diff --git a/Logo.png b/Logo.png deleted file mode 100644 index dba3d72..0000000 Binary files a/Logo.png and /dev/null differ diff --git a/README.md b/README.md deleted file mode 100644 index 56118da..0000000 --- a/README.md +++ /dev/null @@ -1,13 +0,0 @@ -![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. \ No newline at end of file diff --git a/enbseries.ini b/enbseries.ini new file mode 100644 index 0000000..301a215 --- /dev/null +++ b/enbseries.ini @@ -0,0 +1,338 @@ +[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 diff --git a/enbseries/COPYING b/enbseries/COPYING new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/enbseries/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +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. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/enbseries/VERSION b/enbseries/VERSION new file mode 100644 index 0000000..0ea8df7 --- /dev/null +++ b/enbseries/VERSION @@ -0,0 +1 @@ +3.1.1 BETA "Stay FROSTy" diff --git a/enbseries/_coldweather.ini b/enbseries/_coldweather.ini new file mode 100644 index 0000000..934b439 --- /dev/null +++ b/enbseries/_coldweather.ini @@ -0,0 +1,269 @@ +[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 diff --git a/enbseries/_hotweather.ini b/enbseries/_hotweather.ini new file mode 100644 index 0000000..934b439 --- /dev/null +++ b/enbseries/_hotweather.ini @@ -0,0 +1,269 @@ +[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 diff --git a/enbseries/_weatherlist.ini b/enbseries/_weatherlist.ini new file mode 100644 index 0000000..0f2bb5f --- /dev/null +++ b/enbseries/_weatherlist.ini @@ -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= diff --git a/enbseries/enbadaptation.fx b/enbseries/enbadaptation.fx new file mode 100644 index 0000000..985789d --- /dev/null +++ b/enbseries/enbadaptation.fx @@ -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())); + } +} diff --git a/enbseries/enbadaptation.fx.ini b/enbseries/enbadaptation.fx.ini new file mode 100644 index 0000000..5bcee41 --- /dev/null +++ b/enbseries/enbadaptation.fx.ini @@ -0,0 +1,2 @@ +[ENBADAPTATION.FX] +TECHNIQUE=0 diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx new file mode 100644 index 0000000..805a739 --- /dev/null +++ b/enbseries/enbbloom.fx @@ -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=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 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_PrePass())); + } +} + +technique11 BloomSimplePass1 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0))); + } +} +technique11 BloomSimplePass2 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0))); + } +} +technique11 BloomSimplePass3 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0))); + } +} +technique11 BloomSimplePass4 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0))); + } +} +technique11 BloomSimplePass5 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0))); + } +} +technique11 BloomSimplePass6 +{ + 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 +{ + 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 +{ + 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 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_PrePass())); + } +} + +technique11 BloomPass1 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0))); + } +} +technique11 BloomPass2 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0))); + } +} +technique11 BloomPass3 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0))); + } +} +technique11 BloomPass4 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0))); + } +} +technique11 BloomPass5 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0))); + } +} +technique11 BloomPass6 +{ + 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 +{ + 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 +{ + 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 +{ + 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 +{ + 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 +{ + 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 +{ + 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())); + } +} diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini new file mode 100644 index 0000000..d7a475b --- /dev/null +++ b/enbseries/enbbloom.fx.ini @@ -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 diff --git a/enbseries/enbdepthoffield.fx b/enbseries/enbdepthoffield.fx new file mode 100644 index 0000000..8c00595 --- /dev/null +++ b/enbseries/enbdepthoffield.fx @@ -0,0 +1,1676 @@ +/* + enbdepthoffield.fx : MariENB3 prepass shaders. + (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_misc = "Miscellaneous"; +/* fixed resolution, keeps blur filters at a consistent internal resolution */ +int2 fixed +< + string UIName = "Fixed Resolution"; + string UIWidget = "Vector"; + int2 UIMin = {0,0}; +> = {1920,1080}; +float cutoff +< + string UIName = "Depth Cutoff"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1000000.0; +> = {999949.0}; +float zNear +< + string UIName = "Near Z"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float zFar +< + string UIName = "Far Z"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {3098.0}; +string str_dist = "Distortion Filters"; +float distcha +< + string UIName = "Distortion Chromatic Aberration"; + string UIWidget = "Spinner"; +> = {10.0}; +bool waterenable +< + string UIName = "Enable Underwater"; + string UIWidget = "Checkbox"; +> = {false}; +float3 uwm +< + string UIName = "Underwater Frequency"; + string UIWidget = "Vector"; + float3 UIMin = {0.0,0.0,0.0}; +> = {1.4,1.6,1.4}; +float3 uwf +< + string UIName = "Underwater Speed"; + string UIWidget = "Vector"; + float3 UIMin = {0.0,0.0,0.0}; +> = {10.0,8.0,16.0}; +float3 uws +< + string UIName = "Underwater Amplitude"; + string UIWidget = "Vector"; + float3 UIMin = {0.0,0.0,0.0}; +> = {0.3,0.5,0.8}; +float uwz +< + string UIName = "Underwater Zoom"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.5}; +bool wateralways +< + string UIName = "Always Underwater"; + string UIWidget = "Checkbox"; +> = {false}; +bool heatenable +< + string UIName = "Enable Hot Air Refraction"; + string UIWidget = "Checkbox"; +> = {false}; +float heatsize +< + string UIName = "Heat Texture Size"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {3.5}; +float heatspeed +< + string UIName = "Heat Speed"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.5}; +float heatfadepow +< + string UIName = "Heat Fade Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {200.0}; +float heatfademul +< + string UIName = "Heat Fade Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float heatfadebump +< + string UIName = "Heat Fade Offset"; + string UIWidget = "Spinner"; +> = {0.0}; +float heatstrength +< + string UIName = "Heat Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float heatpow +< + string UIName = "Heat Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +float heatfactor_dw +< + string UIName = "Heat Factor Dawn"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.2}; +float heatfactor_sr +< + string UIName = "Heat Factor Sunrise"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float heatfactor_dy +< + string UIName = "Heat Factor Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float heatfactor_ss +< + string UIName = "Heat Factor Sunset"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.7}; +float heatfactor_ds +< + string UIName = "Heat Factor Dusk"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.1}; +float heatfactor_nt +< + string UIName = "Heat Factor Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float heatfactor_i +< + string UIName = "Heat Factor Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +bool heatalways +< + string UIName = "Heat Always Enable"; + string UIWidget = "Checkbox"; +> = {false}; +bool frostenable +< + string UIName = "Enable Screen Frost"; + string UIWidget = "Checkbox"; +> = {false}; +float frostpow +< + string UIName = "Frost Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float froststrength +< + string UIName = "Frost Strength"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostrpow +< + string UIName = "Frost Radial Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostrmult +< + string UIName = "Frost Radial Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostrbump +< + string UIName = "Frost Radial Offset"; + string UIWidget = "Spinner"; +> = {0.0}; +float frostblend +< + string UIName = "Frost Texture Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostbpow +< + string UIName = "Frost Texture Blend Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostsize +< + string UIName = "Frost Texture Size"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float frostfactor_dw +< + string UIName = "Frost Factor Dawn"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.1}; +float frostfactor_sr +< + string UIName = "Frost Factor Sunrise"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float frostfactor_dy +< + string UIName = "Frost Factor Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float frostfactor_ss +< + string UIName = "Frost Factor Sunset"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float frostfactor_ds +< + string UIName = "Frost Factor Dusk"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.1}; +float frostfactor_nt +< + string UIName = "Frost Factor Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float frostfactor_i +< + string UIName = "Frost Factor Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +bool frostalways +< + string UIName = "Frost Always Enable"; + string UIWidget = "Checkbox"; +> = {false}; +string str_focus = "Focusing Parameters"; +/* circle (triangle, actually) average focus */ +bool focuscircle +< + string UIName = "Enable Focus Triangle"; + string UIWidget = "Checkbox"; +> = {true}; +bool focusdisplay +< + string UIName = "Display Focus Points"; + string UIWidget = "Checkbox"; +> = {false}; +bool focusmanual +< + string UIName = "Enable Manual Focus"; + string UIWidget = "Checkbox"; +> = {false}; +float focusmanualvalue +< + string UIName = "Manual Focus Depth"; + string UIWidget = "Checkbox"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +/* center point of focus */ +float2 focuscenter +< + string UIName = "Focus Point Center"; + string UIWidget = "Vector"; + float2 UIMin = {0.0,0.0}; + float2 UIMax = {1.0,1.0}; +> = {0.5,0.5}; +float focuscircleangle +< + string UIName = "Focus Triangle Angle"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +/* radius of the focus point triangle */ +float focusradius_n +< + string UIName = "Focus Triangle Radius Night"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_d +< + string UIName = "Focus Triangle Radius Day"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_i +< + string UIName = "Focus Triangle Radius Interior"; + string UIWidget = "Spinner"; +> = {20.0}; +/* mix factor with sample at screen center */ +float focusmix_n +< + string UIName = "Focus Triangle Blending Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_d +< + string UIName = "Focus Triangle Blending Day"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_i +< + string UIName = "Focus Triangle Blending Interior"; + string UIWidget = "Spinner"; +> = {0.5}; +/* maximum focus depth */ +float focusmax_n +< + string UIName = "Focus Maximum Depth Night"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_d +< + string UIName = "Focus Maximum Depth Day"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_i +< + string UIName = "Focus Maximum Depth Interior"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focuscenterdiscard +< + string UIName = "Focus Circle Discard Center Depth"; + string UIWidget = "Spinner"; +> = {0.0}; +/* dof filter */ +string str_dof = "Depth Of Field"; +/* dof multiplier (makes unfocused depths more blurry) */ +float dofmult_n +< + string UIName = "DOF Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_d +< + string UIName = "DOF Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_i +< + string UIName = "DOF Intensity Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +/* dof power (falloff, kinda) */ +float dofpow_n +< + string UIName = "DOF Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_d +< + string UIName = "DOF Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_i +< + string UIName = "DOF Contrast Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +/* dof bump (negative values are useful for "widening" the focused area) */ +float dofbump_n +< + string UIName = "DOF Shift Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float dofbump_d +< + string UIName = "DOF Shift Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float dofbump_i +< + string UIName = "DOF Shift Interior"; + string UIWidget = "Spinner"; +> = {0.0}; +/* fixed focused depth factors */ +float doffixedfocusmult_n +< + string UIName = "DOF Fixed Focus Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_d +< + string UIName = "DOF Fixed Focus Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_i +< + string UIName = "DOF Fixed Focus Intensity Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_n +< + string UIName = "DOF Fixed Focus Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_d +< + string UIName = "DOF Fixed Focus Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_i +< + string UIName = "DOF Fixed Focus Contrast Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusbump_n +< + string UIName = "DOF Fixed Focus Shift Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedfocusbump_d +< + string UIName = "DOF Fixed Focus Shift Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedfocusbump_i +< + string UIName = "DOF Fixed Focus Shift Interior"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedfocusblend_n +< + string UIName = "DOF Fixed Focus Blend Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_d +< + string UIName = "DOF Fixed Focus Blend Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_i +< + string UIName = "DOF Fixed Focus Blend Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +/* fixed unfocused depth factors */ +float doffixedunfocusmult_n +< + string UIName = "DOF Fixed Unfocus Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_d +< + string UIName = "DOF Fixed Unfocus Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_i +< + string UIName = "DOF Fixed Unfocus Intensity Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocuspow_n +< + string UIName = "DOF Fixed Unfocus Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_d +< + string UIName = "DOF Fixed Unfocus Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_i +< + string UIName = "DOF Fixed Unfocus Contrast Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocusbump_n +< + string UIName = "DOF Fixed Unfocus Shift Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedunfocusbump_d +< + string UIName = "DOF Fixed Unfocus Shift Day"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedunfocusbump_i +< + string UIName = "DOF Fixed Unfocus Shift Interior"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedunfocusblend_n +< + string UIName = "DOF Fixed Unfocus Blend Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_d +< + string UIName = "DOF Fixed Unfocus Blend Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_i +< + string UIName = "DOF Fixed Unfocus Blend Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +/* prevents fixed dof from blurring the skybox */ +bool doffixedcut +< + string UIName = "DOF Fixed Use Cutoff"; + string UIWidget = "Checkbox"; +> = {true}; +/* disable depth of field */ +bool dofdisable +< + string UIName = "Disable DOF"; + string UIWidget = "Checkbox"; +> = {false}; +float dofpradius +< + string UIName = "DOF Blur Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {6.0}; +float dofpcha +< + string UIName = "DOF Blur Chromatic Aberration"; + string UIWidget = "Spinner"; +> = {0.0}; +/* tilting */ +float doftiltxcenter +< + string UIName = "Focus Plane Horizontal Tilt Center"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float doftiltycenter +< + string UIName = "Focus Plane Vertical Tilt Center"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float doftiltx +< + string UIName = "Focus Plane Horizontal Tilt"; + string UIWidget = "Spinner"; +> = {0.0}; +float doftilty +< + string UIName = "Focus Plane Vertical Tilt"; + string UIWidget = "Spinner"; +> = {0.0}; +/* cheap performance option */ +float dofminblur +< + string UIName = "DOF Minimum Blur"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +bool dofdebug +< + string UIName = "Debug Depth"; + string UIWidget = "Checkbox"; +> = {false}; +bool dfcdebug +< + string UIName = "Debug Focus"; + string UIWidget = "Checkbox"; +> = {false}; +/* use "edge vision" filter */ +string str_view = "Edgevision"; +bool edgevenable +< + string UIName = "Enable Edgevision"; + string UIWidget = "Checkbox"; +> = {false}; +/* factors */ +float edgevfadepow_n +< + string UIName = "Edgevision Fade Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgevfadepow_d +< + string UIName = "Edgevision Fade Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgevfadepow_i +< + string UIName = "Edgevision Fade Contrast Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgevfademult_n +< + string UIName = "Edgevision Fade Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgevfademult_d +< + string UIName = "Edgevision Fade Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgevfademult_i +< + string UIName = "Edgevision Fade Intensity Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgevpow +< + string UIName = "Edgevision Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float edgevmult +< + string UIName = "Edgevision Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float edgevradius +< + string UIName = "Edgevision Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* ssao filter */ +string str_ssao = "Ray Marching SSAO"; +bool ssaoenable +< + string UIName = "Enable SSAO"; + string UIWidget = "Checkbox"; +> = {false}; +float ssaoradius +< + string UIName = "SSAO Radius"; + string UIWidget = "Spinner"; +> = {1.0}; +int ssaonoise +< + string UIName = "SSAO Noise"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 1; +> = {1}; +float ssaofadepow_n +< + string UIName = "SSAO Fade Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_d +< + string UIName = "SSAO Fade Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_i +< + string UIName = "SSAO Fade Contrast Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofademult_n +< + string UIName = "SSAO Fade Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_d +< + string UIName = "SSAO Fade Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_i +< + string UIName = "SSAO Fade Intensity Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaomult +< + string UIName = "SSAO Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float ssaopow +< + string UIName = "SSAO Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.5}; +float ssaoblend +< + string UIName = "SSAO Blending"; + string UIWidget = "Spinner"; +> = {1.0}; +bool ssaobenable +< + string UIName = "SSAO Blur"; + string UIWidget = "Checkbox"; +> = {true}; +float ssaobfact +< + string UIName = "SSAO Bilateral Factor"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float ssaoclamp +< + string UIName = "SSAO Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaoclampmin +< + string UIName = "SSAO Range Min"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float ssaobradius +< + string UIName = "SSAO Blur Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +bool ssaodebug +< + string UIName = "Debug SSAO"; + string UIWidget = "Checkbox"; +> = {false}; + +/* mathematical constants */ +static const float pi = 3.1415926535898; + +/* edge detect factors */ +static const float3x3 GX = +{ + -1, 0, 1, + -2, 0, 2, + -1, 0, 1 +}; +static const float3x3 GY = +{ + 1, 2, 1, + 0, 0, 0, + -1,-2,-1 +}; +/* radius: 16, std dev: 13 */ +static const float gauss16[16] = +{ + 0.040012, 0.039893, 0.039541, 0.038960, + 0.038162, 0.037159, 0.035969, 0.034612, + 0.033109, 0.031485, 0.029764, 0.027971, + 0.026131, 0.024268, 0.022405, 0.020563 +}; +/* SSAO samples */ +static const float3 ssao_samples[16] = +{ + float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014), + float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026), + float3(-0.0097, 0.0275,-0.0092),float3(-0.0178,-0.0072, 0.0491), + float3( 0.0227,-0.0431,-0.0681),float3( 0.1052, 0.0332,-0.0588), + float3( 0.0997, 0.0056, 0.1473),float3(-0.1252, 0.2019, 0.0564), + float3(-0.1054,-0.2072, 0.2271),float3(-0.0542, 0.3096, 0.2814), + float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260), + float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497) +}; +/* For high quality DOF */ +static const float2 poisson32[32] = +{ + float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710), + float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470), + float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810), + float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740), + float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250), + float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800), + float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350), + float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484), + float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710), + float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750), + float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209), + float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330), + float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580), + float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750), + float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210), + float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000) +}; + +float4 Timer; +float4 ScreenSize; +float4 Weather; +float ENightDayFactor; +float EInteriorFactor; +float4 TimeOfDay1; +float4 TimeOfDay2; +float4 DofParameters; + +Texture2D TextureCurrent; +Texture2D TexturePrevious; +Texture2D TextureOriginal; +Texture2D TextureColor; +Texture2D TextureDepth; +Texture2D TextureFocus; + +Texture2D RenderTargetR16F; /* for SSAO */ +Texture2D RenderTargetR32F; /* for DOF */ + +Texture2D TextureNoise3 +< + string ResourceName = "menbnoise2.png"; +>; +Texture2D TextureHeat +< +#ifdef HEAT_DDS + string ResourceName = "menbheat.dds"; +#else + string ResourceName = "menbheat.png"; +#endif +>; +Texture2D TextureFrost +< +#ifdef FROST_DDS + string ResourceName = "menbfrost.dds"; +#else + string ResourceName = "menbfrost.png"; +#endif +>; +Texture2D TextureFrostBump +< +#ifdef FROSTBUMP_DDS + string ResourceName = "menbfrostbump.dds"; +#else + string ResourceName = "menbfrostbump.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 Sampler2 +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Wrap; + AddressV = Wrap; +}; + +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord : TEXCOORD0; +}; +struct VS_OUTPUT_POST +{ + float4 pos : SV_POSITION; + float2 txcoord : 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.txcoord.xy = IN.txcoord.xy; + return OUT; +} + +/* helper functions */ +/* photometric */ +#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722)) +/* CCIR601 */ +//#define luminance(x) dot(x,float3(0.299,0.587,0.114)) +/* these are znear/zfar values for Skyrim, but MAY match Fallout too */ +float depthlinear( float2 coord ) +{ + float z = TextureDepth.SampleLevel(Sampler1,coord,0).x; + return (2*zNear)/(zFar+zNear-z*(zFar-zNear)); +} + +/* + Thank you Boris for not providing access to a normal buffer. Guesswork using + the depth buffer results in imprecise normals that aren't smoothed. Plus + there is no way to get the normal data from textures either. Also, three + texture fetches are needed instead of one (great!) +*/ +float3 pseudonormal( float dep, float2 coord ) +{ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 ofs1 = float2(0,1.0/bresl.y); + float2 ofs2 = float2(1.0/bresl.x,0); + float dep1 = TextureDepth.SampleLevel(Sampler1,coord+ofs1,0).x; + float dep2 = TextureDepth.SampleLevel(Sampler1,coord+ofs2,0).x; + float3 p1 = float3(ofs1,dep1-dep); + float3 p2 = float3(ofs2,dep2-dep); + float3 normal = cross(p1,p2); + normal.z = -normal.z; + return normalize(normal); +} + +/* SSAO Prepass */ +float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + /* get occlusion using single-step Ray Marching with 64 samples */ + float ssaofadepow = tod_ind(ssaofadepow); + float ssaofademult = tod_ind(ssaofademult); + if ( !ssaoenable ) return 0.0; + float depth = TextureDepth.Sample(Sampler1,coord).x; + float ldepth = depthlinear(coord); + if ( depth >= cutoff*0.000001 ) return 1.0; + float2 bresl; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float3 normal = pseudonormal(depth,coord); + float2 nc = coord*(bresl/256.0); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius; + float2 nc2 = TextureNoise3.SampleLevel(Sampler2,nc+48000.0*Timer.x + *ssaonoise,0).xy; + float3 rnormal = TextureNoise3.SampleLevel(Sampler2,nc2,0).xyz*2.0-1.0; + rnormal = normalize(rnormal); + float occ = 0.0; + int i; + float3 sample; + float sdepth, so, delta; + float sclamp = ssaoclamp/100000.0; + float sclampmin = ssaoclampmin/100000.0; + [unroll] for ( i=0; i<16; i++ ) + { + sample = reflect(ssao_samples[i],rnormal); + sample *= sign(dot(normal,sample)); + so = ldepth-sample.z*bof.x; + sdepth = depthlinear(coord+bof*sample.xy/ldepth); + delta = saturate(so-sdepth); + delta *= 1.0-smoothstep(0.0,sclamp,delta); + if ( (delta > sclampmin) && (delta < sclamp) ) + occ += 1.0-delta; + } + float uocc = saturate(occ/16.0); + float fade = 1.0-depth; + uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult); + uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult); + return saturate(1.0-(uocc*ssaoblend)); +} +/* + The blur passes use bilateral filtering to mostly preserve borders. + An additional factor using difference of normals was tested, but the + performance decrease was too much, so it's gone forever. +*/ +float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + if ( !ssaoenable ) return 0.0; + if ( !ssaobenable ) return TextureColor.Sample(Sampler1,coord); + float bresl = ScreenSize.x; + float bof = (1.0/bresl)*ssaobradius; + float isd, sd, ds, sw, tw = 0; + float res = 0.0; + int i; + isd = TextureDepth.Sample(Sampler1,coord).x; + [unroll] for ( i=-15; i<=15; i++ ) + { + sd = TextureDepth.Sample(Sampler1,coord+float2(i,0)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss16[abs(i)]; + tw += sw; + res += sw*TextureColor.Sample(Sampler1,coord+float2(i,0) + *bof).x; + } + res /= tw; + return res; +} +float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + if ( !ssaoenable ) return 0.0; + if ( !ssaobenable ) return TextureColor.Sample(Sampler1,coord); + float bresl = ScreenSize.x*ScreenSize.w; + float bof = (1.0/bresl)*ssaobradius; + float isd, sd, ds, sw, tw = 0; + float res = 0.0; + int i; + isd = TextureDepth.Sample(Sampler1,coord).x; + [unroll] for ( i=-15; i<=15; i++ ) + { + sd = TextureDepth.Sample(Sampler1,coord+float2(0,i)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss16[abs(i)]; + tw += sw; + res += sw*TextureColor.Sample(Sampler1,coord+float2(0,i) + *bof).x; + } + res /= tw; + return res; +} + +/* precalculate DOF factors */ +float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return 0.0; + float dofpow = tod_ind(dofpow); + float dofmult = tod_ind(dofmult); + float dofbump = tod_ind(dofbump); + float doffixedfocuspow = tod_ind(doffixedfocuspow); + float doffixedfocusmult = tod_ind(doffixedfocusmult); + float doffixedfocusbump = tod_ind(doffixedfocusbump); + float doffixedfocusblend = tod_ind(doffixedfocusblend); + float doffixedunfocuspow = tod_ind(doffixedunfocuspow); + float doffixedunfocusmult = tod_ind(doffixedunfocusmult); + float doffixedunfocusbump = tod_ind(doffixedunfocusbump); + float doffixedunfocusblend = tod_ind(doffixedunfocusblend); + float dep = TextureDepth.Sample(Sampler1,coord).x; + float foc = TextureFocus.Sample(Sampler1,coord).x; + /* cheap tilt */ + foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x) + +0.01*doftilty*(doftiltycenter-coord.y); + float dfc = abs(dep-foc); + float dff = abs(dep); + float dfu = dff; + if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0; + dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0); + dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult + +doffixedfocusbump,0.0,1.0); + dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult + +doffixedunfocusbump,0.0,1.0); + dfc *= lerp(1.0,dff,doffixedfocusblend); + dfc += lerp(0.0,dfu,doffixedunfocusblend); + return max(0.0,dfc); +} + +/* apply SSAO to screen */ +float4 PS_SSAOApply( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureOriginal.Sample(Sampler1,coord); + if ( !ssaoenable ) return res; + float mud = RenderTargetR16F.Sample(Sampler1,coord).x; + if ( ssaodebug ) return saturate(mud); + return res*mud; +} + +/* old Edgevision mode */ +float3 EdgeView( float3 res, float2 coord ) +{ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + if ( fixed.x>0 && fixed.y>0 ) bresl = fixed; + float edgevfadepow = tod_ind(edgevfadepow); + float edgevfademult = tod_ind(edgevfademult); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius; + float mdx = 0, mdy = 0, mud = 0; + /* this reduces texture fetches by half, big difference */ + float3x3 depths; + depths[0][0] = depthlinear(coord+float2(-1,-1)*bof); + depths[0][1] = depthlinear(coord+float2( 0,-1)*bof); + depths[0][2] = depthlinear(coord+float2( 1,-1)*bof); + depths[1][0] = depthlinear(coord+float2(-1, 0)*bof); + depths[1][1] = depthlinear(coord+float2( 0, 0)*bof); + depths[1][2] = depthlinear(coord+float2( 1, 0)*bof); + depths[2][0] = depthlinear(coord+float2(-1, 1)*bof); + depths[2][1] = depthlinear(coord+float2( 0, 1)*bof); + depths[2][2] = depthlinear(coord+float2( 1, 1)*bof); + mdx += GX[0][0]*depths[0][0]; + mdx += GX[0][1]*depths[0][1]; + mdx += GX[0][2]*depths[0][2]; + mdx += GX[1][0]*depths[1][0]; + mdx += GX[1][1]*depths[1][1]; + mdx += GX[1][2]*depths[1][2]; + mdx += GX[2][0]*depths[2][0]; + mdx += GX[2][1]*depths[2][1]; + mdx += GX[2][2]*depths[2][2]; + mdy += GY[0][0]*depths[0][0]; + mdy += GY[0][1]*depths[0][1]; + mdy += GY[0][2]*depths[0][2]; + mdy += GY[1][0]*depths[1][0]; + mdy += GY[1][1]*depths[1][1]; + mdy += GY[1][2]*depths[1][2]; + mdy += GY[2][0]*depths[2][0]; + mdy += GY[2][1]*depths[2][1]; + mdy += GY[2][2]*depths[2][2]; + mud = pow(mdx*mdx+mdy*mdy,0.5); + float fade = 1.0-TextureDepth.Sample(Sampler1,coord).x; + mud *= saturate(pow(max(0,fade),edgevfadepow)*edgevfademult); + mud = saturate(pow(max(0,mud),edgevpow)*edgevmult); + return mud; +} + +/* Edgevision and Sharpen */ +float4 PS_Edge( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler1,coord); + if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord); + return res; +} + +/* + Underwater distortion, which currently has no real use due to Boris being + lazy. fWaterLevel doesn't yet provide any usable values. +*/ +float2 UnderwaterDistort( float2 coord ) +{ + if ( !wateralways ) return coord; + float2 ofs = float2(0.0,0.0); + float siny = sin(pi*2.0*(coord.y*uwm.x+Timer.x*uwf.x*100.0))*uws.x; + ofs.y = siny+sin(pi*2.0*(coord.x*uwm.y+Timer.x*uwf.y*100.0))*uws.y; + ofs.x = siny+sin(pi*2.0*(coord.x*uwm.z+Timer.x*uwf.z*100.0))*uws.z; + ofs -= (coord-0.5)*2.0*uwz; + return coord+ofs*0.01; +} + +/* Distant hot air refraction. Not very realistic, but does the job. */ +float2 DistantHeat( float2 coord ) +{ + float2 bresl; + float dep, odep; + dep = TextureDepth.Sample(Sampler1,coord).x; + float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul + +heatfadebump,0.0,1.0); + if ( distfade <= 0.0 ) return coord; + float todpow = todx_ind(heatfactor); + if ( !heatalways && (todpow <= 0.0) ) return coord; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 nc = coord*(bresl/HEATSIZE)*heatsize; + float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed; + float2 ofs = TextureHeat.SampleLevel(Sampler2,nc+ts,0).xy; + ofs = (ofs-0.5)*2.0; + ofs *= pow(length(ofs),heatpow); + ofs *= todpow; + if ( !heatalways ) ofs *= weatherfactor(WT_HOT); + odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength + *distfade*0.01,0).x; + float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul + +heatfadebump,0.0,1.0); + if ( odistfade <= 0.0 ) return coord; + return coord+ofs*heatstrength*distfade*0.01; +} + +/* Screen distortion filters */ +float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float2 bresl; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 ofs = coord; + if ( waterenable ) ofs = UnderwaterDistort(ofs); + if ( heatenable ) ofs = DistantHeat(ofs); + ofs -= coord; + float4 res; + if ( (distcha == 0.0) || (length(ofs) == 0.0) ) + return TextureColor.Sample(Sampler1,coord+ofs); + float2 ofr, ofg, ofb; + ofr = ofs*(1.0-distcha*0.01); + ofg = ofs; + ofb = ofs*(1.0+distcha*0.01); + res = float4(TextureColor.Sample(Sampler1,coord+ofr).r, + TextureColor.Sample(Sampler1,coord+ofg).g, + TextureColor.Sample(Sampler1,coord+ofb).b, + TextureColor.Sample(Sampler1,coord+ofs).a); + return res; +} + +/* This will do absolutely nothing */ +float4 PS_Aperture( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + return float4(0,0,0,1); +} + +/* Focus */ +float4 PS_ReadFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + if ( dofdisable ) return 0.0; + if ( focusmanual ) return focusmanualvalue; + float focusmax = tod_ind(focusmax); + float cfocus = min(TextureDepth.Sample(Sampler1,focuscenter).x, + focusmax*0.001); + if ( !focuscircle ) return cfocus; + /* using polygons inscribed into a circle, in this case a triangle */ + float focusradius = tod_ind(focusradius); + float focusmix = tod_ind(focusmix); + float cstep = (1.0/3.0); + float sfocus, mfocus[4]; + float2 coord; + float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01; + float fan = focuscircleangle*2.0*pi; + coord.x = focuscenter.x+sin(fan)*bof.x; + coord.y = focuscenter.y+cos(fan)*bof.y; + mfocus[0] = min(TextureDepth.Sample(Sampler1,coord).x, + focusmax*0.001); + coord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x; + coord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y; + mfocus[1] = min(TextureDepth.Sample(Sampler1,coord).x, + focusmax*0.001); + coord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x; + coord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y; + mfocus[2] = min(TextureDepth.Sample(Sampler1,coord).x, + focusmax*0.001); + if ( (mfocus[0] <= focuscenterdiscard) + && (mfocus[1] <= focuscenterdiscard) + && (mfocus[2] <= focuscenterdiscard) ) + mfocus[3] = focuscenterdiscard; + else if ( mfocus[0] <= focuscenterdiscard ) + { + if ( mfocus[1] <= focuscenterdiscard ) mfocus[3] = mfocus[2]; + else mfocus[3] = 0.5*(mfocus[1]+mfocus[2]); + } + else if ( mfocus[1] <= focuscenterdiscard ) + { + if ( mfocus[2] <= focuscenterdiscard ) mfocus[3] = mfocus[0]; + else mfocus[3] = 0.5*(mfocus[0]+mfocus[2]); + } + else if ( mfocus[2] <= focuscenterdiscard ) + mfocus[3] = 0.5*(mfocus[0]+mfocus[1]); + else mfocus[3] = cstep*(mfocus[0]+mfocus[1]+mfocus[2]); + if ( cfocus <= focuscenterdiscard ) cfocus = mfocus[3]; + else if ( (mfocus[3] > focuscenterdiscard) ) + cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3]; + return cfocus; +} + +float4 PS_Focus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + if ( dofdisable ) return 0.0; + return max(lerp(TexturePrevious.Sample(Sampler0,0.5).x, + TextureCurrent.Sample(Sampler0,0.5).x, + saturate(DofParameters.w)),0.0); +} + +/* gather blur pass */ +float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return TextureColor.Sample(Sampler1,coord); + float dfc = RenderTargetR32F.Sample(Sampler1,coord).x; + if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x; + if ( dfcdebug ) return dfc; + float2 bresl; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = 1.0/bresl; + if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord); + float4 res = float4(0,0,0,0); + float dep = TextureDepth.Sample(Sampler1,coord).x; + float sd, ds, sw, tw = 0; + float2 bsz = bof*dofpradius*dfc; + float4 sc; + [unroll] for ( int i=0; i<32; i++ ) + { + sc = float4(TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz*(1+dofpcha*0.1),dfc*4.0).r, + TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz,dfc*4.0).g, + TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz*(1-dofpcha*0.1),dfc*4.0).b, + TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz,dfc*4.0).a); + ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz, + 0).x; + sd = RenderTargetR32F.SampleLevel(Sampler1,coord+poisson32[i] + *bsz,0).x; + sw = (ds>dep)?1.0:sd; + tw += sw; + res += sc*sw; + } + res /= tw; + return res; +} + +/* "bokeh" blur pass */ +float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return TextureColor.Sample(Sampler1,coord); + float dfc = RenderTargetR32F.Sample(Sampler1,coord).x; + if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x; + if ( dfcdebug ) return dfc; + float2 bresl; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = 1.0/bresl; + float4 res = TextureColor.Sample(Sampler1,coord); + /* + Skip blurring areas that are perfectly in focus. The performance + gain is negligible in most cases, though. + */ + if ( dfc <= dofminblur ) return res; + float dep = TextureDepth.Sample(Sampler1,coord).x; + float sr = dofpradius*dfc; + float w = max(0,(1/(sr*sr+1))*luminance(res.rgb+0.01)); + res *= w; + float tw = w; + float2 bsz = bof*sr; + float4 pc; + float sc, ds; + [unroll] for ( int i=0; i<32; i++ ) + { + pc = float4(TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz*(1+dofpcha*0.1),dfc*4.0).r, + TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz,dfc*4.0).g, + TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz*(1-dofpcha*0.1),dfc*4.0).b, + TextureColor.SampleLevel(Sampler1,coord + +poisson32[i]*bsz,dfc*4.0).a); + ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz, + 0).x; + sc = abs(pc.a*dofpradius); + if ( sr < 0.0 ) sc = max(abs(sr),sc); + w = (1.0/(pow(sc,2)+1))*luminance(pc.rgb+0.01); + w *= saturate(1-smoothstep(sc,sc*1.1,length(poisson32[i]*bsz) + *abs(sr))); + w *= (ds>dep)?1.0:sc; + res += pc*w; + tw += w; + } + res /= tw; + return res; +} +float4 PS_DoFBorkehB( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + if ( dofdisable ) return TextureColor.Sample(Sampler1,coord); + float dfc = RenderTargetR32F.Sample(Sampler1,coord).x; + if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x; + if ( dfcdebug ) return dfc; + float2 bresl; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = 1.0/bresl; + float2 ofs[16] = + { + float2(1.0,1.0), float2(-1.0,-1.0), + float2(-1.0,1.0), float2(1.0,-1.0), + + float2(1.0,0.0), float2(-1.0,0.0), + float2(0.0,1.0), float2(0.0,-1.0), + + float2(1.41,0.0), float2(-1.41,0.0), + float2(0.0,1.41), float2(0.0,-1.41), + + float2(1.41,1.41), float2(-1.41,-1.41), + float2(-1.41,1.41), float2(1.41,-1.41) + }; + float4 res = TextureColor.Sample(Sampler1,coord); + int i; + [unroll] for ( i=0; i<16; i++ ) + res += TextureColor.Sample(Sampler1,coord+ofs[i]*bof*dfc); + res /= 17.0; + return res; +} + +/* Screen frost shader. Not very realistic either, but looks fine too. */ +float2 ScreenFrost( float2 coord ) +{ + float2 bresl; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 nc = coord*(bresl/FROSTSIZE)*frostsize; + float2 ofs = TextureFrostBump.Sample(Sampler2,nc).xy; + ofs = (ofs-0.5)*2.0; + ofs *= pow(length(ofs),frostpow)*froststrength; + float todpow = todx_ind(frostfactor); + if ( !frostalways ) ofs *= weatherfactor(WT_COLD) + +(1.0-weatherfactor(WT_HOT))*todpow; + else ofs *= todpow; + float dist = distance(coord,float2(0.5,0.5))*2.0; + ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0); + return coord+ofs; +} + +/* screen frost overlay */ +float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float2 bresl; + if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float4 res; + [branch] if ( frostenable ) + { + float2 ofs = ScreenFrost(coord); + ofs -= coord; + if ( (distcha != 0.0) && (length(ofs) != 0.0) ) + { + float2 ofr, ofg, ofb; + ofr = ofs*(1.0-distcha*0.01); + ofg = ofs; + ofb = ofs*(1.0+distcha*0.01); + res = float4(TextureColor.Sample(Sampler1,coord+ofr).r, + TextureColor.Sample(Sampler1,coord+ofg).g, + TextureColor.Sample(Sampler1,coord+ofb).b,1.0); + } + else res = TextureColor.Sample(Sampler1,coord+ofs); + float2 nc = coord*(bresl/FROSTSIZE)*frostsize; + float bmp = pow(max(0,TextureFrost.SampleLevel(Sampler2,nc, + 0).x),frostbpow); + float dist = distance(coord,float2(0.5,0.5))*2.0; + dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0, + 1.0)*frostblend; + float todpow = todx_ind(frostfactor); + /* Weathers not implemented in FO4 ENB as of 0.291 */ + if ( !frostalways ) dist *= weatherfactor(WT_COLD) + +(1.0-weatherfactor(WT_HOT))*todpow; + else dist *= todpow; + res.rgb *= 1.0+bmp*dist; + } + else res = TextureColor.Sample(Sampler1,coord); + if ( !focusdisplay ) return res; + if ( distance(coord,focuscenter) < 0.01 ) res.rgb = float3(1,0,0); + float cstep = (1.0/3.0); + float2 tcoord; + float focusradius = tod_ind(focusradius); + float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01; + float fan = focuscircleangle*2.0*pi; + tcoord.x = focuscenter.x+sin(fan)*bof.x; + tcoord.y = focuscenter.y+cos(fan)*bof.y; + if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0); + tcoord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x; + tcoord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y; + if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0); + tcoord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x; + tcoord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y; + if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0); + return res; +} + +technique11 Aperture +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Aperture())); + } +} + +technique11 ReadFocus +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_ReadFocus())); + } +} + +technique11 Focus +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Focus())); + } +} + +technique11 Prepass +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre())); + } +} +technique11 Prepass1 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH())); + } +} +technique11 Prepass2 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV())); + } +} +technique11 Prepass3 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass())); + } +} +technique11 Prepass4 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply())); + } +} +technique11 Prepass5 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Edge())); + } +} +technique11 Prepass6 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Distortion())); + } +} +technique11 Prepass7 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_DoFBlur())); + } +} +technique11 Prepass8 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_FrostPass())); + } +} + +technique11 PrepassB +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre())); + } +} +technique11 PrepassB1 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH())); + } +} +technique11 PrepassB2 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV())); + } +} +technique11 PrepassB3 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass())); + } +} +technique11 PrepassB4 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply())); + } +} +technique11 PrepassB5 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Edge())); + } +} +technique11 PrepassB6 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_Distortion())); + } +} +technique11 PrepassB7 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkeh())); + } +} +technique11 PrepassB8 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkehB())); + } +} +technique11 PrepassB9 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_Quad())); + SetPixelShader(CompileShader(ps_5_0,PS_FrostPass())); + } +} + diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini new file mode 100644 index 0000000..71009c2 --- /dev/null +++ b/enbseries/enbdepthoffield.fx.ini @@ -0,0 +1,192 @@ +[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 diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx new file mode 100644 index 0000000..901867f --- /dev/null +++ b/enbseries/enbeffect.fx @@ -0,0 +1,993 @@ +/* + 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 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 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0, VS_Draw())); + SetPixelShader(CompileShader(ps_5_0, PS_Draw())); + } +} + +technique11 ORIGINALPOSTPROCESS +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0, VS_Draw())); + SetPixelShader(CompileShader(ps_5_0, PS_DrawOriginal())); + } +} diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini new file mode 100644 index 0000000..9e917fe --- /dev/null +++ b/enbseries/enbeffect.fx.ini @@ -0,0 +1,150 @@ +[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 diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx new file mode 100644 index 0000000..5133063 --- /dev/null +++ b/enbseries/enbeffectpostpass.fx @@ -0,0 +1,1062 @@ +/* + enbeffectpostpass.fx : MariENB3 extra 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" + +/* BlockGFX filter, I'm proud of it */ +string str_block = "BlockGFX Suite"; +bool useblock +< + string UIName = "Enable Block GFX"; + string UIWidget = "Checkbox"; +> = {false}; +/* + emulated resolution: + 0 or 1 : real resolution + <1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution) + >1 : this resolution (e.g.: 320x200 is good ol' Mode 13h) +*/ +float2 bres +< + string UIName = "Emulated Resolution"; + string UIWidget = "Vector"; + float2 UIMin = {0.0,0.0}; +> = {0.5,0.5}; +/* zooming factors (<=0 for stretch) */ +float2 sres +< + string UIName = "Zoom Factor"; + string UIWidget = "Vector"; + float2 UIMin = {0.0,0.0}; +> = {0.0,0.0}; +/* + palette type: + -2 : Standard VGA 256-color palette + -1 : disable + 0 : CGA (320x200 4-color, or 640x200 monochrome) + 1 : EGA (320x200, 16 colors) + 2 : RGB2 (64-color quarter VGA palette, used in AOS) + 3 : RGB323 (8-bit RGB, I don't think this was a real thing) + 4 : VGA (256 colors, standard palette) + 5 : Doom (256 colors, does not cover a lot) + 6 : Quake I (256 colors, covers even less) + 7 : RGB4 (4bpc, I also don't think this was ever used in real hardware) + 8 : RGB565 (ol' 16-bit "true color") + 9 : RGB6 (typical screens incapable of 8bpc) +*/ +int paltype +< + string UIName = "Palette Type"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 9; +> = {1}; +/* + CGA palette to use: + 0 : black, white. + 1 : black, cyan, magenta, white. low contrast + 2 : black, cyan, magenta, white. high contrast + 3 : black, green, red, brown. low contrast + 4 : black, green, red, brown. high contrast + 5 : black, cyan, red, white. low contrast + 6 : black, cyan, red, white. high contrast +*/ +int cgapal +< + string UIName = "CGA Palette"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 6; +> = {1}; +/* + EGA palette to use: + 0 : Standard EGA + 1 : AOS EGA (it's designed for text, but looks well on images too) +*/ +int egapal +< + string UIName = "EGA Palette"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 1; +> = {0}; +/* + Dithering mode: + -1 : No dithering, just raw banding + 0 : 2x2 checkerboard dithering, looks like ass + 1 : 2x2 ordered dithering + 2 : 3x3 ordered dithering + 3 : 4x4 ordered dithering + 4 : 8x8 ordered dithering +*/ +int dither +< + string UIName = "Dithering Pattern"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 4; +> = {4}; +/* gamma modifier for base color, lower values raise midtones and viceversa */ +float bgamma +< + string UIName = "Contrast Modifier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.35}; +/* saturation modifier for base color, helps with limited palettes */ +float bsaturation +< + string UIName = "Saturation Modifier"; + string UIWidget = "Spinner"; +> = {1.1}; +/* base brightness bump for the dither grid */ +float bdbump +< + string UIName = "Dither Offset"; + string UIWidget = "Spinner"; +> = {-0.1}; +/* range multiplier for the dither grid */ +float bdmult +< + string UIName = "Dither Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +/* ASCII art filter */ +string str_ascii = "Luma ASCII Art Filter"; +bool asciienable +< + string UIName = "Enable ASCII"; + string UIWidget = "Checkbox"; +> = {false}; +bool asciimono +< + string UIName = "ASCII Monochrome"; + string UIWidget = "Checkbox"; +> = {true}; +float asciiblend +< + string UIName = "ASCII Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +string str_mask = "Depth Chroma Key"; +bool maskenable +< + string UIName = "Enable Chroma Key"; + string UIWidget = "Checkbox"; +> = {false}; +float3 mask +< + string UIName = "Chroma Key Red"; + string UIWidget = "Color"; +> = {0.0,1.0,0.0}; +float maskd +< + string UIName = "Chroma Key Depth"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +string str_dot = "RGBI Dot Matrix"; +bool dotenable +< + string UIName = "Enable Dot Matrix"; + string UIWidget = "Checkbox"; +> = {false}; +int dotsize +< + string UIName = "Dot Size"; + string UIWidget = "Spinner"; + int UIMin = 1; +> = {1}; +float dotblend +< + string UIName = "Dot Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.4}; +float dotmult +< + string UIName = "Dot Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float dotpow +< + string UIName = "Dot Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +string str_curve = "Lens Curvature"; +bool curveenable +< + string UIName = "Enable Curvature"; + string UIWidget = "Checkbox"; +> = {false}; +float chromaab +< + string UIName = "Curve Chromatic Aberration"; + string UIWidget = "Spinner"; +> = {0.0}; +float lenszoom +< + string UIName = "Curve Zooming"; + string UIWidget = "Spinner"; +> = {50.0}; +float lensdist +< + string UIName = "Curve Distortion"; + string UIWidget = "Spinner"; +> = {0.0}; +float curvesoft +< + string UIName = "Curve Sampling Soften"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +/* BlurSharpShift, some people are obsessed with this nonsense */ +string str_bss = "BlurSharpShift"; +bool bssblurenable +< + string UIName = "Enable Blur"; + string UIWidget = "Checkbox"; +> = {false}; +float bssblurradius +< + string UIName = "Blur Sampling Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +bool bsssharpenable +< + string UIName = "Enable Sharp"; + string UIWidget = "Checkbox"; +> = {false}; +float bsssharpradius +< + string UIName = "Sharp Sampling Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bsssharpamount +< + string UIName = "Sharpening Amount"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {6.0}; +bool bssshiftenable +< + string UIName = "Enable Shift"; + string UIWidget = "Checkbox"; +> = {false}; +float bssshiftradius +< + string UIName = "Shift Sampling Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +/* luma sharpen because of reasons */ +string str_lsharp = "Luma Sharpen"; +bool lsharpenable +< + string UIName = "Luma Sharpen Enable"; + string UIWidget = "Checkbox"; +> = {false}; +float lsharpradius +< + string UIName = "Luma Sharpen Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.8}; +float lsharpclamp +< + string UIName = "Luma Sharpen Clamp"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.02}; +float lsharpblend +< + string UIName = "Luma Sharpen Blending"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; + +/* + 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 +/* + palettes + don't touch unless you know what you're doing +*/ +#define d(x) x/3.0 +static const float3 cga1l[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(0),d(2),d(2)), + float3(d(2),d(0),d(2)), + float3(d(2),d(2),d(2)) +}; +static const float3 cga1h[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(1),d(3),d(3)), + float3(d(3),d(1),d(3)), + float3(d(3),d(3),d(3)) +}; +static const float3 cga2l[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(0),d(2),d(0)), + float3(d(2),d(0),d(0)), + float3(d(2),d(1),d(0)) +}; +static const float3 cga2h[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(1),d(3),d(1)), + float3(d(3),d(1),d(1)), + float3(d(3),d(2),d(1)) +}; +static const float3 cga3l[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(0),d(2),d(2)), + float3(d(2),d(0),d(0)), + float3(d(2),d(2),d(2)) +}; +static const float3 cga3h[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(1),d(3),d(3)), + float3(d(3),d(1),d(1)), + float3(d(3),d(3),d(3)) +}; +static const float3 stdega[16] = +{ + float3(d(0),d(0),d(0)), + float3(d(2),d(0),d(0)), + float3(d(0),d(2),d(0)), + float3(d(2),d(1),d(0)), + float3(d(0),d(0),d(2)), + float3(d(2),d(0),d(2)), + float3(d(0),d(2),d(2)), + float3(d(2),d(2),d(2)), + float3(d(1),d(1),d(1)), + float3(d(3),d(1),d(1)), + float3(d(1),d(3),d(1)), + float3(d(3),d(3),d(1)), + float3(d(1),d(1),d(3)), + float3(d(3),d(1),d(3)), + float3(d(1),d(3),d(3)), + float3(d(3),d(3),d(3)) +}; +#undef d +#define d(x) x/256.0 +static const float3 aosega[16] = +{ + float3(d( 0),d( 0),d( 0)), + float3(d(128),d( 0),d( 0)), + float3(d( 32),d(128),d( 0)), + float3(d(160),d( 64),d( 32)), + float3(d( 0),d( 32),d( 88)), + float3(d( 60),d( 0),d( 88)), + float3(d( 16),d(160),d(208)), + float3(d( 88),d( 88),d( 88)), + float3(d( 32),d( 32),d( 32)), + float3(d(256),d( 64),d( 64)), + float3(d( 72),d(256),d( 64)), + float3(d(256),d(224),d( 60)), + float3(d( 48),d(128),d(256)), + float3(d(192),d( 48),d(256)), + float3(d( 72),d(224),d(256)), + float3(d(256),d(256),d(256)), +}; +#undef d +/* gauss stuff */ +float gauss3[3] = +{ + 0.444814, 0.239936, 0.037657 +}; + +float4 ScreenSize; +Texture2D TextureOriginal; +Texture2D TextureColor; +Texture2D TextureDepth; +Texture2D TextureFont +< + string ResourceName = "menbvgaluma.png"; +>; +Texture2D TextureDots +< + string ResourceName = "menbdots.png"; +>; +Texture2D TextureDoom +< + string ResourceName = "menbdoomlut.png"; +>; +Texture2D TextureQuake +< + string ResourceName = "menbquakelut.png"; +>; +Texture2D TextureVGA +< + string ResourceName = "menbvgalut.png"; +>; + +SamplerState Sampler +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Clamp; + AddressV = Clamp; +}; +SamplerState SamplerB +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Border; + AddressV = Border; +}; +SamplerState SamplerFont +{ + Filter = MIN_LINEAR_MAG_MIP_POINT; + AddressU = Wrap; + AddressV = Wrap; + MaxLOD = 0; + MinLOD = 0; +}; +SamplerState SamplerDots +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Wrap; + AddressV = Wrap; + MaxLOD = 0; + MinLOD = 0; +}; +SamplerState SamplerLUT +{ + Filter = MIN_MAG_MIP_POINT; + AddressU = Clamp; + AddressV = Clamp; + MaxLOD = 0; + MinLOD = 0; +}; + +struct VS_INPUT_POST +{ + float3 pos : POSITION; + float2 txcoord : TEXCOORD0; +}; +struct VS_OUTPUT_POST +{ + float4 pos : SV_POSITION; + float2 txcoord : TEXCOORD0; +}; + +VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN) +{ + VS_OUTPUT_POST OUT; + OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); + OUT.txcoord.xy = IN.txcoord.xy; + return OUT; +} + +/* helpers */ +/* photometric */ +#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722)) +/* CCIR601 */ +//#define luminance(x) dot(x,float3(0.299,0.587,0.114)) +float3 rgb2hsv( float3 c ) +{ + float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0); + float4 p = (c.g0.5); + } + float dist = 2.0; + int idx = 0; + if ( cgapal == 1 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga1l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga1l[i]); + } + color.rgb = cga1l[idx]; + } + else if ( cgapal == 2 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga1h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga1h[i]); + } + color.rgb = cga1h[idx]; + } + else if ( cgapal == 3 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga2l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga2l[i]); + } + color.rgb = cga2l[idx]; + } + else if ( cgapal == 4 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga2h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga2h[i]); + } + color.rgb = cga2h[idx]; + } + else if ( cgapal == 5 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga3l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga3l[i]); + } + color.rgb = cga3l[idx]; + } + else if ( cgapal == 6 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga3h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga3h[i]); + } + color.rgb = cga3h[idx]; + } + return color; +} +/* + EGA technically only had the 320x200 16-colour graphic mode, but when VGA + came out, it was possible to tweak the DAC, allowing for custom palettes. + AOS EGA is a palette based on my terminal colour scheme on Linux, which I + also use for AliceOS. +*/ +float4 ReduceEGA( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + float dist = 2.0; + int idx = 0; + if ( egapal == 0 ) + { + [unroll] for ( int i=0; i<16; i++ ) + if ( distance(dac.rgb,stdega[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,stdega[i]); + } + color.rgb = stdega[idx]; + } + else + { + [unroll] for ( int i=0; i<16; i++ ) + if ( distance(dac.rgb,aosega[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,aosega[i]); + } + color.rgb = aosega[idx]; + } + return color; +} +/* A two bits per channel mode that can usually fit VGA mode 13h and mode x */ +float4 ReduceRGB2( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*4.0)/4.0; + return color; +} +/* Effectively has 256 colours, with a magenta tint due to precision loss */ +float4 ReduceRGB323( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0); + return color; +} +/* 4096 colours, no actual graphics hardware existed that used 4bpc, though */ +float4 ReduceRGB4( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*16.0)/16.0; + return color; +} +/* + The classic 16-bit colour mode everyone from my generation would remember, + especially that subtle green tint and the banding due to lack of dithering + in most games and GPUs at that time. +*/ +float4 ReduceRGB565( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*float3(32.0,64.0,32.0)) + /float3(32.0,64.0,32.0); + return color; +} +/* + If you see no difference when using this, then it could be because your + own screen is already 6bpc. This is the case for a lot of LCDs, both old + and modern. 8bpc tends to be the norm on IPS, though. 10bpc is the next + step, but for now it's only used internally in video codecs for more + efficient compression with lower quality loss. I seem to recall that in + most *nix systems such as Linux it's possible to have 10bpc already with + NVIDIA, but it causes compatibility issues with a lot of programs. +*/ +float4 ReduceRGB6( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*64.0)/64.0; + return color; +} +/* Various VGA 256-colour palettes: Doom, Quake I, and the standard. */ +float4 ReduceDoom( in float4 color, in float2 coord ) +{ + float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995); + float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0); + return TextureDoom.Sample(SamplerLUT,lc); +} +float4 ReduceQuake( in float4 color, in float2 coord ) +{ + float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995); + float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0); + return TextureQuake.Sample(SamplerLUT,lc); +} +float4 ReduceVGA( in float4 color, in float2 coord ) +{ + float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995); + float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0); + return TextureVGA.Sample(SamplerLUT,lc); +} + +/* Retro rockets */ +float4 PS_Retro( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !useblock ) return res; + float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float4 tcol; + float2 bresl = rresl; + if ( bres.x <= 0 || bres.y <= 0 ) bresl = rresl; + else + { + if ( bres.x <= 1.0 ) bresl.x = rresl.x*bres.x; + else bresl.x = bres.x; + if ( bres.y <= 1.0 ) bresl.y = rresl.y*bres.y; + else bresl.y = bres.y; + } + float2 sresl = sres; + if ( sres.x <= 0 ) sresl.x = rresl.x/bresl.x; + if ( sres.y <= 0 ) sresl.y = rresl.y/bresl.y; + float2 ncoord = coord*(rresl/bresl); + ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5; + ncoord = floor(ncoord*bresl)/bresl; + if ( bres.x <= 0 || bres.y <= 0 ) ncoord = coord; + tcol = TextureOriginal.Sample(Sampler,ncoord); + if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl); + else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl); + else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl); + else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl); + else if ( paltype == 4 ) res = ReduceVGA(tcol,(coord*rresl)/sresl); + else if ( paltype == 5 ) res = ReduceDoom(tcol,(coord*rresl)/sresl); + else if ( paltype == 6 ) res = ReduceQuake(tcol,(coord*rresl)/sresl); + else if ( paltype == 7 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl); + else if ( paltype == 8 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl); + else if ( paltype == 9 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl); + else res = tcol; + if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 ) + res *= 0; + res.a = 1.0; + return res; +} + +/* ASCII art (more like CP437 art) */ +float4 PS_ASCII( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !asciienable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT); + float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT); + float2 bscl = floor(bresl/cresl); + /* + Here I use the "cheap" method, based on the overall luminance of each + glyph, rather than attempt to search for the best fitting glyph for + each cell. If you want to know why, take a look at the ASCII filter + bundled with the Dolphin emulator, and be prepared for the resulting + seconds per frame it runs at. The calculations needed for such a filter + are completely insane even for the highest-end GPUs. + */ + float3 col = TextureOriginal.Sample(Sampler,floor(bscl*coord)/bscl).rgb; + int lum = clamp(luminance(col)*FONT_LEVELS,0,FONT_LEVELS); + float2 itx = floor(coord*bresl); + float2 blk = floor(itx/cresl)*cresl; + float2 ofs = itx-blk; + ofs.y += lum*cresl.y; + ofs /= fresl; + float gch = TextureFont.Sample(SamplerFont,ofs).x; + if ( gch < 0.5 ) res.rgb = res.rgb*asciiblend; + else + { + if ( asciimono ) res.rgb = 1.0; + else res.rgb = col; + } + return res; +} + +float4 PS_ChromaKey( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !maskenable ) return res; + if ( TextureDepth.Sample(Sampler,coord).x > maskd ) + return float4(mask.r,mask.g,mask.b,1.0); + return res; +} + +/* 2x2 RGBI dot matrix, not even close to anything that exists IRL but meh */ +float4 PS_DotMatrix( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !dotenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + bresl.xy *= 1.0/(dotsize*2.0); + float4 dac = float4(res.r*0.5,res.g*0.5,res.b*0.5, + (res.r+res.g+res.b)/6.0); + /* + There are two types of CRTs: aperture grille and shadow mask. + The former is blurry and has scanlines (rather big ones, even), but + is cheap to emulate; while the latter is the one most known for its + crisp, square pixels with minimal distortion. Most individuals into + this whole "retro graphics" stuff prefer aperture grille, which + looks like shit, then again, that's the sort of visual quality they + want. The main issue with shadow mask CRTs is that it's impossible + to accurately emulate them unless done on a screen with a HUGE + resolution. After all, the subpixels need to be clearly visible, and + if on top of it you add curvature distortion, you need to reduce + moire patterns that will inevitably show up at low resolutions. + + It would be more desirable to eventually have flat panels that can + display arbitrary resolutions using a form of scaling that preserves + square pixels with unnoticeable distortion (typically, with nearest + neighbour you'd get some pixels that are bigger/smaller than others + if the upscale resolution isn't an integer multiple of the real + resolution. + + This 2x2 RGBI thing is a rather naïve filter I made many years ago, + it looks unlike any real CRT, but scales well. Its only problem is + moire patterns when using the default size of 2x2. + */ + float4 dots = TextureDots.Sample(SamplerDots,coord*bresl)*dac; + float3 tcol = pow(max(0,dots.rgb+dots.a),dotpow)*dotmult; + res.rgb = res.rgb*(1-dotblend)+tcol*dotblend; + return res; +} +/* that's right, CRT curvature */ +float4 PS_Curvature( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !curveenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*curvesoft; + float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab + *0.003); + float2 center = float2(coord.x-0.5,coord.y-0.5); + float zfact = 100.0/lenszoom; + float r2 = center.x*center.x+center.y*center.y; + float f = 1+r2*lensdist*0.01; + float x = f*zfact*center.x+0.5; + float y = f*zfact*center.y+0.5; + float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5; + float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5; + float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5; + int i,j; + float4 idist = float4(0,0,0,0); + /* + sticking a 5x5 gaussian blur with a tweakable radius in here to + attempt to reduce moire patterns in some cases. Supersampling would + be more useful for that, but ENB sucks ass through a crazy straw in + that aspect, so it would be more desirable to use GeDoSaTo (I sure + hope I can port all my stuff to it one day, at least the damn thing + is FOSS). + */ + [unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ ) + { + idist += gauss3[abs(i)]*gauss3[abs(j)] + *float4(TextureColor.Sample(Sampler,rcoord+bof + *float2(i,j)).r,TextureColor.Sample(SamplerB,gcoord+bof + *float2(i,j)).g,TextureColor.Sample(SamplerB,bcoord+bof + *float2(i,j)).b,TextureColor.Sample(SamplerB,float2(x, + y)+bof*float2(i,j)).a); + } + res.rgb = idist.rgb; + return res; +} + +/* Why am I doing this */ +float4 PS_Blur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !bssblurenable ) return res; + float2 ofs[16] = + { + float2(1.0,1.0), float2(-1.0,-1.0), + float2(-1.0,1.0), float2(1.0,-1.0), + + float2(1.0,0.0), float2(-1.0,0.0), + float2(0.0,1.0), float2(0.0,-1.0), + + float2(1.41,0.0), float2(-1.41,0.0), + float2(0.0,1.41), float2(0.0,-1.41), + + float2(1.41,1.41), float2(-1.41,-1.41), + float2(-1.41,1.41), float2(1.41,-1.41) + }; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*bssblurradius; + int i; + [unroll] for ( i=0; i<16; i++ ) + res += TextureColor.Sample(Sampler,coord+ofs[i]*bof); + res /= 17.0; + res.a = 1.0; + return res; +} +float4 PS_Sharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !bsssharpenable ) return res; + float2 ofs[8] = + { + float2(1.0,1.0), float2(-1.0,-1.0), + float2(-1.0,1.0), float2(1.0,-1.0), + + float2(1.41,1.41), float2(-1.41,-1.41), + float2(-1.41,1.41), float2(1.41,-1.41) + }; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*bsssharpradius; + float4 tcol = res; + int i; + [unroll] for ( i=0; i<8; i++ ) + tcol += TextureColor.Sample(Sampler,coord+ofs[i]*bof); + tcol /= 9.0; + float4 orig = res; + res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount); + float rg = clamp(pow(orig.b,3.0),0.0,1.0); + res = lerp(res,orig,rg); + res.a = 1.0; + return res; +} +float4 PS_Shift( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !bssshiftenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*bssshiftradius; + res.g = TextureColor.Sample(Sampler,coord).g; + res.r = TextureColor.Sample(Sampler,coord+float2(0,-bof.y)).r; + res.b = TextureColor.Sample(Sampler,coord+float2(0,bof.y)).b; + res.a = 1.0; + return res; +} + +/* That "luma sharpen" thingy, added just because someone might want it */ +float4 PS_LumaSharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target +{ + float2 coord = IN.txcoord.xy; + float4 res = TextureColor.Sample(Sampler,coord); + if ( !lsharpenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*lsharpradius; + float4 crawling = TextureColor.Sample(Sampler,coord+float2(0,-1)*bof); + crawling += TextureColor.Sample(Sampler,coord+float2(-1,0)*bof); + crawling += TextureColor.Sample(Sampler,coord+float2(1,0)*bof); + crawling += TextureColor.Sample(Sampler,coord+float2(0,1)*bof); + crawling *= 0.25; + float4 inmyskin = res-crawling; + float thesewounds = luminance(inmyskin.rgb); + thesewounds = clamp(thesewounds,-lsharpclamp*0.01,lsharpclamp*0.01); + float4 theywillnotheal = res+thesewounds*lsharpblend; + return theywillnotheal; +} + +technique11 ExtraFilters +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp())); + } +} +technique11 ExtraFilters1 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_Blur())); + } +} +technique11 ExtraFilters2 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_Sharp())); + } +} +technique11 ExtraFilters3 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_Shift())); + } +} +technique11 ExtraFilters4 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey())); + } +} +technique11 ExtraFilters5 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_Retro())); + } +} +technique11 ExtraFilters6 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_ASCII())); + } +} +technique11 ExtraFilters7 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_DotMatrix())); + } +} +technique11 ExtraFilters8 +{ + pass p0 + { + SetVertexShader(CompileShader(vs_5_0,VS_PostProcess())); + SetPixelShader(CompileShader(ps_5_0,PS_Curvature())); + } +} diff --git a/enbseries/enbeffectpostpass.fx.ini b/enbseries/enbeffectpostpass.fx.ini new file mode 100644 index 0000000..af0448d --- /dev/null +++ b/enbseries/enbeffectpostpass.fx.ini @@ -0,0 +1,47 @@ +[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 diff --git a/enbseries/enblens.fx b/enbseries/enblens.fx new file mode 100644 index 0000000..df6a8e9 --- /dev/null +++ b/enbseries/enblens.fx @@ -0,0 +1,33 @@ +/* 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())); + } +} diff --git a/enbseries/enblens.fx.ini b/enbseries/enblens.fx.ini new file mode 100644 index 0000000..d1938c1 --- /dev/null +++ b/enbseries/enblens.fx.ini @@ -0,0 +1,2 @@ +[ENBLENS.FX] +TECHNIQUE=0 diff --git a/enbseries/menbdoomlut.png b/enbseries/menbdoomlut.png new file mode 100644 index 0000000..b2c3c45 Binary files /dev/null and b/enbseries/menbdoomlut.png differ diff --git a/enbseries/menbdots.png b/enbseries/menbdots.png new file mode 100644 index 0000000..2027ba1 Binary files /dev/null and b/enbseries/menbdots.png differ diff --git a/enbseries/menbfrost.png b/enbseries/menbfrost.png new file mode 100644 index 0000000..9cf9f2b Binary files /dev/null and b/enbseries/menbfrost.png differ diff --git a/enbseries/menbfrostbump.png b/enbseries/menbfrostbump.png new file mode 100644 index 0000000..7ee8022 Binary files /dev/null and b/enbseries/menbfrostbump.png differ diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx new file mode 100644 index 0000000..ddcc6f5 --- /dev/null +++ b/enbseries/menbglobaldefs.fx @@ -0,0 +1,59 @@ +/* + 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 diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png new file mode 100644 index 0000000..aa29697 Binary files /dev/null and b/enbseries/menbheat.png differ diff --git a/enbseries/menblens.png b/enbseries/menblens.png new file mode 100644 index 0000000..61f8955 Binary files /dev/null and b/enbseries/menblens.png differ diff --git a/enbseries/menblut64.png b/enbseries/menblut64.png new file mode 100644 index 0000000..1c58d5f Binary files /dev/null and b/enbseries/menblut64.png differ diff --git a/enbseries/menbnoise1.png b/enbseries/menbnoise1.png new file mode 100644 index 0000000..3e915eb Binary files /dev/null and b/enbseries/menbnoise1.png differ diff --git a/enbseries/menbnoise2.png b/enbseries/menbnoise2.png new file mode 100644 index 0000000..450769f Binary files /dev/null and b/enbseries/menbnoise2.png differ diff --git a/enbseries/menbquakelut.png b/enbseries/menbquakelut.png new file mode 100644 index 0000000..44f172a Binary files /dev/null and b/enbseries/menbquakelut.png differ diff --git a/enbseries/menbvgaluma.png b/enbseries/menbvgaluma.png new file mode 100644 index 0000000..ff6cccf Binary files /dev/null and b/enbseries/menbvgaluma.png differ diff --git a/enbseries/menbvgalut.png b/enbseries/menbvgalut.png new file mode 100644 index 0000000..9e752b2 Binary files /dev/null and b/enbseries/menbvgalut.png differ diff --git a/enbseries/menbweatherinfo.txt b/enbseries/menbweatherinfo.txt new file mode 100644 index 0000000..b0887a8 --- /dev/null +++ b/enbseries/menbweatherinfo.txt @@ -0,0 +1,90 @@ +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 \ No newline at end of file