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MariENB 2.0.0

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Marisa the Magician 2019-04-07 17:30:48 +02:00
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75 changed files with 9372 additions and 13 deletions

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

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sikkmod
00 adrenaline
01 base
02 c2_alienvesselgreenblue
03 c2_alnvsl_streets
04 c2_battery_park_ab1_pier
05 c2_battery_park_ab2_park
06 c2_battery_park_spear
07 c2_battery_park_streets
08 c2_black_control
09 c2_centralpark
10 c2_centralstation_streets
11 c2_collided_buildings
12 c2_collided_hotel
13 c2_convoy
14 c2_cxp_360
15 c2_cxp_pc
16 c2_desaturate
17 c2_downtown2
18 c2_downtown_streets
19 c2_flash_blindness
20 c2_hive_ab3_crater
21 c2_liberty_test11
22 c2_madisonsquare_rapids
23 c2_pier_2
24 c2_pier_3
25 c2_pier_sunset
26 c2_pier
27 c2_pipeline
28 c2_rooftops_inside
29 c2_rooftops_outside
30 c2_rooftops
31 c2_roosevelt_park
32 c2_spear_streets_spore2
33 c2_spear_streets_spore
34 c2_spear_streets
35 c2_terminal_5
36 c2_timesquare_blackout
37 c2_timesquare_global
38 cold
39 dry
40 neutral
41 riddick2
42 sepia
43 udk_ce2
44 udk_dawn02
45 udk_day05
46 udk_dm_deck01
47 udk_dm_deck02
48 udk_dm_deck03
49 udk_necropolis01
50 udk_night03
51 udk_stormy
52 warm
marienb
53 mk_dust_1
54 mk_dust_2
55 mk_red
56 mk_blue
57 mk_brown
58 mk_flame
59 mk_golden
60 mk_dust_3
61 mk_dust_4
62 mk_desat_1
63 mk_desat_2

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Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. 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. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
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:
<program> Copyright (C) <year> <name of author>
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
<http://www.gnu.org/licenses/>.
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
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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/*
effect.txt : MariENB extra shader.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbextrasettings.fx"
#include "menbextrainternals.fx"
#include "menbextrafilters.fx"

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/*
enbbloom.fx : MariENB bloom filter.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbbloomsettings.fx"
#include "menbbloominternals.fx"
#include "menbbloomfilters.fx"

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/*
enbeffect.fx : MariENB base shader.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* do not touch this! */
#define E_SHADER_3_0
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbeffectsettings.fx"
#include "menbeffectinternals.fx"
#include "menbeffectfilters.fx"

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/*
enbeffectprepass.fx : MariENB pre-pass filters.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbprepasssettings.fx"
#include "menbprepassinternals.fx"
#include "menbprepassfilters.fx"

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/*
enblens.fx : MariENB Lens filters.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord0.xy;
return OUT;
}
float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR
{
return 0.0;
}
technique Draw
{
pass p0
{
VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SeparateAlphaBlendEnable = FALSE;
SRGBWriteEnable = FALSE;
}
}
technique LensPostPass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy();
AlphaBlendEnable = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
ColorWriteEnable = RED|GREEN|BLUE;
CullMode = NONE;
AlphaTestEnable = FALSE;
SeparateAlphaBlendEnable = FALSE;
SRGBWriteEnable = FALSE;
}
}

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/*
enbsunsprite.fx : MariENB sun sprite filters.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* This shader intentionally does nothing */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos = pos;
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
return 0.0;
}
technique Draw
{
pass P0
{
VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy();
AlphaBlendEnable = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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/*
menbbloomfilters.fx : MariENB bloom shader routines.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1);
OUT.vpos = pos;
OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy;
return OUT;
}
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* pre-pass bloom texture preparation */
float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float bloomcap = tod_ind(bloomcap);
float bloombump = tod_ind(bloombump);
float bloompower = tod_ind(bloompower);
float bloomsaturation = tod_ind(bloomsaturation);
float bloomintensity = tod_ind(bloomintensity);
float4 res = tex2D(SamplerBloom1,coord);
float3 hsv = rgb2hsv(res.rgb);
if ( hsv.z > bloomcap ) hsv.z = bloomcap;
res.rgb = hsv2rgb(hsv);
res = max(res+bloombump,0);
hsv = rgb2hsv(res.rgb);
hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0);
hsv.z = pow(hsv.z,bloompower);
res.rgb = hsv2rgb(hsv)*bloomintensity;
res.a = 1.0;
return res;
}
/* Horizontal blur step goes here */
float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0);
int i;
[unroll] for ( i=-7; i<=7; i++ )
res += gauss8[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
*TempParameters.z*bloomradius);
res.a = 1.0;
return res;
}
/* This is the vertical step */
float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
int i;
[unroll] for ( i=-7; i<=7; i++ )
res += gauss8[abs(i)]*tex2D(SamplerBloom1,coord+float2(0,i)
*TempParameters.z*bloomradius);
/* blue shift */
float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
float3 blu_in = float3(blu_in_r,blu_in_g,blu_in_b);
float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b);
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((TempParameters.w-1.0)*bslp);
blu = saturate(blu+(TempParameters.w-1.0)*bsbp);
res.rgb *= lerp(1.0,blu,lm);
res.a = 1.0;
return res;
}
/*
Horizontal anamorphic bloom step. This is somewhat realistic except that
most lenses (e.g.: glasses, both convex and concave) cause VERTICAL
anamorphic bloom due to their curvature. However since ENB doesn't let me
switch the order of the blurring, it's impossible to do so. I don't really
have a problem with that, this also looks nice.
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
they call "anamorphic lens flare", which has an ass-backwards-retarded
implementation, which serves to showcase their incompetence. Rather than use
a single-axis massive-scale blur like I do, they simply awkwardly stretch
sampling coordinates along one axis, which doesn't even have the same effect
as it just makes it so bright areas ONLY at the very middle of the screen
produces sharp bright lines extending towards the sides.
*/
float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
{
if ( !alfenable ) return float4(0,0,0,1);
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
int i;
[unroll] for ( i=-79; i<=79; i++ )
res += gauss80[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
*TempParameters.z*bloomradius*flen);
/* blue shift */
float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
float3 flu_in = float3(flu_in_r,flu_in_g,flu_in_b);
float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b);
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);
float fbl = tod_ind(fbl);
float fpw = tod_ind(fpw);
res.rgb *= lerp(1.0,flu,lm);
res.rgb = pow(res.rgb,fpw)*fbl;
res.a = 1.0;
return res;
}
/* end pass, mix it all up */
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0);
res += bloommix1*tex2D(SamplerBloom1,coord); // P1
res += bloommix2*tex2D(SamplerBloom2,coord); // P2
res += bloommix3*tex2D(SamplerBloom3,coord); // P3
res += bloommix4*tex2D(SamplerBloom4,coord); // P4
res += bloommix5*tex2D(SamplerBloom5,coord); // Prepass
res += bloommix6*tex2D(SamplerBloom6,coord); // Base
res += bloommix7*tex2D(SamplerBloom7,coord); // P5
res += bloommix8*tex2D(SamplerBloom8,coord); // P6
res.rgb /= 6.0;
if ( alfenable ) res.rgb *= 0.5;
res.rgb = clamp(res.rgb,0,32768);
res.a = 1.0;
return res;
}
/* crappy lens filter, useful when playing characters with glasses */
float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
{
float4 mud = float4(0,0,0,0);
if ( !dirtenable ) return mud;
float2 coord = In.txcoord0.xy;
float2 ccoord = coord;
#ifdef ASPECT_LENSDIRT
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif
float4 crap = tex2D(SamplerLens,ccoord);
mud += dirtmix1*tex2D(SamplerBloom1,coord); // P1
mud += dirtmix2*tex2D(SamplerBloom2,coord); // P2
mud += dirtmix3*tex2D(SamplerBloom3,coord); // P3
mud += dirtmix4*tex2D(SamplerBloom4,coord); // P4
mud += dirtmix5*tex2D(SamplerBloom5,coord); // Prepass
mud += dirtmix6*tex2D(SamplerBloom6,coord); // Base
mud += dirtmix7*tex2D(SamplerBloom7,coord); // P5
mud += dirtmix8*tex2D(SamplerBloom8,coord); // P6
mud.rgb /= 6.0;
if ( alfenable ) mud.rgb *= 0.5;
mud.rgb = clamp(mud.rgb,0,32768);
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;
mud.a = 1.0;
return mud;
}
/* techniques */
technique BloomPrePass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPrePass();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomTexture1
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture1();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
pass p1
{
AlphaBlendEnable = true;
SrcBlend = One;
DestBlend = One;
PixelShader = compile ps_3_0 PS_AnamPass();
}
}
technique BloomTexture2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture2();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomPostPass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPostPass();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
pass p1
{
AlphaBlendEnable = true;
SrcBlend = One;
DestBlend = One;
PixelShader = compile ps_3_0 PS_LensDirtPass();
}
}

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/*
menbbloominternals.fx : MariENB bloom internal variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* mathematical constants */
static const float pi = 3.1415926535898;
/* gaussian blur matrices */
/* radius: 3, std dev: 0.7014 */
/*static const float gauss3[3] = {0.568780, 0.205851, 0.009759};*/
/* 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: 36, std dev: 32 */
/*static const float gauss36[36] =
{
0.017014, 0.017006, 0.016981, 0.016939, 0.016881, 0.016807,
0.016717, 0.016612, 0.016490, 0.016354, 0.016203, 0.016038,
0.015859, 0.015666, 0.015461, 0.015244, 0.015015, 0.014775,
0.014524, 0.014264, 0.013995, 0.013718, 0.013433, 0.013141,
0.012843, 0.012539, 0.012231, 0.011918, 0.011602, 0.011284,
0.010964, 0.010642, 0.010319, 0.009997, 0.009675, 0.009355
};*/
/* 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
};
/* standard stuff */
float4 ScreenSize;
float4 TempParameters;
float4 BloomParameters;
float ENightDayFactor;
float EInteriorFactor;
/* samplers and textures */
texture2D texBloom1;
texture2D texBloom2;
texture2D texBloom3;
texture2D texBloom4;
texture2D texBloom5;
texture2D texBloom6;
texture2D texBloom7;
texture2D texBloom8;
texture2D texLens
<
#ifdef LENSDIRT_DDS
string ResourceName = "menblens.dds";
#else
string ResourceName = "menblens.png";
#endif
>;
sampler2D SamplerBloom1 = sampler_state
{
Texture = <texBloom1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom2 = sampler_state
{
Texture = <texBloom2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom3 = sampler_state
{
Texture = <texBloom3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom4 = sampler_state
{
Texture = <texBloom4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom5 = sampler_state
{
Texture = <texBloom5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom6 = sampler_state
{
Texture = <texBloom6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom7 = sampler_state
{
Texture = <texBloom7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom8 = sampler_state
{
Texture = <texBloom8>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerLens = sampler_state
{
Texture = <texLens>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

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/*
menbbloomsettings.fx : MariENB bloom user-tweakable variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
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_in
<
string UIName = "Bloom Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomintensity_id
<
string UIName = "Bloom Intensity Interior Day";
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_in
<
string UIName = "Bloom Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloompower_id
<
string UIName = "Bloom Contrast Interior Day";
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_in
<
string UIName = "Bloom Saturation Interior Night";
string UIWidget = "Spinner";
> = {0.75};
float bloomsaturation_id
<
string UIName = "Bloom Saturation Interior Day";
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_in
<
string UIName = "Bloom Offset Interior Night";
string UIWidget = "Spinner";
> = {-0.5};
float bloombump_id
<
string UIName = "Bloom Offset Interior Day";
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_in
<
string UIName = "Bloom Intensity Cap Interior Night";
string UIWidget = "Spinner";
> = {20.0};
float bloomcap_id
<
string UIName = "Bloom Intensity Cap Interior Day";
string UIWidget = "Spinner";
> = {20.0};
string str_bloomper = "Bloom Per-pass";
/* bloom blur radius */
float bloomradius
<
string UIName = "Bloom Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* bloom tint/blueshift parameters */
float blu_n_r
<
string UIName = "Blue Shift Night Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_n_g
<
string UIName = "Blue Shift Night Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_n_b
<
string UIName = "Blue Shift Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float blu_d_r
<
string UIName = "Blue Shift Day Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_d_g
<
string UIName = "Blue Shift Day Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_d_b
<
string UIName = "Blue Shift Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float blu_in_r
<
string UIName = "Blue Shift Interior Night Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_in_g
<
string UIName = "Blue Shift Interior Night Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_in_b
<
string UIName = "Blue Shift Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float blu_id_r
<
string UIName = "Blue Shift Interior Day Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_id_g
<
string UIName = "Blue Shift Interior Day Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_id_b
<
string UIName = "Blue Shift Interior Day Blue";
string UIWidget = "Spinner";
> = {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_in
<
string UIName = "Blue Shift Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bsi_id
<
string UIName = "Blue Shift Intensity Interior Day";
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_in
<
string UIName = "Anamorphic Bloom Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
float fbl_id
<
string UIName = "Anamorphic Bloom Blend Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
float flu_n_r
<
string UIName = "Anamorphic Bloom Blue Shift Night Red";
string UIWidget = "Spinner";
> = {0.4};
float flu_n_g
<
string UIName = "Anamorphic Bloom Blue Shift Night Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_n_b
<
string UIName = "Anamorphic Bloom Blue Shift Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float flu_d_r
<
string UIName = "Anamorphic Bloom Blue Shift Day Red";
string UIWidget = "Spinner";
> = {0.5};
float flu_d_g
<
string UIName = "Anamorphic Bloom Blue Shift Day Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_d_b
<
string UIName = "Anamorphic Bloom Blue Shift Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float flu_in_r
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night Red";
string UIWidget = "Spinner";
> = {0.5};
float flu_in_g
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_in_b
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float flu_id_r
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day Red";
string UIWidget = "Spinner";
> = {0.5};
float flu_id_g
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_id_b
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day Blue";
string UIWidget = "Spinner";
> = {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_in
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_id
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day";
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_in
<
string UIName = "Anamorphic Bloom Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_id
<
string UIName = "Anamorphic Bloom Contrast Interior Day";
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 bloommix7
<
string UIName = "Bloom Pass 7 Blend";
string UIWidget = "Spinner";
> = {0.95};
float bloommix8
<
string UIName = "Bloom Pass 8 Blend";
string UIWidget = "Spinner";
> = {1.0};
float bloommix5
<
string UIName = "Bloom Prepass Blend";
string UIWidget = "Spinner";
> = {0.0};
float bloommix6
<
string UIName = "Bloom Base Blend";
string UIWidget = "Spinner";
> = {0.0};
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 dirtmix7
<
string UIName = "Dirt Pass 7 Blend";
string UIWidget = "Spinner";
> = {1.0};
float dirtmix8
<
string UIName = "Dirt Pass 8 Blend";
string UIWidget = "Spinner";
> = {3.0};
float dirtmix5
<
string UIName = "Dirt Prepass Blend";
string UIWidget = "Spinner";
> = {0.0};
float dirtmix6
<
string UIName = "Dirt Base Blend";
string UIWidget = "Spinner";
> = {0.0};
float ldirtpow
<
string UIName = "Dirt Contrast";
string UIWidget = "Spinner";
> = {1.25};
float ldirtfactor
<
string UIName = "Dirt Factor";
string UIWidget = "Spinner";
> = {1.5};

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/*
menbeffectfilters.fx : MariENB base shader routines.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord0.xy;
return OUT;
}
#ifdef FALLOUT
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c19 : register(c19);
float4 _c20 : register(c20);
float4 _c22 : register(c22);
#define _r1 _c1
#define _r2 _c2
#define _r3 _c19
#define _r4 _c20
#define _r5 _c22
/*
FALLOUT REGISTERS
r1 (c1): r2 (c2): r3 (c19):
x -> adapt max x -> unused x -> vibrance
y -> unused y -> unused y -> balancer
z -> unused z -> bloom mix z -> multiplier 1
w -> unused w -> unused w -> multiplier 2
r4 (c20): r5 (c22):
x -> tint red x -> fade red
y -> tint green y -> fade green
z -> tint blue z -> fade blue
w -> tint value w -> fade value
*/
#else
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);
#define _r1 _c1
#define _r2 _c2
#define _r3 _c3
#define _r4 _c4
#define _r5 _c5
/*
SKYRIM REGISTERS
r1 (c1): r2 (c2): r3 (c3):
x -> adapt max x -> bloom bump (?) x -> vibrance
y -> adapt min y -> bloom mult (?) y -> unused
z -> unused z -> unused z -> multiplier 1
w -> unused w -> unused w -> multiplier 2
r4 (c4): r5 (c5):
x -> tint red x -> fade red
y -> tint green y -> fade green
z -> tint blue z -> fade blue
w -> tint value w -> fade value
*/
#endif
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
/* overlay blend */
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
/* "dark mask" blending is something I came up with and can't really explain */
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* "eye adaptation" */
float3 Adaptation( float3 res )
{
float4 adapt = tex2D(_s4,0.5);
float adapts, amin, amax;
adapts = clamp(luminance(adapt.rgb),0.0,50.0);
amin = tod_ind(amin);
amax = tod_ind(amax);
return res/(adapts*amax+amin);
}
/* "uncharted 2" filmic tone mapping */
float3 Uch( float3 res )
{
float A = tod_ind(unA);
float B = tod_ind(unB);
float C = tod_ind(unC);
float D = tod_ind(unD);
float E = tod_ind(unE);
float F = tod_ind(unF);
return ((res*(A*res+C*B)+D*E)/(res*(A*res+B)+D*F))-E/F;
}
float3 Tonemap( float3 res )
{
float W = tod_ind(unW);
float3 ucol = Uch(res);
float3 uwhite = Uch(W);
return ucol/uwhite;
}
/* colour grading passes */
float3 GradingRGB( float3 res )
{
float grademul_r = tod_ind(grademul_r);
float grademul_g = tod_ind(grademul_g);
float grademul_b = tod_ind(grademul_b);
float gradepow_r = tod_ind(gradepow_r);
float gradepow_g = tod_ind(gradepow_g);
float gradepow_b = tod_ind(gradepow_b);
float3 grademul = float3(grademul_r,grademul_g,grademul_b);
float3 gradepow = float3(gradepow_r,gradepow_g,gradepow_b);
return pow(res,gradepow)*grademul;
}
float3 GradingColorize( float3 res )
{
float gradecol_r = tod_ind(gradecol_r);
float gradecol_g = tod_ind(gradecol_g);
float gradecol_b = tod_ind(gradecol_b);
float gradecolfact = tod_ind(gradecolfact);
float3 gradecol = float3(gradecol_r,gradecol_g,gradecol_b);
float tonev = luminance(res);
float3 tonecolor = gradecol*tonev;
return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
}
float3 GradingHSV( float3 res )
{
float gradesatmul = tod_ind(gradesatmul);
float gradesatpow = tod_ind(gradesatpow);
float gradevalmul = tod_ind(gradevalmul);
float gradevalpow = tod_ind(gradevalpow);
float3 hsv = rgb2hsv(res);
hsv.y = clamp(pow(hsv.y,gradesatpow)*gradesatmul,0.0,1.0);
hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
return hsv2rgb(hsv);
}
/* game grading filters */
float3 GradingGame( float3 res )
{
/*
Skyrim method depends explicitly on vanilla eye adaptation which is
ass as I still CANNOT EVEN UNDERSTAND how the hell it's calculated
just from a mess of disassembled code.
*/
float3 tgray = luminance(res);
/* saturation */
float3 tcol = res*_r3.x + tgray*(1.0-_r3.x);
tcol = lerp(res,tcol,vsatblend);
/* tint */
tcol = _r4.w*(tgray*_r4.rgb-tcol)+tcol;
tcol = lerp(res,tcol,vtintblend);
/* contrast(?) stuff */
#ifdef FALLOUT
float oft = _r3.y;
#else
/* TODO figure the offset thingy for Skyrim someday */
float oft = 0.0;
#endif
tcol = max(0,(tcol*_r3.w-oft)*_r3.z+oft);
tcol = lerp(res,tcol,vconblend);
return tcol;
}
/*
vanilla imagespace rough interpretation, just in case you don't believe
me when I say I cannot understand
c6 -> 0 0 0 0
c7 -> 0.2125 0.7154 0.0721 1
c6 is used in a cmp instruction
c7 xyz is in a dot product, so we can assume it's a
luminance calculation
c7 w is used in some mad instructions as the "add"
component, I wonder why
s0 is diffuse
s1 is bloom
s2 is adaptation
code
rcp r0.x,c2.y
r0.x now contains 1.0/c2.y (this is one of the bloom params)
texld r1, v0, s2
r1 contains the adaptation texture now
mul r0.yz, r1.xxyw, c1.y
r0.yz for some reason contains adaptation's xxyw (wat)
multiplied by adapt min
rcp r0.w, r0.y
r0.w is now 1.0/r0.y (again, I don't know what's going on)
mul r0.z, r0.w, r0.z
r0.z *= r0.w, really don't know where this is going since
I SERIOUSLY have no idea what all the adaptation texture
channels do
this is where adaptation ends and bloom stuff starts
results:
r0.x is 1.0/c2.y
r0.y is ... I don't even know anymore, what the heck
r0.z is ... I'm at a loss here too
r0.w is 1.0/r0.y and I don't even know what r0.y is anyway
r1 still contains the adaptation texture
texld r1, v0, s1
oh, here the bloom texture is loaded to r1
mul r1.xyz,r1,c1.y
multiplies bloom rgb by adaptation min
dp3 r0.w, c7, r1
r0.w contains the luminance of bloom
mul r1.w, r0.w, r0.z
multiplies the luminance by whatever was calculated from
all the adaptation stuff
mad r0.z, r0.z, r0.w, c7.w
r0.z now contains r0.z multiplied by the original luminance
plus one
rcp r0.z, r0.z
r0.z is now 1.0/r0.z
mad r0.x, r1.w, r0.x, c7.w
r0.x is now r1.w * r0.x + 1
r0.x previously contained 1.0/c2.y, so this would be
r1.w*(1.0/c2.y)+1 (no idea)
mul r0.x,r0.x,r1.w
r0.x changes again by multiplying it by r1.w (luminance?)
mul r0.x,r0.z,r0.x
here it gets multiplied by r0.z, which I HAVE NO IDEA what
it is
cmp r0.x,-r0.w,c6.x,r0.x
r0.x contains c6.x if -r0.w >= 0, otherwise it's unchanged
I'm only getting more confused at this point
rcp r0.z,r0.w
great, now we get the inverse of luminance to r0.z
mul r0.z,r0.z,r0.x
r0.z is multiplied by r0.x
add_sat r0.x,-r0.x,c2.x
r0.x now contains c2.x-r0.x, all of this is saturated
I seriously don't know where this is going
now it finally loads the diffuse
results:
r0.x is some sort of brightness modifier (?)
r0.y never changed, and I still have no clue what it does
r0.z is the inverse of bloom texture luminance
r0.w is the bloom luminance
r1 contains the bloom texture and something luminance-related
on the alpha channel
texld r2, v0, s0
loads diffuse onto r2
mul r2.xyz, r2, c1.y
adjusts diffuse by adaptation min
mul r2.xyz, r0.x, r2
adjusts the brightness again from the bloom "section"
mad r1.xyz, r1, r0.z, r2
adds the bloom into diffuse using r0.z as the opacity,
r1 now contains the blend, goodbye adaptation texture
dp3 r0.x, r1, c7
calculates the luminance of the diffuse+bloom, put in r0.x
mov r1.w, c7.w
r1.w is set to one
lrp r2, c3.x, r1, r0.x
r2 contains lerp(r0.x,r1,c3.x)
c3.x is a vibrance/saturation factor
OK this is at least very simple
mad r1, r0.x, c4, -r2
r1 is r0.x*c4-r2
first instruction of tint filter
mad r1, c4.w, r1, r2
r1 is now c4.w*r1+r2
second instruction of tint filter
combining the two, we get
r1 = c4.w*(r0.x*c4-r2)+r2
I thought tinting was a simple lerp, but nope
mad r1, c3.w, r1, -r0.y
r1 is c3.w*r1-r0.y
this is one of the contrast instructions, and it's where the
whole adaptation mess comes from, since I have NO IDEA
what r0.y contains
mad r0, c3.z, r1, r0.y
r0 is now c3.z*r1+r0.y
the second contrast instruction, really at a loss here
whole thing would be
r0 = c3.z*(c3.w*r1-r0.y)+r0.y
add r1, -r0, c5
r1 contains c5-r0
c5 is the fade parameters
mad oC0, c5.w, r1, r0
the final output color is c5.w*r1+r0
so... oC0 = c5.w*(c5-r0)+r0
I'm confused, this is also not a simple lerp, oh well?
verdict: I HAVE NO IDEA WHAT r0.y CONTAINS, DAMN IT
*/
/* LUT colour grading */
float3 GradingLUT( float3 res )
{
/*
gross hacks were needed to "fix" the way direct3d interpolates on
sampling, and to manually interpolate on the blue channel
this could be alleviated if I could have all the LUTs as 64 separate
volume maps, but PS 3.0 has a limit of 16 samplers and I think ENB
can't load volume maps anyway.
*/
float3 tcol = clamp(res,0.0001,0.9999);
tcol.rg = tcol.rg*0.5+0.25;
#ifdef LUTMODE_LEGACY
float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0
+clut/64.0);
float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
+clut/64.0);
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
#endif
#ifdef LUTMODE_16
float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0);
float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0);
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
#endif
#ifdef LUTMODE_64
float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0);
float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
#endif
float3 tcl1 = tex2D(SamplerLUT,lc1);
float3 tcl2 = tex2D(SamplerLUT,lc2);
tcol = lerp(tcl1,tcl2,dec);
float lutblend = tod_ind(lutblend);
return lerp(res,tcol,lutblend);
}
/* classic ENB palette colour grading, seems to kill dark and light values */
float3 GradingPal( float3 res )
{
float4 adapt = tex2D(_s4,0.5);
adapt = adapt/(adapt+1.0);
float adapts = max(adapt.r,max(adapt.g,adapt.b));
float3 palt;
float2 coord;
coord.y = adapts;
coord.x = res.r;
palt.r = tex2D(_s7,coord).r;
coord.x = res.g;
palt.g = tex2D(_s7,coord).g;
coord.x = res.b;
palt.b = tex2D(_s7,coord).b;
return lerp(res,palt,palblend);
}
/* post-pass dithering, something apparently only my ENB does */
float3 Dither( float3 res, float2 coord )
{
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float3 col = res;
float dml = (1.0/256.0);
if ( dither == 1 )
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
else if ( dither == 2 )
col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
else if ( dither == 3 )
col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
else if ( dither == 4 )
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
col = (trunc(col*256.0)/256.0);
return col;
}
/* Fuzzy */
float3 FilmGrain( float3 res, float2 coord )
{
float ts = Timer.x*nf;
float2 tcs = coord.xy;
float2 s1 = tcs+float2(0,ts);
float2 s2 = tcs+float2(ts,0);
float2 s3 = tcs+float2(ts,ts);
float n1, n2, n3;
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
/*
There are two methods of making noise here:
1. two-pass algorithm that produces a particular fuzz complete with
a soft horizontal tear, reminiscent of old TV static.
2. simple version that has very noticeable tiling and visible
scrolling at low speeds
*/
if ( np )
{
n1 = tex2D(SamplerNoise2,s1*nm11*nr).r;
n2 = tex2D(SamplerNoise2,s2*nm12*nr).g;
n3 = tex2D(SamplerNoise2,s3*nm13*nr).b;
s1 = tcs+float2(ts+n1*nk,n2*nk);
s2 = tcs+float2(n2,ts+n3*nk);
s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
n1 = tex2D(SamplerNoise2,s1*nm21*nr).r;
n2 = tex2D(SamplerNoise2,s2*nm22*nr).g;
n3 = tex2D(SamplerNoise2,s3*nm23*nr).b;
}
else
{
n1 = tex2D(SamplerNoise3,s1*nm1*nr).r;
n2 = tex2D(SamplerNoise3,s2*nm2*nr).g;
n3 = tex2D(SamplerNoise3,s3*nm3*nr).b;
}
float n4 = (n1+n2+n3)/3;
float3 ng = float3(n4,n4,n4);
float3 nc = float3(n1,n2,n3);
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
if ( nb == 1 ) return res+nt*ni;
if ( nb == 2 ) return overlay(res,(nt*ni));
if ( nb == 3 )
{
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
bn = pow(bn,bnp);
float3 nn = saturate(nt*bn);
return darkmask(res,(nn*ni));
}
return lerp(res,nt,ni);
}
/* MariENB shader */
float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord0.xy;
float4 res = tex2D(_s0,coord);
if ( aenable ) res.rgb = Adaptation(res.rgb);
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
if ( bloomdebug ) res.rgb *= 0;
res.rgb += tex2D(_s3,coord).rgb*EBloomAmount;
if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
if ( colorizeafterhsv )
{
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
}
else
{
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
}
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( palenable ) res.rgb = GradingPal(res.rgb);
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
#ifdef FALLOUT
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
#else
res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb;
#endif
if ( dodither ) res.rgb = Dither(res.rgb,coord);
res.rgb = max(0,res.rgb);
res.a = 1.0;
return res;
}
/*
So... let me get this straight... rather than simply switching techniques,
Boris just compiles the program twice with and without this macro, then
toggling "UseEffect" switches between each variation? Wat?
*/
#ifndef ENB_FLIPTECHNIQUE
#ifdef FALLOUT
technique Shader_C1DAE3F7
#else
technique Shader_D6EC7DD1
#endif
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Mari();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;
ZWriteEnable = FALSE;
CullMode = NONE;
AlphaTestEnable = FALSE;
AlphaBlendEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
#ifdef FALLOUT
technique Shader_C1DAE3F7
#else
technique Shader_D6EC7DD1
#endif
#endif
{
pass p0
{
#ifdef FALLOUT
VertexShader = asm
{
vs_1_1
def c3,2,-2,0,0
dcl_position v0
dcl_texcoord v1
mov r0.xy,c0
mad oPos.xy,r0,-c3,v0
add oT0.xy,v1,c1
add oT1.xy,v1,c2
mov oPos.zw,v0
};
#else
VertexShader = compile vs_3_0 VS_Pass();
#endif
/* >inline assembly */
PixelShader = asm
{
#ifdef FALLOUT
ps_2_x
def c0,0.5,0,0,0
def c3,0.298999995,0.587000012,0.114,0
dcl t0.xy
dcl t1.xy
dcl_2d s0
dcl_2d s1
texld r0,t1,s1
texld r1,t0,s0
max r0.w,r1.w,c1.x
rcp r0.w,r0.w
mul r1.w,r0.w,c0.x
mul r0.w,r0.w,c1.x
mul r1.xyz,r1,r1.w
max r2.xyz,r1,c0.y
mad r0.xyz,r0.w,r0,r2
dp3 r0.w,r0,c3
lrp r1.xyz,c19.x,r0,r0.w
mad r0.xyz,r0.w,c20,-r1
mad r0.xyz,c20.w,r0,r1
mad r0.xyz,c19.w,r0,-c19.y
mad r0.xyz,c19.z,r0,c19.y
lrp r1.xyz,c22.w,c22,r0
mov r1.w,c2.z
mov oC0,r1
#else
ps_3_0
def c6,0,0,0,0
def c7,0.212500006,0.715399981,0.0720999986,1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x,c2.y
texld r1,v0,s2
mul r0.yz,r1.xxyw,c1.y
rcp r0.w,r0.y
mul r0.z,r0.w,r0.z
texld r1,v0,s1
mul r1.xyz,r1,c1.y
dp3 r0.w,c7,r1
mul r1.w,r0.w,r0.z
mad r0.z,r0.z,r0.w,c7.w
rcp r0.z,r0.z
mad r0.x,r1.w,r0.x,c7.w
mul r0.x,r0.x,r1.w
mul r0.x,r0.z,r0.x
cmp r0.x,-r0.w,c6.x,r0.x
rcp r0.z,r0.w
mul r0.z,r0.z,r0.x
add_sat r0.x,-r0.x,c2.x
texld r2,v0,s0
mul r2.xyz,r2,c1.y
mul r2.xyz,r0.x,r2
mad r1.xyz,r1,r0.z,r2
dp3 r0.x,r1,c7
mov r1.w,c7.w
lrp r2,c3.x,r1,r0.x
mad r1,r0.x,c4,-r2
mad r1,c4.w,r1,r2
mad r1,c3.w,r1,-r0.y
mad r0,c3.z,r1,r0.y
add r1,-r0,c5
mad oC0,c5.w,r1,r0
#endif
};
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;
ZWriteEnable = FALSE;
CullMode = NONE;
AlphaTestEnable = FALSE;
AlphaBlendEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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/*
menbeffectinternals.fx : MariENB base internal variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/*
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
/* standard stuff */
float4 ScreenSize;
float4 Timer;
float ENightDayFactor;
float EInteriorFactor;
float EBloomAmount;
/* samplers and textures */
texture2D texs0;
texture2D texs1;
texture2D texs2;
texture2D texs3;
texture2D texs4;
texture2D texs7;
texture2D texNoise2
<
string ResourceName = "menbnoise1.png";
>;
texture2D texNoise3
<
string ResourceName = "menbnoise2.png";
>;
texture2D texLUT
<
#ifdef LUTMODE_LEGACY
string ResourceName = "menblutpreset.png";
#endif
#ifdef LUTMODE_16
string ResourceName = "menblut16.png";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64.png";
#endif
>;
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise2 = sampler_state
{
Texture = <texNoise2>;
MinFilter = LINEAR;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerLUT = sampler_state
{
Texture = <texLUT>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

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/*
menbeffectsettings.fx : MariENB base user-tweakable variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* film grain */
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 */
float nm1
<
string UIName = "Grain Magnification 1";
string UIWidget = "Spinner";
> = {13.25};
float nm2
<
string UIName = "Grain Magnification 2";
string UIWidget = "Spinner";
> = {19.64};
float nm3
<
string UIName = "Grain Magnification 3";
string UIWidget = "Spinner";
> = {17.35};
float nm11
<
string UIName = "Grain Pass 1 Magnification 1";
string UIWidget = "Spinner";
> = {2.05};
float nm12
<
string UIName = "Grain Pass 1 Magnification 2";
string UIWidget = "Spinner";
> = {3.11};
float nm13
<
string UIName = "Grain Pass 1 Magnification 3";
string UIWidget = "Spinner";
> = {2.22};
float nm21
<
string UIName = "Grain Pass 2 Magnification 1";
string UIWidget = "Spinner";
> = {4.25};
float nm22
<
string UIName = "Grain Pass 2 Magnification 2";
string UIWidget = "Spinner";
> = {0.42};
float nm23
<
string UIName = "Grain Pass 2 Magnification 3";
string UIWidget = "Spinner";
> = {6.29};
/* contrast of grain */
float nj
<
string UIName = "Grain Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
/* "adaptation" factors */
string str_adaptation = "Eye Adaptation";
bool aenable
<
string UIName = "Enable Adaptation";
string UIWidget = "Checkbox";
> = {false};
float amin_n
<
string UIName = "Adaptation Min Night";
string UIWidget = "Spinner";
> = {0.0};
float amin_d
<
string UIName = "Adaptation Min Day";
string UIWidget = "Spinner";
> = {0.0};
float amin_in
<
string UIName = "Adaptation Min Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float amin_id
<
string UIName = "Adaptation Min Interior Day";
string UIWidget = "Spinner";
> = {0.0};
float amax_n
<
string UIName = "Adaptation Max Night";
string UIWidget = "Spinner";
> = {1.0};
float amax_d
<
string UIName = "Adaptation Max Day";
string UIWidget = "Spinner";
> = {1.0};
float amax_in
<
string UIName = "Adaptation Max Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float amax_id
<
string UIName = "Adaptation Max Interior Day";
string UIWidget = "Spinner";
> = {1.0};
/* 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_in
<
string UIName = "Tonemap Shoulder Strength Interior Night";
string UIWidget = "Spinner";
> = {0.5};
float unA_id
<
string UIName = "Tonemap Shoulder Strength Interior Day";
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_in
<
string UIName = "Tonemap Linear Strength Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float unB_id
<
string UIName = "Tonemap Linear Strength Interior Day";
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_in
<
string UIName = "Tonemap Linear Angle Interior Night";
string UIWidget = "Spinner";
> = {0.2};
float unC_id
<
string UIName = "Tonemap Linear Angle Interior Day";
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_in
<
string UIName = "Tonemap Toe Strength Interior Night";
string UIWidget = "Spinner";
> = {0.75};
float unD_id
<
string UIName = "Tonemap Toe Strength Interior Day";
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_in
<
string UIName = "Tonemap Toe Numerator Interior Night";
string UIWidget = "Spinner";
> = {0.02};
float unE_id
<
string UIName = "Tonemap Toe Numerator Interior Day";
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_in
<
string UIName = "Tonemap Toe Denominator Interior Night";
string UIWidget = "Spinner";
> = {0.30};
float unF_id
<
string UIName = "Tonemap Toe Denominator Interior Day";
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_in
<
string UIName = "Tonemap Linear White Interior Night";
string UIWidget = "Spinner";
> = {10.0};
float unW_id
<
string UIName = "Tonemap Linear White Interior Day";
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 */
float grademul_r_n
<
string UIName = "Grading Intensity Night Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_n
<
string UIName = "Grading Intensity Night Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_n
<
string UIName = "Grading Intensity Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_d
<
string UIName = "Grading Intensity Day Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_d
<
string UIName = "Grading Intensity Day Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_d
<
string UIName = "Grading Intensity Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_in
<
string UIName = "Grading Intensity Interior Night Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_in
<
string UIName = "Grading Intensity Interior Night Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_in
<
string UIName = "Grading Intensity Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_id
<
string UIName = "Grading Intensity Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_id
<
string UIName = "Grading Intensity Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_id
<
string UIName = "Grading Intensity Interior Day Blue";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
float gradepow_r_n
<
string UIName = "Grading Contrast Night Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_n
<
string UIName = "Grading Contrast Night Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_n
<
string UIName = "Grading Contrast Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_d
<
string UIName = "Grading Contrast Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_d
<
string UIName = "Grading Contrast Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_d
<
string UIName = "Grading Contrast Day Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_in
<
string UIName = "Grading Contrast Interior Night Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_in
<
string UIName = "Grading Contrast Interior Night Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_in
<
string UIName = "Grading Contrast Interior Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_id
<
string UIName = "Grading Contrast Interior Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_id
<
string UIName = "Grading Contrast Interior Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_id
<
string UIName = "Grading Contrast Interior Day Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* colorization factors */
bool gradeenable2
<
string UIName = "Enable Vibrance Grading";
string UIWidget = "Checkbox";
> = {false};
float gradecol_r_n
<
string UIName = "Grading Color Night Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_n
<
string UIName = "Grading Color Night Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_n
<
string UIName = "Grading Color Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_d
<
string UIName = "Grading Color Day Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_d
<
string UIName = "Grading Color Day Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_d
<
string UIName = "Grading Color Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_in
<
string UIName = "Grading Color Interior Night Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_in
<
string UIName = "Grading Color Interior Night Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_in
<
string UIName = "Grading Color Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_id
<
string UIName = "Grading Color Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_id
<
string UIName = "Grading Color Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_id
<
string UIName = "Grading Color Interior Day Blue";
string UIWidget = "Spinner";
> = {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_in
<
string UIName = "Grading Color Factor Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_id
<
string UIName = "Grading Color Factor Interior Day";
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_in
<
string UIName = "Grading Saturation Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_id
<
string UIName = "Grading Saturation Intensity Interior Day";
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_in
<
string UIName = "Grading Saturation Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_id
<
string UIName = "Grading Saturation Contrast Interior Day";
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_in
<
string UIName = "Grading Value Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_id
<
string UIName = "Grading Value Intensity Interior Day";
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_in
<
string UIName = "Grading Value Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_id
<
string UIName = "Grading Value Contrast Interior Day";
string UIWidget = "Spinner";
> = {1.0};
bool colorizeafterhsv
<
string UIName = "Colorize After HSV";
string UIWidget = "Checkbox";
> = {true};
/* game imagespace support */
string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
/* vanilla grading */
bool vgradeenable
<
string UIName = "Enable Vanilla Imagespace";
string UIWidget = "Checkbox";
> = {true};
float vtintblend
<
string UIName = "Vanilla Tint Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float vsatblend
<
string UIName = "Vanilla Vibrance Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float vconblend
<
string UIName = "Vanilla Contrast Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* 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_in
<
string UIName = "LUT Blend Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_id
<
string UIName = "LUT Blend Interior Day";
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
/* not using ENB's own variables, sorry */
string str_enbpal = "ENB Palette";
bool palenable
<
string UIName = "Enable ENB Palette";
string UIWidget = "Checkbox";
> = {false};
float palblend
<
string UIName = "Palette Blend";
string UIWidget = "Spinner";
> = {1.0};
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_debug = "Debugging";
bool bloomdebug
<
string UIName = "Display Bloom";
string UIWidget = "Checkbox";
> = {false};

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/*
menbextrafilters.fx : MariENB extra shader routines.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = 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.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* prepass */
float4 ReducePrepass( in float4 col, in float2 coord )
{
float3 hsv = rgb2hsv(col);
hsv.y = clamp(hsv.y*bsaturation,0.0,1.0);
hsv.z = pow(hsv.z,bgamma);
col.rgb = hsv2rgb(saturate(hsv));
if ( dither == 0 )
col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 1 )
col += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 2 )
col += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
else if ( dither == 3 )
col += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
else if ( dither == 4 )
col += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
col = saturate(col);
return col;
}
/*
CGA had seven graphic modes (320x200 modes have low/high contrast versions):
- 640x200 monochrome, which doesn't really need a palette here, as it can
be done procedurally with minimum effort.
- 320x200 black/cyan/magenta/white
- 320x200 black/green/red/brown
- 320x200 black/cyan/red/white
*/
float4 ReduceCGA( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
if ( cgapal == 0 )
{
dac.a = (dac.r+dac.g+dac.b)/3.0;
return (dac.a>0.5);
}
float dist = 2.0;
int idx = 0;
if ( cgapal == 1 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga1l[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga1l[i]);
}
color.rgb = cga1l[idx];
}
else if ( cgapal == 2 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga1h[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga1h[i]);
}
color.rgb = cga1h[idx];
}
else if ( cgapal == 3 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga2l[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga2l[i]);
}
color.rgb = cga2l[idx];
}
else if ( cgapal == 4 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga2h[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga2h[i]);
}
color.rgb = cga2h[idx];
}
else if ( cgapal == 5 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga3l[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga3l[i]);
}
color.rgb = cga3l[idx];
}
else if ( cgapal == 6 )
{
[unroll] for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga3h[i]) < dist )
{
idx = i;
dist = distance(dac.rgb,cga3h[i]);
}
color.rgb = cga3h[idx];
}
return color;
}
/*
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 tex2D(SamplerDoom,lc);
}
float4 ReduceQuake( in float4 color, in float2 coord )
{
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
return tex2D(SamplerQuake,lc);
}
float4 ReduceVGA( in float4 color, in float2 coord )
{
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
return tex2D(SamplerVGA,lc);
}
/* Retro rockets */
float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !useblock ) return res;
float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float4 tcol;
float2 bresl = rresl;
float2 sresl = float2(sresx,sresy);
if ( bresx <= 0 || bresy <= 0 ) bresl = rresl;
else
{
if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx;
else bresl.x = bresx;
if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
else bresl.y = bresy;
}
if ( sresl.x <= 0 ) sresl.x = rresl.x/bresl.x;
if ( sresl.y <= 0 ) sresl.y = rresl.y/bresl.y;
float2 ncoord = coord*(rresl/bresl);
ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5;
ncoord = floor(ncoord*bresl)/bresl;
if ( bresx <= 0 || bresy <= 0 ) ncoord = coord;
tcol = tex2D(SamplerColor,ncoord);
if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl);
else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl);
else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl);
else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl);
else if ( paltype == 4 ) res = ReduceVGA(tcol,(coord*rresl)/sresl);
else if ( paltype == 5 ) res = ReduceDoom(tcol,(coord*rresl)/sresl);
else if ( paltype == 6 ) res = ReduceQuake(tcol,(coord*rresl)/sresl);
else if ( paltype == 7 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl);
else if ( paltype == 8 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl);
else if ( paltype == 9 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl);
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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,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 = tex2D(SamplerColor,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 = tex2D(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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !maskenable ) return res;
if ( tex2D(SamplerDepth,coord).x > maskd )
return float4(maskr,maskg,maskb,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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,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 = tex2D(SamplerDots,coord*bresl)*dac;
float3 tcol = pow((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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !curveenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*curvesoft;
float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab
*0.003);
float2 center = float2(coord.x-0.5,coord.y-0.5);
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(tex2D(SamplerColorb,rcoord+bof*float2(i,j)).r,
tex2D(SamplerColorb,gcoord+bof*float2(i,j)).g,
tex2D(SamplerColorb,bcoord+bof*float2(i,j)).b,
tex2D(SamplerColorb,float2(x,y)+bof*float2(i,j)).a);
}
res.rgb = idist.rgb;
return res;
}
/* Why am I doing this */
float4 PS_Blur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,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 += tex2D(SamplerColor,coord+ofs[i]*bof);
res /= 17.0;
res.a = 1.0;
return res;
}
float4 PS_Sharp( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,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 += tex2D(SamplerColor,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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !bssshiftenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*bssshiftradius;
res.g = tex2D(SamplerColor,coord).g;
res.r = tex2D(SamplerColor,coord+float2(0,-bof.y)).r;
res.b = tex2D(SamplerColor,coord+float2(0,bof.y)).b;
res.a = 1.0;
return res;
}
technique PostProcess
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Blur();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Sharp();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess3
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Shift();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess4
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_ChromaKey();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess5
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Retro();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess6
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_ASCII();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess7
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DotMatrix();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess8
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Curvature();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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/*
menbextrainternals.fx : MariENB extra internal variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/*
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
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
/* samplers and textures */
texture2D texColor;
texture2D texDepth;
texture2D texFont
<
string ResourceName = "menbvgaluma.png";
>;
texture2D texDots
<
string ResourceName = "menbdots.png";
>;
texture2D texDoom
<
string ResourceName = "menbdoomlut.png";
>;
texture2D texQuake
<
string ResourceName = "menbquakelut.png";
>;
texture2D texVGA
<
string ResourceName = "menbvgalut.png";
>;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerColorb = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFont = sampler_state
{
Texture = <texFont>;
MinFilter = LINEAR;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDots = sampler_state
{
Texture = <texDots>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDoom = sampler_state
{
Texture = <texDoom>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerQuake = sampler_state
{
Texture = <texQuake>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerVGA = sampler_state
{
Texture = <texVGA>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

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/*
menbextrasettings.fx : MariENB extra user-tweakable variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* 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)
*/
float bresx
<
string UIName = "Emulated Resolution Width";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bresy
<
string UIName = "Emulated Resolution Height";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
/* zooming factors (<=0 for stretch) */
float sresx
<
string UIName = "Zoom Factor X";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float sresy
<
string UIName = "Zoom Factor Y";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
/*
palette type:
-2 : Standard VGA 256-color palette
-1 : disable
0 : CGA (320x200 4-color, or 640x200 monochrome)
1 : EGA (320x200, 16 colors)
2 : RGB2 (64-color quarter VGA palette, used in AOS)
3 : RGB323 (8-bit RGB, I don't think this was a real thing)
4 : VGA (256 colors, standard palette)
5 : Doom (256 colors, does not cover a lot)
6 : Quake I (256 colors, covers even less)
7 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
8 : RGB565 (ol' 16-bit "true color")
9 : RGB6 (typical screens incapable of 8bpc)
*/
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};
float maskr
<
string UIName = "Chroma Key Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float maskg
<
string UIName = "Chroma Key Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float maskb
<
string UIName = "Chroma Key Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 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};

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/*
menbglobaldefs.fx : MariENB global shared code.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* do not touch this! */
#define E_SHADER_3_0
/* are we running on fallout 3 / new vegas or on skyrim? */
//#define FALLOUT
/* time of day and interior interpolation */
#ifdef FALLOUT
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
(x##_in+x##_id)*0.5,EInteriorFactor)
#else
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor)
#endif
/* weather macros */
#define WT_TEMPERATE 0.0
#define WT_HOT 1.0
#define WT_COLD 2.0
#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\
?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\
?(1.0-WeatherAndTime.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
/* experimental features (TODO) */
//#define USE_BOKEH
//#define MULTIPASS_RMAO

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/*
menbprepassfilters.fx : MariENB prepass shader routines.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = 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 = tex2D(SamplerDepth,coord).x;
return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
}
/* That "luma sharpen" thingy, added just because someone might want it */
float3 Sharpen( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixedx>0 ) bresl.x = fixedx;
if ( fixedy>0 ) bresl.y = fixedy;
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius;
float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof);
crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof);
crawling += tex2D(SamplerColor,coord+float2(1,0)*bof);
crawling += tex2D(SamplerColor,coord+float2(0,1)*bof);
crawling *= 0.25;
float3 inmyskin = res-crawling.rgb;
float thesewounds = luminance(inmyskin);
thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01);
float3 theywillnotheal = res+thesewounds*sharpblend;
return theywillnotheal;
}
/* old Edgevision mode */
float3 EdgeView( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixedx>0 ) bresl.x = fixedx;
if ( fixedy>0 ) bresl.y = fixedy;
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-tex2D(SamplerDepth,coord).x;
mud *= saturate(pow(fade,edgevfadepow)*edgevfademult);
mud = saturate(pow(mud,edgevpow)*edgevmult);
return mud;
}
/*
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 = tex2D(SamplerDepth,coord+ofs1).x;
float dep2 = tex2D(SamplerDepth,coord+ofs2).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);
}
/* Squeezed in are Edgevision and Sharpen and ssao prepass */
float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
/* get occlusion using single-step Ray Marching with 64 samples */
float ssaofadepow = tod_ind(ssaofadepow);
float ssaofademult = tod_ind(ssaofademult);
if ( !ssaoenable ) return res;
float depth = tex2D(SamplerDepth,coord).x;
float ldepth = depthlinear(coord);
if ( depth >= cutoff*0.000001 )
{
res.a = 1.0;
return res;
}
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
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 = tex2D(SamplerNoise3,nc+48000.0*Timer.x*ssaonoise).xy;
float3 rnormal = tex2D(SamplerNoise3,nc2).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;
if ( ssaoquarter ) [unroll] for ( i=0; i<16; i++ )
{
sample = reflect(ssao_samples_lq[i],rnormal);
sample *= sign(dot(normal,sample));
so = ldepth-sample.z*bof;
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;
}
else [unroll] for ( i=0; i<64; i++ )
{
sample = reflect(ssao_samples_hq[i],rnormal);
sample *= sign(dot(normal,sample));
so = ldepth-sample.z*bof;
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/(ssaoquarter?16.0:64.0));
float fade = 1.0-depth;
uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult);
uocc = saturate(pow(uocc,ssaopow)*ssaomult);
res.a = saturate(1.0-(uocc*ssaoblend));
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*uwm1+Timer.x*uwf1*100.0))*uws1;
ofs.y = siny+sin(pi*2.0*(coord.x*uwm2+Timer.x*uwf2*100.0))*uws2;
ofs.x = siny+sin(pi*2.0*(coord.x*uwm3+Timer.x*uwf3*100.0))*uws3;
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 = tex2D(SamplerDepth,coord).x;
float distfade = clamp(pow(dep,heatfadepow)*heatfademul+heatfadebump,
0.0,1.0);
if ( distfade <= 0.0 ) return coord;
float todpow = pow(ENightDayFactor*(1.0-EInteriorFactor),heattodpow);
if ( !heatalways && (todpow <= 0.0) ) return coord;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
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 = tex2D(SamplerHeat,nc+ts).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),heatpow);
if ( !heatalways ) ofs *= todpow
#ifndef FALLOUT
*weatherfactor(WT_HOT)
#endif
;
odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
float odistfade = clamp(pow(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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
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) )
{
float2 ofr, ofg, ofb;
ofr = ofs*(1.0-distcha*0.01);
ofg = ofs;
ofb = ofs*(1.0+distcha*0.01);
res = float4(tex2D(SamplerColor,coord+ofr).r,
tex2D(SamplerColor,coord+ofg).g,
tex2D(SamplerColor,coord+ofb).b,
tex2D(SamplerColor,coord+ofs).a);
}
else res = tex2D(SamplerColor,coord+ofs);
return res;
}
/*
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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !ssaoenable ) return res;
if ( !ssaobenable ) return res;
float bresl = ScreenSize.x;
float bof = (1.0/bresl)*ssaobradius;
float isd, sd, ds, sw, tw = 0;
res.a = 0.0;
int i;
isd = tex2D(SamplerDepth,coord).x;
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
{
sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
sw = ds;
sw *= gauss8[abs(i)];
tw += sw;
res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a;
}
else [unroll] for ( i=-15; i<=15; i++ )
{
sd = tex2D(SamplerDepth,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.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a;
}
res.a /= tw;
return res;
}
float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !ssaoenable ) return res;
if ( !ssaobenable )
{
if ( ssaodebug ) return saturate(res.a);
return res*res.a;
}
float bresl = ScreenSize.x*ScreenSize.w;
float bof = (1.0/bresl)*ssaobradius;
float isd, sd, ds, sw, tw = 0;
res.a = 0.0;
int i;
isd = tex2D(SamplerDepth,coord).x;
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
{
sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
sw = ds;
sw *= gauss8[abs(i)];
tw += sw;
res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a;
}
else [unroll] for ( i=-15; i<=15; i++ )
{
sd = tex2D(SamplerDepth,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.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a;
}
res.a /= tw;
if ( ssaodebug ) return saturate(res.a);
res *= res.a;
return res;
}
/* Focus */
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
{
if ( dofdisable ) return 0.0;
if ( focusmanual ) return focusmanualvalue;
float focusmax = tod_ind(focusmax);
float2 fcenter = float2(focuscenter_x,focuscenter_y);
float cfocus = min(tex2D(SamplerDepth,fcenter).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 mfocus;
float2 coord;
float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
float fan = focuscircleangle*2.0*pi;
coord.x = fcenter.x+sin(fan)*bof.x;
coord.y = fcenter.y+cos(fan)*bof.y;
mfocus = cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
coord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
coord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
coord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
coord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus;
return cfocus;
}
float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR
{
if ( dofdisable ) return 0.0;
return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x,
saturate(FadeFactor)),0.0);
}
/* Depth of Field */
float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
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(doffixedunfocusblend);
float doffixedunfocuspow = tod_ind(doffixedunfocuspow);
float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
float dep = tex2D(SamplerDepth,coord).x;
float foc = tex2D(SamplerFocus,coord).x;
float dfc = abs(dep-foc);
float dff = abs(dep);
float dfu = dff;
if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
/*
Change power of dof based on field of view. Works only in Skyrim.
The FieldOfView variable seems to hold bogus values in Fallout
completely unrelated to actual FOV (yes, I checked if it's in
radians, and no, it isn't). The value appears to be 1.134452. Who
could I blame for this mess? Boris? Bethesda? Hell if I know.
*/
#ifndef FALLOUT
if ( dofrelfov )
{
float relfovfactor = tod_ind(relfovfactor);
float relfov = (FieldOfView-fovdefault)/fovdefault;
dofpow = max(0,dofpow+relfov*relfovfactor);
}
#endif
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);
dfc = saturate(dfc);
float4 res = tex2D(SamplerColor,coord);
res.a = dfc;
return res;
}
/*
This method skips blurring areas that are perfectly in focus. The
performance gain is negligible in most cases, though.
*/
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc;
float bresl = (fixedx>0)?fixedx:ScreenSize.x;
float bof = (1.0/bresl)*dofbradius;
float4 res = float4(0,0,0,0);
if ( dfc <= 0.0 )
{
res = tex2D(SamplerColor,coord);
res.a = dfc;
return res;
}
int i;
float isd, sd, ds, sw, tw = 0;
isd = dfc;
[unroll] for ( i=-7; i<=7; i++ )
{
sd = tex2D(SamplerColor,coord+float2(i,0)*bof*dfc).a;
ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)];
tw += sw;
res += sw*tex2D(SamplerColor,coord+float2(i,0)*bof*dfc);
}
res /= tw;
res.a = dfc;
return res;
}
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc;
float bresl = (fixedy>0)?fixedy:(ScreenSize.x*ScreenSize.w);
float bof = (1.0/bresl)*dofbradius;
float4 res = float4(0,0,0,0);
if ( dfc <= 0.0 )
{
res = tex2D(SamplerColor,coord);
res.a = dfc;
return res;
}
int i;
float isd, sd, ds, sw, tw = 0;
isd = dfc;
[unroll] for ( i=-7; i<=7; i++ )
{
sd = tex2D(SamplerColor,coord+float2(0,i)*bof*dfc).a;
ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)];
tw += sw;
res += sw*tex2D(SamplerColor,coord+float2(0,i)*bof*dfc);
}
res /= tw;
res.a = 1.0;
return res;
}
/* Screen frost shader. Not very realistic either, but looks fine too. */
float2 ScreenFrost( float2 coord )
{
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float2 ofs = tex2D(SamplerFrostBump,nc).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),frostpow)*froststrength;
if ( !frostalways ) ofs *=
#ifndef FALLOUT
weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))*
#endif
(1.0-ENightDayFactor)*frostnight;
if ( EInteriorFactor == 1.0 ) ofs *= frostind;
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, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 ofs = coord;
if ( frostenable ) ofs = ScreenFrost(ofs);
ofs -= coord;
float4 res;
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(tex2D(SamplerColor,coord+ofr).r,
tex2D(SamplerColor,coord+ofg).g,
tex2D(SamplerColor,coord+ofb).b,1.0);
}
else res = tex2D(SamplerColor,coord+ofs);
if ( frostenable )
{
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float bmp = pow(tex2D(SamplerFrost,nc).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;
if ( !frostalways ) dist *=
#ifndef FALLOUT
weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))*
#endif
(1.0-ENightDayFactor)*frostnight;
if ( EInteriorFactor == 1.0 ) dist *= frostind;
res.rgb *= 1.0+bmp*dist;
}
if ( !focusdisplay ) return res;
float2 fcenter = float2(focuscenter_x,focuscenter_y);
if ( distance(coord,fcenter) < 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 = fcenter.x+sin(fan)*bof.x;
tcoord.y = fcenter.y+cos(fan)*bof.y;
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
return res;
}
technique ReadFocus
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_ReadFocus();
ZENABLE = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique WriteFocus
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_WriteFocus();
ZENABLE = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_EdgePlusSSAOPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Distortion();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess3
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_SSAOBlurH();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess4
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_SSAOBlurV();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess5
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess6
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFBlurH();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess7
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFBlurV();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess8
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_FrostPass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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/*
menbprepassinternals.fx : MariENB prepass internal variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* 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
};
/* gaussian kernels */
/* radius: 8, std dev: 6 */
static const float gauss8[8] =
{
0.084247, 0.083085, 0.079694, 0.074348,
0.067460, 0.059533, 0.051099, 0.042657
};
/* 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_lq[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)
};
static const float3 ssao_samples_hq[64] =
{
float3( 0.0000,-0.0000,-0.0000),float3( 0.0000, 0.0000,-0.0000),
float3( 0.0001,-0.0000,-0.0000),float3( 0.0002, 0.0001,-0.0001),
float3(-0.0000,-0.0005, 0.0000),float3( 0.0004,-0.0004,-0.0006),
float3( 0.0005,-0.0011,-0.0004),float3(-0.0000, 0.0013,-0.0014),
float3( 0.0024, 0.0006, 0.0013),float3(-0.0017,-0.0017, 0.0030),
float3(-0.0037, 0.0033,-0.0011),float3( 0.0010, 0.0018,-0.0063),
float3( 0.0059, 0.0056,-0.0020),float3(-0.0009, 0.0083,-0.0063),
float3(-0.0110, 0.0065,-0.0016),float3( 0.0089, 0.0070,-0.0108),
float3(-0.0115,-0.0134,-0.0062),float3(-0.0121,-0.0172, 0.0071),
float3(-0.0066, 0.0246,-0.0060),float3( 0.0057,-0.0279, 0.0109),
float3(-0.0269,-0.0160,-0.0164),float3( 0.0402, 0.0045, 0.0034),
float3( 0.0248,-0.0045, 0.0390),float3( 0.0110,-0.0491,-0.0159),
float3(-0.0193,-0.0431, 0.0363),float3( 0.0441, 0.0271,-0.0426),
float3( 0.0385,-0.0428,-0.0482),float3(-0.0623,-0.0501, 0.0249),
float3( 0.0683,-0.0000, 0.0631),float3( 0.1008, 0.0180,-0.0114),
float3(-0.0156,-0.0713, 0.0871),float3(-0.0561,-0.0757, 0.0822),
float3( 0.0714, 0.0850,-0.0805),float3(-0.1320,-0.0042, 0.0711),
float3( 0.1553, 0.0486,-0.0167),float3(-0.1164,-0.0125,-0.1341),
float3( 0.1380,-0.1230,-0.0562),float3( 0.0868,-0.1897,-0.0175),
float3( 0.0749, 0.1495, 0.1525),float3(-0.2038,-0.1324,-0.0235),
float3( 0.0205, 0.1920, 0.1784),float3( 0.1637,-0.0964,-0.2092),
float3( 0.2875, 0.0966,-0.0020),float3( 0.0572,-0.0180,-0.3194),
float3(-0.3329, 0.0981,-0.0189),float3( 0.2627, 0.2092,-0.1585),
float3( 0.1783,-0.3359,-0.1108),float3( 0.2675, 0.2056,-0.2533),
float3(-0.1852, 0.3017,-0.2759),float3(-0.0944, 0.3532, 0.3061),
float3(-0.0022,-0.3744, 0.3404),float3(-0.0600,-0.4031,-0.3487),
float3(-0.2663, 0.4915, 0.1004),float3(-0.2442, 0.4253, 0.3468),
float3( 0.2583, 0.1321,-0.5645),float3(-0.0219, 0.4516, 0.4943),
float3(-0.5503, 0.2597,-0.3590),float3( 0.2239,-0.5571,-0.4398),
float3(-0.7210,-0.1982, 0.2339),float3( 0.7948,-0.1848, 0.1145),
float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float FadeFactor;
float4 Timer;
float FieldOfView;
float4 WeatherAndTime;
/* this still doesn't do anything */
extern float fWaterLevel;
/* samplers and textures */
texture2D texColor;
texture2D texDepth;
texture2D texNoise3
<
string ResourceName = "menbnoise2.png";
>;
texture2D texHeat
<
#ifdef HEAT_DDS
string ResourceName = "menbheat.dds";
#else
string ResourceName = "menbheat.png";
#endif
>;
texture2D texFrost
<
#ifdef FROST_DDS
string ResourceName = "menbfrost.dds";
#else
string ResourceName = "menbfrost.png";
#endif
>;
texture2D texFrostBump
<
#ifdef FROSTBUMP_DDS
string ResourceName = "menbfrostbump.dds";
#else
string ResourceName = "menbfrostbump.png";
#endif
>;
texture2D texFocus;
texture2D texCurr;
texture2D texPrev;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerHeat = sampler_state
{
Texture = <texHeat>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFrost = sampler_state
{
Texture = <texFrost>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFrostBump = sampler_state
{
Texture = <texFrostBump>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerCurr = sampler_state
{
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

903
code/menbprepasssettings.fx Normal file
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/*
menbprepasssettings.fx : MariENB prepass user-tweakable variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
string str_misc = "Miscellaneous";
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "Fixed Resolution Width";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1920};
int fixedy
<
string UIName = "Fixed Resolution Height";
string UIWidget = "Spinner";
int UIMin = 0;
> = {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};
float uwm1
<
string UIName = "Underwater Frequency 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float uwm2
<
string UIName = "Underwater Frequency 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.6};
float uwm3
<
string UIName = "Underwater Frequency 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float uwf1
<
string UIName = "Underwater Speed 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {10.0};
float uwf2
<
string UIName = "Underwater Speed 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {8.0};
float uwf3
<
string UIName = "Underwater Speed 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {16.0};
float uws1
<
string UIName = "Underwater Amplitude 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.3};
float uws2
<
string UIName = "Underwater Amplitude 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float uws3
<
string UIName = "Underwater Amplitude 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {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 heattodpow
<
string UIName = "Heat Time-of-day Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
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 frostind
<
string UIName = "Frost Indoor Factor";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float frostnight
<
string UIName = "Frost Night Factor";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
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 */
float focuscenter_x
<
string UIName = "Focus Point Center X";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float focuscenter_y
<
string UIName = "Focus Point Center Y";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {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_in
<
string UIName = "Focus Triangle Radius Interior Night";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_id
<
string UIName = "Focus Triangle Radius Interior Day";
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_in
<
string UIName = "Focus Triangle Blending Interior Night";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_id
<
string UIName = "Focus Triangle Blending Interior Day";
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_in
<
string UIName = "Focus Maximum Depth Interior Night";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_id
<
string UIName = "Focus Maximum Depth Interior Day";
string UIWidget = "Spinner";
> = {1000.0};
/* 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_in
<
string UIName = "DOF Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_id
<
string UIName = "DOF Intensity Interior Day";
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_in
<
string UIName = "DOF Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_id
<
string UIName = "DOF Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
/* dof bump (to emulate tilt shift I guess, I brought it back) */
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_in
<
string UIName = "DOF Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_id
<
string UIName = "DOF Shift Interior Day";
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_in
<
string UIName = "DOF Fixed Focus Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_id
<
string UIName = "DOF Fixed Focus Intensity Interior Day";
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_in
<
string UIName = "DOF Fixed Focus Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_id
<
string UIName = "DOF Fixed Focus Contrast Interior Day";
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_in
<
string UIName = "DOF Fixed Focus Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_id
<
string UIName = "DOF Fixed Focus Shift Interior Day";
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_in
<
string UIName = "DOF Fixed Focus Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusblend_id
<
string UIName = "DOF Fixed Focus Blend Interior Day";
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_in
<
string UIName = "DOF Fixed Unfocus Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_id
<
string UIName = "DOF Fixed Unfocus Intensity Interior Day";
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_in
<
string UIName = "DOF Fixed Unfocus Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_id
<
string UIName = "DOF Fixed Unfocus Contrast Interior Day";
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_in
<
string UIName = "DOF Fixed Unfocus Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_id
<
string UIName = "DOF Fixed Unfocus Shift Interior Day";
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_in
<
string UIName = "DOF Fixed Unfocus Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusblend_id
<
string UIName = "DOF Fixed Unfocus Blend Interior Day";
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 dofbfact
<
string UIName = "DOF Bilateral Factor";
string UIWidget = "Spinner";
> = {20.0};
float dofbradius
<
string UIName = "DOF Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
#ifndef FALLOUT
bool dofrelfov
<
string UIName = "DOF Relative to FOV";
string UIWidget = "Checkbox";
> = {true};
float fovdefault
<
string UIName = "Default FOV";
string UIWidget = "Spinner";
float UIMin = 1.0;
float UIMax = 180.0;
> = {75.0};
float relfovfactor_n
<
string UIName = "DOF Relative Factor Night";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_d
<
string UIName = "DOF Relative Factor Day";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_in
<
string UIName = "DOF Relative Factor Interior Night";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_id
<
string UIName = "DOF Relative Factor Interior Day";
string UIWidget = "Spinner";
> = {2.0};
#endif
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_in
<
string UIName = "Edgevision Fade Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_id
<
string UIName = "Edgevision Fade Contrast Interior Day";
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_in
<
string UIName = "Edgevision Fade Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_id
<
string UIName = "Edgevision Fade Intensity Interior Day";
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_in
<
string UIName = "SSAO Fade Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float ssaofadepow_id
<
string UIName = "SSAO Fade Contrast Interior Day";
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_in
<
string UIName = "SSAO Fade Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaofademult_id
<
string UIName = "SSAO Fade Intensity Interior Day";
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};
bool ssaoquarter
<
string UIName = "SSAO Use Less Samples";
string UIWidget = "Checkbox";
> = {true};
bool ssaohalfblur
<
string UIName = "SSAO Blur Use Less Samples";
string UIWidget = "Checkbox";
> = {true};
/* luma sharpen because of reasons */
string str_sharp = "Luma Sharpen";
bool sharpenable
<
string UIName = "Sharpen Enable";
string UIWidget = "Checkbox";
> = {false};
float sharpradius
<
string UIName = "Sharpen Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.8};
float sharpclamp
<
string UIName = "Sharpen Clamp";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.02};
float sharpblend
<
string UIName = "Sharpen Blending";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};

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12
exampleluts/readme.txt Normal file
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blue -> A cold, blue colorization palette.
brown -> Pseudo-sepia palette.
flame -> Hot flames.
fnvdust -> Bad attempt at replicating the legacy FNV Dust palette.
gold -> Exactly what it says on the tin.
isolate_blue -> Softly isolate blues.
isolate_green -> Same for greens.
isolate_red -> And reds too.
isolate_saturated -> A steep curve applied to saturation.
rangetest -> Used to check how bad subpixel interpolation is.
red -> Reddish-pink palette.
skyrimdust -> Another replication of a legacy palette. Seems redder now.

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894
skyrim/enbseries.ini Normal file
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[GLOBAL]
AdditionalConfigFile=
UseEffect=true
[EFFECT]
UseOriginalPostProcessing=false
UseOriginalObjectsProcessing=false
EnableBloom=true
EnableAdaptation=true
EnableAmbientOcclusion=false
EnableDepthOfField=true
EnableDetailedShadow=true
EnableSunRays=true
EnableSkyLighting=false
EnableImageBasedLighting=false
EnableReflection=false
EnableSoftParticles=true
EnableParticleLights=true
EnableSunGlare=false
EnableSubSurfaceScattering=true
EnableLens=false
EnableWater=true
EnableUnderwater=true
EnableCloudShadows=true
EnableVolumetricRays=false
EnableProceduralSun=true
EnableMist=true
[BLOOM]
Quality=1
AmountDay=1.0
AmountNight=1.0
BlueShiftAmountDay=1.0
BlueShiftAmountNight=1.0
AmountSunrise=1.0
AmountSunset=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
BlueShiftAmountSunrise=1.0
BlueShiftAmountSunset=1.0
BlueShiftAmountInteriorDay=1.0
BlueShiftAmountInteriorNight=1.0
IgnoreWeatherSystem=true
[CAMERAFX]
LenzReflectionIntensityDay=0.0
LenzReflectionIntensityNight=0.0
LenzReflectionIntensityInterior=0.0
LenzReflectionPowerDay=0.0
LenzReflectionPowerNight=0.0
LenzReflectionPowerInterior=0.0
LenzReflectionIntensitySunrise=0.0
LenzReflectionIntensitySunset=0.0
LenzReflectionIntensityInteriorDay=0.0
LenzReflectionIntensityInteriorNight=0.0
LenzReflectionPowerSunrise=1.0
LenzReflectionPowerSunset=1.0
LenzReflectionPowerInteriorDay=1.0
LenzReflectionPowerInteriorNight=1.0
[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=true
SamplingQuality=1
SamplingRange=0.15
FadeFogRangeDay=0.0
FadeFogRangeNight=3.0
FadeFogRangeInterior=0.0
SizeScale=0.25
SourceTexturesScale=0.25
FilterQuality=1
AOAmount=1.1
ILAmount=0.31
UseComplexAmbientOcclusion=true
UseAmbientIndirectLighting=true
SamplingPrecision=1
FadeFogRange=2.76
FilterType=0
AOAmountInterior=1.2
ILAmountInterior=0.38
AOIntensity=1.14
AOIntensityInterior=1.22
AOType=0
AOMixingType=0
AOMixingTypeInterior=0
UseOldType=false
EnableDenoiser=true
EnableSupersampling=false
EnableComplexFilter=true
ILType=0
[NIGHTDAY]
DetectorDefaultDay=false
DetectorLevelDay=0.75
DetectorLevelNight=0.25
DetectorLevelCurve=1.0
DetectorOldVersion=false
[ADAPTATION]
ForceMinMaxValues=true
AdaptationSensitivity=0.8
AdaptationTime=3.0
AdaptationMin=0.75
AdaptationMax=1.25
[ENVIRONMENT]
DirectLightingIntensityDay=1.45
DirectLightingIntensityNight=1.43
DirectLightingIntensityInterior=1.014688
DirectLightingCurveDay=1.12
DirectLightingCurveNight=1.2
DirectLightingCurveInterior=1.25
DirectLightingDesaturationDay=0.07
DirectLightingDesaturationNight=0.28
DirectLightingDesaturationInterior=0.0
SpecularAmountMultiplierDay=1.26
SpecularAmountMultiplierNight=1.76
SpecularAmountMultiplierInterior=1.0
SpecularPowerMultiplierDay=0.691
SpecularPowerMultiplierNight=0.511
SpecularPowerMultiplierInterior=1.0
SpecularFromLightDay=0.0
SpecularFromLightNight=0.0
SpecularFromLightInterior=0.0
AmbientLightingIntensityDay=0.59
AmbientLightingIntensityNight=0.48
AmbientLightingIntensityInterior=0.914
AmbientLightingCurveDay=0.98
AmbientLightingCurveNight=1.33
AmbientLightingCurveInterior=0.75
AmbientLightingDesaturationDay=0.0
AmbientLightingDesaturationNight=0.0
AmbientLightingDesaturationInterior=0.0
PointLightingIntensityDay=1.08
PointLightingIntensityNight=1.18
PointLightingIntensityInterior=0.825
PointLightingCurveDay=1.03875
PointLightingCurveNight=1.17
PointLightingCurveInterior=0.825
PointLightingDesaturationDay=0.0
PointLightingDesaturationNight=0.0
PointLightingDesaturationInterior=0.0
FogColorMultiplierDay=0.64
FogColorMultiplierNight=0.27
FogColorMultiplierInterior=0.5
FogColorCurveDay=1.17
FogColorCurveNight=1.07
FogColorCurveInterior=1.0
ColorPowDay=1.0
ColorPowNight=1.0
ColorPowInterior=0.9
DirectLightingIntensitySunrise=1.55
DirectLightingIntensitySunset=1.52
DirectLightingIntensityInteriorDay=1.19
DirectLightingIntensityInteriorNight=1.14
DirectLightingCurveSunrise=1.25
DirectLightingCurveSunset=1.34
DirectLightingCurveInteriorDay=1.18
DirectLightingCurveInteriorNight=1.25
DirectLightingDesaturationSunrise=0.12
DirectLightingDesaturationSunset=0.15
DirectLightingDesaturationInteriorDay=0.11
DirectLightingDesaturationInteriorNight=0.18
SpecularAmountMultiplierSunrise=1.56
SpecularAmountMultiplierSunset=1.69
SpecularAmountMultiplierInteriorDay=1.32
SpecularAmountMultiplierInteriorNight=1.66
SpecularPowerMultiplierSunrise=0.631
SpecularPowerMultiplierSunset=0.661
SpecularPowerMultiplierInteriorDay=0.711
SpecularPowerMultiplierInteriorNight=0.611
SpecularFromLightSunrise=0.0
SpecularFromLightSunset=0.0
SpecularFromLightInteriorDay=0.0
SpecularFromLightInteriorNight=0.0
AmbientLightingIntensitySunrise=0.44
AmbientLightingIntensitySunset=0.45
AmbientLightingIntensityInteriorDay=0.38
AmbientLightingIntensityInteriorNight=0.31
AmbientLightingCurveSunrise=1.18
AmbientLightingCurveSunset=1.28
AmbientLightingCurveInteriorDay=1.11
AmbientLightingCurveInteriorNight=1.17
AmbientLightingDesaturationSunrise=0.0
AmbientLightingDesaturationSunset=0.0
AmbientLightingDesaturationInteriorDay=0.0
AmbientLightingDesaturationInteriorNight=0.0
AmbientColorFilterAmountSunrise=0.32
AmbientColorFilterAmountDay=0.43
AmbientColorFilterAmountSunset=0.33
AmbientColorFilterAmountNight=0.33
AmbientColorFilterAmountInteriorDay=0.28
AmbientColorFilterAmountInteriorNight=0.24
AmbientColorFilterTopSunrise=0.494, 0.443, 0.188
AmbientColorFilterTopDay=0.655, 0.698, 0.741
AmbientColorFilterTopSunset=0.522, 0.196, 0.0196
AmbientColorFilterTopNight=0.129, 0.145, 0.38
AmbientColorFilterTopInteriorDay=0.204, 0.239, 0.314
AmbientColorFilterTopInteriorNight=0.169, 0.239, 0.357
AmbientColorFilterMiddleSunrise=0.227, 0.137, 0.0471
AmbientColorFilterMiddleDay=0.157, 0.188, 0.212
AmbientColorFilterMiddleSunset=0.278, 0.102, 0.0353
AmbientColorFilterMiddleNight=0.0314, 0.0706, 0.11
AmbientColorFilterMiddleInteriorDay=0.051, 0.0627, 0.0745
AmbientColorFilterMiddleInteriorNight=0.0275, 0.0392, 0.051
AmbientColorFilterBottomSunrise=0.00392, 0.0275, 0.0353
AmbientColorFilterBottomDay=0.0275, 0.0392, 0.051
AmbientColorFilterBottomSunset=0.0118, 0.0275, 0.0353
AmbientColorFilterBottomNight=0, 0.00392, 0.0157
AmbientColorFilterBottomInteriorDay=0.0118, 0.0118, 0.0196
AmbientColorFilterBottomInteriorNight=0.00392, 0.00784, 0.0196
PointLightingIntensitySunrise=1.14
PointLightingIntensitySunset=1.18
PointLightingIntensityInteriorDay=1.1
PointLightingIntensityInteriorNight=1.13
PointLightingCurveSunrise=1.16
PointLightingCurveSunset=1.2
PointLightingCurveInteriorDay=1.11
PointLightingCurveInteriorNight=1.11
PointLightingDesaturationSunrise=0.0
PointLightingDesaturationSunset=0.0
PointLightingDesaturationInteriorDay=0.0
PointLightingDesaturationInteriorNight=0.0
ParticleLightsIntensitySunrise=0.25
ParticleLightsIntensityDay=0.21
ParticleLightsIntensitySunset=0.23
ParticleLightsIntensityNight=0.35
ParticleLightsIntensityInteriorDay=0.26
ParticleLightsIntensityInteriorNight=0.38
FogColorMultiplierSunrise=0.37
FogColorMultiplierSunset=0.39
FogColorMultiplierInteriorDay=0.54
FogColorMultiplierInteriorNight=0.32
FogColorCurveSunrise=1.1
FogColorCurveSunset=1.12
FogColorCurveInteriorDay=1.06
FogColorCurveInteriorNight=1.03
ColorPowSunrise=1.0
ColorPowSunset=1.0
ColorPowInteriorDay=1.0
ColorPowInteriorNight=1.0
IgnoreWeatherSystem=true
[SKY]
Enable=true
StarsIntensity=1.36
StarsCurve=1.37
AuroraBorealisIntensity=1.14
AuroraBorealisCurve=0.57
CloudsIntensityDay=1.040001
CloudsIntensityNight=0.500001
CloudsIntensityInterior=1.49
CloudsCurveDay=1.18
CloudsCurveNight=1.13
CloudsCurveInterior=1.5
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInterior=0.14
CloudsEdgeClamp=0.38
CloudsEdgeIntensity=1.4
GradientIntensityDay=1.370001
GradientIntensityNight=0.890001
GradientIntensityInterior=0.85
GradientDesaturationDay=0.27
GradientDesaturationNight=0.05
GradientDesaturationInterior=0.325
GradientTopIntensityDay=1.510001
GradientTopIntensityNight=1.550001
GradientTopIntensityInterior=5.6125
GradientTopCurveDay=1.36
GradientTopCurveNight=1.57
GradientTopCurveInterior=2.15
GradientMiddleIntensityDay=1.430001
GradientMiddleIntensityNight=1.000001
GradientMiddleIntensityInterior=2.4
GradientMiddleCurveDay=1.18
GradientMiddleCurveNight=1.33
GradientMiddleCurveInterior=1.65
GradientHorizonIntensityDay=1.49
GradientHorizonIntensityNight=1.470001
GradientHorizonIntensityInterior=2.33
GradientHorizonCurveDay=1.5
GradientHorizonCurveNight=1.65
GradientHorizonCurveInterior=1.25
SunIntensity=3.0
SunDesaturation=0.0
SunCoronaIntensity=1.281
SunCoronaCurve=1.06
SunCoronaDesaturation=0.09
MoonIntensity=1.6
MoonCurve=1.0
MoonDesaturation=0.2
DisableWrongSkyMath=true
CloudsIntensitySunrise=0.880001
CloudsIntensitySunset=0.620001
CloudsIntensityInteriorDay=0.98
CloudsIntensityInteriorNight=0.43
CloudsCurveSunrise=1.27
CloudsCurveSunset=1.54
CloudsCurveInteriorDay=1.12
CloudsCurveInteriorNight=1.12
CloudsDesaturationSunrise=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
GradientIntensitySunrise=0.860001
GradientIntensitySunset=0.850001
GradientIntensityInteriorDay=1.19
GradientIntensityInteriorNight=0.870001
GradientDesaturationSunrise=0.05
GradientDesaturationSunset=0.02
GradientDesaturationInteriorDay=0.29
GradientDesaturationInteriorNight=0.04
GradientTopIntensitySunrise=1.620001
GradientTopIntensitySunset=1.62
GradientTopIntensityInteriorDay=2.7
GradientTopIntensityInteriorNight=1.48
GradientTopCurveSunrise=1.59
GradientTopCurveSunset=1.66
GradientTopCurveInteriorDay=2.47
GradientTopCurveInteriorNight=1.59
GradientMiddleIntensitySunrise=1.150001
GradientMiddleIntensitySunset=1.09
GradientMiddleIntensityInteriorDay=2.6
GradientMiddleIntensityInteriorNight=1.09
GradientMiddleCurveSunrise=1.39
GradientMiddleCurveSunset=1.49
GradientMiddleCurveInteriorDay=2.2
GradientMiddleCurveInteriorNight=1.4
GradientHorizonIntensitySunrise=1.34
GradientHorizonIntensitySunset=1.36
GradientHorizonIntensityInteriorDay=1.91
GradientHorizonIntensityInteriorNight=1.82
GradientHorizonCurveSunrise=1.64
GradientHorizonCurveSunset=1.73
GradientHorizonCurveInteriorDay=1.44
GradientHorizonCurveInteriorNight=1.34
SunIntensitySunrise=1.53
SunIntensityDay=1.73
SunIntensitySunset=1.56
SunIntensityNight=1.43
SunIntensityInteriorDay=1.73
SunIntensityInteriorNight=1.66
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterSunrise=0.984, 0.831, 0.522
SunColorFilterDay=0.992, 0.89, 0.78
SunColorFilterSunset=0.929, 0.357, 0.0275
SunColorFilterNight=0.616, 0.282, 0.0588
SunColorFilterInteriorDay=0.98, 0.937, 0.847
SunColorFilterInteriorNight=0.729, 0.286, 0.0314
SunGlowIntensitySunrise=1.27
SunGlowIntensityDay=1.18
SunGlowIntensitySunset=1.36
SunGlowIntensityNight=1.46
SunGlowIntensityInteriorDay=1.3
SunGlowIntensityInteriorNight=0.31
SunGlowHazinessSunrise=0.03
SunGlowHazinessDay=0.1
SunGlowHazinessSunset=0.04
SunGlowHazinessNight=0.02
SunGlowHazinessInteriorDay=0.11
SunGlowHazinessInteriorNight=0.01
MoonIntensitySunrise=0.78
MoonIntensityDay=0.53
MoonIntensitySunset=0.81
MoonIntensityNight=1.95
MoonIntensityInteriorDay=0.69
MoonIntensityInteriorNight=2.14
MoonCurveSunrise=0.89
MoonCurveDay=0.61
MoonCurveSunset=0.84
MoonCurveNight=0.9
MoonCurveInteriorDay=0.59
MoonCurveInteriorNight=0.9
MoonDesaturationSunrise=0.21
MoonDesaturationDay=0.49
MoonDesaturationSunset=0.38
MoonDesaturationNight=0.16
MoonDesaturationInteriorDay=0.35
MoonDesaturationInteriorNight=0.14
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
CloudsEdgeFadeRange=0.82
CloudsEdgeMoonMultiplier=2.78
IgnoreWeatherSystem=true
[OBJECT]
SubSurfaceScatteringMultiplierDay=0.11
SubSurfaceScatteringMultiplierNight=0.09
SubSurfaceScatteringMultiplierInterior=0.0
SubSurfaceScatteringPowerDay=0.92
SubSurfaceScatteringPowerNight=3.63
SubSurfaceScatteringPowerInterior=1.1
SubSurfaceScatteringMultiplierSunrise=0.2
SubSurfaceScatteringMultiplierSunset=0.23
SubSurfaceScatteringMultiplierInteriorDay=0.27
SubSurfaceScatteringMultiplierInteriorNight=0.31
SubSurfaceScatteringPowerSunrise=0.84
SubSurfaceScatteringPowerSunset=0.73
SubSurfaceScatteringPowerInteriorDay=0.82
SubSurfaceScatteringPowerInteriorNight=0.93
IgnoreWeatherSystem=true
SpecularAmountMultiplierSunrise=1.84
SpecularAmountMultiplierDay=1.69
SpecularAmountMultiplierSunset=1.82
SpecularAmountMultiplierNight=1.75
SpecularAmountMultiplierInteriorDay=1.88
SpecularAmountMultiplierInteriorNight=1.92
SpecularPowerMultiplierSunrise=1.6
SpecularPowerMultiplierDay=1.42
SpecularPowerMultiplierSunset=1.68
SpecularPowerMultiplierNight=1.86
SpecularPowerMultiplierInteriorDay=1.64
SpecularPowerMultiplierInteriorNight=1.88
[LIGHTSPRITE]
IntensityDay=0.53
IntensityNight=1.56
IntensityInterior=0.5
CurveDay=0.93
CurveNight=1.305
CurveInterior=0.925
IntensitySunrise=0.92
IntensitySunset=0.99
IntensityInteriorDay=1.82
IntensityInteriorNight=1.75
CurveSunrise=1.16
CurveSunset=0.93
CurveInteriorDay=1.21
CurveInteriorNight=1.34
IgnoreWeatherSystem=true
[WINDOWLIGHT]
Intensity=2.625
Curve=1.0
IntensitySunrise=1.54
IntensityDay=1.46
IntensitySunset=1.67
IntensityNight=1.88
IntensityInteriorDay=1.38
IntensityInteriorNight=1.97
CurveSunrise=1.2
CurveDay=1.13
CurveSunset=1.19
CurveNight=1.07
CurveInteriorDay=1.04
CurveInteriorNight=1.14
IgnoreWeatherSystem=true
[VOLUMETRICFOG]
IntensityDay=1.106
IntensityNight=0.89
IntensityInterior=0.265
CurveDay=1.11
CurveNight=0.8
CurveInterior=1.0
IntensitySunrise=0.73
IntensitySunset=0.74
IntensityInteriorDay=1.17
IntensityInteriorNight=0.85
CurveSunrise=0.98
CurveSunset=1.15
CurveInteriorDay=1.16
CurveInteriorNight=0.86
LightingInfluenceSunrise=0.89
LightingInfluenceDay=0.58
LightingInfluenceSunset=0.96
LightingInfluenceNight=0.85
LightingInfluenceInteriorDay=0.58
LightingInfluenceInteriorNight=0.88
EnableShadows=true
IgnoreWeatherSystem=true
OpacitySunrise=0.29
OpacityDay=0.47
OpacitySunset=0.33
OpacityNight=0.25
OpacityInteriorDay=0.35
OpacityInteriorNight=0.2
[FIRE]
IntensityDay=1.64
IntensityNight=1.84
IntensityInterior=1.65
CurveDay=0.67
CurveNight=0.63
CurveInterior=1.0
IntensitySunrise=1.75
IntensitySunset=1.73
IntensityInteriorDay=2.23
IntensityInteriorNight=1.88
CurveSunrise=0.71
CurveSunset=0.73
CurveInteriorDay=0.78
CurveInteriorNight=0.75
AdditiveBlending=true
IgnoreWeatherSystem=true
[COLORCORRECTION]
UsePaletteTexture=true
Brightness=1.0
GammaCurve=1.0
UseProceduralCorrection=false
[SHADOW]
ShadowCastersFix=false
ShadowQualityFix=true
DetailedShadowQuality=1
UseBilateralShadowFilter=true
UseShadowFilter=true
ShadowFilterQuality=1
ShadowBlurRange=4.0
ShadowBlurRangeInterior=4.0
IgnoreWeatherSystem=true
[DEPTHOFFIELD]
FadeTime=0.4
Quality=1
IgnoreWeatherSystem=true
[RAYS]
SunRaysMultiplier=0.75
SunRaysMultiplierSunrise=0.36
SunRaysMultiplierDay=0.2
SunRaysMultiplierSunset=0.39
SunRaysMultiplierNight=0.43
SunRaysMultiplierInteriorDay=0.29
SunRaysMultiplierInteriorNight=0.46
IgnoreWeatherSystem=true
[SKYLIGHTING]
Quality=1
FilterQuality=1
AmbientMinLevel=0.39375
AmbientMinLevelSunrise=0.33
AmbientMinLevelDay=0.68
AmbientMinLevelSunset=0.4
AmbientMinLevelNight=0.26
AmbientMinLevelInteriorDay=0.2
AmbientMinLevelInteriorNight=0.18
IgnoreWeatherSystem=true
[WEATHER]
EnableMultipleWeathers=true
[TIMEOFDAY]
Enable=true
DawnDuration=1.0
SunriseTime=8.0
DayTime=12.0
SunsetTime=18.0
DuskDuration=1.0
NightTime=0.0
[VEGETATION]
SubSurfaceScatteringMultiplierSunrise=0.87
SubSurfaceScatteringMultiplierDay=0.8
SubSurfaceScatteringMultiplierSunset=0.97
SubSurfaceScatteringMultiplierNight=0.84
SubSurfaceScatteringMultiplierInteriorDay=0.86
SubSurfaceScatteringMultiplierInteriorNight=0.88
SubSurfaceScatteringPowerSunrise=2.12
SubSurfaceScatteringPowerDay=2.37
SubSurfaceScatteringPowerSunset=1.94
SubSurfaceScatteringPowerNight=1.9
SubSurfaceScatteringPowerInteriorDay=2.17
SubSurfaceScatteringPowerInteriorNight=1.85
IgnoreWeatherSystem=true
SpecularAmountMultiplierSunrise=1.5
SpecularAmountMultiplierDay=1.31
SpecularAmountMultiplierSunset=1.67
SpecularAmountMultiplierNight=1.85
SpecularAmountMultiplierInteriorDay=1.3
SpecularAmountMultiplierInteriorNight=1.42
SpecularPowerMultiplierSunrise=0.9
SpecularPowerMultiplierDay=1.15
SpecularPowerMultiplierSunset=0.82
SpecularPowerMultiplierNight=0.67
SpecularPowerMultiplierInteriorDay=1.18
SpecularPowerMultiplierInteriorNight=0.84
[PARTICLE]
IntensitySunrise=0.78
IntensityDay=1.06
IntensitySunset=0.79
IntensityNight=0.54
IntensityInteriorDay=0.97
IntensityInteriorNight=0.62
LightingInfluenceSunrise=1.06
LightingInfluenceDay=0.79
LightingInfluenceSunset=1.15
LightingInfluenceNight=1.25
LightingInfluenceInteriorDay=0.85
LightingInfluenceInteriorNight=0.94
IgnoreWeatherSystem=true
[REFLECTION]
Quality=1
FilterQuality=1
FilterBluriness=1.0
SizeScale=0.25
SourceTexturesScale=0.25
Amount=0.35
Power=1.06
GlosinessMin=0.09
GlosinessMax=0.9
EnableDenoiser=true
DenoiserType=0
EnableSupersampling=false
ExteriorEnable=true
InteriorEnable=true
IgnoreWeatherSystem=true
AmountInterior=0.42
PowerInterior=1.12
[IMAGEBASEDLIGHTING]
AdditiveAmountSunrise=0.02
AdditiveAmountDay=0.03
AdditiveAmountSunset=0.02
AdditiveAmountNight=0.01
AdditiveAmountInteriorDay=0.02
AdditiveAmountInteriorNight=0.01
MultiplicativeAmountSunrise=0.09
MultiplicativeAmountDay=0.06
MultiplicativeAmountSunset=0.1
MultiplicativeAmountNight=0.03
MultiplicativeAmountInteriorDay=0.05
MultiplicativeAmountInteriorNight=0.02
ReflectiveAmountSunrise=0.15
ReflectiveAmountDay=0.12
ReflectiveAmountSunset=0.17
ReflectiveAmountNight=0.06
ReflectiveAmountInteriorDay=0.11
ReflectiveAmountInteriorNight=0.04
IgnoreWeatherSystem=true
[RAIN]
Enable=false
EnableAntialiasing=false
EnableSupersampling=false
MotionStretch=0.8
MotionTransparency=0.65
IgnoreWeatherSystem=true
[EYES]
SubSurfaceScatteringMultiplierSunrise=0.21
SubSurfaceScatteringMultiplierDay=0.12
SubSurfaceScatteringMultiplierSunset=0.29
SubSurfaceScatteringMultiplierNight=0.08
SubSurfaceScatteringMultiplierInteriorDay=0.15
SubSurfaceScatteringMultiplierInteriorNight=0.1
SubSurfaceScatteringPowerSunrise=0.62
SubSurfaceScatteringPowerDay=0.91
SubSurfaceScatteringPowerSunset=0.64
SubSurfaceScatteringPowerNight=0.52
SubSurfaceScatteringPowerInteriorDay=0.79
SubSurfaceScatteringPowerInteriorNight=0.54
IgnoreWeatherSystem=true
SpecularAmountMultiplierSunrise=2.26
SpecularAmountMultiplierDay=2.14
SpecularAmountMultiplierSunset=2.32
SpecularAmountMultiplierNight=2.24
SpecularAmountMultiplierInteriorDay=2.26
SpecularAmountMultiplierInteriorNight=2.35
SpecularPowerMultiplierSunrise=1.17
SpecularPowerMultiplierDay=1.13
SpecularPowerMultiplierSunset=1.18
SpecularPowerMultiplierNight=1.16
SpecularPowerMultiplierInteriorDay=1.05
SpecularPowerMultiplierInteriorNight=1.1
[SUBSURFACESCATTERING]
Quality=1
Radius=2.12
Amount=0.75
EpidermalAmount=0.92
SubdermalAmount=0.85
EpidermalDiffuseSaturation=-0.17
SubdermalDiffuseSaturation=-0.04
EpidermalMix=0.85
SubdermalMix=0.37
SubdermalTranslucency=0.92
SubdermalPhase=0.83
IgnoreWeatherSystem=true
EnableTextureAlpha=true
[LENS]
ReflectionIntensitySunrise=1.0
ReflectionIntensityDay=1.0
ReflectionIntensitySunset=1.0
ReflectionIntensityNight=1.0
ReflectionIntensityInteriorDay=1.0
ReflectionIntensityInteriorNight=1.0
ReflectionPowerSunrise=1.0
ReflectionPowerDay=1.0
ReflectionPowerSunset=1.0
ReflectionPowerNight=1.0
ReflectionPowerInteriorDay=1.0
ReflectionPowerInteriorNight=1.0
DirtIntensitySunrise=1.0
DirtIntensityDay=1.0
DirtIntensitySunset=1.0
DirtIntensityNight=1.0
DirtIntensityInteriorDay=1.0
DirtIntensityInteriorNight=1.0
DirtPowerSunrise=1.0
DirtPowerDay=1.0
DirtPowerSunset=1.0
DirtPowerNight=1.0
DirtPowerInteriorDay=1.0
DirtPowerInteriorNight=1.0
IgnoreWeatherSystem=true
[WATER]
EnableDispersion=true
EnableCaustics=true
ReflectionAmount=0.88
FrennelMultiplier=0.93
FrennelMin=0.0
FrennelMax=1.0
DispersionAmount=0.94
CausticsAmount=1.46
EnableParallax=true
EnableShadow=true
EnableSelfReflection=true
EnableLighting=true
EnableDisplacement=true
DisplacementQuality=1
SunSpecularMultiplier=2.09
SunScatteringMultiplier=1.38
WavesAmplitudeSunrise=0.64
WavesAmplitudeDay=0.76
WavesAmplitudeSunset=0.64
WavesAmplitudeNight=0.51
WavesAmplitudeInteriorDay=0.55
WavesAmplitudeInteriorNight=0.42
ShadowQuality=1
EnableShadowNoise=true
SunLightingMultiplier=0.94
WetMultiplier=0.57
Muddiness=0.22
EnablePreCache=true
EnableVolumetricShadow=true
DisplacementFilterQuality=1
IgnoreWeatherSystem=true
[UNDERWATER]
EnableDispersion=true
EnableParallax=true
EnableDisplacement=true
EnableSilhouette=true
EnableBlurring=true
EnableReflection=true
EnableShadow=true
ShadowQuality=1
DispersionAmount=0.94
ReflectionAmount=0.9
TransparencyFade=1.1
TransparencyCurve=1.18
DeepnessFade=2.12
DeepnessDarkening=0.85
TintAmount=0.75
TintFade=0.9
SunScatteringMultiplier=1.1
IgnoreWeatherSystem=true
[CLOUDSHADOWS]
EnableAtNight=true
OpacitySunrise=0.85
OpacityDay=0.57
OpacitySunset=0.86
OpacityNight=0.96
OpacityInteriorDay=0.62
OpacityInteriorNight=0.98
IgnoreWeatherSystem=true
[VOLUMETRICRAYS]
Quality=1
IntensitySunrise=0.49
IntensityDay=0.41
IntensitySunset=0.61
IntensityNight=0.66
IntensityInteriorDay=0.53
IntensityInteriorNight=0.61
DensitySunrise=4.35
DensityDay=3.66
DensitySunset=4.74
DensityNight=4.98
DensityInteriorDay=1.44
DensityInteriorNight=1.3
SkyColorAmountSunrise=0.53
SkyColorAmountDay=0.32
SkyColorAmountSunset=0.69
SkyColorAmountNight=0.85
SkyColorAmountInteriorDay=0.4
SkyColorAmountInteriorNight=0.65
IgnoreWeatherSystem=true
[PROCEDURALSUN]
Size=0.89
EdgeSoftness=0.24
GlowIntensitySunrise=1.69
GlowIntensityDay=1.59
GlowIntensitySunset=1.73
GlowIntensityNight=1.84
GlowIntensityInteriorDay=1.63
GlowIntensityInteriorNight=2.09
GlowCurveSunrise=1.42
GlowCurveDay=1.28
GlowCurveSunset=1.56
GlowCurveNight=1.74
GlowCurveInteriorDay=1.950001
GlowCurveInteriorNight=2.2
IgnoreWeatherSystem=true
[MIST]
ColorFromEnvironmentFog=0.9
SkyLightingAmountSunrise=0.61
SkyLightingAmountDay=0.54
SkyLightingAmountSunset=0.69
SkyLightingAmountNight=0.48
SkyLightingAmountInteriorDay=0.88
SkyLightingAmountInteriorNight=0.48
SunLightingAmountSunrise=1.18
SunLightingAmountDay=0.92
SunLightingAmountSunset=1.12
SunLightingAmountNight=0.19
SunLightingAmountInteriorDay=0.87
SunLightingAmountInteriorNight=0.05
DesaturationSunrise=0.0
DesaturationDay=0.0
DesaturationSunset=0.0
DesaturationNight=0.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
ColorFilterSunrise=0.796, 0.835, 0.898
ColorFilterDay=0.925, 0.984, 1
ColorFilterSunset=0.804, 0.867, 0.929
ColorFilterNight=0.396, 0.431, 0.663
ColorFilterInteriorDay=0.757, 0.82, 0.851
ColorFilterInteriorNight=0.51, 0.498, 0.631
RelativeToCameraSunrise=0.32
RelativeToCameraDay=0.51
RelativeToCameraSunset=0.33
RelativeToCameraNight=0.25
RelativeToCameraInteriorDay=0.58
RelativeToCameraInteriorNight=0.21
VerticalOffsetSunrise=-11.04
VerticalOffsetDay=-10.97
VerticalOffsetSunset=-11.09
VerticalOffsetNight=-11.14
VerticalOffsetInteriorDay=-10.44
VerticalOffsetInteriorNight=-11.26
DensitySunrise=1.21
DensityDay=1.29
DensitySunset=1.24
DensityNight=1.17
DensityInteriorDay=1.29
DensityInteriorNight=1.17
VerticalFadeSunrise=4.61
VerticalFadeDay=4.46
VerticalFadeSunset=4.52
VerticalFadeNight=4.83
VerticalFadeInteriorDay=4.39
VerticalFadeInteriorNight=4.78
BottomTopSunrise=0.0
BottomTopDay=0.0
BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.06
ExponentialFadeDay=0.95
ExponentialFadeSunset=1.03
ExponentialFadeNight=1.14
ExponentialFadeInteriorDay=0.96
ExponentialFadeInteriorNight=1.09
IgnoreWeatherSystem=true
EnableAnchors=false
DistanceFadeSunrise=0.0
DistanceFadeDay=0.0
DistanceFadeSunset=0.0
DistanceFadeNight=0.0
DistanceFadeInteriorDay=0.0
DistanceFadeInteriorNight=0.0
AnchorsAmountSunrise=1.0
AnchorsAmountDay=1.0
AnchorsAmountSunset=1.0
AnchorsAmountNight=1.0
AnchorsAmountInteriorDay=1.0
AnchorsAmountInteriorNight=1.0

View file

@ -0,0 +1,40 @@
[EFFECT.TXT]
TECHNIQUE=0
Enable Block GFX=false
Emulated Resolution Width=0.0
Emulated Resolution Height=0.0
Zoom Factor X=0.0
Zoom Factor Y=0.0
Palette Type=6
CGA Palette=1
EGA Palette=0
Dithering Pattern=4
Contrast Modifier=1.0
Saturation Modifier=1.0
Dither Offset=-0.2
Dither Range=0.3
Enable ASCII=false
ASCII Monochrome=false
ASCII Blend=0.0
Enable Chroma Key=false
Chroma Key Red=1.0
Chroma Key Green=0.0
Chroma Key Blue=0.8
Chroma Key Depth=0.99
Enable Dot Matrix=false
Dot Size=1
Dot Blend=0.3
Dot Intensity=1.4
Dot Contrast=0.75
Enable Curvature=false
Curve Chromatic Aberration=0.56
Curve Zooming=50.360001
Curve Distortion=0.0
Curve Sampling Soften=0.0
Enable Blur=true
Blur Sampling Range=0.15
Enable Sharp=true
Sharp Sampling Range=0.35
Sharpening Amount=4.0
Enable Shift=true
Shift Sampling Range=0.75

View file

@ -0,0 +1,87 @@
[ENBBLOOM.FX]
TECHNIQUE=0
Bloom Intensity Night=0.96
Bloom Intensity Day=0.8
Bloom Intensity Interior Night=0.98
Bloom Intensity Interior Day=0.84
Bloom Contrast Night=0.83
Bloom Contrast Day=0.93
Bloom Contrast Interior Night=0.8
Bloom Contrast Interior Day=0.87
Bloom Saturation Night=0.92
Bloom Saturation Day=0.82
Bloom Saturation Interior Night=0.96
Bloom Saturation Interior Day=0.93
Bloom Offset Night=-0.1
Bloom Offset Day=-0.17
Bloom Offset Interior Night=-0.08
Bloom Offset Interior Day=-0.12
Bloom Intensity Cap Night=100.0
Bloom Intensity Cap Day=100.0
Bloom Intensity Cap Interior Night=100.0
Bloom Intensity Cap Interior Day=100.0
Bloom Blur Radius=1.0
Blue Shift Night Red=0.7
Blue Shift Night Green=0.4
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=0.6
Blue Shift Interior Night Green=0.3
Blue Shift Interior Night Blue=1.0
Blue Shift Interior Day Red=0.3
Blue Shift Interior Day Green=0.7
Blue Shift Interior Day Blue=1.0
Blue Shift Intensity Night=0.39
Blue Shift Intensity Day=0.2
Blue Shift Intensity Interior Night=0.37
Blue Shift Intensity Interior Day=0.19
Blue Shift Luminance Factor Per-pass=0.44
Blue Shift Color Factor Per-pass=0.84
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.87
Anamorphic Bloom Blend Day=0.62
Anamorphic Bloom Blend Interior Night=0.97
Anamorphic Bloom Blend Interior Day=0.77
Anamorphic Bloom Blue Shift Night Red=0.35
Anamorphic Bloom Blue Shift Night Green=0.08
Anamorphic Bloom Blue Shift Night Blue=1.0
Anamorphic Bloom Blue Shift Day Red=0.35
Anamorphic Bloom Blue Shift Day Green=0.57
Anamorphic Bloom Blue Shift Day Blue=1.0
Anamorphic Bloom Blue Shift Interior Night Red=0.42
Anamorphic Bloom Blue Shift Interior Night Green=0.21
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
Anamorphic Bloom Blue Shift Interior Day Red=0.21
Anamorphic Bloom Blue Shift Interior Day Green=0.42
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
Anamorphic Bloom Blue Shift Intensity Night=1.35
Anamorphic Bloom Blue Shift Intensity Day=1.26
Anamorphic Bloom Blue Shift Interior Night=1.53
Anamorphic Bloom Blue Shift Interior Day=1.32
Anamorphic Bloom Contrast Night=1.18
Anamorphic Bloom Contrast Day=1.29
Anamorphic Bloom Contrast Interior Night=1.17
Anamorphic Bloom Contrast Interior Day=1.28
Anamorphic Bloom Radius Multiplier=4.0
Bloom Pass 1 Blend=1.0
Bloom Pass 2 Blend=0.83
Bloom Pass 3 Blend=0.72
Bloom Pass 4 Blend=0.54
Bloom Pass 7 Blend=0.39
Bloom Pass 8 Blend=0.22
Bloom Prepass Blend=0.0
Bloom Base Blend=0.0
Enable Lens Dirt=false
Dirt Pass 1 Blend=0.08
Dirt Pass 2 Blend=0.14
Dirt Pass 3 Blend=0.24
Dirt Pass 4 Blend=0.52
Dirt Pass 7 Blend=1.12
Dirt Pass 8 Blend=6.87
Dirt Prepass Blend=0.0
Dirt Base Blend=0.0
Dirt Texture Preserve Aspect=true
Dirt Contrast=0.54
Dirt Factor=0.79

View file

@ -0,0 +1,152 @@
[ENBEFFECT.FX]
TECHNIQUE=0
Enable Grain=false
Grain Speed=2500.0
Grain Intensity=0.03
Grain Saturation=0.22
Grain Two-Pass=true
Grain Blending Mode=3
Grain Dark Mask Contrast=2.46
Grain Two-Pass Factor=0.04
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
Grain Contrast=2.8
Enable Adaptation=true
Adaptation Min Night=0.53
Adaptation Min Day=0.7
Adaptation Min Interior Night=0.51
Adaptation Min Interior Day=0.59
Adaptation Max Night=1.12
Adaptation Max Day=1.22
Adaptation Max Interior Night=1.08
Adaptation Max Interior Day=1.13
Enable Tonemapping=true
Tonemap Shoulder Strength Night=0.94
Tonemap Shoulder Strength Day=0.9
Tonemap Shoulder Strength Interior Night=0.83
Tonemap Shoulder Strength Interior Day=0.75
Tonemap Linear Strength Night=1.22
Tonemap Linear Strength Day=1.14
Tonemap Linear Strength Interior Night=1.15
Tonemap Linear Strength Interior Day=1.11
Tonemap Linear Angle Night=0.49
Tonemap Linear Angle Day=0.43
Tonemap Linear Angle Interior Night=0.28
Tonemap Linear Angle Interior Day=0.27
Tonemap Toe Strength Night=0.84
Tonemap Toe Strength Day=0.78
Tonemap Toe Strength Interior Night=0.89
Tonemap Toe Strength Interior Day=0.81
Tonemap Toe Numerator Night=3.71
Tonemap Toe Numerator Day=3.78
Tonemap Toe Numerator Interior Night=3.85
Tonemap Toe Numerator Interior Day=3.85
Tonemap Toe Denominator Night=1.33
Tonemap Toe Denominator Day=1.35
Tonemap Toe Denominator Interior Night=1.4
Tonemap Toe Denominator Interior Day=1.47
Tonemap Linear White Night=6.61
Tonemap Linear White Day=8.77
Tonemap Linear White Interior Night=5.57
Tonemap Linear White Interior Day=7.26
Tonemap Before Compensate=false
Enable Compensate=false
Compensate Factor Night=0.14
Compensate Factor Day=0.15
Compensate Factor Interior Night=0.17
Compensate Factor Interior Day=0.22
Compensate Contrast Night=1.61
Compensate Contrast Day=1.65
Compensate Contrast Interior Night=1.53
Compensate Contrast Interior Day=1.65
Compensate Saturation Night=1.11
Compensate Saturation Day=1.07
Compensate Saturation Interior Night=1.13
Compensate Saturation Interior Day=1.12
Enable RGB Grading=true
Grading Intensity Night Red=1.08
Grading Intensity Night Green=1.03
Grading Intensity Night Blue=1.0
Grading Intensity Day Red=1.06
Grading Intensity Day Green=1.03
Grading Intensity Day Blue=1.08
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=1.06
Grading Intensity Interior Day Green=1.02
Grading Intensity Interior Day Blue=1.04
Grading Contrast Night Red=0.97
Grading Contrast Night Green=0.98
Grading Contrast Night Blue=0.94
Grading Contrast Day Red=0.96
Grading Contrast Day Green=0.98
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=0.95
Grading Contrast Interior Day Green=0.98
Grading Contrast Interior Day Blue=0.95
Enable Vibrance Grading=true
Grading Color Night Red=-0.44
Grading Color Night Green=-0.33
Grading Color Night Blue=-0.83
Grading Color Day Red=-0.65
Grading Color Day Green=-0.3
Grading Color Day Blue=-0.69
Grading Color Interior Night Red=-0.25
Grading Color Interior Night Green=-0.15
Grading Color Interior Night Blue=-0.05
Grading Color Interior Day Red=-0.47
Grading Color Interior Day Green=-0.3
Grading Color Interior Day Blue=-0.12
Grading Color Factor Night=-0.06
Grading Color Factor Day=-0.04
Grading Color Factor Interior Night=-0.08
Grading Color Factor Interior Day=-0.06
Enable HSV Grading=true
Grading Saturation Intensity Night=1.11
Grading Saturation Intensity Day=1.06
Grading Saturation Intensity Interior Night=1.06
Grading Saturation Intensity Interior Day=1.03
Grading Saturation Contrast Night=1.13
Grading Saturation Contrast Day=1.14
Grading Saturation Contrast Interior Night=1.12
Grading Saturation Contrast Interior Day=1.15
Grading Value Intensity Night=1.08
Grading Value Intensity Day=1.03
Grading Value Intensity Interior Night=1.07
Grading Value Intensity Interior Day=1.04
Grading Value Contrast Night=1.03
Grading Value Contrast Day=1.02
Grading Value Contrast Interior Night=1.04
Grading Value Contrast Interior Day=1.03
Colorize After HSV=true
Enable Vanilla Tint=true
Vanilla Tint Blend=1.0
Use Tinting Before Grading=true
Enable Vanilla Grading=true
Vanilla Grading Blend=1.0
Fade Before Film Filters=false
Enable LUT Grading=true
LUT Blend Night=0.21
LUT Blend Day=0.27
LUT Blend Interior Night=0.11
LUT Blend Interior Day=0.17
LUT Preset=61
Enable ENB Palette=false
Palette Blend=1.0
Enable Post Dither=true
Dither Pattern=4
Display Bloom=false
Enable Vanilla Imagespace=true
Vanilla Vibrance Blend=1.0
Vanilla Contrast Blend=1.0

View file

@ -0,0 +1,179 @@
[ENBEFFECTPREPASS.FX]
TECHNIQUE=0
Fixed Resolution Width=1920
Fixed Resolution Height=1080
Depth Cutoff=999998.0
Distortion Chromatic Aberration=27.470001
Enable Underwater=true
Underwater Speed 1=24.309999
Underwater Speed 2=21.9
Underwater Speed 3=26.549999
Underwater Frequency 1=2.36
Underwater Frequency 2=3.39
Underwater Frequency 3=2.72
Underwater Amplitude 1=0.1
Underwater Amplitude 2=0.11
Underwater Amplitude 3=0.07
Underwater Zoom=0.15
Enable Hot Air Refraction=true
Heat Texture Size=8.46
Heat Speed=0.65
Heat Fade Contrast=234.339996
Heat Fade Intensity=1.06
Heat Fade Offset=-0.64
Heat Intensity=0.3
Heat Contrast=1.16
Heat Time-of-day Contrast=4.14
Heat Always Enable=false
Enable Focus Triangle=true
Display Focus Points=false
Enable Manual Focus=false
Manual Focus Depth=0.95
Focus Point Center X=0.5
Focus Point Center Y=0.5
Focus Triangle Angle=0.5
Focus Triangle Radius Night=15.0
Focus Triangle Radius Day=20.0
Focus Triangle Radius Interior Night=10.0
Focus Triangle Radius Interior Day=15.0
Focus Triangle Blending Night=0.2
Focus Triangle Blending Day=0.3
Focus Triangle Blending Interior Night=0.15
Focus Triangle Blending Interior Day=0.25
Focus Maximum Depth Night=990.349976
Focus Maximum Depth Day=994.340027
Focus Maximum Depth Interior Night=984.919983
Focus Maximum Depth Interior Day=989.539978
DOF Intensity Night=475.899994
DOF Intensity Day=294.299988
DOF Intensity Interior Night=480.799988
DOF Intensity Interior Day=242.300003
DOF Contrast Night=3.34
DOF Contrast Day=4.29
DOF Contrast Interior Night=3.32
DOF Contrast Interior Day=4.16
DOF Shift Night=0.0
DOF Shift Day=0.0
DOF Shift Interior Night=0.0
DOF Shift Interior Day=0.0
DOF Fixed Focus Intensity Night=1.0
DOF Fixed Focus Intensity Day=1.0
DOF Fixed Focus Intensity Interior Night=1.0
DOF Fixed Focus Intensity Interior Day=1.0
DOF Fixed Focus Contrast Night=1.0
DOF Fixed Focus Contrast Day=1.0
DOF Fixed Focus Contrast Interior Night=1.0
DOF Fixed Focus Contrast Interior Day=1.0
DOF Fixed Focus Shift Night=0.0
DOF Fixed Focus Shift Day=0.0
DOF Fixed Focus Shift Interior Night=0.0
DOF Fixed Focus Shift Interior Day=0.0
DOF Fixed Focus Blend Night=0.0
DOF Fixed Focus Blend Day=0.0
DOF Fixed Focus Blend Interior Night=0.0
DOF Fixed Focus Blend Interior Day=0.0
DOF Fixed Unfocus Intensity Night=1.28
DOF Fixed Unfocus Intensity Day=1.22
DOF Fixed Unfocus Intensity Interior Night=1.18
DOF Fixed Unfocus Intensity Interior Day=1.14
DOF Fixed Unfocus Contrast Night=98.650002
DOF Fixed Unfocus Contrast Day=126.139999
DOF Fixed Unfocus Contrast Interior Night=84.459999
DOF Fixed Unfocus Contrast Interior Day=110.82
DOF Fixed Unfocus Shift Night=-1.04
DOF Fixed Unfocus Shift Day=-1.1
DOF Fixed Unfocus Shift Interior Night=-1.03
DOF Fixed Unfocus Shift Interior Day=-1.08
DOF Fixed Unfocus Blend Night=1.0
DOF Fixed Unfocus Blend Day=1.0
DOF Fixed Unfocus Blend Interior Night=1.0
DOF Fixed Unfocus Blend Interior Day=1.0
DOF Fixed Use Cutoff=true
Disable DOF=false
DOF Bilateral Blur=true
DOF Bilateral Factor=5.0
DOF Blur Radius=1.0
DOF Relative to FOV=true
Default FOV=75.0
DOF Relative Factor Night=2.25
DOF Relative Factor Day=2.05
DOF Relative Factor Interior Night=2.4
DOF Relative Factor Interior Day=2.1
Debug Depth=false
Debug Focus=false
Enable Depth Edge Detect=false
Edge Fade Contrast Night=1.14
Edge Fade Contrast Day=1.08
Edge Fade Contrast Interior Night=1.19
Edge Fade Contrast Interior Day=1.35
Edge Fade Intensity Night=700.0
Edge Fade Intensity Day=800.0
Edge Fade Intensity Interior Night=500.0
Edge Fade Intensity Interior Day=600.0
Edge Contrast=0.5
Edge Intensity=1.0
Edge Radius=1.0
Edge Threshold=0.25
Debug Edge=false
Enable Luma Edge Detect=false
Cel Radius=2.0
Cel Intensity=2.0
Cel Contrast=0.5
Debug Cel=false
Enable Edgevision=false
Edgevision Fade Contrast Night=1.82
Edgevision Fade Contrast Day=1.86
Edgevision Fade Contrast Interior Night=2.9
Edgevision Fade Contrast Interior Day=3.0
Edgevision Fade Intensity Night=700.0
Edgevision Fade Intensity Day=800.0
Edgevision Fade Intensity Interior Night=500.0
Edgevision Fade Intensity Interior Day=600.0
Edgevision Contrast=0.25
Edgevision Intensity=8.0
Edgevision Radius=1.0
Enable SSAO=true
SSAO Radius=0.15
SSAO Noise=0
SSAO Fade Contrast Night=0.16
SSAO Fade Contrast Day=0.18
SSAO Fade Contrast Interior Night=0.12
SSAO Fade Contrast Interior Day=0.14
SSAO Fade Intensity Night=2.01
SSAO Fade Intensity Day=2.47
SSAO Fade Intensity Interior Night=2.06
SSAO Fade Intensity Interior Day=2.17
SSAO Intensity=1.0
SSAO Contrast=1.5
SSAO Blending=0.5
SSAO Blur=true
SSAO Bilateral Factor=1500.0
SSAO Range=40.0
SSAO Blur Radius=1.0
Debug SSAO=false
Sharpen Enable=true
Sharpen Radius=1.0
Sharpen Clamp=0.12
Sharpen Blending=6.0
SSAO Use Less Samples=true
Near Z=0.05
Far Z=3098.0
Enable Screen Frost=true
Frost Texture Size=1.0
Frost Contrast=1.08
Frost Strength=0.04
Frost Radial Contrast=0.87
Frost Radial Intensity=1.11
Frost Texture Blend=3.79
Frost Radial Offset=-0.93
Frost Texture Blend Contrast=4.56
Always Underwater=false
Frost Always Enable=false
Frost Indoor Factor=0.0
Frost Night Factor=0.5
SSAO Bilateral Factor Normal=1.0
SSAO Range Min=0.0
Frost Blur=false
Frost Blur Radius=1.0
Frost Distance Factor=16.0
SSAO Blur Use Less Samples=true

View file

@ -0,0 +1,66 @@
/*
menbglobaldefs.fx : MariENB global shared code.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* do not touch this! */
#define E_SHADER_3_0
/* are we running on fallout 3 / new vegas or on skyrim? */
//#define FALLOUT
/* time of day and interior interpolation */
#ifdef FALLOUT
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
(x##_in+x##_id)*0.5,EInteriorFactor)
#else
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor)
#endif
/* weather macros */
#define WT_TEMPERATE 0.0
#define WT_HOT 1.0
#define WT_COLD 2.0
#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\
?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\
?(1.0-WeatherAndTime.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
/* experimental features (TODO) */
//#define USE_BOKEH
//#define MULTIPASS_RMAO

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584
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[BLOOM]
AmountSunrise=1.0
AmountDay=1.0
AmountSunset=1.0
AmountNight=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
BlueShiftAmountSunrise=1.0
BlueShiftAmountDay=1.0
BlueShiftAmountSunset=1.0
BlueShiftAmountNight=1.0
BlueShiftAmountInteriorDay=1.0
BlueShiftAmountInteriorNight=1.0
[LENS]
ReflectionIntensitySunrise=1.0
ReflectionIntensityDay=1.0
ReflectionIntensitySunset=1.0
ReflectionIntensityNight=1.0
ReflectionIntensityInteriorDay=1.0
ReflectionIntensityInteriorNight=1.0
ReflectionPowerSunrise=2.0
ReflectionPowerDay=2.0
ReflectionPowerSunset=2.0
ReflectionPowerNight=2.0
ReflectionPowerInteriorDay=2.0
ReflectionPowerInteriorNight=2.0
DirtIntensitySunrise=1.0
DirtIntensityDay=1.0
DirtIntensitySunset=1.0
DirtIntensityNight=1.0
DirtIntensityInteriorDay=1.0
DirtIntensityInteriorNight=1.0
DirtPowerSunrise=2.0
DirtPowerDay=2.0
DirtPowerSunset=2.0
DirtPowerNight=2.0
DirtPowerInteriorDay=2.0
DirtPowerInteriorNight=2.0
[SKYLIGHTING]
AmbientMinLevelSunrise=0.1
AmbientMinLevelDay=0.1
AmbientMinLevelSunset=0.1
AmbientMinLevelNight=0.1
AmbientMinLevelInteriorDay=0.1
AmbientMinLevelInteriorNight=0.1
[ENVIRONMENT]
DirectLightingIntensitySunrise=1.0
DirectLightingIntensityDay=1.0
DirectLightingIntensitySunset=1.0
DirectLightingIntensityNight=1.0
DirectLightingIntensityInteriorDay=1.0
DirectLightingIntensityInteriorNight=1.0
DirectLightingCurveSunrise=1.0
DirectLightingCurveDay=1.0
DirectLightingCurveSunset=1.0
DirectLightingCurveNight=1.0
DirectLightingCurveInteriorDay=1.0
DirectLightingCurveInteriorNight=1.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SpecularFromLightSunrise=0.0
SpecularFromLightDay=0.0
SpecularFromLightSunset=0.0
SpecularFromLightNight=0.0
SpecularFromLightInteriorDay=0.0
SpecularFromLightInteriorNight=0.0
AmbientLightingIntensitySunrise=1.0
AmbientLightingIntensityDay=1.0
AmbientLightingIntensitySunset=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingIntensityInteriorDay=1.0
AmbientLightingIntensityInteriorNight=1.0
AmbientLightingCurveSunrise=1.0
AmbientLightingCurveDay=1.0
AmbientLightingCurveSunset=1.0
AmbientLightingCurveNight=1.0
AmbientLightingCurveInteriorDay=1.0
AmbientLightingCurveInteriorNight=1.0
AmbientLightingDesaturationSunrise=0.0
AmbientLightingDesaturationDay=0.0
AmbientLightingDesaturationSunset=0.0
AmbientLightingDesaturationNight=0.0
AmbientLightingDesaturationInteriorDay=0.0
AmbientLightingDesaturationInteriorNight=0.0
AmbientColorFilterAmountSunrise=0.0
AmbientColorFilterAmountDay=0.0
AmbientColorFilterAmountSunset=0.0
AmbientColorFilterAmountNight=0.0
AmbientColorFilterAmountInteriorDay=0.0
AmbientColorFilterAmountInteriorNight=0.0
AmbientColorFilterTopSunrise=1, 1, 1
AmbientColorFilterTopDay=1, 1, 1
AmbientColorFilterTopSunset=1, 1, 1
AmbientColorFilterTopNight=1, 1, 1
AmbientColorFilterTopInteriorDay=1, 1, 1
AmbientColorFilterTopInteriorNight=1, 1, 1
AmbientColorFilterMiddleSunrise=0, 0, 0
AmbientColorFilterMiddleDay=0, 0, 0
AmbientColorFilterMiddleSunset=0, 0, 0
AmbientColorFilterMiddleNight=0, 0, 0
AmbientColorFilterMiddleInteriorDay=0, 0, 0
AmbientColorFilterMiddleInteriorNight=0, 0, 0
AmbientColorFilterBottomSunrise=1, 1, 1
AmbientColorFilterBottomDay=1, 1, 1
AmbientColorFilterBottomSunset=1, 1, 1
AmbientColorFilterBottomNight=1, 1, 1
AmbientColorFilterBottomInteriorDay=1, 1, 1
AmbientColorFilterBottomInteriorNight=1, 1, 1
PointLightingIntensitySunrise=1.0
PointLightingIntensityDay=1.0
PointLightingIntensitySunset=1.0
PointLightingIntensityNight=1.0
PointLightingIntensityInteriorDay=1.0
PointLightingIntensityInteriorNight=1.0
PointLightingCurveSunrise=1.0
PointLightingCurveDay=1.0
PointLightingCurveSunset=1.0
PointLightingCurveNight=1.0
PointLightingCurveInteriorDay=1.0
PointLightingCurveInteriorNight=1.0
PointLightingDesaturationSunrise=0.0
PointLightingDesaturationDay=0.0
PointLightingDesaturationSunset=0.0
PointLightingDesaturationNight=0.0
PointLightingDesaturationInteriorDay=0.0
PointLightingDesaturationInteriorNight=0.0
ParticleLightsIntensitySunrise=1.0
ParticleLightsIntensityDay=1.0
ParticleLightsIntensitySunset=1.0
ParticleLightsIntensityNight=1.0
ParticleLightsIntensityInteriorDay=1.0
ParticleLightsIntensityInteriorNight=1.0
FogColorMultiplierSunrise=1.0
FogColorMultiplierDay=1.0
FogColorMultiplierSunset=1.0
FogColorMultiplierNight=1.0
FogColorMultiplierInteriorDay=1.0
FogColorMultiplierInteriorNight=1.0
FogColorCurveSunrise=1.0
FogColorCurveDay=1.0
FogColorCurveSunset=1.0
FogColorCurveNight=1.0
FogColorCurveInteriorDay=1.0
FogColorCurveInteriorNight=1.0
ColorPowSunrise=1.0
ColorPowDay=1.0
ColorPowSunset=1.0
ColorPowNight=1.0
ColorPowInteriorDay=1.0
ColorPowInteriorNight=1.0
[SKY]
CloudsIntensitySunrise=1.0
CloudsIntensityDay=1.0
CloudsIntensitySunset=1.0
CloudsIntensityNight=1.0
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=1.0
CloudsCurveSunrise=1.0
CloudsCurveDay=1.0
CloudsCurveSunset=1.0
CloudsCurveNight=1.0
CloudsCurveInteriorDay=1.0
CloudsCurveInteriorNight=1.0
CloudsDesaturationSunrise=0.0
CloudsDesaturationDay=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
GradientIntensitySunrise=1.0
GradientIntensityDay=1.0
GradientIntensitySunset=1.0
GradientIntensityNight=1.0
GradientIntensityInteriorDay=1.0
GradientIntensityInteriorNight=1.0
GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0
GradientDesaturationSunset=0.0
GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientTopIntensitySunrise=1.0
GradientTopIntensityDay=1.0
GradientTopIntensitySunset=1.0
GradientTopIntensityNight=1.0
GradientTopIntensityInteriorDay=1.0
GradientTopIntensityInteriorNight=1.0
GradientTopCurveSunrise=1.0
GradientTopCurveDay=1.0
GradientTopCurveSunset=1.0
GradientTopCurveNight=1.0
GradientTopCurveInteriorDay=1.0
GradientTopCurveInteriorNight=1.0
GradientMiddleIntensitySunrise=1.0
GradientMiddleIntensityDay=1.0
GradientMiddleIntensitySunset=1.0
GradientMiddleIntensityNight=1.0
GradientMiddleIntensityInteriorDay=1.0
GradientMiddleIntensityInteriorNight=1.0
GradientMiddleCurveSunrise=1.0
GradientMiddleCurveDay=1.0
GradientMiddleCurveSunset=1.0
GradientMiddleCurveNight=1.0
GradientMiddleCurveInteriorDay=1.0
GradientMiddleCurveInteriorNight=1.0
GradientHorizonIntensitySunrise=1.0
GradientHorizonIntensityDay=1.0
GradientHorizonIntensitySunset=1.0
GradientHorizonIntensityNight=1.0
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=1.0
GradientHorizonCurveSunrise=1.0
GradientHorizonCurveDay=1.0
GradientHorizonCurveSunset=1.0
GradientHorizonCurveNight=1.0
GradientHorizonCurveInteriorDay=1.0
GradientHorizonCurveInteriorNight=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1
SunGlowIntensitySunrise=0.0
SunGlowIntensityDay=0.0
SunGlowIntensitySunset=0.0
SunGlowIntensityNight=0.0
SunGlowIntensityInteriorDay=0.0
SunGlowIntensityInteriorNight=0.0
SunGlowHazinessSunrise=0.0
SunGlowHazinessDay=0.0
SunGlowHazinessSunset=0.0
SunGlowHazinessNight=0.0
SunGlowHazinessInteriorDay=0.0
SunGlowHazinessInteriorNight=0.0
MoonIntensitySunrise=1.0
MoonIntensityDay=1.0
MoonIntensitySunset=1.0
MoonIntensityNight=1.0
MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=1.0
MoonCurveSunrise=1.0
MoonCurveDay=1.0
MoonCurveSunset=1.0
MoonCurveNight=1.0
MoonCurveInteriorDay=1.0
MoonCurveInteriorNight=1.0
MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0
MoonDesaturationSunset=0.0
MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0
[OBJECT]
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
[VEGETATION]
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
[EYES]
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
[LIGHTSPRITE]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
[WINDOWLIGHT]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
[VOLUMETRICFOG]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
[FIRE]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
[PARTICLE]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
[RAYS]
SunRaysMultiplierSunrise=0.4
SunRaysMultiplierDay=0.4
SunRaysMultiplierSunset=0.4
SunRaysMultiplierNight=0.4
SunRaysMultiplierInteriorDay=0.4
SunRaysMultiplierInteriorNight=0.4
[IMAGEBASEDLIGHTING]
AdditiveAmountSunrise=0.05
AdditiveAmountDay=0.05
AdditiveAmountSunset=0.05
AdditiveAmountNight=0.05
AdditiveAmountInteriorDay=0.05
AdditiveAmountInteriorNight=0.05
MultiplicativeAmountSunrise=0.0
MultiplicativeAmountDay=0.0
MultiplicativeAmountSunset=0.0
MultiplicativeAmountNight=0.0
MultiplicativeAmountInteriorDay=0.0
MultiplicativeAmountInteriorNight=0.0
ReflectiveAmountSunrise=0.1
ReflectiveAmountDay=0.1
ReflectiveAmountSunset=0.1
ReflectiveAmountNight=0.1
ReflectiveAmountInteriorDay=0.1
ReflectiveAmountInteriorNight=0.1
[WATER]
WavesAmplitudeSunrise=1.0
WavesAmplitudeDay=1.0
WavesAmplitudeSunset=1.0
WavesAmplitudeNight=1.0
WavesAmplitudeInteriorDay=1.0
WavesAmplitudeInteriorNight=1.0
[CLOUDSHADOWS]
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
[VOLUMETRICRAYS]
IntensitySunrise=0.2
IntensityDay=0.2
IntensitySunset=0.2
IntensityNight=0.2
IntensityInteriorDay=0.2
IntensityInteriorNight=0.2
DensitySunrise=1.0
DensityDay=1.0
DensitySunset=1.0
DensityNight=1.0
DensityInteriorDay=1.0
DensityInteriorNight=1.0
SkyColorAmountSunrise=0.5
SkyColorAmountDay=0.5
SkyColorAmountSunset=0.5
SkyColorAmountNight=0.5
SkyColorAmountInteriorDay=0.5
SkyColorAmountInteriorNight=0.5
[PROCEDURALSUN]
GlowIntensitySunrise=0.4
GlowIntensityDay=0.4
GlowIntensitySunset=0.4
GlowIntensityNight=0.4
GlowIntensityInteriorDay=0.4
GlowIntensityInteriorNight=0.4
GlowCurveSunrise=10.0
GlowCurveDay=10.0
GlowCurveSunset=10.0
GlowCurveNight=10.0
GlowCurveInteriorDay=10.0
GlowCurveInteriorNight=10.0
[MIST]
AnchorsAmountSunrise=1.0
AnchorsAmountDay=1.0
AnchorsAmountSunset=1.0
AnchorsAmountNight=1.0
AnchorsAmountInteriorDay=1.0
AnchorsAmountInteriorNight=1.0
SkyLightingAmountSunrise=1.0
SkyLightingAmountDay=1.0
SkyLightingAmountSunset=1.0
SkyLightingAmountNight=1.0
SkyLightingAmountInteriorDay=1.0
SkyLightingAmountInteriorNight=1.0
SunLightingAmountSunrise=0.1
SunLightingAmountDay=0.1
SunLightingAmountSunset=0.1
SunLightingAmountNight=0.1
SunLightingAmountInteriorDay=0.1
SunLightingAmountInteriorNight=0.1
DesaturationSunrise=0.0
DesaturationDay=0.0
DesaturationSunset=0.0
DesaturationNight=0.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
ColorFilterSunrise=1, 1, 1
ColorFilterDay=1, 1, 1
ColorFilterSunset=1, 1, 1
ColorFilterNight=1, 1, 1
ColorFilterInteriorDay=1, 1, 1
ColorFilterInteriorNight=1, 1, 1
RelativeToCameraSunrise=0.0
RelativeToCameraDay=0.0
RelativeToCameraSunset=0.0
RelativeToCameraNight=0.0
RelativeToCameraInteriorDay=0.0
RelativeToCameraInteriorNight=0.0
VerticalOffsetSunrise=-10.0
VerticalOffsetDay=-10.0
VerticalOffsetSunset=-10.0
VerticalOffsetNight=-10.0
VerticalOffsetInteriorDay=-10.0
VerticalOffsetInteriorNight=-10.0
DensitySunrise=1.5
DensityDay=1.5
DensitySunset=1.5
DensityNight=1.5
DensityInteriorDay=1.5
DensityInteriorNight=1.5
VerticalFadeSunrise=4.0
VerticalFadeDay=4.0
VerticalFadeSunset=4.0
VerticalFadeNight=4.0
VerticalFadeInteriorDay=4.0
VerticalFadeInteriorNight=4.0
DistanceFadeSunrise=0.0
DistanceFadeDay=0.0
DistanceFadeSunset=0.0
DistanceFadeNight=0.0
DistanceFadeInteriorDay=0.0
DistanceFadeInteriorNight=0.0
BottomTopSunrise=0.0
BottomTopDay=0.0
BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.0
ExponentialFadeDay=1.0
ExponentialFadeSunset=1.0
ExponentialFadeNight=1.0
ExponentialFadeInteriorDay=1.0
ExponentialFadeInteriorNight=1.0

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[BLOOM]
AmountSunrise=1.0
AmountDay=1.0
AmountSunset=1.0
AmountNight=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
BlueShiftAmountSunrise=1.0
BlueShiftAmountDay=1.0
BlueShiftAmountSunset=1.0
BlueShiftAmountNight=1.0
BlueShiftAmountInteriorDay=1.0
BlueShiftAmountInteriorNight=1.0
[LENS]
ReflectionIntensitySunrise=1.0
ReflectionIntensityDay=1.0
ReflectionIntensitySunset=1.0
ReflectionIntensityNight=1.0
ReflectionIntensityInteriorDay=1.0
ReflectionIntensityInteriorNight=1.0
ReflectionPowerSunrise=2.0
ReflectionPowerDay=2.0
ReflectionPowerSunset=2.0
ReflectionPowerNight=2.0
ReflectionPowerInteriorDay=2.0
ReflectionPowerInteriorNight=2.0
DirtIntensitySunrise=1.0
DirtIntensityDay=1.0
DirtIntensitySunset=1.0
DirtIntensityNight=1.0
DirtIntensityInteriorDay=1.0
DirtIntensityInteriorNight=1.0
DirtPowerSunrise=2.0
DirtPowerDay=2.0
DirtPowerSunset=2.0
DirtPowerNight=2.0
DirtPowerInteriorDay=2.0
DirtPowerInteriorNight=2.0
[SKYLIGHTING]
AmbientMinLevelSunrise=0.1
AmbientMinLevelDay=0.1
AmbientMinLevelSunset=0.1
AmbientMinLevelNight=0.1
AmbientMinLevelInteriorDay=0.1
AmbientMinLevelInteriorNight=0.1
[ENVIRONMENT]
DirectLightingIntensitySunrise=1.0
DirectLightingIntensityDay=1.0
DirectLightingIntensitySunset=1.0
DirectLightingIntensityNight=1.0
DirectLightingIntensityInteriorDay=1.0
DirectLightingIntensityInteriorNight=1.0
DirectLightingCurveSunrise=1.0
DirectLightingCurveDay=1.0
DirectLightingCurveSunset=1.0
DirectLightingCurveNight=1.0
DirectLightingCurveInteriorDay=1.0
DirectLightingCurveInteriorNight=1.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SpecularFromLightSunrise=0.0
SpecularFromLightDay=0.0
SpecularFromLightSunset=0.0
SpecularFromLightNight=0.0
SpecularFromLightInteriorDay=0.0
SpecularFromLightInteriorNight=0.0
AmbientLightingIntensitySunrise=1.0
AmbientLightingIntensityDay=1.0
AmbientLightingIntensitySunset=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingIntensityInteriorDay=1.0
AmbientLightingIntensityInteriorNight=1.0
AmbientLightingCurveSunrise=1.0
AmbientLightingCurveDay=1.0
AmbientLightingCurveSunset=1.0
AmbientLightingCurveNight=1.0
AmbientLightingCurveInteriorDay=1.0
AmbientLightingCurveInteriorNight=1.0
AmbientLightingDesaturationSunrise=0.0
AmbientLightingDesaturationDay=0.0
AmbientLightingDesaturationSunset=0.0
AmbientLightingDesaturationNight=0.0
AmbientLightingDesaturationInteriorDay=0.0
AmbientLightingDesaturationInteriorNight=0.0
AmbientColorFilterAmountSunrise=0.0
AmbientColorFilterAmountDay=0.0
AmbientColorFilterAmountSunset=0.0
AmbientColorFilterAmountNight=0.0
AmbientColorFilterAmountInteriorDay=0.0
AmbientColorFilterAmountInteriorNight=0.0
AmbientColorFilterTopSunrise=1, 1, 1
AmbientColorFilterTopDay=1, 1, 1
AmbientColorFilterTopSunset=1, 1, 1
AmbientColorFilterTopNight=1, 1, 1
AmbientColorFilterTopInteriorDay=1, 1, 1
AmbientColorFilterTopInteriorNight=1, 1, 1
AmbientColorFilterMiddleSunrise=0, 0, 0
AmbientColorFilterMiddleDay=0, 0, 0
AmbientColorFilterMiddleSunset=0, 0, 0
AmbientColorFilterMiddleNight=0, 0, 0
AmbientColorFilterMiddleInteriorDay=0, 0, 0
AmbientColorFilterMiddleInteriorNight=0, 0, 0
AmbientColorFilterBottomSunrise=1, 1, 1
AmbientColorFilterBottomDay=1, 1, 1
AmbientColorFilterBottomSunset=1, 1, 1
AmbientColorFilterBottomNight=1, 1, 1
AmbientColorFilterBottomInteriorDay=1, 1, 1
AmbientColorFilterBottomInteriorNight=1, 1, 1
PointLightingIntensitySunrise=1.0
PointLightingIntensityDay=1.0
PointLightingIntensitySunset=1.0
PointLightingIntensityNight=1.0
PointLightingIntensityInteriorDay=1.0
PointLightingIntensityInteriorNight=1.0
PointLightingCurveSunrise=1.0
PointLightingCurveDay=1.0
PointLightingCurveSunset=1.0
PointLightingCurveNight=1.0
PointLightingCurveInteriorDay=1.0
PointLightingCurveInteriorNight=1.0
PointLightingDesaturationSunrise=0.0
PointLightingDesaturationDay=0.0
PointLightingDesaturationSunset=0.0
PointLightingDesaturationNight=0.0
PointLightingDesaturationInteriorDay=0.0
PointLightingDesaturationInteriorNight=0.0
ParticleLightsIntensitySunrise=1.0
ParticleLightsIntensityDay=1.0
ParticleLightsIntensitySunset=1.0
ParticleLightsIntensityNight=1.0
ParticleLightsIntensityInteriorDay=1.0
ParticleLightsIntensityInteriorNight=1.0
FogColorMultiplierSunrise=1.0
FogColorMultiplierDay=1.0
FogColorMultiplierSunset=1.0
FogColorMultiplierNight=1.0
FogColorMultiplierInteriorDay=1.0
FogColorMultiplierInteriorNight=1.0
FogColorCurveSunrise=1.0
FogColorCurveDay=1.0
FogColorCurveSunset=1.0
FogColorCurveNight=1.0
FogColorCurveInteriorDay=1.0
FogColorCurveInteriorNight=1.0
ColorPowSunrise=1.0
ColorPowDay=1.0
ColorPowSunset=1.0
ColorPowNight=1.0
ColorPowInteriorDay=1.0
ColorPowInteriorNight=1.0
[SKY]
CloudsIntensitySunrise=1.0
CloudsIntensityDay=1.0
CloudsIntensitySunset=1.0
CloudsIntensityNight=1.0
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=1.0
CloudsCurveSunrise=1.0
CloudsCurveDay=1.0
CloudsCurveSunset=1.0
CloudsCurveNight=1.0
CloudsCurveInteriorDay=1.0
CloudsCurveInteriorNight=1.0
CloudsDesaturationSunrise=0.0
CloudsDesaturationDay=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
GradientIntensitySunrise=1.0
GradientIntensityDay=1.0
GradientIntensitySunset=1.0
GradientIntensityNight=1.0
GradientIntensityInteriorDay=1.0
GradientIntensityInteriorNight=1.0
GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0
GradientDesaturationSunset=0.0
GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientTopIntensitySunrise=1.0
GradientTopIntensityDay=1.0
GradientTopIntensitySunset=1.0
GradientTopIntensityNight=1.0
GradientTopIntensityInteriorDay=1.0
GradientTopIntensityInteriorNight=1.0
GradientTopCurveSunrise=1.0
GradientTopCurveDay=1.0
GradientTopCurveSunset=1.0
GradientTopCurveNight=1.0
GradientTopCurveInteriorDay=1.0
GradientTopCurveInteriorNight=1.0
GradientMiddleIntensitySunrise=1.0
GradientMiddleIntensityDay=1.0
GradientMiddleIntensitySunset=1.0
GradientMiddleIntensityNight=1.0
GradientMiddleIntensityInteriorDay=1.0
GradientMiddleIntensityInteriorNight=1.0
GradientMiddleCurveSunrise=1.0
GradientMiddleCurveDay=1.0
GradientMiddleCurveSunset=1.0
GradientMiddleCurveNight=1.0
GradientMiddleCurveInteriorDay=1.0
GradientMiddleCurveInteriorNight=1.0
GradientHorizonIntensitySunrise=1.0
GradientHorizonIntensityDay=1.0
GradientHorizonIntensitySunset=1.0
GradientHorizonIntensityNight=1.0
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=1.0
GradientHorizonCurveSunrise=1.0
GradientHorizonCurveDay=1.0
GradientHorizonCurveSunset=1.0
GradientHorizonCurveNight=1.0
GradientHorizonCurveInteriorDay=1.0
GradientHorizonCurveInteriorNight=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1
SunGlowIntensitySunrise=0.0
SunGlowIntensityDay=0.0
SunGlowIntensitySunset=0.0
SunGlowIntensityNight=0.0
SunGlowIntensityInteriorDay=0.0
SunGlowIntensityInteriorNight=0.0
SunGlowHazinessSunrise=0.0
SunGlowHazinessDay=0.0
SunGlowHazinessSunset=0.0
SunGlowHazinessNight=0.0
SunGlowHazinessInteriorDay=0.0
SunGlowHazinessInteriorNight=0.0
MoonIntensitySunrise=1.0
MoonIntensityDay=1.0
MoonIntensitySunset=1.0
MoonIntensityNight=1.0
MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=1.0
MoonCurveSunrise=1.0
MoonCurveDay=1.0
MoonCurveSunset=1.0
MoonCurveNight=1.0
MoonCurveInteriorDay=1.0
MoonCurveInteriorNight=1.0
MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0
MoonDesaturationSunset=0.0
MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0
[OBJECT]
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
[VEGETATION]
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
[EYES]
SubSurfaceScatteringMultiplierSunrise=1.0
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierSunset=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
[LIGHTSPRITE]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
[WINDOWLIGHT]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
[VOLUMETRICFOG]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
[FIRE]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
[PARTICLE]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
[RAYS]
SunRaysMultiplierSunrise=0.4
SunRaysMultiplierDay=0.4
SunRaysMultiplierSunset=0.4
SunRaysMultiplierNight=0.4
SunRaysMultiplierInteriorDay=0.4
SunRaysMultiplierInteriorNight=0.4
[IMAGEBASEDLIGHTING]
AdditiveAmountSunrise=0.05
AdditiveAmountDay=0.05
AdditiveAmountSunset=0.05
AdditiveAmountNight=0.05
AdditiveAmountInteriorDay=0.05
AdditiveAmountInteriorNight=0.05
MultiplicativeAmountSunrise=0.0
MultiplicativeAmountDay=0.0
MultiplicativeAmountSunset=0.0
MultiplicativeAmountNight=0.0
MultiplicativeAmountInteriorDay=0.0
MultiplicativeAmountInteriorNight=0.0
ReflectiveAmountSunrise=0.1
ReflectiveAmountDay=0.1
ReflectiveAmountSunset=0.1
ReflectiveAmountNight=0.1
ReflectiveAmountInteriorDay=0.1
ReflectiveAmountInteriorNight=0.1
[WATER]
WavesAmplitudeSunrise=1.0
WavesAmplitudeDay=1.0
WavesAmplitudeSunset=1.0
WavesAmplitudeNight=1.0
WavesAmplitudeInteriorDay=1.0
WavesAmplitudeInteriorNight=1.0
[CLOUDSHADOWS]
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
[VOLUMETRICRAYS]
IntensitySunrise=0.2
IntensityDay=0.2
IntensitySunset=0.2
IntensityNight=0.2
IntensityInteriorDay=0.2
IntensityInteriorNight=0.2
DensitySunrise=1.0
DensityDay=1.0
DensitySunset=1.0
DensityNight=1.0
DensityInteriorDay=1.0
DensityInteriorNight=1.0
SkyColorAmountSunrise=0.5
SkyColorAmountDay=0.5
SkyColorAmountSunset=0.5
SkyColorAmountNight=0.5
SkyColorAmountInteriorDay=0.5
SkyColorAmountInteriorNight=0.5
[PROCEDURALSUN]
GlowIntensitySunrise=0.4
GlowIntensityDay=0.4
GlowIntensitySunset=0.4
GlowIntensityNight=0.4
GlowIntensityInteriorDay=0.4
GlowIntensityInteriorNight=0.4
GlowCurveSunrise=10.0
GlowCurveDay=10.0
GlowCurveSunset=10.0
GlowCurveNight=10.0
GlowCurveInteriorDay=10.0
GlowCurveInteriorNight=10.0
[MIST]
AnchorsAmountSunrise=1.0
AnchorsAmountDay=1.0
AnchorsAmountSunset=1.0
AnchorsAmountNight=1.0
AnchorsAmountInteriorDay=1.0
AnchorsAmountInteriorNight=1.0
SkyLightingAmountSunrise=1.0
SkyLightingAmountDay=1.0
SkyLightingAmountSunset=1.0
SkyLightingAmountNight=1.0
SkyLightingAmountInteriorDay=1.0
SkyLightingAmountInteriorNight=1.0
SunLightingAmountSunrise=0.1
SunLightingAmountDay=0.1
SunLightingAmountSunset=0.1
SunLightingAmountNight=0.1
SunLightingAmountInteriorDay=0.1
SunLightingAmountInteriorNight=0.1
DesaturationSunrise=0.0
DesaturationDay=0.0
DesaturationSunset=0.0
DesaturationNight=0.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
ColorFilterSunrise=1, 1, 1
ColorFilterDay=1, 1, 1
ColorFilterSunset=1, 1, 1
ColorFilterNight=1, 1, 1
ColorFilterInteriorDay=1, 1, 1
ColorFilterInteriorNight=1, 1, 1
RelativeToCameraSunrise=0.0
RelativeToCameraDay=0.0
RelativeToCameraSunset=0.0
RelativeToCameraNight=0.0
RelativeToCameraInteriorDay=0.0
RelativeToCameraInteriorNight=0.0
VerticalOffsetSunrise=-10.0
VerticalOffsetDay=-10.0
VerticalOffsetSunset=-10.0
VerticalOffsetNight=-10.0
VerticalOffsetInteriorDay=-10.0
VerticalOffsetInteriorNight=-10.0
DensitySunrise=1.5
DensityDay=1.5
DensitySunset=1.5
DensityNight=1.5
DensityInteriorDay=1.5
DensityInteriorNight=1.5
VerticalFadeSunrise=4.0
VerticalFadeDay=4.0
VerticalFadeSunset=4.0
VerticalFadeNight=4.0
VerticalFadeInteriorDay=4.0
VerticalFadeInteriorNight=4.0
DistanceFadeSunrise=0.0
DistanceFadeDay=0.0
DistanceFadeSunset=0.0
DistanceFadeNight=0.0
DistanceFadeInteriorDay=0.0
DistanceFadeInteriorNight=0.0
BottomTopSunrise=0.0
BottomTopDay=0.0
BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.0
ExponentialFadeDay=1.0
ExponentialFadeSunset=1.0
ExponentialFadeNight=1.0
ExponentialFadeInteriorDay=1.0
ExponentialFadeInteriorNight=1.0

200
weathers/_weatherlist.ini Normal file
View file

@ -0,0 +1,200 @@
[WEATHER001]
FileName=_hotweather.ini
WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68
[WEATHER002]
FileName=_coldweather.ini
WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10a234, 10a235, 10a236, 10da13, 10e1e7, 10e1e8, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba
[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=
[WEATHER032]
FileName=
[WEATHER033]
FileName=
[WEATHER034]
FileName=
[WEATHER035]
FileName=
[WEATHER036]
FileName=
[WEATHER037]
FileName=
[WEATHER038]
FileName=
[WEATHER039]
FileName=
[WEATHER040]
FileName=
[WEATHER041]
FileName=
[WEATHER042]
FileName=
[WEATHER043]
FileName=
[WEATHER044]
FileName=
[WEATHER045]
FileName=
[WEATHER046]
FileName=
[WEATHER047]
FileName=
[WEATHER048]
FileName=
[WEATHER049]
FileName=
[WEATHER050]
FileName=
[WEATHER051]
FileName=
[WEATHER052]
FileName=
[WEATHER053]
FileName=
[WEATHER054]
FileName=
[WEATHER055]
FileName=
[WEATHER056]
FileName=
[WEATHER057]
FileName=
[WEATHER058]
FileName=
[WEATHER059]
FileName=
[WEATHER060]
FileName=
[WEATHER061]
FileName=
[WEATHER062]
FileName=
[WEATHER063]
FileName=
[WEATHER064]
FileName=
[WEATHER065]
FileName=
[WEATHER066]
FileName=
[WEATHER067]
FileName=
[WEATHER068]
FileName=
[WEATHER069]
FileName=
[WEATHER070]
FileName=
[WEATHER071]
FileName=
[WEATHER072]
FileName=
[WEATHER073]
FileName=
[WEATHER074]
FileName=
[WEATHER075]
FileName=
[WEATHER076]
FileName=
[WEATHER077]
FileName=
[WEATHER078]
FileName=
[WEATHER079]
FileName=
[WEATHER080]
FileName=
[WEATHER081]
FileName=
[WEATHER082]
FileName=
[WEATHER083]
FileName=
[WEATHER084]
FileName=
[WEATHER085]
FileName=
[WEATHER086]
FileName=
[WEATHER087]
FileName=
[WEATHER088]
FileName=
[WEATHER089]
FileName=
[WEATHER090]
FileName=
[WEATHER091]
FileName=
[WEATHER092]
FileName=
[WEATHER093]
FileName=
[WEATHER094]
FileName=
[WEATHER095]
FileName=
[WEATHER096]
FileName=
[WEATHER097]
FileName=
[WEATHER098]
FileName=
[WEATHER099]
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ID NAME TEMPERATURE
Skyrim
15E DefaultWeather TEMPERATE
81A SkyrimClear HOT
12F89 SkyrimCloudy HOT
2E7AB TESTCloudyRain HOT
48C14 BlackreachWeather TEMPERATE
4D7FB SkyrimOvercastSnow COLD
5ED7A FXWthrInvertLightsSolitude TEMPERATE
6ED5A FXWthrInvertDayNight TEMPERATE
6ED5B FXWthrCaveBlueSkylight TEMPERATE
7548F FXWthrSunlight TEMPERATE
75491 FXWthrSunlightWhite TEMPERATE
75DE5 FXWthrCaveBluePaleLight TEMPERATE
777CF FXWthrInvertDayNighWarm TEMPERATE
8277A FXWthrInvertWindowsWhiterun TEMPERATE
8282A FXWthrInvertLightsWhiterun TEMPERATE
923FD SovngardeFog TEMPERATE
A6858 WorldMapWeather HOT
AEE84 FXWthrInvertWindowsWindhelm COLD
C821E SkyrimFog COLD
C821F SkyrimOvercastRain COLD
C8220 SkyrimStormRain COLD
C8221 SkyrimStormSnow COLD
D299E SkyrimOvercastWar TEMPERATE
D4886 FXMagicStormRain COLD
D9329 HelgenAttackWeather HOT
ECC96 FXWthrInvertWindowsWindhelm2 COLD
101910 FXWthrInvertLightMarkarth TEMPERATE
10199F SkyrimMQ206weather HOT
104AB4 SkuldafnCloudy COLD
105941 BloatedMansGrottoFog HOT
105942 SolitudeBluePalaceFogARENA TEMPERATE
105943 SolitudeBluePalaceFogFEAR TEMPERATE
105944 SolitudeBluePalaceFogNMARE TEMPERATE
105945 SolitudeBluePalaceFog TEMPERATE
105F40 SkyrimDA02Weather TEMPERATE
106635 KarthspireRedoubtFog TEMPERATE
10A230 SkyrimClearMA HOT
10A231 SkyrimOvercastRainMA TEMPERATE
10A232 SkyrimFogMA TEMPERATE
10A233 SkyrimCloudyMA HOT
10A234 SkyrimClearCO COLD
10A235 SkyrimFogCO COLD
10A236 SkyrimCloudyCO COLD
10A237 SkyrimClearRE HOT
10A238 SkyrimOvercastRainRE TEMPERATE
10A239 SkyrimFogRE TEMPERATE
10A23A SkyrimCloudyRE HOT
10A23B SkyrimClearFF HOT
10A23C SkyrimStormRainFF TEMPERATE
10A23D SkyrimOvercastRainFF TEMPERATE
10A23E SkyrimFogFF TEMPERATE
10A23F SkyrimCloudyFF HOT
10A240 SkyrimClearTU HOT
10A241 SkyrimStormRainTU TEMPERATE
10A242 SkyrimOvercastRainTU TEMPERATE
10A243 SkyrimCloudyTU HOT
10A244 SkyrimClearSN TEMPERATE
10A245 SkyrimCloudySN TEMPERATE
10A7A5 SkyrimClearVT HOT
10A7A6 SkyrimOvercastRainVT TEMPERATE
10A7A7 SkyrimFogVT TEMPERATE
10A7A8 SkyrimCloudyVT HOT
10C32F FXSkyrimStormBlowingGrass TEMPERATE
10D9EC SovngardeClear HOT
10DA13 FXWthrInvertWindowsWinterhold COLD
10E1E3 SkyrimCloudyVT_A HOT
10E1E4 SkyrimClearVT_A HOT
10E1E5 SkyrimCloudyMA_A HOT
10E1E6 SkyrimClearMA_A HOT
10E1E7 SkyrimCloudyCO_A COLD
10E1E8 SkyrimClearCO_A COLD
10E1E9 SkyrimCloudyRE_A HOT
10E1EA SkyrimClearRE_A HOT
10E1EB SkyrimCloudyFF_A HOT
10E1EC SkyrimClearFF_A HOT
10E1ED SkyrimCloudyTU_A HOT
10E1EE SkyrimClearTU_A HOT
10E1EF SkyrimCloudySN_A TEMPERATE
10E1F0 SkyrimClearSN_A TEMPERATE
10E1F1 SkyrimCloudy_A HOT
10E1F2 SkyrimClear_A HOT
10E3D4 EditorCloudPreview TEMPERATE
10FE7E RiftenOvercastFog TEMPERATE
10FEF8 SovngardeDark COLD
Dawnguard
1407 SoulCairnAmb01 COLD
6AEC DLC1Eclipse TEMPERATE
959F SoulCairnAurora COLD
F89C DLC1AurielsBowClearWeather TEMPERATE
F89D DLC1MagicAurielBowCloudyWeather TEMPERATE
10E0B DLC1_SkyrimCloudyFV_A COLD
10E0E DLC1_SkyrimCloudyFV COLD
10E0F DLC1_SkyrimClearFV COLD
10E10 DLC1_SkyrimClearFV_A COLD
14551 SoulCairnAmb01_Rain COLD
18DBB SoulCairnAmb02 COLD
18DBC SoulCairnAmb03 COLD
18DBD SoulCairnAmb04 COLD
19599 DLC1FalmerValley_bf COLD
195A0 DLC1FalmerValley_bfDark COLD
Dragonborn
18471 DLC02VolcanicAsh01 HOT
1D760 DLC02VolcanicAshTundra01 COLD
1DFF5 DLC2ApocryphaWeather TEMPERATE
31AC0 DLC02VolcanicAsh02 HOT
32336 DLC02VolcanicAshStorm01 HOT
34CFB DLC2ApocryphaWeatherNew TEMPERATE
374B8 DLC02VolcanicAsh01_A HOT
374B9 DLC02VolcanicAsh02_A HOT
374BA DLC02VolcanicAshTundra01_A COLD
Wet and Cold - Ashes
5B29C _WetAshFallLight HOT
5B29D _WetAshFallMed HOT
5B2A0 _WetAshFallHeavy HOT
Natural Lighting and Atmospherics
1760E SkyrimClearTU_CM_NoClouds HOT
1760F SkyrimClear_CM_NoClouds HOT
19BBE SkyrimMarkarthClear HOT
19BBF SkyrimMarkarthCloudy HOT
19BC0 SkyrimMarkarthClear_NoClouds HOT
1BC0D SkyrimClearMA_CM_NoClouds HOT
1C6D2 SkyrimMarkarthFog TEMPERATE
1CC35 SkyrimMarkarthOvercast TEMPERATE
25D8D SkyrimClearSN_CM_NoClouds HOT
2E982 SkyrimClearCO_CM_NoClouds HOT
2E983 SkyrimClearFF_CM_NoCoulds HOT
3AB68 SkyrimClearRE_CM_NoClouds HOT
4BDF7 SkyrimMist_CM TEMPERATE
57500 SkyrimOvercast_CM TEMPERATE
73963 SkyrimStormRainHeavy_CM TEMPERATE
73964 SkyrimOvercastMarsh_CM TEMPERATE
73EC8 SkyrimFogHeavy_CM TEMPERATE
83665 SkyrimFogRain_CM TEMPERATE