=1.0
GradientIntensitySunrise=1.0
GradientIntensityDay=1.0
GradientIntensitySunset=1.0
GradientIntensityDusk=1.0
GradientIntensityNight=1.0
GradientIntensityInteriorDay=1.0
GradientIntensityInteriorNight=1.0
GradientDesaturationDawn=0.0
GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0
GradientDesaturationSunset=0.0
GradientDesaturationDusk=0.0
GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientTopIntensityDawn=1.0
GradientTopIntensitySunrise=1.0
GradientTopIntensityDay=1.0
GradientTopIntensitySunset=1.0
GradientTopIntensityDusk=1.0
GradientTopIntensityNight=1.0
GradientTopIntensityInteriorDay=1.0
GradientTopIntensityInteriorNight=1.0
GradientTopCurveDawn=1.0
GradientTopCurveSunrise=1.0
GradientTopCurveDay=1.0
GradientTopCurveSunset=1.0
GradientTopCurveDusk=1.0
GradientTopCurveNight=1.0
GradientTopCurveInteriorDay=1.0
GradientTopCurveInteriorNight=1.0
GradientTopColorFilterDawn=1, 1, 1
GradientTopColorFilterSunrise=1, 1, 1
GradientTopColorFilterDay=1, 1, 1
GradientTopColorFilterSunset=1, 1, 1
GradientTopColorFilterDusk=1, 1, 1
GradientTopColorFilterNight=1, 1, 1
GradientTopColorFilterInteriorDay=1, 1, 1
GradientTopColorFilterInteriorNight=1, 1, 1
GradientMiddleIntensityDawn=1.0
GradientMiddleIntensitySunrise=1.0
GradientMiddleIntensityDay=1.0
GradientMiddleIntensitySunset=1.0
GradientMiddleIntensityDusk=1.0
GradientMiddleIntensityNight=1.0
GradientMiddleIntensityInteriorDay=1.0
GradientMiddleIntensityInteriorNight=1.0
GradientMiddleCurveDawn=1.0
GradientMiddleCurveSunrise=1.0
GradientMiddleCurveDay=1.0
GradientMiddleCurveSunset=1.0
GradientMiddleCurveDusk=1.0
GradientMiddleCurveNight=1.0
GradientMiddleCurveInteriorDay=1.0
GradientMiddleCurveInteriorNight=1.0
GradientMiddleColorFilterDawn=1, 1, 1
GradientMiddleColorFilterSunrise=1, 1, 1
GradientMiddleColorFilterDay=1, 1, 1
GradientMiddleColorFilterSunset=1, 1, 1
GradientMiddleColorFilterDusk=1, 1, 1
GradientMiddleColorFilterNight=1, 1, 1
GradientMiddleColorFilterInteriorDay=1, 1, 1
GradientMiddleColorFilterInteriorNight=1, 1, 1
GradientHorizonIntensityDawn=1.0
GradientHorizonIntensitySunrise=1.0
GradientHorizonIntensityDay=1.0
GradientHorizonIntensitySunset=1.0
GradientHorizonIntensityDusk=1.0
GradientHorizonIntensityNight=1.0
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=1.0
GradientHorizonCurveDawn=1.0
GradientHorizonCurveSunrise=1.0
GradientHorizonCurveDay=1.0
GradientHorizonCurveSunset=1.0
GradientHorizonCurveDusk=1.0
GradientHorizonCurveNight=1.0
GradientHorizonCurveInteriorDay=1.0
GradientHorizonCurveInteriorNight=1.0
GradientHorizonColorFilterDawn=1, 1, 1
GradientHorizonColorFilterSunrise=1, 1, 1
GradientHorizonColorFilterDay=1, 1, 1
GradientHorizonColorFilterSunset=1, 1, 1
GradientHorizonColorFilterDusk=1, 1, 1
GradientHorizonColorFilterNight=1, 1, 1
GradientHorizonColorFilterInteriorDay=1, 1, 1
GradientHorizonColorFilterInteriorNight=1, 1, 1
CloudsIntensityDawn=1.0
CloudsIntensitySunrise=1.0
CloudsIntensityDay=1.0
CloudsIntensitySunset=1.0
CloudsIntensityDusk=1.0
CloudsIntensityNight=1.0
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=1.0
CloudsCurveDawn=1.0
CloudsCurveSunrise=1.0
CloudsCurveDay=1.0
CloudsCurveSunset=1.0
CloudsCurveDusk=1.0
CloudsCurveNight=1.0
CloudsCurveInteriorDay=1.0
CloudsCurveInteriorNight=1.0
CloudsDesaturationDawn=0.0
CloudsDesaturationSunrise=0.0
CloudsDesaturationDay=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationDusk=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
CloudsOpacityDawn=1.0
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityDusk=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
CloudsColorFilterDawn=1, 1, 1
CloudsColorFilterSunrise=1, 1, 1
CloudsColorFilterDay=1, 1, 1
CloudsColorFilterSunset=1, 1, 1
CloudsColorFilterDusk=1, 1, 1
CloudsColorFilterNight=1, 1, 1
CloudsColorFilterInteriorDay=1, 1, 1
CloudsColorFilterInteriorNight=1, 1, 1
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1
MoonIntensityDawn=1.0
MoonIntensitySunrise=1.0
MoonIntensityDay=1.0
MoonIntensitySunset=1.0
MoonIntensityDusk=1.0
MoonIntensityNight=1.0
MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=1.0
MoonDesaturationDawn=0.0
MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0
MoonDesaturationSunset=0.0
MoonDesaturationDusk=0.0
MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0
MoonColorFilterDawn=1, 1, 1
MoonColorFilterSunrise=1, 1, 1
MoonColorFilterDay=1, 1, 1
MoonColorFilterSunset=1, 1, 1
MoonColorFilterDusk=1, 1, 1
MoonColorFilterNight=1, 1, 1
MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=1, 1, 1
[ENVIRONMENT]
DirectLightingIntensityDawn=1.0
DirectLightingIntensitySunrise=1.0
DirectLightingIntensityDay=1.0
DirectLightingIntensitySunset=1.0
DirectLightingIntensityDusk=1.0
DirectLightingIntensityNight=1.0
DirectLightingIntensityInteriorDay=1.0
DirectLightingIntensityInteriorNight=1.0
DirectLightingDesaturationDawn=0.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationDusk=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterDawn=1, 1, 1
DirectLightingColorFilterSunrise=1, 1, 1
DirectLightingColorFilterDay=1, 1, 1
DirectLightingColorFilterSunset=1, 1, 1
DirectLightingColorFilterDusk=1, 1, 1
DirectLightingColorFilterNight=1, 1, 1
DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=1, 1, 1
AmbientLightingIntensityDawn=1.0
AmbientLightingIntensitySunrise=1.0
AmbientLightingIntensityDay=1.0
AmbientLightingIntensitySunset=1.0
AmbientLightingIntensityDusk=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingIntensityInteriorDay=1.0
AmbientLightingIntensityInteriorNight=1.0
[FOG]
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
VerticalFadeDawn=1.0
VerticalFadeSunrise=1.0
VerticalFadeDay=1.0
VerticalFadeSunset=1.0
VerticalFadeDusk=1.0
VerticalFadeNight=1.0
VerticalFadeInteriorDay=1.0
VerticalFadeInteriorNight=1.0
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1

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@ -0,0 +1,64 @@
[WEATHER001]
FileName=_hotweather.ini
WeatherIDs=15e, 2b52a, a1588, f1033, ff98f, 1256fb, 12a18e, 1a6994, 1bd481, 1c3d5e, 1d670e, 1eb2ff, 1f61fd, 211221, 216a98, 21a563, 21a564, 222394, 2385fd, 2392a3, 2392a4, 2392a6, 23ab9c, 2486a4, 74c6, 247b6, 45f6f, 56638
[WEATHER002]
FileName=_coldweather.ini
WeatherIDs=10f781, 1209af, 1c3473, 1ca7e4, 1cd096, 2115d7, 22239a, 225922, 2392a2, 2486a5, 74f2, 74f5, 74fa, 7fba, 427eb, 5d0c4
[WEATHER003]
FileName=
[WEATHER004]
FileName=
[WEATHER005]
FileName=
[WEATHER006]
FileName=
[WEATHER007]
FileName=
[WEATHER008]
FileName=
[WEATHER009]
FileName=
[WEATHER010]
FileName=
[WEATHER011]
FileName=
[WEATHER012]
FileName=
[WEATHER013]
FileName=
[WEATHER014]
FileName=
[WEATHER015]
FileName=
[WEATHER016]
FileName=
[WEATHER017]
FileName=
[WEATHER018]
FileName=
[WEATHER019]
FileName=
[WEATHER020]
FileName=
[WEATHER021]
FileName=
[WEATHER022]
FileName=
[WEATHER023]
FileName=
[WEATHER024]
FileName=
[WEATHER025]
FileName=
[WEATHER026]
FileName=
[WEATHER027]
FileName=
[WEATHER028]
FileName=
[WEATHER029]
FileName=
[WEATHER030]
FileName=
[WEATHER031]
FileName=

100
enbseries/enbadaptation.fx Normal file
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@ -0,0 +1,100 @@
/*
enbadaptation.fx : MariENB3 eye adaptation shader.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
#include "menbglobaldefs.fx"
float4 AdaptationParameters;
Texture2D TextureCurrent;
Texture2D TexturePrevious;
SamplerState Sampler0
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord0 : TEXCOORD0;
};
VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord.xy;
return OUT;
}
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
float4 PS_Downsample( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float ssz = 1.0/16.0;
float4 res = float4(0,0,0,0);
int x, y;
[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
res += TextureCurrent.Sample(Sampler0,coord+float2(x,y)*ssz);
res /= 256.0;
res = luminance(res.rgb);
res.w = 1.0;
return res;
}
float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float prev = TexturePrevious.Sample(Sampler0,coord).x;
float ssz = 1.0/16.0;
float4 res = float4(0,0,0,0);
float smpmax = 0.0, smp;
int x, y;
[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
{
smp = TextureCurrent.Sample(Sampler0,coord+float2(x,y)*ssz).x;
smpmax = max(smpmax,smp);
res += smp;
}
res /= 256.0;
res = lerp(res,smpmax,AdaptationParameters.z);
res = lerp(prev,res,AdaptationParameters.w);
res = clamp(res,0.0,16384.0);
float vclip = clamp(res.x,AdaptationParameters.x,
AdaptationParameters.y);
res *= vclip/(res+0.000000001);
res.w = 1.0;
return res;
}
technique11 Downsample
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsample()));
}
}
technique11 Draw
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Adaptation()));
}
}

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@ -0,0 +1,2 @@
[ENBADAPTATION.FX]
TECHNIQUE=0

947
enbseries/enbbloom.fx Normal file
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@ -0,0 +1,947 @@
/*
enbbloom.fx : MariENB3 bloom shader.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
#include "menbglobaldefs.fx"
string str_bloompre = "Bloom Prepass";
/* bloom intensity */
float bloomintensity_n
<
string UIName = "Bloom Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomintensity_d
<
string UIName = "Bloom Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomintensity_i
<
string UIName = "Bloom Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* bloom power (contrast) */
float bloompower_n
<
string UIName = "Bloom Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloompower_d
<
string UIName = "Bloom Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloompower_i
<
string UIName = "Bloom Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* bloom saturation */
float bloomsaturation_n
<
string UIName = "Bloom Saturation Night";
string UIWidget = "Spinner";
> = {0.75};
float bloomsaturation_d
<
string UIName = "Bloom Saturation Day";
string UIWidget = "Spinner";
> = {0.75};
float bloomsaturation_i
<
string UIName = "Bloom Saturation Interior";
string UIWidget = "Spinner";
> = {0.75};
/* bloom offset (negative values keep dark areas from muddying up) */
float bloombump_n
<
string UIName = "Bloom Offset Night";
string UIWidget = "Spinner";
> = {-0.5};
float bloombump_d
<
string UIName = "Bloom Offset Day";
string UIWidget = "Spinner";
> = {-0.5};
float bloombump_i
<
string UIName = "Bloom Offset Interior";
string UIWidget = "Spinner";
> = {-0.5};
/* bloom cap (maximum brightness samples can have) */
float bloomcap_n
<
string UIName = "Bloom Intensity Cap Night";
string UIWidget = "Spinner";
> = {20.0};
float bloomcap_d
<
string UIName = "Bloom Intensity Cap Day";
string UIWidget = "Spinner";
> = {20.0};
float bloomcap_i
<
string UIName = "Bloom Intensity Cap Interior";
string UIWidget = "Spinner";
> = {20.0};
string str_bloomper = "Bloom Per-pass";
/* bloom blur radius */
float bloomradiusx
<
string UIName = "Bloom Blur Radius X";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomradiusy
<
string UIName = "Bloom Blur Radius Y";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomtheta
<
string UIName = "Bloom Angle";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* bloom tint/blueshift parameters */
float3 blu_n
<
string UIName = "Blue Shift Night";
string UIWidget = "Color";
> = {0.2,0.6,1.0};
float3 blu_d
<
string UIName = "Blue Shift Day";
string UIWidget = "Color";
> = {0.2,0.6,1.0};
float3 blu_i
<
string UIName = "Blue Shift Interior";
string UIWidget = "Color";
> = {0.2,0.6,1.0};
float bsi_n
<
string UIName = "Blue Shift Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bsi_d
<
string UIName = "Blue Shift Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bsi_i
<
string UIName = "Blue Shift Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bslp
<
string UIName = "Blue Shift Luminance Factor Per-pass";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.22};
float bsbp
<
string UIName = "Blue Shift Color Factor Per-pass";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.33};
/* anamorphic bloom (very intensive) */
string str_bloomalf = "Anamorphic Bloom";
bool alfenable
<
string UIName = "Enable Anamorphic Bloom";
string UIWidget = "Checkbox";
> = {true};
float fbl_n
<
string UIName = "Anamorphic Bloom Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
float fbl_d
<
string UIName = "Anamorphic Bloom Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
float fbl_i
<
string UIName = "Anamorphic Bloom Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
float3 flu_n
<
string UIName = "Anamorphic Bloom Blue Shift Night";
string UIWidget = "Color";
> = {0.4,0.1,1.0};
float3 flu_d
<
string UIName = "Anamorphic Bloom Blue Shift Day";
string UIWidget = "Color";
> = {0.4,0.1,1.0};
float3 flu_i
<
string UIName = "Anamorphic Bloom Blue Shift Interior";
string UIWidget = "Color";
> = {0.4,0.1,1.0};
float fsi_n
<
string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_d
<
string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_i
<
string UIName = "Anamorphic Bloom Blue Shift Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_n
<
string UIName = "Anamorphic Bloom Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_d
<
string UIName = "Anamorphic Bloom Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_i
<
string UIName = "Anamorphic Bloom Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float flen
<
string UIName = "Anamorphic Bloom Radius Multiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
string str_bloompost = "Bloom Post-pass";
/* bloom mix factors */
float bloommix1
<
string UIName = "Bloom Pass 1 Blend";
string UIWidget = "Spinner";
> = {0.75};
float bloommix2
<
string UIName = "Bloom Pass 2 Blend";
string UIWidget = "Spinner";
> = {0.8};
float bloommix3
<
string UIName = "Bloom Pass 3 Blend";
string UIWidget = "Spinner";
> = {0.85};
float bloommix4
<
string UIName = "Bloom Pass 4 Blend";
string UIWidget = "Spinner";
> = {0.9};
float bloommix5
<
string UIName = "Bloom Pass 5 Blend";
string UIWidget = "Spinner";
> = {0.95};
float bloommix6
<
string UIName = "Bloom Pass 6 Blend";
string UIWidget = "Spinner";
> = {1.0};
float bloommixs
<
string UIName = "Bloom Single Pass Blend";
string UIWidget = "Spinner";
> = {1.0};
string str_bloomdirt = "Lens Dirt";
bool dirtenable
<
string UIName = "Enable Lens Dirt";
string UIWidget = "Checkbox";
> = {false};
float dirtmix1
<
string UIName = "Dirt Pass 1 Blend";
string UIWidget = "Spinner";
> = {0.0};
float dirtmix2
<
string UIName = "Dirt Pass 2 Blend";
string UIWidget = "Spinner";
> = {0.1};
float dirtmix3
<
string UIName = "Dirt Pass 3 Blend";
string UIWidget = "Spinner";
> = {1.2};
float dirtmix4
<
string UIName = "Dirt Pass 4 Blend";
string UIWidget = "Spinner";
> = {0.5};
float dirtmix5
<
string UIName = "Dirt Pass 5 Blend";
string UIWidget = "Spinner";
> = {0.25};
float dirtmix6
<
string UIName = "Dirt Pass 6 Blend";
string UIWidget = "Spinner";
> = {0.1};
float dirtmixs
<
string UIName = "Dirt Single Pass Blend";
string UIWidget = "Spinner";
> = {1.0};
float dirtsaturation
<
string UIName = "Dirt Saturation";
string UIWidget = "Spinner";
> = {1.0};
float ldirtpow
<
string UIName = "Dirt Texture Contrast";
string UIWidget = "Spinner";
> = {1.25};
float dirtpow
<
string UIName = "Dirt Contrast";
string UIWidget = "Spinner";
> = {1.25};
float ldirtfactor
<
string UIName = "Dirt Factor";
string UIWidget = "Spinner";
> = {1.5};
/* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */
/*static const float gauss4[4] =
{
0.270682, 0.216745, 0.111281, 0.036633
};*/
/* radius: 8, std dev: 3 */
static const float gauss8[8] =
{
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};
/* radius: 40, std dev: 15 */
/*static const float gauss40[40] =
{
0.026823, 0.026763, 0.026585, 0.026291,
0.025886, 0.025373, 0.024760, 0.024055,
0.023267, 0.022404, 0.021478, 0.020499,
0.019477, 0.018425, 0.017352, 0.016269,
0.015186, 0.014112, 0.013056, 0.012025,
0.011027, 0.010067, 0.009149, 0.008279,
0.007458, 0.006688, 0.005972, 0.005308,
0.004697, 0.004139, 0.003630, 0.003170,
0.002756, 0.002385, 0.002055, 0.001763,
0.001506, 0.001280, 0.001084, 0.000913
};*/
/* radius: 80, std dev: 30 */
static const float gauss80[80] =
{
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
0.000456, 0.000418
};
/* mathematical constants */
static const float pi = 3.1415926535898;
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float4 TimeOfDay1;
float4 TimeOfDay2;
Texture2D TextureDownsampled;
Texture2D TextureColor;
Texture2D RenderTarget1024;
Texture2D RenderTarget512;
Texture2D RenderTarget256;
Texture2D RenderTarget128;
Texture2D RenderTarget64;
Texture2D RenderTarget32;
Texture2D RenderTargetRGBA64F;
Texture2D TextureLens
<
#ifdef LENSDIRT_DDS
string ResourceName = "menblens.dds";
#else
string ResourceName = "menblens.png";
#endif
>;
SamplerState Sampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border;
AddressV = Border;
};
SamplerState Sampler2
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
SamplerState SamplerLens
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Mirror;
AddressV = Mirror;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord0 : TEXCOORD0;
};
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord.xy;
return OUT;
}
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* pre-pass bloom texture preparation */
float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float bloomcap = tod_ind(bloomcap);
float bloombump = tod_ind(bloombump);
float bloompower = tod_ind(bloompower);
float bloomsaturation = tod_ind(bloomsaturation);
float bloomintensity = tod_ind(bloomintensity);
float4 res = TextureDownsampled.Sample(Sampler2,coord);
float3 hsv = rgb2hsv(res.rgb);
hsv.z = min(hsv.z,bloomcap);
res.rgb = hsv2rgb(hsv);
res = max(res+bloombump,0.0);
hsv = rgb2hsv(res.rgb);
hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0);
hsv.z = pow(hsv.z,bloompower);
res.rgb = hsv2rgb(hsv)*bloomintensity;
res.a = 1.0;
return res;
}
/*
progressive downsizing of textures, with interpolation.
First downsample is unnecessary because both textures are the same size.
*/
float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
uniform Texture2D intex, uniform float insz ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float2 ssz;
if ( insz <= 0.0 ) return intex.Sample(Sampler2,coord);
ssz = float2(1.0/insz,1.0/insz);
float4 res = 0.25*(intex.Sample(Sampler2,coord)
+intex.Sample(Sampler2,coord+float2(ssz.x,0.0))
+intex.Sample(Sampler2,coord+float2(0.0,ssz.y))
+intex.Sample(Sampler2,coord+float2(ssz.x,ssz.y)));
return res;
}
/*
Anamorphic bloom step. Secondary bloom stretched along an axis.
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
they call "anamorphic lens flare", which has an ass-backwards-retarded
implementation, which serves to showcase their incompetence. Rather than use
a single-axis massive-scale blur like I do, they simply awkwardly stretch
sampling coordinates along one axis, which doesn't even have the same effect
as it just makes it so bright areas ONLY at the very middle of the screen
produces sharp bright lines extending towards the sides.
*/
float4 Anamorphic( float2 coord, Texture2D intex, float insz )
{
float4 res = float4(0.0,0.0,0.0,0.0),
base = RenderTargetRGBA64F.Sample(Sampler,coord);
int i;
float sum = 0.0;
float2 pp;
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
*flen/insz;
[unroll] for ( i=-79; i<=79; i++ )
{
pp = coord+dir*i;
res += gauss80[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss80[abs(i)]:0.0;
}
res *= 1.0/sum;
float3 flu = tod_ind(flu);
float fsi = tod_ind(fsi);
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
lm = lm/(1.0+lm);
res.rgb *= lerp(1.0,flu,lm);
float fbl = tod_ind(fbl);
float fpw = tod_ind(fpw);
res.rgb = pow(max(0,res.rgb),fpw)*fbl;
return res;
}
/* blur step goes here */
float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
uniform Texture2D intex, uniform float insz ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = float4(0.0,0.0,0.0,0.0);
int i;
float sum = 0.0;
float2 pp;
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
*bloomradiusx/insz;
[unroll] for ( i=-7; i<=7; i++ )
{
pp = coord+dir*i;
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
}
res *= 1.0/sum;
if ( alfenable ) res += Anamorphic(coord,intex,insz);
res.a = 1.0;
return res;
}
/* This is the vertical step */
float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
uniform Texture2D intex, uniform float insz,
uniform float bpass ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = float4(0.0,0.0,0.0,0.0),
base = RenderTargetRGBA64F.Sample(Sampler,coord);
int i;
float sum = 0.0;
float2 pp;
float2 dir = float2(sin(bloomtheta*2*pi),-cos(bloomtheta*2*pi))
*bloomradiusy/insz;
[unroll] for ( i=-7; i<=7; i++ )
{
pp = coord+dir*i;
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss8[abs(i)]:0.0;
}
res *= 1.0/sum;
float3 blu = tod_ind(blu);
float bsi = tod_ind(bsi);
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
lm = lm/(1.0+lm);
lm *= 1.0-saturate(bpass*bslp);
blu = saturate(blu+bpass*bsbp);
res.rgb *= lerp(1.0,blu,lm);
res.a = 1.0;
return res;
}
/* end pass, mix it all up */
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = bloommix1*RenderTarget1024.Sample(Sampler2,coord);
res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
res.rgb /= 6.0;
res.rgb = clamp(res.rgb,0.0,32768.0);
res.a = 1.0;
if ( !dirtenable ) return res;
/* crappy lens filter, useful when playing characters with glasses */
float2 ccoord = coord;
#ifdef ASPECT_LENSDIRT
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
float4 mud = dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
mud.rgb /= 6.0;
float3 hsv = rgb2hsv(mud.rgb);
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
mud.rgb = clamp(hsv2rgb(hsv),0.0,32768.0);
mud.rgb = pow(mud.rgb,dirtpow);
float mudmax = luminance(mud.rgb);
float mudn = max(mudmax/(1.0+mudmax),0.0);
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
mud.rgb *= mudn*ldirtfactor*crap.rgb;
res += max(mud,0.0);
res.a = 1.0;
return res;
}
float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = bloommixs*RenderTarget128.Sample(Sampler2,coord);
res.rgb = clamp(res.rgb,0.0,32768.0);
res.a = 1.0;
if ( !dirtenable ) return res;
/* crappy lens filter, useful when playing characters with glasses */
float2 ccoord = coord;
#ifdef ASPECT_LENSDIRT
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
float4 mud = dirtmixs*RenderTarget32.Sample(Sampler2,coord);
mud.rgb = pow(mud.rgb,dirtpow);
float3 hsv = rgb2hsv(mud.rgb);
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
mud.rgb = clamp(hsv2rgb(hsv),0.0,32768.0);
float mudmax = luminance(mud.rgb);
float mudn = max(mudmax/(1.0+mudmax),0.0);
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
mud.rgb *= mudn*ldirtfactor*crap.rgb;
res += max(mud,0.0);
res.a = 1.0;
return res;
}
technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTargetRGBA64F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
}
}
technique11 BloomSimplePass1 <string RenderTarget="RenderTarget1024";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
}
}
technique11 BloomSimplePass2 <string RenderTarget="RenderTarget512";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
}
}
technique11 BloomSimplePass3 <string RenderTarget="RenderTarget256";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
}
}
technique11 BloomSimplePass4 <string RenderTarget="RenderTarget128";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
}
}
technique11 BloomSimplePass5 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
}
}
technique11 BloomSimplePass6 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
}
}
technique11 BloomSimplePass7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
}
}
technique11 BloomSimplePass8 <string RenderTarget="RenderTarget128";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
}
}
technique11 BloomSimplePass9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
}
}
technique11 BloomSimplePass10 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
}
}
technique11 BloomSimplePass11
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SPostPass()));
}
}
technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTargetRGBA64F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
}
}
technique11 BloomPass1 <string RenderTarget="RenderTarget1024";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
}
}
technique11 BloomPass2 <string RenderTarget="RenderTarget512";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
}
}
technique11 BloomPass3 <string RenderTarget="RenderTarget256";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
}
}
technique11 BloomPass4 <string RenderTarget="RenderTarget128";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
}
}
technique11 BloomPass5 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
}
}
technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
}
}
technique11 BloomPass7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget1024,1024.0)));
}
}
technique11 BloomPass8 <string RenderTarget="RenderTarget1024";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,1024.0,0.0)));
}
}
technique11 BloomPass9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
}
}
technique11 BloomPass10 <string RenderTarget="RenderTarget512";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,1.0)));
}
}
technique11 BloomPass11
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
}
}
technique11 BloomPass12 <string RenderTarget="RenderTarget256";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,2.0)));
}
}
technique11 BloomPass13
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
}
}
technique11 BloomPass14 <string RenderTarget="RenderTarget128";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
}
}
technique11 BloomPass15
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
}
}
technique11 BloomPass16 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,4.0)));
}
}
technique11 BloomPass17
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
}
}
technique11 BloomPass18 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
}
}
technique11 BloomPass19
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
}
}

104
enbseries/enbbloom.fx.ini Normal file
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@ -0,0 +1,104 @@
[ENBBLOOM.FX]
TECHNIQUE=1
Bloom Intensity Night=0.69
Bloom Intensity Day=0.38
Bloom Intensity Interior=0.53
Bloom Contrast Night=1.07
Bloom Contrast Day=1.18
Bloom Contrast Interior=1.11
Bloom Saturation Night=1.05
Bloom Saturation Day=1.03
Bloom Saturation Interior=1.05
Bloom Offset Night=-0.02
Bloom Offset Day=-0.07
Bloom Offset Interior=-0.04
Bloom Intensity Cap Night=10.0
Bloom Intensity Cap Day=10.0
Bloom Intensity Cap Interior=10.0
Bloom Blur Radius=1.0
Blue Shift Night=0.294, 0.424, 0.859
Blue Shift Day=0.22, 0.537, 0.855
Blue Shift Interior=0.337, 0.525, 0.878
Blue Shift Intensity Night=0.97
Blue Shift Intensity Day=0.71
Blue Shift Intensity Interior=0.84
Blue Shift Luminance Factor Per-pass=0.33
Blue Shift Color Factor Per-pass=0.79
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.51
Anamorphic Bloom Blend Day=0.32
Anamorphic Bloom Blend Interior=0.45
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
Anamorphic Bloom Blue Shift Intensity Night=1.94
Anamorphic Bloom Blue Shift Intensity Day=1.59
Anamorphic Bloom Blue Shift Intensity Interior=1.85
Anamorphic Bloom Contrast Night=1.13
Anamorphic Bloom Contrast Day=1.06
Anamorphic Bloom Contrast Interior=1.09
Anamorphic Bloom Radius Multiplier=1.0
Bloom Intensity Interior Night=1.33
Bloom Intensity Interior Day=1.26
Bloom Contrast Interior Night=0.73
Bloom Contrast Interior Day=0.75
Bloom Saturation Interior Night=0.81
Bloom Saturation Interior Day=0.75
Bloom Offset Interior Night=-0.43
Bloom Offset Interior Day=-0.42
Bloom Intensity Cap Interior Night=100.0
Bloom Intensity Cap Interior Day=100.0
Blue Shift Night Red=0.2
Blue Shift Night Green=0.6
Blue Shift Night Blue=1.0
Blue Shift Day Red=0.2
Blue Shift Day Green=0.6
Blue Shift Day Blue=1.0
Blue Shift Interior Night Red=0.2
Blue Shift Interior Night Green=0.6
Blue Shift Interior Night Blue=1.0
Blue Shift Interior Day Red=0.2
Blue Shift Interior Day Green=0.6
Blue Shift Interior Day Blue=1.0
Blue Shift Intensity Interior Night=0.59
Blue Shift Intensity Interior Day=0.48
Anamorphic Bloom Blend Interior Night=0.69
Anamorphic Bloom Blend Interior Day=0.63
Anamorphic Bloom Blue Shift Night Red=0.4
Anamorphic Bloom Blue Shift Night Green=0.1
Anamorphic Bloom Blue Shift Night Blue=1.0
Anamorphic Bloom Blue Shift Day Red=0.5
Anamorphic Bloom Blue Shift Day Green=0.1
Anamorphic Bloom Blue Shift Day Blue=1.0
Anamorphic Bloom Blue Shift Interior Night Red=0.5
Anamorphic Bloom Blue Shift Interior Night Green=0.1
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
Anamorphic Bloom Blue Shift Interior Day Red=0.5
Anamorphic Bloom Blue Shift Interior Day Green=0.1
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
Anamorphic Bloom Blue Shift Interior Night=1.86
Anamorphic Bloom Blue Shift Interior Day=1.86
Anamorphic Bloom Contrast Interior Night=1.12
Anamorphic Bloom Contrast Interior Day=1.22
Bloom Pass 1 Blend=0.34
Bloom Pass 2 Blend=0.59
Bloom Pass 3 Blend=0.71
Bloom Pass 4 Blend=0.79
Bloom Pass 5 Blend=0.88
Bloom Pass 6 Blend=0.94
Enable Lens Dirt=false
Dirt Pass 1 Blend=0.08
Dirt Pass 2 Blend=0.25
Dirt Pass 3 Blend=0.54
Dirt Pass 4 Blend=1.09
Dirt Pass 5 Blend=2.71
Dirt Pass 6 Blend=5.68
Dirt Contrast=2.069999
Dirt Factor=0.53
Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0
Bloom Single Pass Blend=0.81
Dirt Single Pass Blend=1.43
Dirt Saturation=0.38
Bloom Angle=0.0
Dirt Texture Contrast=0.86

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enbseries/enbdepthoffield.fx Normal file

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[ENBDEPTHOFFIELD.FX]
TECHNIQUE=1
Fixed Resolution Width=1920
Fixed Resolution Height=1080
Depth Cutoff=999998.0
Near Z=0.05
Far Z=3098.0
Distortion Chromatic Aberration=9.5
Enable Underwater=false
Underwater Frequency=2.36, 3.39, 2.72
Underwater Speed=24.3, 21.9, 26.5
Underwater Amplitude=0.1, 0.11, 0.07
Underwater Zoom=0.15
Always Underwater=false
Enable Hot Air Refraction=false
Heat Texture Size=6.4
Heat Speed=0.45
Heat Fade Contrast=235.0
Heat Fade Intensity=1.1
Heat Fade Offset=-0.59
Heat Intensity=0.6
Heat Contrast=0.95
Heat Time-of-day Contrast=0.5
Heat Always Enable=true
Enable Screen Frost=true
Frost Contrast=1.26
Frost Strength=0.01
Frost Radial Contrast=1.69
Frost Radial Intensity=0.83
Frost Radial Offset=-0.67
Frost Texture Blend=1.22
Frost Texture Blend Contrast=2.42
Frost Texture Size=0.8
Frost Indoor Factor=0.0
Frost Night Factor=0.0
Frost Always Enable=true
Enable Focus Triangle=true
Display Focus Points=false
Enable Manual Focus=false
Manual Focus Depth=0.8
Focus Point Center=0.5, 0.48, 0
Focus Triangle Angle=0.5
Focus Triangle Radius Night=9.0
Focus Triangle Radius Day=12.0
Focus Triangle Radius Interior=10.5
Focus Triangle Blending Night=0.6
Focus Triangle Blending Day=0.7
Focus Triangle Blending Interior=0.6
Focus Maximum Depth Night=990.0
Focus Maximum Depth Day=994.0
Focus Maximum Depth Interior=988.0
DOF Intensity Night=280.0
DOF Intensity Day=250.0
DOF Intensity Interior=280.0
DOF Contrast Night=3.0
DOF Contrast Day=3.7
DOF Contrast Interior=3.6
DOF Shift Night=0.0
DOF Shift Day=0.0
DOF Shift Interior=0.0
DOF Fixed Focus Intensity Night=1.0
DOF Fixed Focus Intensity Day=1.0
DOF Fixed Focus Intensity Interior=1.0
DOF Fixed Focus Contrast Night=1.0
DOF Fixed Focus Contrast Day=1.0
DOF Fixed Focus Contrast Interior=1.0
DOF Fixed Focus Shift Night=-0.01
DOF Fixed Focus Shift Day=-0.01
DOF Fixed Focus Shift Interior=-0.01
DOF Fixed Focus Blend Night=1.0
DOF Fixed Focus Blend Day=1.0
DOF Fixed Focus Blend Interior=1.0
DOF Fixed Unfocus Intensity Night=1.2
DOF Fixed Unfocus Intensity Day=1.4
DOF Fixed Unfocus Intensity Interior=1.3
DOF Fixed Unfocus Contrast Night=125.0
DOF Fixed Unfocus Contrast Day=220.0
DOF Fixed Unfocus Contrast Interior=165.0
DOF Fixed Unfocus Shift Night=-0.7
DOF Fixed Unfocus Shift Day=-0.9
DOF Fixed Unfocus Shift Interior=-0.8
DOF Fixed Unfocus Blend Night=1.0
DOF Fixed Unfocus Blend Day=1.0
DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Use Cutoff=false
Disable DOF=false
DOF Gather Blur Radius=8.0
Debug Depth=false
Debug Focus=false
Enable Edgevision=false
Edgevision Fade Contrast Night=2.0
Edgevision Fade Contrast Day=2.0
Edgevision Fade Contrast Interior=2.0
Edgevision Fade Intensity Night=700.0
Edgevision Fade Intensity Day=800.0
Edgevision Fade Intensity Interior=600.0
Edgevision Contrast=0.25
Edgevision Intensity=1.0
Edgevision Radius=1.0
Enable SSAO=false
SSAO Radius=0.05
SSAO Noise=0
SSAO Fade Contrast Night=0.9
SSAO Fade Contrast Day=0.8
SSAO Fade Contrast Interior=0.85
SSAO Fade Intensity Night=10.5
SSAO Fade Intensity Day=12.5
SSAO Fade Intensity Interior=11.5
SSAO Intensity=3.0
SSAO Contrast=1.5
SSAO Blending=0.8
SSAO Blur=true
SSAO Bilateral Factor=1500.0
SSAO Range=20.0
SSAO Range Min=0.0
SSAO Blur Radius=1.0
Debug SSAO=false
SSAO Use Less Samples=true
SSAO Blur Use Less Samples=true
Focus Circle Discard Center Depth=0.01
Underwater Frequency 1=2.36
Underwater Frequency 2=3.39
Underwater Frequency 3=2.72
Underwater Speed 1=24.309999
Underwater Speed 2=21.9
Underwater Speed 3=26.549999
Underwater Amplitude 1=0.1
Underwater Amplitude 2=0.11
Underwater Amplitude 3=0.07
Focus Point Center X=0.5
Focus Point Center Y=0.48
Focus Triangle Radius Interior Night=5.0
Focus Triangle Radius Interior Day=7.0
Focus Triangle Blending Interior Night=0.5
Focus Triangle Blending Interior Day=0.6
Focus Maximum Depth Interior Night=984.0
Focus Maximum Depth Interior Day=988.0
DOF Intensity Interior Night=300.0
DOF Intensity Interior Day=280.0
DOF Contrast Interior Night=3.45
DOF Contrast Interior Day=3.6
DOF Shift Interior Night=0.0
DOF Shift Interior Day=0.0
DOF Fixed Focus Intensity Interior Night=1.0
DOF Fixed Focus Intensity Interior Day=1.0
DOF Fixed Focus Contrast Interior Night=1.0
DOF Fixed Focus Contrast Interior Day=1.0
DOF Fixed Focus Shift Interior Night=-0.01
DOF Fixed Focus Shift Interior Day=-0.01
DOF Fixed Focus Blend Interior Night=1.0
DOF Fixed Focus Blend Interior Day=1.0
DOF Fixed Unfocus Intensity Interior Night=1.5
DOF Fixed Unfocus Intensity Interior Day=1.5
DOF Fixed Unfocus Contrast Interior Night=230.0
DOF Fixed Unfocus Contrast Interior Day=250.0
DOF Fixed Unfocus Shift Interior Night=-0.98
DOF Fixed Unfocus Shift Interior Day=-1.03
DOF Fixed Unfocus Blend Interior Night=1.0
DOF Fixed Unfocus Blend Interior Day=1.0
Edgevision Fade Contrast Interior Night=2.0
Edgevision Fade Contrast Interior Day=2.0
Edgevision Fade Intensity Interior Night=500.0
Edgevision Fade Intensity Interior Day=600.0
SSAO Fade Contrast Interior Night=0.75
SSAO Fade Contrast Interior Day=0.85
SSAO Fade Intensity Interior Night=12.0
SSAO Fade Intensity Interior Day=11.5
Fixed ResolutionX=1920
Fixed ResolutionY=1080
DOF Minimum Blur=0.01
Heat Factor Dawn=0.32
Heat Factor Sunrise=0.83
Heat Factor Day=1.06
Heat Factor Sunset=0.85
Heat Factor Dusk=0.38
Heat Factor Night=0.0
Heat Factor Interior=0.0
Frost Factor Dawn=0.93
Frost Factor Sunrise=0.74
Frost Factor Day=0.62
Frost Factor Sunset=0.77
Frost Factor Dusk=0.94
Frost Factor Night=1.16
Frost Factor Interior=0.27
DOF Bilateral Factor=20.0
DOF Bilateral Radius=1.0
DOF Blur Radius=6.0
DOF Blur Chromatic Aberration=1.5
Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0
Focus Plane Vertical Tilt=0.0

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/*
enbeffect.fx : MariENB3 base shader.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
#include "menbglobaldefs.fx"
string str_noise = "Film Grain";
bool ne
<
string UIName = "Enable Grain";
string UIWidget = "Checkbox";
> = {false};
/* speed of grain */
float nf
<
string UIName = "Grain Speed";
string UIWidget = "Spinner";
> = {2500.0};
/* intensity of grain */
float ni
<
string UIName = "Grain Intensity";
string UIWidget = "Spinner";
> = {0.05};
/* saturation of grain */
float ns
<
string UIName = "Grain Saturation";
string UIWidget = "Spinner";
> = {0.0};
/* use two-pass grain (double the texture fetches, but looks less uniform) */
bool np
<
string UIName = "Grain Two-Pass";
string UIWidget = "Checkbox";
> = {true};
/*
blending mode for grain:
0 -> normal
1 -> add
2 -> overlay
3 -> "dark mask", a personal invention
*/
int nb
<
string UIName = "Grain Blending Mode";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 3;
> = {1};
/* dark mask blend mode contrast for mask image */
float bnp
<
string UIName = "Grain Dark Mask Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.5};
/* two-pass distortion factor (0 = look just like one-pass grain) */
float nk
<
string UIName = "Grain Two-Pass Factor";
string UIWidget = "Spinner";
> = {0.04};
/* zoom factors for each component of each noise texture */
float3 nm
<
string UIName = "Grain Magnification";
string UIWidget = "Vector";
> = {13.25,19.64,17.35};
float3 nm1
<
string UIName = "Grain Pass 1 Magnification";
string UIWidget = "Vector";
> = {2.05,3.11,2.22};
float3 nm2
<
string UIName = "Grain Pass 2 Magnification";
string UIWidget = "Vector";
> = {4.25,0.42,6.29};
/* contrast of grain */
float nj
<
string UIName = "Grain Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
bool nbt
<
string UIName = "Apply Grain Before Tone Mapping";
string UIWidget = "Checkbox";
> = {true};
/* eye adaptation */
string str_adaptation = "Eye Adaptation";
bool aenable
<
string UIName = "Enable Adaptation";
string UIWidget = "Checkbox";
> = {false};
/* tone mapping */
string str_tonemap = "Filmic Tone Mapping";
bool tmapenable
<
string UIName = "Enable Tonemapping";
string UIWidget = "Checkbox";
> = {false};
float unA_n
<
string UIName = "Tonemap Shoulder Strength Night";
string UIWidget = "Spinner";
> = {0.5};
float unA_d
<
string UIName = "Tonemap Shoulder Strength Day";
string UIWidget = "Spinner";
> = {0.5};
float unA_i
<
string UIName = "Tonemap Shoulder Strength Interior";
string UIWidget = "Spinner";
> = {0.5};
float unB_n
<
string UIName = "Tonemap Linear Strength Night";
string UIWidget = "Spinner";
> = {1.0};
float unB_d
<
string UIName = "Tonemap Linear Strength Day";
string UIWidget = "Spinner";
> = {1.0};
float unB_i
<
string UIName = "Tonemap Linear Strength Interior";
string UIWidget = "Spinner";
> = {1.0};
float unC_n
<
string UIName = "Tonemap Linear Angle Night";
string UIWidget = "Spinner";
> = {0.2};
float unC_d
<
string UIName = "Tonemap Linear Angle Day";
string UIWidget = "Spinner";
> = {0.2};
float unC_i
<
string UIName = "Tonemap Linear Angle Interior";
string UIWidget = "Spinner";
> = {0.2};
float unD_n
<
string UIName = "Tonemap Toe Strength Night";
string UIWidget = "Spinner";
> = {0.75};
float unD_d
<
string UIName = "Tonemap Toe Strength Day";
string UIWidget = "Spinner";
> = {0.75};
float unD_i
<
string UIName = "Tonemap Toe Strength Interior";
string UIWidget = "Spinner";
> = {0.75};
float unE_n
<
string UIName = "Tonemap Toe Numerator Night";
string UIWidget = "Spinner";
> = {0.02};
float unE_d
<
string UIName = "Tonemap Toe Numerator Day";
string UIWidget = "Spinner";
> = {0.02};
float unE_i
<
string UIName = "Tonemap Toe Numerator Interior";
string UIWidget = "Spinner";
> = {0.02};
float unF_n
<
string UIName = "Tonemap Toe Denominator Night";
string UIWidget = "Spinner";
> = {0.30};
float unF_d
<
string UIName = "Tonemap Toe Denominator Day";
string UIWidget = "Spinner";
> = {0.30};
float unF_i
<
string UIName = "Tonemap Toe Denominator Interior";
string UIWidget = "Spinner";
> = {0.30};
float unW_n
<
string UIName = "Tonemap Linear White Night";
string UIWidget = "Spinner";
> = {10.0};
float unW_d
<
string UIName = "Tonemap Linear White Day";
string UIWidget = "Spinner";
> = {10.0};
float unW_i
<
string UIName = "Tonemap Linear White Interior";
string UIWidget = "Spinner";
> = {10.0};
/* Color grading */
string str_grade = "Color Grading Suite";
bool gradeenable1
<
string UIName = "Enable RGB Grading";
string UIWidget = "Checkbox";
> = {false};
/* color component multipliers */
float3 grademul_n
<
string UIName = "Grading Intensity Night";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 grademul_d
<
string UIName = "Grading Intensity Day";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 grademul_i
<
string UIName = "Grading Intensity Interior";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
/* color component contrasts */
float3 gradepow_n
<
string UIName = "Grading Contrast Night";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 gradepow_d
<
string UIName = "Grading Contrast Day";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 gradepow_i
<
string UIName = "Grading Contrast Interior";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
/* colorization factors */
bool gradeenable2
<
string UIName = "Enable Vibrance Grading";
string UIWidget = "Checkbox";
> = {false};
float3 gradecol_n
<
string UIName = "Grading Color Night";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 gradecol_d
<
string UIName = "Grading Color Day";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 gradecol_i
<
string UIName = "Grading Color Interior";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
/* blend factor for colorization (negative values are quite fancy) */
float gradecolfact_n
<
string UIName = "Grading Color Factor Night";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_d
<
string UIName = "Grading Color Factor Day";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_i
<
string UIName = "Grading Color Factor Interior";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
bool gradeenable3
<
string UIName = "Enable HSV Grading";
string UIWidget = "Checkbox";
> = {false};
/* saturation multiplier */
float gradesatmul_n
<
string UIName = "Grading Saturation Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_d
<
string UIName = "Grading Saturation Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_i
<
string UIName = "Grading Saturation Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
float gradesatpow_n
<
string UIName = "Grading Saturation Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_d
<
string UIName = "Grading Saturation Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_i
<
string UIName = "Grading Saturation Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
float gradevalmul_n
<
string UIName = "Grading Value Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_d
<
string UIName = "Grading Value Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_i
<
string UIName = "Grading Value Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
float gradevalpow_n
<
string UIName = "Grading Value Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_d
<
string UIName = "Grading Value Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_i
<
string UIName = "Grading Value Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
bool colorizeafterhsv
<
string UIName = "Colorize After HSV";
string UIWidget = "Checkbox";
> = {true};
/* LUT grading */
string str_lut = "RGB Lookup Table Grading";
bool lutenable
<
string UIName = "Enable LUT Grading";
string UIWidget = "Checkbox";
> = {false};
float lutblend_n
<
string UIName = "LUT Blend Night";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_d
<
string UIName = "LUT Blend Day";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_i
<
string UIName = "LUT Blend Interior";
string UIWidget = "Spinner";
> = {1.0};
#ifdef LUTMODE_LEGACY
int clut
<
string UIName = "LUT Preset";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 63;
> = {1};
#endif
/* technicolor shader */
string str_tech = "Technicolor";
bool techenable
<
string UIName = "Enable Technicolor";
string UIWidget = "Checkbox";
> = {false};
float techblend
<
string UIName = "Technicolor Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* vanilla */
string str_vanilla = "Vanilla Processing";
bool vtmapenable
<
string UIName = "Enable Vanilla Tone Mapping";
string UIWidget = "Checkbox";
> = {false};
bool vgradeenable
<
string UIName = "Enable Vanilla Imagespace";
string UIWidget = "Checkbox";
> = {true};
string str_dither = "Dithering";
bool dodither
<
string UIName = "Enable Post Dither";
string UIWidget = "Checkbox";
> = {true};
int dither
<
string UIName = "Dither Pattern";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 4;
> = {4};
string str_bloom = "Bloom Settings";
bool bloomlighten
<
string UIName = "Use Lighten Blend";
string UIWidget = "Checkbox";
> = {false};
string str_debug = "Debugging";
bool bloomdebug
<
string UIName = "Display Bloom";
string UIWidget = "Checkbox";
> = {false};
bool adaptdebug
<
string UIName = "Display Adaptation";
string UIWidget = "Checkbox";
> = {false};
/*
dithering threshold maps
don't touch unless you know what you're doing
*/
static const float checkers[4] =
{
1.0,0.0,
0.0,1.0
};
#define d(x) x/4.0
static const float ordered2[4] =
{
d(0),d(2),
d(4),d(2)
};
#undef d
#define d(x) x/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] =
{
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
};
#undef d
float4 Timer;
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float4 TimeOfDay1;
float4 TimeOfDay2;
#ifdef SKYRIMSE
float4 Params01[7];
#else
float4 Params01[6];
#endif
float4 ENBParams01;
Texture2D TextureColor;
Texture2D TextureBloom;
Texture2D TextureAdaptation;
Texture2D TextureNoise2
<
string ResourceName = "menbnoise1.png";
>;
Texture2D TextureNoise3
<
string ResourceName = "menbnoise2.png";
>;
Texture2D TextureLUT
<
#ifdef LUTMODE_LEGACY
string ResourceName = "menblutpreset.png";
#endif
#ifdef LUTMODE_16
string ResourceName = "menblut16.png";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64.png";
#endif
>;
SamplerState Sampler0
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
};
SamplerState Sampler1
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
SamplerState SamplerLUT
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
MinLOD = 0;
};
SamplerState SamplerNoise2
{
Filter = MIN_LINEAR_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
MinLOD = 0;
};
SamplerState SamplerNoise3
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
MinLOD = 0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord0 : TEXCOORD0;
};
VS_OUTPUT_POST VS_Draw( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord.xy;
return OUT;
}
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
/* overlay blend */
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
/* "dark mask" blending is something I came up with and can't really explain */
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* "uncharted 2" filmic tone mapping */
float3 Uch( float3 res )
{
float A = tod_ind(unA);
float B = tod_ind(unB);
float C = tod_ind(unC);
float D = tod_ind(unD);
float E = tod_ind(unE);
float F = tod_ind(unF);
return ((res*(A*res+C*B)+D*E)/(res*(A*res+B)+D*F))-E/F;
}
float3 Tonemap( float3 res )
{
float W = tod_ind(unW);
float3 ucol = Uch(res);
float3 uwhite = Uch(W);
return max(ucol/uwhite,0.0);
}
/* colour grading passes */
float3 GradingRGB( float3 res )
{
float3 grademul = tod_ind(grademul);
float3 gradepow = tod_ind(gradepow);
return pow(max(0,res),gradepow)*grademul;
}
float3 GradingColorize( float3 res )
{
float gradecolfact = tod_ind(gradecolfact);
float3 gradecol = tod_ind(gradecol);
float tonev = luminance(res);
float3 tonecolor = gradecol*tonev;
return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
}
float3 GradingHSV( float3 res )
{
float gradesatmul = tod_ind(gradesatmul);
float gradesatpow = tod_ind(gradesatpow);
float gradevalmul = tod_ind(gradevalmul);
float gradevalpow = tod_ind(gradevalpow);
float3 hsv = rgb2hsv(res);
hsv.y = clamp(pow(max(0,hsv.y),gradesatpow)*gradesatmul,0.0,1.0);
hsv.z = pow(max(0,hsv.z),gradevalpow)*gradevalmul;
return hsv2rgb(hsv);
}
/* LUT colour grading */
float3 GradingLUT( float3 res )
{
/*
gross hacks were needed to "fix" the way direct3d interpolates on
sampling, and to manually interpolate on the blue channel
this could be alleviated if I could have all the LUTs as volume
maps, but I think ENB can't load them.
*/
float3 tcol = clamp(res,0.0001,0.9999);
tcol.rg = tcol.rg*0.5+0.25;
#ifdef LUTMODE_LEGACY
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
+clut/64.0);
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
#endif
#ifdef LUTMODE_16
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
float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0);
float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
#endif
float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1).rgb;
float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2).rgb;
tcol = lerp(tcl1,tcl2,dec);
float lutblend = tod_ind(lutblend);
return lerp(res,tcol,lutblend);
}
/* I think this Technicolor implementation is correct... maybe */
float3 Technicolor( float3 res )
{
res = clamp(res,0.0,1.0);
float red = 1.0-(res.r-(res.g+res.b)*0.5);
float green = 1.0-(res.g-(res.r+res.b)*0.5);
float blue = 1.0-(res.b-(res.r+res.g)*0.5);
float3 tint = float3(green*blue,red*blue,red*green)*res;
return lerp(res,res+0.5*(tint-res),techblend);
}
/* post-pass dithering, something apparently only my ENB does */
float3 Dither( float3 res, float2 coord )
{
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float3 col = res;
float dml = (1.0/256.0);
if ( dither == 1 )
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
else if ( dither == 2 )
col += 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);
return col;
}
/* Fuzzy */
float3 FilmGrain( float3 res, float2 coord )
{
float ts = Timer.x*nf;
float2 tcs = coord.xy;
float2 s1 = tcs+float2(0,ts);
float2 s2 = tcs+float2(ts,0);
float2 s3 = tcs+float2(ts,ts);
float n1, n2, n3;
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
/*
There are two methods of making noise here:
1. two-pass algorithm that produces a particular fuzz complete with
a soft horizontal tear, reminiscent of old TV static.
2. simple version that has very noticeable tiling and visible
scrolling at low speeds
*/
if ( np )
{
n1 = TextureNoise2.Sample(SamplerNoise2,s1*nm1.x*nr).r;
n2 = TextureNoise2.Sample(SamplerNoise2,s2*nm1.y*nr).g;
n3 = TextureNoise2.Sample(SamplerNoise2,s3*nm1.z*nr).b;
s1 = tcs+float2(ts+n1*nk,n2*nk);
s2 = tcs+float2(n2,ts+n3*nk);
s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
n1 = TextureNoise2.Sample(SamplerNoise2,s1*nm2.x*nr).r;
n2 = TextureNoise2.Sample(SamplerNoise2,s2*nm2.y*nr).g;
n3 = TextureNoise2.Sample(SamplerNoise2,s3*nm2.z*nr).b;
}
else
{
n1 = TextureNoise3.Sample(SamplerNoise3,s1*nm.x*nr).r;
n2 = TextureNoise3.Sample(SamplerNoise3,s2*nm.y*nr).g;
n3 = TextureNoise3.Sample(SamplerNoise3,s3*nm.z*nr).b;
}
float n4 = (n1+n2+n3)/3;
float3 ng = float3(n4,n4,n4);
float3 nc = float3(n1,n2,n3);
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
if ( nb == 1 ) return res+nt*ni*0.01;
if ( nb == 2 ) return overlay(res,(nt*ni*0.01));
if ( nb == 3 )
{
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
bn = pow(bn,bnp);
float3 nn = saturate(nt*bn);
return darkmask(res,(nn*ni*0.01));
}
return lerp(res,nt,ni*0.01);
}
/* identical between games, the only difference is parameter indices */
float3 GradingGame( float3 res, float adapt )
{
float val = luminance(res);
float3 tint;
res -= val;
#ifdef SKYRIMSE
res = Params01[3].x*res+val;
tint = Params01[4].xyz*val-res;
res = Params01[4].w*tint+res;
res = Params01[3].w*res-adapt;
res = Params01[3].z*res+adapt;
#else
res = Params01[2].x*res+val;
tint = Params01[3].xyz*val-res;
res = Params01[3].w*tint+res;
res = Params01[2].w*res-adapt;
res = Params01[2].z*res+adapt;
#endif
return res;
}
/* Vanilla tonemap is weird */
float3 TonemapGame( float3 res )
{
#ifdef SKYRIMSE
return res;
#else
float3 wat = res*2.0;
float3 huh = res*0.3+0.05;
float2 weh = float2(0.2,3.333333)*Params01[1].w;
huh = wat*huh+weh.x;
float3 ehh = wat*0.3+0.5;
ehh = ehh*0.3+0.5;
ehh = wat*ehh+0.06;
ehh = huh/ehh;
ehh = -Params01[1].w*3.333333+ehh;
wat.x = Params01[1].w*0.2+19.376;
wat.x = wat.x*0.0408564-weh.y;
return ehh/wat.x;
#endif
}
/* Skyrim SE version is blatantly incomplete and will glitch out */
float2 Adaptation( float2 coord )
{
#ifdef SKYRIMSE
float adapt = TextureAdaptation.Sample(Sampler1,coord).x;
return float2(adapt);
#else
float adapt = TextureAdaptation.Sample(Sampler0,coord).x;
float adapt_v1 = Params01[1].z/(0.001+adapt);
float adapt_v2 = adapt_v1<Params01[1].y;
adapt_v1 = adapt_v2?Params01[1].y:adapt_v1;
adapt_v2 = Params01[1].x<adapt_v1;
adapt_v1 = adapt_v2?Params01[1].x:adapt_v1;
return float2(adapt_v1,adapt);
#endif
}
float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = TextureColor.Sample(Sampler0,coord);
#ifdef SKYRIMSE
float4 mud = TextureBloom.Sample(Sampler1,coord);
#else
float4 mud = TextureBloom.Sample(Sampler1,Params01[4].zw*coord);
#endif
/* Insert MariENB filters here */
float2 adapt = Adaptation(coord);
if ( bloomdebug ) res.rgb *= 0;
float3 bcol = mud.rgb*ENBParams01.x;
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 ( aenable ) res.rgb *= adapt.x;
if ( nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
if ( vtmapenable ) res.rgb = TonemapGame(res.rgb);
if ( vgradeenable ) res.rgb = GradingGame(res.rgb,adapt.y);
#ifndef SKYRIMSE
res.rgb = pow(res.rgb,1.0/2.2);
#endif
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
if ( colorizeafterhsv )
{
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
}
else
{
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
}
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( techenable ) res.rgb = Technicolor(res.rgb);
if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
/* fade has same index on both games */
res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);
if ( adaptdebug ) res.rgb = TextureAdaptation.Sample(Sampler1,coord).x;
res.rgb = max(0,res.rgb);
if ( dodither ) res.rgb = Dither(res.rgb,coord);
res.a = 1.0;
return res;
}
float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float4 res;
float4 color;
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
float4 r0, r1, r2, r3;
#ifdef SKYRIMSE
/*
You won't believe how HARD Boris has mangled this code.
After fixing the horrid code style and the unnecessary scientific
notation on floats, it's still unreadable.
It's also completely broken and results in a black screen.
*/
float2 scaleduv=Params01[6].xy*IN.txcoord0.xy;
scaleduv = max(scaleduv, 0.0);
scaleduv = min(scaleduv, Params01[6].zy);
r1.xy = scaleduv;
r0.xyz = color.xyz;
if ( Params01[0].x > 0.5 ) r1.xy = IN.txcoord0.xy;
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
r2.xy = TextureAdaptation.Sample(Sampler1,IN.txcoord0.xy).xy;
r0.w = dot(float3(0.2125,0.7154,0.0721),r0.xyz);
r0.w = max(r0.w,0.00001);
r1.w = r2.y/r2.x;
r2.y = r0.w*r1.w;
if ( Params01[2].z >= 0.5 ) r2.z = 0xffffffff;
else r2.z = 0;
r3.xy = r1.w*r0.w+float2(-0.004,1.0);
r1.w = max(r3.x, 0.0);
r3.xz = r1.w*6.2+float2(0.5,1.7);
r2.w = r1.w*r3.x;
r1.w = r1.w*r3.z+0.06;
r1.w = r2.w/r1.w;
r1.w = pow(r1.w,2.2);
r1.w = r1.w*Params01[2].y;
r2.w = r2.y*Params01[2].y+1.0;
r2.y = r2.w*r2.y;
r2.y = r2.y/r3.y;
if (r2.z == 0) r1.w = r2.y;
else r1.w = r1.w;
r0.w = r1.w/r0.w;
r1.w = saturate(Params01[2].x-r1.w);
r1.xyz = r1*r1.w;
r0.xyz = r0*r0.w+r1;
r1.x = dot(r0.xyz,float3(0.2125,0.7154,0.0721));
r0.w = 1.0;
r0 = r0-r1.x;
r0 = Params01[3].x*r0+r1.x;
r1 = Params01[4]*r1.x-r0;
r0 = Params01[4].w*r1+r0;
r0 = Params01[3].w*r0-r2.x;
r0 = Params01[3].z*r0+r2.x;
r0.xyz = saturate(r0);
r1.xyz = pow(r1.xyz,Params01[6].w);
r1 = Params01[5]-r0;
res = Params01[5].w*r1+r0;
#else
r0.xyz = color.xyz;
r1.xy = Params01[4].zw*IN.txcoord0.xy;
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
r0.w = TextureAdaptation.Sample(Sampler0,IN.txcoord0.xy).x;
r1.w = Params01[1].z/(0.001+r0.w);
r2.x = r1.w<Params01[1].y;
r1.w = r2.x?Params01[1].y:r1.w;
r2.x = Params01[1].x < r1.w;
r1.w = r2.x?Params01[1].x:r1.w;
r0.xyz = r1.xyz+r0.xyz;
r0.xyz = r0.xyz*r1.w;
r1.xyz = r0.xyz+r0.xyz;
r2.xyz = r0.xyz*0.3+0.05;
r3.xy = float2(0.2,3.333333)*Params01[1].w;
r2.xyz = r1.xyz*r2.xyz+r3.x;
r0.xyz = r0.xyz*0.3+0.5;
r0.xyz = r1.xyz*r0.xyz+0.06;
r0.xyz = r2.xyz/r0.xyz;
r0.xyz = -Params01[1].w*3.333333+r0.xyz;
r1.x = Params01[1].w*0.2+19.376;
r1.x = r1.x*0.0408564-r3.y;
r1.xyz = r0.xyz/r1.x;
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
r1.xyz = r1.xyz-r0.x;
r1.xyz = Params01[2].x*r1.xyz+r0.x;
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
r1.xyz = Params01[2].w*r1.xyz-r0.w;
r0.xyz = Params01[2].z*r1.xyz+r0.w;
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
res.xyz = pow(max(0,res.xyz),1.0/2.2);
#endif
res.w = 1.0;
return res;
}
technique11 Draw <string UIName="MariENB";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
SetPixelShader(CompileShader(ps_5_0, PS_Draw()));
}
}
technique11 ORIGINALPOSTPROCESS <string UIName="Vanilla";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
SetPixelShader(CompileShader(ps_5_0, PS_DrawOriginal()));
}
}

150
enbseries/enbeffect.fx.ini Normal file
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[ENBEFFECT.FX]
TECHNIQUE=1
Enable Grain=true
Grain Speed=25.0
Grain Intensity=1.34
Grain Saturation=-0.64
Grain Two-Pass=true
Grain Blending Mode=3
Grain Dark Mask Contrast=24.369999
Grain Two-Pass Factor=0.04
Grain Magnification=13.3, 19.6, 17.4
Grain Pass 1 Magnification=2.05, 3.11, 2.22
Grain Pass 2 Magnification=4.25, 0.42, 6.29
Grain Contrast=4.27
Enable Tonemapping=true
Tonemap Shoulder Strength Night=0.89
Tonemap Shoulder Strength Day=0.94
Tonemap Shoulder Strength Interior=0.9
Tonemap Linear Strength Night=0.59
Tonemap Linear Strength Day=0.46
Tonemap Linear Strength Interior=0.5
Tonemap Linear Angle Night=0.25
Tonemap Linear Angle Day=0.41
Tonemap Linear Angle Interior=0.35
Tonemap Toe Strength Night=2.43
Tonemap Toe Strength Day=2.59
Tonemap Toe Strength Interior=2.51
Tonemap Toe Numerator Night=3.79
Tonemap Toe Numerator Day=3.92
Tonemap Toe Numerator Interior=3.81
Tonemap Toe Denominator Night=1.52
Tonemap Toe Denominator Day=1.41
Tonemap Toe Denominator Interior=1.45
Tonemap Linear White Night=1.17
Tonemap Linear White Day=1.23
Tonemap Linear White Interior=1.189999
Enable RGB Grading=true
Grading Intensity Night=0.97, 1.01, 1
Grading Intensity Day=0.97, 1.01, 1
Grading Intensity Interior=0.98, 0.92, 1.02
Grading Contrast Night=0.98, 0.95, 0.94
Grading Contrast Day=0.97, 1.02, 0.91
Grading Contrast Interior=0.98, 0.92, 0.93
Enable Vibrance Grading=true
Grading Color Night=-0.44, -0.18, -1.02
Grading Color Day=0.23, 0.24, -0.92
Grading Color Interior=-0.2, -0.42, -0.63
Grading Color Factor Night=-0.2
Grading Color Factor Day=-0.14
Grading Color Factor Interior=-0.18
Enable HSV Grading=true
Grading Saturation Intensity Night=1.13
Grading Saturation Intensity Day=1.07
Grading Saturation Intensity Interior=1.09
Grading Saturation Contrast Night=1.28
Grading Saturation Contrast Day=1.13
Grading Saturation Contrast Interior=1.17
Grading Value Intensity Night=1.02
Grading Value Intensity Day=1.04
Grading Value Intensity Interior=1.03
Grading Value Contrast Night=1.33
Grading Value Contrast Day=1.25
Grading Value Contrast Interior=1.29
Colorize After HSV=true
Enable LUT Grading=true
LUT Blend Night=0.3
LUT Blend Day=0.35
LUT Blend Interior=0.32
Enable Post Dither=false
Dither Pattern=4
Display Bloom=false
Grain Magnification 1=13.25
Grain Magnification 2=19.639999
Grain Magnification 3=17.35
Grain Pass 1 Magnification 1=2.05
Grain Pass 1 Magnification 2=3.11
Grain Pass 1 Magnification 3=2.22
Grain Pass 2 Magnification 1=4.25
Grain Pass 2 Magnification 2=0.42
Grain Pass 2 Magnification 3=6.29
Tonemap Shoulder Strength Interior Night=1.13
Tonemap Shoulder Strength Interior Day=1.14
Tonemap Linear Strength Interior Night=0.88
Tonemap Linear Strength Interior Day=0.92
Tonemap Linear Angle Interior Night=0.68
Tonemap Linear Angle Interior Day=0.58
Tonemap Toe Strength Interior Night=0.79
Tonemap Toe Strength Interior Day=0.69
Tonemap Toe Numerator Interior Night=2.5
Tonemap Toe Numerator Interior Day=2.72
Tonemap Toe Denominator Interior Night=1.25
Tonemap Toe Denominator Interior Day=1.07
Tonemap Linear White Interior Night=1.33
Tonemap Linear White Interior Day=1.37
Grading Intensity Night Red=1.04
Grading Intensity Night Green=1.08
Grading Intensity Night Blue=1.07
Grading Intensity Day Red=1.11
Grading Intensity Day Green=1.08
Grading Intensity Day Blue=1.04
Grading Intensity Interior Night Red=1.07
Grading Intensity Interior Night Green=1.03
Grading Intensity Interior Night Blue=1.01
Grading Intensity Interior Day Red=1.1
Grading Intensity Interior Day Green=1.05
Grading Intensity Interior Day Blue=1.02
Grading Contrast Night Red=0.97
Grading Contrast Night Green=0.94
Grading Contrast Night Blue=0.96
Grading Contrast Day Red=0.94
Grading Contrast Day Green=0.99
Grading Contrast Day Blue=0.98
Grading Contrast Interior Night Red=0.96
Grading Contrast Interior Night Green=0.98
Grading Contrast Interior Night Blue=0.95
Grading Contrast Interior Day Red=0.94
Grading Contrast Interior Day Green=0.96
Grading Contrast Interior Day Blue=0.99
Grading Color Night Red=-0.91
Grading Color Night Green=-0.62
Grading Color Night Blue=-0.94
Grading Color Day Red=-0.48
Grading Color Day Green=-0.11
Grading Color Day Blue=-0.65
Grading Color Interior Night Red=-0.28
Grading Color Interior Night Green=-0.12
Grading Color Interior Night Blue=-0.06
Grading Color Interior Day Red=-0.47
Grading Color Interior Day Green=-0.12
Grading Color Interior Day Blue=-0.14
Grading Color Factor Interior Night=-0.11
Grading Color Factor Interior Day=-0.09
Grading Saturation Intensity Interior Night=1.43
Grading Saturation Intensity Interior Day=1.46
Grading Saturation Contrast Interior Night=1.19
Grading Saturation Contrast Interior Day=1.1
Grading Value Intensity Interior Night=1.03
Grading Value Intensity Interior Day=1.09
Grading Value Contrast Interior Night=1.42
Grading Value Contrast Interior Day=1.62
LUT Blend Interior Night=0.39
LUT Blend Interior Day=0.45
Display Adaptation=false
Enable Technicolor=true
Technicolor Blend=1.0
Apply Grain Before Tone Mapping=true
Enable Adaptation=true
Enable Vanilla Tone Mapping=true
Enable Vanilla Imagespace=true
Use Lighten Blend=false

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[ENBEFFECTPOSTPASS.FX]
TECHNIQUE=1
Enable Block GFX=false
Emulated Resolution=0, 0, 0
Zoom Factor=0, 0, 0
Palette Type=6
CGA Palette=0
EGA Palette=0
Dithering Pattern=-1
Contrast Modifier=1.5
Saturation Modifier=0.6
Dither Offset=-0.1
Dither Range=0.1
Enable ASCII=false
ASCII Monochrome=false
ASCII Blend=0.0
Enable Chroma Key=false
Chroma Key Color=0.0, 1.0, 0.0
Chroma Key Depth=0.99
Enable Dot Matrix=false
Dot Size=1
Dot Blend=0.4
Dot Intensity=1.0
Dot Contrast=1.0
Enable Curvature=false
Curve Chromatic Aberration=0.7
Curve Zooming=50.200008
Curve Distortion=0.0
Curve Sampling Soften=0.0
Enable Blur=false
Blur Sampling Range=0.15
Enable Sharp=false
Sharp Sampling Range=0.35
Sharpening Amount=3.0
Enable Shift=false
Shift Sampling Range=0.6
Luma Sharpen Enable=true
Luma Sharpen Radius=0.8
Luma Sharpen Clamp=0.1
Luma Sharpen Blending=6.0
Emulated Resolution Width=0.0
Emulated Resolution Height=0.0
Zoom Factor X=0.0
Zoom Factor Y=0.0
Chroma Key Red=0, 1, 0
Chroma Key Green=1.0
Chroma Key Blue=0.0

33
enbseries/enblens.fx Normal file
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/* This shader intentionally left blank */
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord0 : TEXCOORD0;
};
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos;
pos.xyz = IN.pos.xyz;
pos.w = 1.0;
OUT.pos = pos;
OUT.txcoord0.xy = IN.txcoord.xy;
return OUT;
}
float4 PS_Nothing(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
return float4(0.0,0.0,0.0,1.0);
}
technique11 Nothing
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Nothing()));
}
}

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[ENBLENS.FX]
TECHNIQUE=0

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/*
menbglobaldefs.fx : MariENB3 global shared code.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
/* are we running on skyrim special edition or on fallout 4? */
//#define SKYRIMSE
/* time of day and interior interpolation */
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
#define tod_ind(a) lerp(lerp(a##_n,a##_d,ndfact),a##_i,EInteriorFactor)
#define todx_ind(a) lerp(a##_dw*TimeOfDay1.x+a##_sr*TimeOfDay1.y+a##_dy\
*TimeOfDay1.z+a##_ss*TimeOfDay1.w+a##_ds*TimeOfDay2.x+a##_nt\
*TimeOfDay2.y,a##_i,EInteriorFactor)
/* weather macros (not very useful yet) */
#define WT_TEMPERATE 0.0
#define WT_HOT 1.0
#define WT_COLD 2.0
#define weatherfactor(id) ((Weather.x==id)?(Weather.y==id)?(1.0):(Weather.z)\
:(Weather.y==id)?(1.0-Weather.z):(0.0))
/*
Explanation of macro, because some of the people reading this likely don't
know what a ternary conditional is:
(WeatherAndTime.x==id) -> transitioning to wanted weather?
?(WeatherAndTime.y==id) -> coming from wanted weather?
?(1.0) -> if so, always 1
:(WeatherAndTime.z) -> if not, return transition
:(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
?(1.0-WeatherAndTime.z) -> return inverse transition
:(0.0) -> otherwise return 0
*/
/* asset definitions */
/* ascii art font */
#define FONT_WIDTH 8
#define FONT_HEIGHT 4096
#define GLYPH_WIDTH 8
#define GLYPH_HEIGHT 16
#define FONT_LEVELS 255
/*
aspect correction for certain overlays
uncommented : the textures are 1:1 and must be corrected
commented : the textures are 16:9 or whatever ratio you use
*/
//#define ASPECT_LENSDIRT
/* texture sizes */
#define NOISESIZE 256.0
#define HEATSIZE 1024.0
#define FROSTSIZE 1024.0
/* LUT mode (use only one) - The 256px option was discarded for size reasons */
//#define LUTMODE_LEGACY
//#define LUTMODE_16
#define LUTMODE_64
/* some textures can be provided as DDS rather than PNG to save space */
//#define HEAT_DDS
//#define LENSDIRT_DDS
//#define FROST_DDS
//#define FROSTBUMP_DDS

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Fallout4
15E DefaultWeather WARM
116B FXDiamondSunlightBounce .
116D DiamondWeather .
116E DiamondWeatherPastel .
16EC IstWeather .
29BB8 FXWthrSunlightOffAtNight .
2B52A CommonwealthClear WARM
6ED5A FXWthrInvertDayNight .
747C8 FXConcord01 .
7548F FXWthrSunlight .
75491 FXWthrSunlightWhite .
76A58 FXConcord01OffatNight .
777CF FXWthrInvertDayNightWarm .
88C57 FXWthrMoonlightOnly .
96C61 FXWthrMorningOnly .
A1588 NeutralWeather WARM
A6858 WorldMapWeather .
DB2A1 MQ203Weather .
F1033 CommonwealthGSOvercast WARM
FF98F PrewarPlayerHouseInteriorWeather WARM
108640 FXInstituteDayNightCycle .
10D573 FXInstituteDayNightCycleKey .
10E3D4 EditorCloudPreview .
10F781 TCommonwealthMarshOvercast COLD
115C64 GoodneighborWeatherBase .
1209AF NeutralOvercast COLD
1256FB FXNukeWeather WARM
12A18E CommonwealthSanctuaryClear WARM
141AB4 FXWthrSunlightWhiteBounce .
171621 DefaultInteriorWeatherNoLUT .
171636 FXWthrSunlightOffAtNightGlass .
191647 FXWthrInvertDayNightGS .
1A65E5 ConcMuseumWeather .
1A65F0 DefaultInteriorWeather .
1A6994 CommonwealthSanctuaryClearNukeFog WARM
1BD481 CommonwealthGSFoggy WARM
1C3473 CommonwealthFoggy COLD
1C3D5E CommonwealthGSRadstorm WARM
1C8556 CommonwealthOvercast .
1CA7E4 CommonwealthRain COLD
1CC186 CommonwealthMisty .
1CD096 CommonwealthMistyRainy COLD
1D1CEC FXWthrSunlightOffAtNightBlack .
1D670E CommonwealthClearestSkies WARM
1E5E60 CommonwealthDarkSkies .
1EB2FF CommonwealthPolluted WARM
1F2529 CommOvercastTest2 .
1F61A1 CommonwealthDusty .
1F61FD CGPrewarNukeFXWeather WARM
20F46C CommonwealthOvercastBackup .
211221 VideoVaultExit WARM
2115D7 CommonwealthMistyRainyBackup COLD
216A98 CommonwealthClearBackup WARM
21A563 CommonwealthClearTrailer1 WARM
21A564 CommonwealthClearTrailer2 WARM
222394 CommonwealthGSRadstormOld WARM
22239A CommonwealthRainBackup COLD
225922 CommonwealthSanctuaryClearNoAttach COLD
226448 CommonwealthDarkSkies3 .
2385FB CommonwealthDarkSkies2 .
2385FD CommonwealthClear2 WARM
2392A2 CommonwealthFoggyBackup COLD
2392A3 CommonwealthGSRadstormBackup WARM
2392A4 CommonwealthGSFoggyBackup WARM
2392A5 CommonwealthMistyBackup .
2392A6 CommonwealthSanctuaryClearBackup WARM
23AB9C CommonwealthClearBackup2 WARM
2486A4 CommonwealthClear_VBFog WARM
2486A5 CommonwealthOvercast_VBFog COLD
DLCCoast
74C6 DLC03_RadStorm WARM
74F2 DLC03_UNUSEDMistyFogWeather COLD
74F3 DLC03_TestMistyWeather .
74F5 DLC03_RadMistWeather COLD
74FA DLC03_RainWeather COLD
7FBA DLC03_RadFogWeather COLD
9962 DLC03_ClearWeather .
23A97 DLC03VirtualWeather01 .
247B6 DLC03AtomM01_RadStorm WARM
31416 DLC03VirtualWeather01Original .
427EB DLC03_RadMistWeatherBeforeGrantMessedItUp COLD
45F6F DLC03_ClearWeatherFast WARM
54132 DLC03VirtualWeather01OriginalFog .
56378 FXWthrWindowNoGlow01 .
56638 DLC03_ClearWeatherFastBackup WARM
5D0C4 dlc03_radmistweatherFast COLD