MariENB Skyrim 2.5.1
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20 changed files with 1591 additions and 2033 deletions
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@ -45,33 +45,11 @@ static const float3 ssao_samples[16] =
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float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
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float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
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};
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/* For high quality DOF */
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static const float2 poisson32[32] =
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{
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float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
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float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
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float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
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float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
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float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
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float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
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float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
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float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
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float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
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float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
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float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
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float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
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float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
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float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
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float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
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float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
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};
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/* standard stuff */
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float4 ScreenSize;
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float ENightDayFactor;
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float EInteriorFactor;
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float FadeFactor;
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float4 Timer;
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float FieldOfView;
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float4 WeatherAndTime;
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/* this still doesn't do anything */
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extern float fWaterLevel;
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@ -90,25 +68,6 @@ texture2D texHeat
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string ResourceName = "menbheat.png";
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#endif
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>;
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texture2D texFrost
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<
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#ifdef FROST_DDS
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string ResourceName = "menbfrost.dds";
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#else
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string ResourceName = "menbfrost.png";
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#endif
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>;
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texture2D texFrostBump
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<
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#ifdef FROSTBUMP_DDS
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string ResourceName = "menbfrostbump.dds";
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#else
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string ResourceName = "menbfrostbump.png";
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#endif
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>;
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texture2D texFocus;
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texture2D texCurr;
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texture2D texPrev;
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sampler2D SamplerColor = sampler_state
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{
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Texture = <texColor>;
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@ -157,66 +116,6 @@ sampler2D SamplerHeat = sampler_state
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerFrost = sampler_state
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{
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Texture = <texFrost>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerFrostBump = sampler_state
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{
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Texture = <texFrostBump>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerFocus = sampler_state
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{
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Texture = <texFocus>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerCurr = sampler_state
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{
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Texture = <texCurr>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerPrev = sampler_state
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{
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Texture = <texPrev>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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/* whatever */
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struct VS_OUTPUT_POST
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{
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