MariENB Skyrim 2.4.0
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09fcbfef68
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23 changed files with 1247 additions and 710 deletions
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@ -55,18 +55,53 @@ texture2D texNoise3
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<
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string ResourceName = "menbnoise2.png";
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>;
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#ifdef LUTMODE_LEGACY
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texture2D texLUT
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<
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#ifdef LUTMODE_LEGACY
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string ResourceName = "menblutpreset.png";
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#endif
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>;
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#else
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texture2D texLUTN
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<
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#ifdef LUTMODE_16
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string ResourceName = "menblut16.png";
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string ResourceName = "menblut16_night.png";
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#endif
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#ifdef LUTMODE_64
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string ResourceName = "menblut64.png";
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string ResourceName = "menblut64_night.png";
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#endif
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>;
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texture2D texLUTD
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<
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#ifdef LUTMODE_16
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string ResourceName = "menblut16_day.png";
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#endif
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#ifdef LUTMODE_64
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string ResourceName = "menblut64_day.png";
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#endif
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>;
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texture2D texLUTIN
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<
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#ifdef LUTMODE_16
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string ResourceName = "menblut16_interiornight.png";
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#endif
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#ifdef LUTMODE_64
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string ResourceName = "menblut64_interiornight.png";
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#endif
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>;
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texture2D texLUTID
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<
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#ifdef LUTMODE_16
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string ResourceName = "menblut16_interiorday.png";
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#endif
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#ifdef LUTMODE_64
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string ResourceName = "menblut64_interiorday.png";
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#endif
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>;
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#endif
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texture2D texTonemap
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<
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string ResourceName = "menbfilmlut.png";
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>;
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sampler2D _s0 = sampler_state
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{
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Texture = <texs0>;
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@ -163,6 +198,7 @@ sampler2D SamplerNoise3 = sampler_state
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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#ifdef LUTMODE_LEGACY
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sampler2D SamplerLUT = sampler_state
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{
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Texture = <texLUT>;
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@ -175,6 +211,68 @@ sampler2D SamplerLUT = sampler_state
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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#else
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sampler2D SamplerLUTN = sampler_state
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{
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Texture = <texLUTN>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerLUTD = sampler_state
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{
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Texture = <texLUTD>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerLUTIN = sampler_state
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{
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Texture = <texLUTIN>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerLUTID = sampler_state
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{
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Texture = <texLUTID>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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#endif
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sampler2D SamplerTonemap = sampler_state
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{
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Texture = <texTonemap>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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/* whatever */
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struct VS_OUTPUT_POST
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{
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