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MariENB Skyrim 2.4.0

This commit is contained in:
Marisa the Magician 2019-04-07 17:43:58 +02:00
commit 4ae88f588f
23 changed files with 1247 additions and 710 deletions

View file

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