diff --git a/Logo.png b/Logo.png deleted file mode 100644 index dba3d72..0000000 Binary files a/Logo.png and /dev/null differ diff --git a/README.md b/README.md deleted file mode 100644 index 56118da..0000000 --- a/README.md +++ /dev/null @@ -1,13 +0,0 @@ -![logo](Logo.png) - -This repo contains every single version of MariENB ever made. -For the sake of neater organization, they are divided in specific branches: - -- **historic**: Alpha versions of MariENB. -- **legacy**: 1.x releases. -- **twopoint-modular**: 2.0.x releases that used a modular packaging model. -- **twopoint-dust**: 2.x releases for Fallout: DUST. -- **twopoint-fnv**: 2.x releases for Fallout: New Vegas. -- **twopoint-skyrim**: 2.x releases for Skyrim. -- **threepoint-frost**: 3.x releases for Fallout: FROST. -- **threepoint-fo4**: 3.x releases for Fallout 4. \ No newline at end of file diff --git a/enbseries/COPYING b/enbseries/COPYING new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/enbseries/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/enbseries/effect.txt b/enbseries/effect.txt new file mode 100644 index 0000000..13ab03a --- /dev/null +++ b/enbseries/effect.txt @@ -0,0 +1,12 @@ +/* + effect.txt : MariENB extra shader. + (C)2013-2015 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 "menbextrasettings.fx" +#include "menbextrainternals.fx" +#include "menbextrafilters.fx" diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx new file mode 100644 index 0000000..8f92d2f --- /dev/null +++ b/enbseries/enbbloom.fx @@ -0,0 +1,12 @@ +/* + enbbloom.fx : MariENB bloom filter. + (C)2013-2015 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 "menbbloomsettings.fx" +#include "menbbloominternals.fx" +#include "menbbloomfilters.fx" diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx new file mode 100644 index 0000000..97a242f --- /dev/null +++ b/enbseries/enbeffect.fx @@ -0,0 +1,12 @@ +/* + enbeffect.fx : MariENB base shader. + (C)2013-2015 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 "menbeffectsettings.fx" +#include "menbeffectinternals.fx" +#include "menbeffectfilters.fx" diff --git a/enbseries/enbeffectprepass.fx b/enbseries/enbeffectprepass.fx new file mode 100644 index 0000000..c1d01f6 --- /dev/null +++ b/enbseries/enbeffectprepass.fx @@ -0,0 +1,12 @@ +/* + enbeffectprepass.fx : MariENB pre-pass filters. + (C)2013-2015 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 "menbprepasssettings.fx" +#include "menbprepassinternals.fx" +#include "menbprepassfilters.fx" diff --git a/enbseries/enblens.fx b/enbseries/enblens.fx new file mode 100644 index 0000000..82b2f15 --- /dev/null +++ b/enbseries/enblens.fx @@ -0,0 +1,76 @@ +/* + enblens.fx : MariENB Lens filters. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* + This shader left unimplemented. Development of the filter is a massive pain + in the ass thanks to the incompetence of a certain individual named Boris + Vorontsov and the major breakage of his ENB project. + + Lots of blind debugging are necessary to get the goddamn thing to compile, + and from the looks of it the filter, which works flawlessly on MariEFX, is + completely unportable to this massive bag of dicks. After DAYS of + selectively commenting out code, the only way it can compile is if the + shader does NOTHING. For ever minor change to the code, five minutes of + waiting are needed so the entire thing recompiles! FIVE MINUTES! Just how + can you fuck up that badly? By comparison eFX takes mere seconds to reload + everything on the considerably more complex MariEFX project, but this... I + can't imagine what awful programming resulted in such a terrible bottleneck. + + tl;dr: Fuck you, Boris. + + -- Marisa +*/ +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; + } +} diff --git a/enbseries/enbpalette.bmp b/enbseries/enbpalette.bmp new file mode 100644 index 0000000..03a8f6d Binary files /dev/null and b/enbseries/enbpalette.bmp differ diff --git a/enbseries/enbraindrops.tga b/enbseries/enbraindrops.tga new file mode 100644 index 0000000..38062ef Binary files /dev/null and b/enbseries/enbraindrops.tga differ diff --git a/enbseries/enbsunsprite.fx b/enbseries/enbsunsprite.fx new file mode 100644 index 0000000..a648e2f --- /dev/null +++ b/enbseries/enbsunsprite.fx @@ -0,0 +1,49 @@ +/* + enbsunsprite.fx : MariENB sun sprite filters. + (C)2013-2015 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; + } +} diff --git a/enbseries/menbbloomfilters.fx b/enbseries/menbbloomfilters.fx new file mode 100644 index 0000000..e8ab7b4 --- /dev/null +++ b/enbseries/menbbloomfilters.fx @@ -0,0 +1,249 @@ +/* + menbbloomfilters.fx : MariENB bloom shader routines. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +#define tod ENightDayFactor +#define ind EInteriorFactor +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 bloomcap ) hsv.z = bloomcap; + res.rgb = hsv2rgb(hsv); + res = max(res+bloombump,0); + hsv = rgb2hsv(res.rgb); + hsv.y *= bloomsaturation; + hsv.z = pow(hsv.z,bloompower); + res.rgb = hsv2rgb(hsv)*bloomintensity; + res.a = 1.0; + return res; +} +/* Thankfully this allows for separate axis blur */ +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; +} +float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR +{ + float2 coord = In.txcoord0.xy; + float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom1,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 = lerp(lerp(blu_n,blu_d,tod),lerp(blu_in,blu_id,tod),ind); + float bsi = lerp(lerp(bsi_n,bsi_d,tod),lerp(bsi_in,bsi_id,tod),ind); + float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*10*bsi; + lm = lm/(1.0+lm); + lm *= 1.0-saturate((TempParameters.w-1.0)*0.22); + blu = saturate(blu+(TempParameters.w-1.0)*0.33); + res.rgb *= lerp(1.0,blu,lm); + res.a = 1.0; + return res; +} +/* Anamorphic bloom */ +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(SamplerBloom1,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 = lerp(lerp(flu_n,flu_d,tod),lerp(flu_in,flu_id,tod),ind); + float fsi = lerp(lerp(fsi_n,fsi_d,tod),lerp(fsi_in,fsi_id,tod),ind); + float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*10*fsi; + lm = lm/(1.0+lm); + float fbl = lerp(lerp(fbl_n,fbl_d,tod),lerp(fbl_in,fbl_id,tod),ind); + float fpw = lerp(lerp(fpw_n,fpw_d,tod),lerp(fpw_in,fpw_id,tod),ind); + res.rgb *= lerp(1.0,flu,lm); + res.rgb = pow(res.rgb,fpw)*fbl; + res.a = 1.0; + return res; +} +/* end pass */ +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 */ +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; + if ( dirtaspect ) ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5; + float4 crap = tex2D(SamplerLens,ccoord); + float4 crapb = tex2D(SamplerLensbump,ccoord); + float craps = tex2D(SamplerLensdiff,coord).x; + craps = (1.0-lstarf)+lstarf*craps; + float bump = max(crapb.w+1.0-abs(dot(abs(0.5-coord.xy),crapb.xy)),0.0); + bump = pow(bump,crapb.w*ldirtbumpx); + 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*craps*crap.rgb*bump; + 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(); + } +} diff --git a/enbseries/menbbloominternals.fx b/enbseries/menbbloominternals.fx new file mode 100644 index 0000000..b0ab061 --- /dev/null +++ b/enbseries/menbbloominternals.fx @@ -0,0 +1,215 @@ +/* + menbbloominternals.fx : MariENB bloom internal variables. + (C)2013-2015 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 +< + string ResourceName = "menblens.png"; +>; +texture2D texLensbump +< + string ResourceName = "menblensbump.png"; +>; +texture2D texLensdiff +< + string ResourceName = "menblensdiff.png"; +>; +sampler2D SamplerBloom1 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom4 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom5 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom6 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom7 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerBloom8 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerLens = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerLensbump = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerLensdiff = sampler_state +{ + Texture = ; + 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; +}; diff --git a/enbseries/menbbloomsettings.fx b/enbseries/menbbloomsettings.fx new file mode 100644 index 0000000..5da979b --- /dev/null +++ b/enbseries/menbbloomsettings.fx @@ -0,0 +1,466 @@ +/* + menbbloomsettings.fx : MariENB bloom user-tweakable variables. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* bloom blur radius */ +float bloomradius +< + string UIName = "BloomRadius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* bloom mix factors */ +float bloommix1 +< + string UIName = "BloomMix1"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloommix2 +< + string UIName = "BloomMix2"; + string UIWidget = "Spinner"; +> = {0.8}; +float bloommix3 +< + string UIName = "BloomMix3"; + string UIWidget = "Spinner"; +> = {0.85}; +float bloommix4 +< + string UIName = "BloomMix4"; + string UIWidget = "Spinner"; +> = {0.9}; +float bloommix7 +< + string UIName = "BloomMix7"; + string UIWidget = "Spinner"; +> = {0.95}; +float bloommix8 +< + string UIName = "BloomMix8"; + string UIWidget = "Spinner"; +> = {1.0}; +float bloommix5 +< + string UIName = "BloomMixNoBlur"; + string UIWidget = "Spinner"; +> = {0.0}; +float bloommix6 +< + string UIName = "BloomMixBaseImage"; + string UIWidget = "Spinner"; +> = {0.0}; +/* bloom intensity */ +float bloomintensity_n +< + string UIName = "BloomIntensityNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloomintensity_d +< + string UIName = "BloomIntensityDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloomintensity_in +< + string UIName = "BloomIntensityInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloomintensity_id +< + string UIName = "BloomIntensityInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* bloom power (contrast) */ +float bloompower_n +< + string UIName = "BloomPowerNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloompower_d +< + string UIName = "BloomPowerDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloompower_in +< + string UIName = "BloomPowerInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloompower_id +< + string UIName = "BloomPowerInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* bloom saturation */ +float bloomsaturation_n +< + string UIName = "BloomSaturationNight"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloomsaturation_d +< + string UIName = "BloomSaturationDay"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloomsaturation_in +< + string UIName = "BloomSaturationInteriorNight"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloomsaturation_id +< + string UIName = "BloomSaturationInteriorDay"; + string UIWidget = "Spinner"; +> = {0.75}; +/* bloom offset (negative values keep dark areas from muddying up) */ +float bloombump_n +< + string UIName = "BloomBumpNight"; + string UIWidget = "Spinner"; +> = {-0.5}; +float bloombump_d +< + string UIName = "BloomBumpDay"; + string UIWidget = "Spinner"; +> = {-0.5}; +float bloombump_in +< + string UIName = "BloomBumpInteriorNight"; + string UIWidget = "Spinner"; +> = {-0.5}; +float bloombump_id +< + string UIName = "BloomBumpInteriorDay"; + string UIWidget = "Spinner"; +> = {-0.5}; +/* bloom cap (maximum brightness samples can have) */ +float bloomcap_n +< + string UIName = "BloomCapNight"; + string UIWidget = "Spinner"; +> = {20.0}; +float bloomcap_d +< + string UIName = "BloomCapDay"; + string UIWidget = "Spinner"; +> = {20.0}; +float bloomcap_in +< + string UIName = "BloomCapInteriorNight"; + string UIWidget = "Spinner"; +> = {20.0}; +float bloomcap_id +< + string UIName = "BloomCapInteriorDay"; + string UIWidget = "Spinner"; +> = {20.0}; +/* bloom tint/blueshift parameters */ +float blu_n_r +< + string UIName = "BlueShiftColorNightRed"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_n_g +< + string UIName = "BlueShiftColorNightGreen"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_n_b +< + string UIName = "BlueShiftColorNightBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float blu_d_r +< + string UIName = "BlueShiftColorDayRed"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_d_g +< + string UIName = "BlueShiftColorDayGreen"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_d_b +< + string UIName = "BlueShiftColorDayBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float blu_in_r +< + string UIName = "BlueShiftColorInteriorNightRed"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_in_g +< + string UIName = "BlueShiftColorInteriorNightGreen"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_in_b +< + string UIName = "BlueShiftColorInteriorNightBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float blu_id_r +< + string UIName = "BlueShiftColorInteriorDayRed"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_id_g +< + string UIName = "BlueShiftColorInteriorDayGreen"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_id_b +< + string UIName = "BlueShiftColorInteriorDayBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float bsi_n +< + string UIName = "BlueShiftIntensityNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bsi_d +< + string UIName = "BlueShiftIntensityDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bsi_in +< + string UIName = "BlueShiftIntensityInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bsi_id +< + string UIName = "BlueShiftIntensityInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +/* anamorphic bloom (very intensive) */ +bool alfenable +< + string UIName = "EnableAnamorphicBloom"; + string UIWidget = "Checkbox"; +> = {true}; +float fbl_n +< + string UIName = "AnamBlendNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float fbl_d +< + string UIName = "AnamBlendDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float fbl_in +< + string UIName = "AnamBlendInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float fbl_id +< + string UIName = "AnamBlendInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float flu_n_r +< + string UIName = "AnamBlueShiftColorNightRed"; + string UIWidget = "Spinner"; +> = {0.4}; +float flu_n_g +< + string UIName = "AnamBlueShiftColorNightGreen"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_n_b +< + string UIName = "AnamBlueShiftColorNightBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float flu_d_r +< + string UIName = "AnamBlueShiftColorDayRed"; + string UIWidget = "Spinner"; +> = {0.5}; +float flu_d_g +< + string UIName = "AnamBlueShiftColorDayGreen"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_d_b +< + string UIName = "AnamBlueShiftColorDayBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float flu_in_r +< + string UIName = "AnamBlueShiftColorInteriorNightRed"; + string UIWidget = "Spinner"; +> = {0.5}; +float flu_in_g +< + string UIName = "AnamBlueShiftColorInteriorNightGreen"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_in_b +< + string UIName = "AnamBlueShiftColorInteriorNightBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float flu_id_r +< + string UIName = "AnamBlueShiftColorInteriorDayRed"; + string UIWidget = "Spinner"; +> = {0.5}; +float flu_id_g +< + string UIName = "AnamBlueShiftColorInteriorDayGreen"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_id_b +< + string UIName = "AnamBlueShiftColorInteriorDayBlue"; + string UIWidget = "Spinner"; +> = {1.0}; +float fsi_n +< + string UIName = "AnamBlueShiftIntensityNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fsi_d +< + string UIName = "AnamBlueShiftIntensityDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fsi_in +< + string UIName = "AnamBlueShiftIntensityInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fsi_id +< + string UIName = "AnamBlueShiftIntensityInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_n +< + string UIName = "AnamPowerNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_d +< + string UIName = "AnamPowerDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_in +< + string UIName = "AnamPowerInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_id +< + string UIName = "AnamPowerInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float flen +< + string UIName = "AnamLengthMultiplier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +bool dirtenable +< + string UIName = "EnableLensDirt"; + string UIWidget = "Checkbox"; +> = {false}; +float dirtmix1 +< + string UIName = "DirtMix1"; + string UIWidget = "Spinner"; +> = {0.0}; +float dirtmix2 +< + string UIName = "DirtMix2"; + string UIWidget = "Spinner"; +> = {0.1}; +float dirtmix3 +< + string UIName = "DirtMix3"; + string UIWidget = "Spinner"; +> = {1.2}; +float dirtmix4 +< + string UIName = "DirtMix4"; + string UIWidget = "Spinner"; +> = {0.5}; +float dirtmix7 +< + string UIName = "DirtMix7"; + string UIWidget = "Spinner"; +> = {1.0}; +float dirtmix8 +< + string UIName = "DirtMix8"; + string UIWidget = "Spinner"; +> = {3.0}; +float dirtmix5 +< + string UIName = "DirtMixNoBlur"; + string UIWidget = "Spinner"; +> = {0.0}; +float dirtmix6 +< + string UIName = "DirtMixBaseImage"; + string UIWidget = "Spinner"; +> = {0.0}; +bool dirtaspect +< + string UIName = "DirtPreserveAspect"; + string UIWidget = "Checkbox"; +> = {true}; +float lstarf +< + string UIName = "DirtDiffraction"; + string UIWidget = "Spinner"; +> = {0.25}; +float ldirtbumpx +< + string UIName = "DirtBumpPower"; + string UIWidget = "Spinner"; +> = {1.25}; +float ldirtpow +< + string UIName = "DirtPower"; + string UIWidget = "Spinner"; +> = {1.25}; +float ldirtfactor +< + string UIName = "DirtFactor"; + string UIWidget = "Spinner"; +> = {1.5}; \ No newline at end of file diff --git a/enbseries/menbcgafont.png b/enbseries/menbcgafont.png new file mode 100644 index 0000000..82e3da3 Binary files /dev/null and b/enbseries/menbcgafont.png differ diff --git a/enbseries/menbdrawutil.fx b/enbseries/menbdrawutil.fx new file mode 100644 index 0000000..c49c893 --- /dev/null +++ b/enbseries/menbdrawutil.fx @@ -0,0 +1,162 @@ +/* + menbdrawutil.fx : MariENB drawing utilities. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* + This code is unused for now due to the fact ENB just shits itself and + whitescreens (sometimes goes black for a split second, then back to white) + when drawing too much text. For no known reason whatsoever, so likely it's + just because ENB is shit, period. +*/ +texture2D tfnt +< + string ResourceName = "menbcgafont.png"; +>; +sampler2D sfnt = sampler_state +{ + Texture = ; + MinFilter = POINT; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +/* Get a glyph */ +float GetChar( in float2 coord, in int chr, in bool bold ) +{ + float2 siz = float2(1./32.,1./16.); + float cv = float(chr)*siz.x; + float2 ccoord = float2(frac(cv),siz.y*floor(cv)); + if ( bold ) ccoord.y += 0.5; + return tex2D(sfnt,ccoord+coord*siz).x; +} +/* Draw a single glyph */ +float DrawChar( in float2 coord, inout float2 of, in int chr, in bool bold ) +{ + if ( chr == 0 ) return 0.; + float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bresl = rresl/8.; + float2 cc = coord*bresl-of; + of.x += 1.; + if ( (cc.x >= 0.) && (cc.y >= 0.) && (cc.x < 1.) && (cc.y < 1.) ) + return GetChar(cc,chr,bold); + return 0.; +} +/* Draw a string */ +float DrawText1( in float2 coord, inout float2 of, in int4 ta, in bool bold ) +{ + float res = DrawChar(coord,of,ta.x,bold); + res += DrawChar(coord,of,ta.y,bold); + res += DrawChar(coord,of,ta.z,bold); + res += DrawChar(coord,of,ta.w,bold); + return res; +} +float DrawText2( in float2 coord, inout float2 of, in int4 ta, in int4 tb, + in bool bold ) +{ + float res = DrawChar(coord,of,ta.x,bold); + res += DrawChar(coord,of,ta.y,bold); + res += DrawChar(coord,of,ta.z,bold); + res += DrawChar(coord,of,ta.w,bold); + res += DrawChar(coord,of,tb.x,bold); + res += DrawChar(coord,of,tb.y,bold); + res += DrawChar(coord,of,tb.z,bold); + res += DrawChar(coord,of,tb.w,bold); + return res; +} +float DrawText3( in float2 coord, inout float2 of, in int4 ta, in int4 tb, + in int4 tc, in bool bold ) +{ + float res = DrawChar(coord,of,ta.x,bold); + res += DrawChar(coord,of,ta.y,bold); + res += DrawChar(coord,of,ta.z,bold); + res += DrawChar(coord,of,ta.w,bold); + res += DrawChar(coord,of,tb.x,bold); + res += DrawChar(coord,of,tb.y,bold); + res += DrawChar(coord,of,tb.z,bold); + res += DrawChar(coord,of,tb.w,bold); + res += DrawChar(coord,of,tc.x,bold); + res += DrawChar(coord,of,tc.y,bold); + res += DrawChar(coord,of,tc.z,bold); + res += DrawChar(coord,of,tc.w,bold); + return res; +} +float DrawText4( in float2 coord, inout float2 of, in int4 ta, in int4 tb, + in int4 tc, in int4 td, in bool bold ) +{ + float res = DrawChar(coord,of,ta.x,bold); + res += DrawChar(coord,of,ta.y,bold); + res += DrawChar(coord,of,ta.z,bold); + res += DrawChar(coord,of,ta.w,bold); + res += DrawChar(coord,of,tb.x,bold); + res += DrawChar(coord,of,tb.y,bold); + res += DrawChar(coord,of,tb.z,bold); + res += DrawChar(coord,of,tb.w,bold); + res += DrawChar(coord,of,tc.x,bold); + res += DrawChar(coord,of,tc.y,bold); + res += DrawChar(coord,of,tc.z,bold); + res += DrawChar(coord,of,tc.w,bold); + res += DrawChar(coord,of,td.x,bold); + res += DrawChar(coord,of,td.y,bold); + res += DrawChar(coord,of,td.z,bold); + res += DrawChar(coord,of,td.w,bold); + return res; +} +/* Draw a float */ +float DrawFloat( in float2 coord, inout float2 of, in float f, in bool bold ) +{ + float res = 0.; + if ( f < 0. ) res += DrawChar(coord,of,45,bold); + int fi = abs(floor(f)); + int nn = fi, i = 0; + do + { + nn /= 10; + i++; + } while ( nn > 0 ); + do + { + i--; + res += DrawChar(coord,of,(fi/pow(10,i))%10+48,bold); + } while ( i > 0 ); + res += DrawChar(coord,of,46,bold); + float fd = abs(frac(f)); + for ( i=1; i<7; i++ ) + res += DrawChar(coord,of,floor(fd*pow(10,i))%10+48,bold); + return res; +} +float DrawFloat2( in float2 coord, inout float2 of, in float2 f, in bool bold ) +{ + float res = 0.; + res += DrawFloat(coord,of,f.x,bold); + res += DrawText1(coord,of,int4(44,32,0,0),bold); + res += DrawFloat(coord,of,f.y,bold); + return res; +} +float DrawFloat3( in float2 coord, inout float2 of, in float3 f, in bool bold ) +{ + float res = 0.; + res += DrawFloat(coord,of,f.x,bold); + res += DrawText1(coord,of,int4(44,32,0,0),bold); + res += DrawFloat(coord,of,f.y,bold); + res += DrawText1(coord,of,int4(44,32,0,0),bold); + res += DrawFloat(coord,of,f.z,bold); + return res; +} +float DrawFloat4( in float2 coord, inout float2 of, in float4 f, in bool bold ) +{ + float res = 0.; + res += DrawFloat(coord,of,f.x,bold); + res += DrawText1(coord,of,int4(44,32,0,0),bold); + res += DrawFloat(coord,of,f.y,bold); + res += DrawText1(coord,of,int4(44,32,0,0),bold); + res += DrawFloat(coord,of,f.z,bold); + res += DrawText1(coord,of,int4(44,32,0,0),bold); + res += DrawFloat(coord,of,f.w,bold); + return res; +} diff --git a/enbseries/menbeffectfilters.fx b/enbseries/menbeffectfilters.fx new file mode 100644 index 0000000..29c2325 --- /dev/null +++ b/enbseries/menbeffectfilters.fx @@ -0,0 +1,512 @@ +/* + menbeffectfilters.fx : MariENB base shader routines. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* If defined, this is for Fallout 3 and New Vegas */ +//#define FALLOUT +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 +#define tod ENightDayFactor +#define ind EInteriorFactor +/* 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 (p+1)*0.05-0.01) ) return 0.0; + float posy = (coord.y-0.5)*2.0*regdebugscale; + if ( r < 0.0 ) + { + if ( posy > 0.0 ) return 0.0; + if ( posy < r ) return 0.0; + return 1.0; + } + if ( posy < 0.0 ) return 0.0; + if ( posy > r ) return 0.0; + return 1.0; +} +/* post-pass dithering */ +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; +} +/* darken borders */ +float3 Vignette( float3 res, float2 coord ) +{ + float dkradius = lerp(lerp(dkradius_n,dkradius_d,tod),lerp(dkradius_in, + dkradius_id,tod),ind); + float dkbump = lerp(lerp(dkbump_n,dkbump_d,tod),lerp(dkbump_in, + dkbump_id,tod),ind); + float dkcurve = lerp(lerp(dkcurve_n,dkcurve_d,tod),lerp(dkcurve_in, + dkcurve_id,tod),ind); + float val = distance(coord,0.5)*2.0+dkradius; + val = saturate(val+dkbump); + return lerp(res,float3(0,0,0),pow(val,dkcurve)); +} +/* letterbox filter */ +float3 Letterbox( float3 res, float2 coord ) +{ + if ( abs(2.0*coord.y-1.0) > boxv ) return float3(0,0,0); + return res; +} +/* 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; + 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); +} +/* REVOLUTIONARY ULTRA-AWESOME FILTER */ +float3 Aberration( sampler2D smp, float2 coord ) +{ + float3 eta = float3(1+chromaab*0.09,1+chromaab*0.06,1+chromaab*0.03); + float2 mid = coord-0.5; + float2 rc = eta.r*(1.0-chromaab*0.1)*mid+0.5; + float2 gc = eta.g*(1.0-chromaab*0.1)*mid+0.5; + float2 bc = eta.b*(1.0-chromaab*0.1)*mid+0.5; + float3 ab = float3(tex2D(smp,rc).r,tex2D(smp,gc).g,tex2D(smp,bc).b); + return ab; +} +/* MariENB shader */ +float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord0.xy; + float4 res = tex2D(_s0,coord); + if ( usecurve ) res.rgb = Aberration(_s0,coord); + if ( aenable ) res.rgb = Adaptation(res.rgb); + if ( tmapenable && tmapbeforecomp ) res.rgb = Tonemap(res.rgb); + if ( compenable ) res.rgb = Compensate(res.rgb); + if ( tmapenable && !tmapbeforecomp ) res.rgb = Tonemap(res.rgb); + if ( bloomdebug ) res.rgb *= 0; + if ( usecurve ) res.rgb += Aberration(_s3,coord)*EBloomAmount; + else res += tex2D(_s3,coord)*EBloomAmount; + if ( tintbeforegrade && tintenable ) res.rgb = Tint(res.rgb); + 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 ( !tintbeforegrade && tintenable ) res.rgb = Tint(res.rgb); + if ( fadebeforefilm ) res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a); + if ( ne ) res.rgb = FilmGrain(res.rgb,coord); + if ( dkenable ) res.rgb = Vignette(res.rgb,coord); + if ( boxenable ) res.rgb = Letterbox(res.rgb,coord); + if ( !fadebeforefilm ) res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a); + if ( regdebug ) + { + res.rgb += debugreg(_r1.x,coord,0); + res.rgb += debugreg(_r1.y,coord,1); + res.rgb += debugreg(_r1.z,coord,2); + res.rgb += debugreg(_r1.w,coord,3); + res.rgb += debugreg(_r2.x,coord,4); + res.rgb += debugreg(_r2.y,coord,5); + res.rgb += debugreg(_r2.z,coord,6); + res.rgb += debugreg(_r2.w,coord,7); + res.rgb += debugreg(_r3.x,coord,8); + res.rgb += debugreg(_r3.y,coord,9); + res.rgb += debugreg(_r3.z,coord,10); + res.rgb += debugreg(_r3.w,coord,11); + res.rgb += debugreg(_r4.x,coord,12); + res.rgb += debugreg(_r4.y,coord,13); + res.rgb += debugreg(_r4.z,coord,14); + res.rgb += debugreg(_r4.w,coord,15); + res.rgb += debugreg(_r5.x,coord,16); + res.rgb += debugreg(_r5.y,coord,17); + res.rgb += debugreg(_r5.z,coord,18); + res.rgb += debugreg(_r5.w,coord,19); + } + 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? What the fuck? +*/ +#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 + Have to keep this part intact, sadly + Boris what the fuck have you done + */ + 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; + } +} diff --git a/enbseries/menbeffectinternals.fx b/enbseries/menbeffectinternals.fx new file mode 100644 index 0000000..fa48771 --- /dev/null +++ b/enbseries/menbeffectinternals.fx @@ -0,0 +1,180 @@ +/* + menbeffectinternals.fx : MariENB base internal variables. + (C)2013-2015 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"; +>; +sampler2D _s0 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s1 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s4 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D _s7 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerNoise2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerNoise3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + 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; +}; diff --git a/enbseries/menbeffectsettings.fx b/enbseries/menbeffectsettings.fx new file mode 100644 index 0000000..893e924 --- /dev/null +++ b/enbseries/menbeffectsettings.fx @@ -0,0 +1,877 @@ +/* + menbeffectsettings.fx : MariENB base user-tweakable variables. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* Border darkening */ +bool dkenable +< + string UIName = "UseDark"; + string UIWidget = "Checkbox"; +> = {false}; +/* radius of darkening (relative to screen width) */ +float dkradius_n +< + string UIName = "DarkRadiusNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float dkradius_d +< + string UIName = "DarkRadiusDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float dkradius_in +< + string UIName = "DarkRadiusInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float dkradius_id +< + string UIName = "DarkRadiusInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +/* falloff of darkening */ +float dkcurve_n +< + string UIName = "DarkCurveNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +float dkcurve_d +< + string UIName = "DarkCurveDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +float dkcurve_in +< + string UIName = "DarkCurveInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +float dkcurve_id +< + string UIName = "DarkCurveInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +/* bump of darkening */ +float dkbump_n +< + string UIName = "DarkBumpNight"; + string UIWidget = "Spinner"; +> = {-0.75}; +float dkbump_d +< + string UIName = "DarkBumpDay"; + string UIWidget = "Spinner"; +> = {-0.75}; +float dkbump_in +< + string UIName = "DarkBumpInteriorNight"; + string UIWidget = "Spinner"; +> = {-0.75}; +float dkbump_id +< + string UIName = "DarkBumpInteriorDay"; + string UIWidget = "Spinner"; +> = {-0.75}; +/* Letterbox */ +bool boxenable +< + string UIName = "UseBox"; + string UIWidget = "Checkbox"; +> = {false}; +/* vertical factor */ +float boxv +< + string UIName = "BoxVertical"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.8}; +/* film grain */ +bool ne +< + string UIName = "UseGrain"; + string UIWidget = "Checkbox"; +> = {false}; +/* speed of grain */ +float nf +< + string UIName = "GrainFrequency"; + string UIWidget = "Spinner"; +> = {2500.0}; +/* intensity of grain */ +float ni +< + string UIName = "GrainIntensity"; + string UIWidget = "Spinner"; +> = {0.05}; +/* saturation of grain */ +float ns +< + string UIName = "GrainSaturation"; + string UIWidget = "Spinner"; +> = {0.0}; +/* use two-pass grain (double the texture fetches, but looks less uniform) */ +bool np +< + string UIName = "GrainTwoPass"; + string UIWidget = "Checkbox"; +> = {true}; +/* + blending mode for grain: + 0 -> normal + 1 -> add + 2 -> overlay + 3 -> "dark mask", a personal invention +*/ +int nb +< + string UIName = "GrainBlend"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 3; +> = {1}; +/* dark mask blend mode contrast for mask image */ +float bnp +< + string UIName = "GrainDarkMaskPower"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.5}; +/* two-pass distortion factor (0 = look just like one-pass grain) */ +float nk +< + string UIName = "GrainTwoPassFactor"; + string UIWidget = "Spinner"; +> = {0.04}; +/* zoom factors for each component of each noise texture */ +float nm1 +< + string UIName = "GrainMagnification1"; + string UIWidget = "Spinner"; +> = {13.25}; +float nm2 +< + string UIName = "GrainMagnification2"; + string UIWidget = "Spinner"; +> = {19.64}; +float nm3 +< + string UIName = "GrainMagnification3"; + string UIWidget = "Spinner"; +> = {17.35}; +float nm11 +< + string UIName = "GrainPass1Magnification1"; + string UIWidget = "Spinner"; +> = {2.05}; +float nm12 +< + string UIName = "GrainPass1Magnification2"; + string UIWidget = "Spinner"; +> = {3.11}; +float nm13 +< + string UIName = "GrainPass1Magnification3"; + string UIWidget = "Spinner"; +> = {2.22}; +float nm21 +< + string UIName = "GrainPass2Magnification1"; + string UIWidget = "Spinner"; +> = {4.25}; +float nm22 +< + string UIName = "GrainPass2Magnification2"; + string UIWidget = "Spinner"; +> = {0.42}; +float nm23 +< + string UIName = "GrainPass2Magnification3"; + string UIWidget = "Spinner"; +> = {6.29}; +/* contrast of grain */ +float nj +< + string UIName = "GrainPower"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +/* use curvature + chromatic aberration filter */ +bool usecurve +< + string UIName = "UseCurve"; + string UIWidget = "Checkbox"; +> = {false}; +/* this is a stupid filter and you should feel bad for using it */ +float chromaab +< + string UIName = "CurveChromaAberration"; + string UIWidget = "Spinner"; +> = {0.05}; +/* "adaptation" factors */ +bool aenable +< + string UIName = "UseAdaptation"; + string UIWidget = "Checkbox"; +> = {false}; +float amin_n +< + string UIName = "AdaptationMinNight"; + string UIWidget = "Spinner"; +> = {0.0}; +float amin_d +< + string UIName = "AdaptationMinDay"; + string UIWidget = "Spinner"; +> = {0.0}; +float amin_in +< + string UIName = "AdaptationMinInteriorNight"; + string UIWidget = "Spinner"; +> = {0.0}; +float amin_id +< + string UIName = "AdaptationMinInteriorDay"; + string UIWidget = "Spinner"; +> = {0.0}; +float amax_n +< + string UIName = "AdaptationMaxNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float amax_d +< + string UIName = "AdaptationMaxDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float amax_in +< + string UIName = "AdaptationMaxInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float amax_id +< + string UIName = "AdaptationMaxInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +/* tone mapping */ +bool tmapenable +< + string UIName = "UseTonemapping"; + string UIWidget = "Checkbox"; +> = {false}; +float unA_n +< + string UIName = "TonemapHighlightStrengthNight"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_d +< + string UIName = "TonemapHighlightStrengthDay"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_in +< + string UIName = "TonemapHighlightStrengthInteriorNight"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_id +< + string UIName = "TonemapHighlightStrengthInteriorDay"; + string UIWidget = "Spinner"; +> = {0.5}; +float unB_n +< + string UIName = "TonemapHighlightGammaNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_d +< + string UIName = "TonemapHighlightGammaDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_in +< + string UIName = "TonemapHighlightGammaInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_id +< + string UIName = "TonemapHighlightGammaInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float unC_n +< + string UIName = "TonemapMidtoneStrengthNight"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_d +< + string UIName = "TonemapMidtoneStrengthDay"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_in +< + string UIName = "TonemapMidtoneStrengthInteriorNight"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_id +< + string UIName = "TonemapMidtoneStrengthInteriorDay"; + string UIWidget = "Spinner"; +> = {0.2}; +float unD_n +< + string UIName = "TonemapMidtoneGammaNight"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_d +< + string UIName = "TonemapMidtoneGammaDay"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_in +< + string UIName = "TonemapMidtoneGammaInteriorNight"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_id +< + string UIName = "TonemapMidtoneGammaInteriorDay"; + string UIWidget = "Spinner"; +> = {0.75}; +float unE_n +< + string UIName = "TonemapShadowStrengthNight"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_d +< + string UIName = "TonemapShadowStrengthDay"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_in +< + string UIName = "TonemapShadowStrengthInteriorNight"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_id +< + string UIName = "TonemapShadowStrengthInteriorDay"; + string UIWidget = "Spinner"; +> = {0.02}; +float unF_n +< + string UIName = "TonemapShadowGammaNight"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_d +< + string UIName = "TonemapShadowGammaDay"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_in +< + string UIName = "TonemapShadowGammaInteriorNight"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_id +< + string UIName = "TonemapShadowGammaInteriorDay"; + string UIWidget = "Spinner"; +> = {0.30}; +float unW_n +< + string UIName = "TonemapWhiteNight"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_d +< + string UIName = "TonemapWhiteDay"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_in +< + string UIName = "TonemapWhiteInteriorNight"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_id +< + string UIName = "TonemapWhiteInteriorDay"; + string UIWidget = "Spinner"; +> = {10.0}; +bool tmapbeforecomp +< + string UIName = "TonemapBeforeCompensate"; + string UIWidget = "Checkbox"; +> = {false}; +/* overshine/bloom compensation */ +bool compenable +< + string UIName = "UseCompensate"; + string UIWidget = "Checkbox"; +> = {false}; +/* compensation factor */ +float compfactor_n +< + string UIName = "CompensateFactorNight"; + string UIWidget = "Spinner"; +> = {0.0}; +float compfactor_d +< + string UIName = "CompensateFactorDay"; + string UIWidget = "Spinner"; +> = {0.0}; +float compfactor_in +< + string UIName = "CompensateFactorInteriorNight"; + string UIWidget = "Spinner"; +> = {0.0}; +float compfactor_id +< + string UIName = "CompensateFactorInteriorDay"; + string UIWidget = "Spinner"; +> = {0.0}; +/* compensation power (contrast) */ +float comppow_n +< + string UIName = "CompensatePowerNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float comppow_d +< + string UIName = "CompensatePowerDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float comppow_in +< + string UIName = "CompensatePowerInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float comppow_id +< + string UIName = "CompensatePowerInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* compensation saturation (higher values desaturate highlights) */ +float compsat_n +< + string UIName = "CompensateSaturationNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float compsat_d +< + string UIName = "CompensateSaturationDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float compsat_in +< + string UIName = "CompensateSaturationInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float compsat_id +< + string UIName = "CompensateSaturationInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +/* Color grading */ +bool gradeenable1 +< + string UIName = "UseRGBGrading"; + string UIWidget = "Checkbox"; +> = {false}; +/* color component multipliers */ +float grademul_r_n +< + string UIName = "GradingMulRNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_n +< + string UIName = "GradingMulGNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_n +< + string UIName = "GradingMulBNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_r_d +< + string UIName = "GradingMulRDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_d +< + string UIName = "GradingMulGDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_d +< + string UIName = "GradingMulBDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_r_in +< + string UIName = "GradingMulRInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_in +< + string UIName = "GradingMulGInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_in +< + string UIName = "GradingMulBInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_r_id +< + string UIName = "GradingMulRInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_id +< + string UIName = "GradingMulGInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_id +< + string UIName = "GradingMulBInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +/* color component contrasts */ +float gradepow_r_n +< + string UIName = "GradingPowRNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_n +< + string UIName = "GradingPowGNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_n +< + string UIName = "GradingPowBNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_r_d +< + string UIName = "GradingPowRDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_d +< + string UIName = "GradingPowGDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_d +< + string UIName = "GradingPowBDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_r_in +< + string UIName = "GradingPowRInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_in +< + string UIName = "GradingPowGInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_in +< + string UIName = "GradingPowBInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_r_id +< + string UIName = "GradingPowRInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_id +< + string UIName = "GradingPowGInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_id +< + string UIName = "GradingPowBInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* colorization factors */ +bool gradeenable2 +< + string UIName = "UseColorizeGrading"; + string UIWidget = "Checkbox"; +> = {false}; +float gradecol_r_n +< + string UIName = "GradingColRNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_n +< + string UIName = "GradingColGNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_n +< + string UIName = "GradingColBNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_r_d +< + string UIName = "GradingColRDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_d +< + string UIName = "GradingColGDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_d +< + string UIName = "GradingColBDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_r_in +< + string UIName = "GradingColRInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_in +< + string UIName = "GradingColGInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_in +< + string UIName = "GradingColBInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_r_id +< + string UIName = "GradingColRInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_id +< + string UIName = "GradingColGInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_id +< + string UIName = "GradingColBInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +/* blend factor for colorization (negative values are quite fancy) */ +float gradecolfact_n +< + string UIName = "GradingColFactorNight"; + string UIWidget = "Spinner"; +> = {0.0}; +float gradecolfact_d +< + string UIName = "GradingColFactorDay"; + string UIWidget = "Spinner"; +> = {0.0}; +float gradecolfact_in +< + string UIName = "GradingColFactorInteriorNight"; + string UIWidget = "Spinner"; +> = {0.0}; +float gradecolfact_id +< + string UIName = "GradingColFactorInteriorDay"; + string UIWidget = "Spinner"; +> = {0.0}; +/* HSV grading */ +bool gradeenable3 +< + string UIName = "UseHSVGrading"; + string UIWidget = "Checkbox"; +> = {false}; +/* saturation multiplier */ +float gradesatmul_n +< + string UIName = "GradingSatMulNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatmul_d +< + string UIName = "GradingSatMulDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatmul_in +< + string UIName = "GradingSatMulInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatmul_id +< + string UIName = "GradingSatMulInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +/* saturation power */ +float gradesatpow_n +< + string UIName = "GradingSatPowNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatpow_d +< + string UIName = "GradingSatPowDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatpow_in +< + string UIName = "GradingSatPowInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatpow_id +< + string UIName = "GradingSatPowInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +/* value multiplier */ +float gradevalmul_n +< + string UIName = "GradingValMulNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalmul_d +< + string UIName = "GradingValMulDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalmul_in +< + string UIName = "GradingValMulInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalmul_id +< + string UIName = "GradingValMulInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +/* value power */ +float gradevalpow_n +< + string UIName = "GradingValPowNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalpow_d +< + string UIName = "GradingValPowDay"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalpow_in +< + string UIName = "GradingValPowInteriorNight"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalpow_id +< + string UIName = "GradingValPowInteriorDay"; + string UIWidget = "Spinner"; +> = {1.0}; +bool colorizeafterhsv +< + string UIName = "ColorizeAfterHSV"; + string UIWidget = "Checkbox"; +> = {true}; +/* game tinting support */ +bool tintenable +< + string UIName = "UseTint"; + string UIWidget = "Checkbox"; +> = {true}; +float tintblend +< + string UIName = "TintingBlend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +bool tintbeforegrade +< + string UIName = "TintingBeforeGrading"; + string UIWidget = "Checkbox"; +> = {false}; +/* vanilla grading */ +bool vgradeenable +< + string UIName = "EnableVanillaGrading"; + string UIWidget = "Checkbox"; +> = {true}; +float vgradeblend +< + string UIName = "VanillaGradingBlend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +bool fadebeforefilm +< + string UIName = "FadeBeforeFilmFilters"; + string UIWidget = "Checkbox"; +> = {false}; +bool dodither +< + string UIName = "EnablePostDither"; + string UIWidget = "Checkbox"; +> = {true}; +int dither +< + string UIName = "DitherPattern"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 4; +> = {4}; +bool bloomdebug +< + string UIName = "DebugBloom"; + string UIWidget = "Checkbox"; +> = {false}; +/* debug vanilla shader registers */ +bool regdebug +< + string UIName = "DebugRegisters"; + string UIWidget = "Checkbox"; +> = {false}; +/* scale of register bars */ +float regdebugscale +< + string UIName = "DebugRegistersScale"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {5.0}; \ No newline at end of file diff --git a/enbseries/menbextrafilters.fx b/enbseries/menbextrafilters.fx new file mode 100644 index 0000000..edf2430 --- /dev/null +++ b/enbseries/menbextrafilters.fx @@ -0,0 +1,423 @@ +/* + menbextrafilters.fx : MariENB extra shader routines. + (C)2013-2015 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.g0.5); + } + float dist = 2.0; + int idx = 0; + if ( cgapal == 1 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga1l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga1l[i]); + } + color.rgb = cga1l[idx]; + } + else if ( cgapal == 2 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga1h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga1h[i]); + } + color.rgb = cga1h[idx]; + } + else if ( cgapal == 3 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga2l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga2l[i]); + } + color.rgb = cga2l[idx]; + } + else if ( cgapal == 4 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga2h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga2h[i]); + } + color.rgb = cga2h[idx]; + } + else if ( cgapal == 5 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga3l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga3l[i]); + } + color.rgb = cga3l[idx]; + } + else if ( cgapal == 6 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga3h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga3h[i]); + } + color.rgb = cga3h[idx]; + } + return color; +} +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; +} +float4 ReduceRGB2( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*4.0)/4.0; + return color; +} +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; +} +float4 ReduceRGB4( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*16.0)/16.0; + return color; +} +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; +} +float4 ReduceRGB6( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*64.0)/64.0; + return color; +} +/* 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 = ReduceRGB4(tcol,(coord*rresl)/sresl); + else if ( paltype == 5 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl); + else if ( paltype == 6 ) 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(8,4096); + float2 cresl = float2(8,16); + float2 bscl = floor(bresl/cresl); + float3 col = tex2D(SamplerColor,floor(bscl*coord)/bscl).rgb; + int lum = luminance(col)*255; + 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; +} +/* Painting filter */ +float4 PS_Paint1( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !paintenable ) return res; + /* Kuwahara filter */ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*paintradius; + float n = 16.0; + float3 m[4], s[4], c; + int i, j; + [unroll] for ( i=0; i<4; i++ ) + { + m[i] = float3(0,0,0); + s[i] = float3(0,0,0); + } + [unroll] for ( i=-3; i<=0; i++ ) [unroll] for ( j=-3; j<=0; j++ ) + { + c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb; + m[0] += c; + s[0] += c*c; + } + [unroll] for ( i=-3; i<=0; i++ ) [unroll] for ( j=0; j<=3; j++ ) + { + c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb; + m[1] += c; + s[1] += c*c; + } + [unroll] for ( i=0; i<=3; i++ ) [unroll] for ( j=-3; j<=0; j++ ) + { + c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb; + m[2] += c; + s[2] += c*c; + } + [unroll] for ( i=0; i<=3; i++ ) [unroll] for ( j=0; j<=3; j++ ) + { + c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb; + m[3] += c; + s[3] += c*c; + } + float min_sigma2 = 1e+2, sigma2; + [unroll] for ( i=0; i<4; i++ ) + { + m[i] /= n; + s[i] = abs(s[i]/n-m[i]*m[i]); + sigma2 = s[i].r+s[i].g+s[i].b; + if ( sigma2 >= min_sigma2 ) continue; + min_sigma2 = sigma2; + res.rgb = m[i]; + } + return res; +} +float4 PS_Paint2( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !paintenable ) return res; + /* Median filter */ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*paintmradius; + float3 m1, m2, m3; + float3 a, b, c; + a = tex2D(SamplerColor,coord+float2(-1,-1)*bof).rgb; + b = tex2D(SamplerColor,coord+float2( 0,-1)*bof).rgb; + c = tex2D(SamplerColor,coord+float2( 1,-1)*bof).rgb; + m1 = (luminance(a) maskd ) + return float4(maskr,maskg,maskb,1.0); + return res; +} +technique PostProcess +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_Paint1(); + 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_Paint2(); + 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_ChromaKey(); + 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_Retro(); + 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_ASCII(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} \ No newline at end of file diff --git a/enbseries/menbextrainternals.fx b/enbseries/menbextrainternals.fx new file mode 100644 index 0000000..0fa2f7b --- /dev/null +++ b/enbseries/menbextrainternals.fx @@ -0,0 +1,198 @@ +/* + menbextrainternals.fx : MariENB extra internal variables. + (C)2013-2015 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 +/* standard stuff */ +float4 ScreenSize; +float ENightDayFactor; +float EInteriorFactor; +/* samplers and textures */ +texture2D texColor; +texture2D texDepth; +texture2D texFont +< + string ResourceName = "menbvgaluma.png"; +>; +sampler2D SamplerColor = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerDepth = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Border; + AddressV = Border; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerFont = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + 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; +}; diff --git a/enbseries/menbextrasettings.fx b/enbseries/menbextrasettings.fx new file mode 100644 index 0000000..1e88cbd --- /dev/null +++ b/enbseries/menbextrasettings.fx @@ -0,0 +1,201 @@ +/* + menbextrasettings.fx : MariENB extra user-tweakable variables. + (C)2013-2015 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 */ +bool useblock +< + string UIName = "UseBlockGFX"; + 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 = "EmulatedResX"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bresy +< + string UIName = "EmulatedResY"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +/* zooming factors (<=0 for stretch) */ +float sresx +< + string UIName = "ZoomedResX"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float sresy +< + string UIName = "ZoomedResY"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +/* + palette type: + -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 : RGB4 (4bpc, I also don't think this was ever used in real hardware) + 5 : RGB565 (ol' 16-bit "true color") + 6 : RGB6 (typical screens incapable of 8bpc) +*/ +int paltype +< + string UIName = "PaletteType"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 6; +> = {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 = "CGAPalette"; + 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 = "EGAPalette"; + 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 = "DitherMode"; + 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 = "GammaMod"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.35}; +/* base brightness bump for the dither grid */ +float bdbump +< + string UIName = "DitherBump"; + string UIWidget = "Spinner"; +> = {-0.1}; +/* range multiplier for the dither grid */ +float bdmult +< + string UIName = "DitherMultiplier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +/* saturation modifier for base color, helps with limited palettes */ +float bsaturation +< + string UIName = "SaturationMod"; + string UIWidget = "Spinner"; +> = {1.1}; +/* Painting filter, mixes Kuwahara with median for a smooth result */ +bool paintenable +< + string UIName = "EnablePainting"; + string UIWidget = "Checkbox"; +> = {false}; +float paintradius +< + string UIName = "PaintingRadius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float paintmradius +< + string UIName = "PaintingMedianRadius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +/* ASCII art filter */ +bool asciienable +< + string UIName = "EnableASCII"; + string UIWidget = "Checkbox"; +> = {false}; +bool asciimono +< + string UIName = "ASCIIMonochrome"; + string UIWidget = "Checkbox"; +> = {true}; +float asciiblend +< + string UIName = "ASCIIBlend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +bool maskenable +< + string UIName = "EnableChromaKey"; + string UIWidget = "Checkbox"; +> = {false}; +float maskr +< + string UIName = "ChromaKeyRed"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float maskg +< + string UIName = "ChromaKeyGreen"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float maskb +< + string UIName = "ChromaKeyBlue"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float maskd +< + string UIName = "ChromaKeyDepth"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; \ No newline at end of file diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png new file mode 100644 index 0000000..8c34291 Binary files /dev/null and b/enbseries/menbheat.png differ diff --git a/enbseries/menblens.png b/enbseries/menblens.png new file mode 100644 index 0000000..96e3ffe Binary files /dev/null and b/enbseries/menblens.png differ diff --git a/enbseries/menblensbump.png b/enbseries/menblensbump.png new file mode 100644 index 0000000..4cf69ca Binary files /dev/null and b/enbseries/menblensbump.png differ diff --git a/enbseries/menblensdiff.png b/enbseries/menblensdiff.png new file mode 100644 index 0000000..5c9fed3 Binary files /dev/null and b/enbseries/menblensdiff.png differ diff --git a/enbseries/menbnoise1.png b/enbseries/menbnoise1.png new file mode 100644 index 0000000..fb4bedf Binary files /dev/null and b/enbseries/menbnoise1.png differ diff --git a/enbseries/menbnoise2.png b/enbseries/menbnoise2.png new file mode 100644 index 0000000..3e57ebb Binary files /dev/null and b/enbseries/menbnoise2.png differ diff --git a/enbseries/menbprepassfilters.fx b/enbseries/menbprepassfilters.fx new file mode 100644 index 0000000..0cb05b9 --- /dev/null +++ b/enbseries/menbprepassfilters.fx @@ -0,0 +1,628 @@ +/* + menbprepassfilters.fx : MariENB prepass shader routines. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +#define tod ENightDayFactor +#define ind EInteriorFactor +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 zNear = 0.0509804; + float zFar = 3098.0392; + 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 = dot(inmyskin,0.33); + thesewounds = clamp(thesewounds,-sharpclamp,sharpclamp); + float3 theywillnotheal = res+thesewounds*sharpblend; + return theywillnotheal; +} +/* New and improved edge detection, generally useful for contour shading */ +float3 Edge( 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 edgefadepow = lerp(lerp(edgefadepow_n,edgefadepow_d,tod), + lerp(edgefadepow_in,edgefadepow_id,tod),ind); + float edgefademult = lerp(lerp(edgefademult_n,edgefademult_d,tod), + lerp(edgefademult_in,edgefademult_id,tod),ind); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y); + 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,edgefadepow)*edgefademult); + mud = saturate(pow(mud,edgepow)*edgemult); + if ( edgeview ) return mud; + return max(0,res-mud); +} +/* the pass that happens before everything else */ +float4 PS_FirstPass( 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 ( edgeenable ) res.rgb = Edge(res.rgb,coord); + return res; +} +/* Crappy SSAO */ +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); +} +float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + float ssaofadepow = lerp(lerp(ssaofadepow_n,ssaofadepow_d,tod), + lerp(ssaofadepow_in,ssaofadepow_id,tod),ind); + float ssaofademult = lerp(lerp(ssaofademult_n,ssaofademult_d,tod), + lerp(ssaofademult_in,ssaofademult_id,tod),ind); + 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); + float radiusfade = lerp(1.0,pow(1.0-depth,ssaorfadep),ssaorfade); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius*radiusfade; + float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x).xy; + float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0; + rnormal.z = -abs(rnormal.z); + normal = normalize(normal+rnormal*ssaonoise); + float occ = 0.0; + int i; + float3 sample; + float sdepth, rangecheck; + float sclamp = (ssaocfact/1000.0)/radiusfade; + [unroll] for ( i=0; i<64; i++ ) + { + sample = reflect(ssao_samples[i],normal); + sdepth = depthlinear(coord+sample.xy*bof); + if ( ldepth < sdepth ) occ += 1.0; + else occ += saturate((abs(ldepth-sdepth)-sclamp)/sclamp); + } + float uocc = saturate(1.0-occ/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; +} +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 = (fixedx>0)?fixedx: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; + [unroll] for ( i=-15; i<=15; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x; + ds = abs(isd-sd)*ssaobfact+0.5; + sw = 1.0/(ds+1.0); + 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 = (fixedy>0)?fixedy:(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; + [unroll] for ( i=-15; i<=15; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x; + ds = abs(isd-sd)*ssaobfact+0.5; + sw = 1.0/(ds+1.0); + 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 = lerp(lerp(focusmax_n,focusmax_d,tod),lerp(focusmax_in, + focusmax_id,tod),ind); + float2 fcenter = float2(focuscenter_x,focuscenter_y); + float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001); + if ( !focuscircle ) return cfocus; + float focusradius = lerp(lerp(focusradius_n,focusradius_d,tod), + lerp(focusradius_in,focusradius_id,tod),ind); + float focusmix = lerp(lerp(focusmix_n,focusmix_d,tod),lerp(focusmix_in, + focusmix_id,tod),ind); + 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 = lerp(lerp(dofpow_n,dofpow_d,tod),lerp(dofpow_in, + dofpow_id,tod),ind); + float dofmult = lerp(lerp(dofmult_n,dofmult_d,tod),lerp(dofmult_in, + dofmult_id,tod),ind); + float doffixedfocuspow = lerp(lerp(doffixedfocuspow_n, + doffixedfocuspow_d,tod),lerp(doffixedfocuspow_in, + doffixedfocuspow_id,tod),ind); + float doffixedfocusmult = lerp(lerp(doffixedfocusmult_n, + doffixedfocusmult_d,tod),lerp(doffixedfocusmult_in, + doffixedfocusmult_id,tod),ind); + float doffixedfocusblend = lerp(lerp(doffixedfocusblend_n, + doffixedfocusblend_d,tod),lerp(doffixedfocusblend_in, + doffixedfocusblend_id,tod),ind); + float doffixedunfocuspow = lerp(lerp(doffixedunfocuspow_n, + doffixedunfocuspow_d,tod),lerp(doffixedunfocuspow_in, + doffixedunfocuspow_id,tod),ind); + float doffixedunfocusmult = lerp(lerp(doffixedunfocusmult_n, + doffixedunfocusmult_d,tod),lerp(doffixedunfocusmult_in, + doffixedunfocusmult_id,tod),ind); + float doffixedunfocusblend = lerp(lerp(doffixedunfocusblend_n, + doffixedunfocusblend_d,tod),lerp(doffixedunfocusblend_in, + doffixedunfocusblend_id,tod),ind); + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y); + float dep = tex2D(SamplerDepth,coord).x; + float foc = tex2D(SamplerFocus,coord).x; + float dfc = abs(dep-foc); + float dff = abs(dep); + float dfu = dff; + /* + Change power of dof based on field of view. Works only in Skyrim, + Boris is just such a fucking assbutt that he doesn't update the + FO3/FNV version to be feature-equal to this, inventing pathetic + excuses. + */ + if ( dofrelfov ) + { + float relfovfactor = lerp(lerp(relfovfactor_n,relfovfactor_d, + tod),lerp(relfovfactor_in,relfovfactor_id,tod),ind); + float relfov = (FieldOfView-fovdefault)/fovdefault; + dofpow = max(0,dofpow+relfov*relfovfactor); + } + dfc = saturate(pow(dfc,dofpow)*dofmult); + dff = saturate(pow(dff,doffixedfocuspow)*doffixedfocusmult); + dfu = saturate(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult); + 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; +} +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 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; + if ( dofbilateral ) + { + 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; + } + else + { + [unroll] for ( i=-7; i<=7; i++ ) + res += gauss8[abs(i)]*tex2D(SamplerColor,coord + +float2(i,0)*bof*dfc); + } + 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 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; + if ( dofbilateral ) + { + 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; + } + else + { + [unroll] for ( i=-7; i<=7; i++ ) + res += gauss8[abs(i)]*tex2D(SamplerColor,coord + +float2(0,i)*bof*dfc); + } + res.a = 1.0; + return res; +} +/* Underwater distortion */ +float2 UnderwaterDistort( float2 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 */ +float2 DistantHeat( 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/256.0)*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); + float distfade = tex2D(SamplerDepth,coord).x; + distfade = pow(distfade,heatfadepow)*heatfademul; + if ( !heatalways ) ofs *= pow(tod*(1.0-ind),heattodpow); + return coord+ofs*heatstrength*distfade*0.01; +} +/* The pass that happens after everything else */ +float4 PS_LastPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR +{ + float2 coord = IN.txcoord.xy; + float2 ofs = coord; + if ( waterenable ) ofs = UnderwaterDistort(ofs); + if ( heatenable ) ofs = DistantHeat(ofs); + ofs -= coord; + float4 res; + if ( distcha != 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 ( !focusdisplay ) return res; + /* put red dots where focus points are */ + 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 = lerp(lerp(focusradius_n,focusradius_d,tod), + lerp(focusradius_in,focusradius_id,tod),ind); + 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_FirstPass(); + 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_SSAOPrepass(); + 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_LastPass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} diff --git a/enbseries/menbprepassinternals.fx b/enbseries/menbprepassinternals.fx new file mode 100644 index 0000000..f311f5f --- /dev/null +++ b/enbseries/menbprepassinternals.fx @@ -0,0 +1,193 @@ +/* + menbprepassinternals.fx : MariENB prepass internal variables. + (C)2013-2015 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: 3 */ +static const float gauss8[8] = +{ + 0.134598, 0.127325, 0.107778, 0.081638, + 0.055335, 0.033562, 0.018216, 0.008847 +}; +/* radius: 16, std dev: 6 */ +static const float gauss16[16] = +{ + 0.067142, 0.066216, 0.063513, 0.059252, + 0.053763, 0.047446, 0.040723, 0.033996, + 0.027603, 0.021798, 0.016742, 0.012507, + 0.009087, 0.006421, 0.004413, 0.002950 + +}; +/* SSAO samples */ +static const float3 ssao_samples[64] = +{ + float3( 0.0000,-0.0002, 0.0002),float3(-0.0005, 0.0006, 0.0006), + float3(-0.0003,-0.0018,-0.0012),float3( 0.0025, 0.0001,-0.0030), + float3( 0.0032,-0.0031,-0.0042),float3(-0.0075, 0.0032, 0.0034), + float3(-0.0017, 0.0107, 0.0050),float3(-0.0113,-0.0022,-0.0106), + float3( 0.0113,-0.0000,-0.0162),float3(-0.0121,-0.0156,-0.0143), + float3( 0.0145,-0.0099, 0.0238),float3(-0.0041, 0.0258,-0.0236), + float3( 0.0261,-0.0282,-0.0150),float3(-0.0392, 0.0259, 0.0093), + float3( 0.0079, 0.0122,-0.0530),float3(-0.0173, 0.0024,-0.0600), + float3( 0.0164,-0.0483,-0.0487),float3( 0.0253, 0.0749, 0.0030), + float3( 0.0702,-0.0024, 0.0532),float3(-0.0587, 0.0343,-0.0701), + float3(-0.0284, 0.0949, 0.0422),float3(-0.0782,-0.0518, 0.0719), + float3( 0.0891,-0.0295, 0.0887),float3(-0.1176,-0.0770, 0.0034), + float3( 0.0911, 0.0979,-0.0736),float3(-0.0492,-0.1109,-0.1119), + float3( 0.0881,-0.1122,-0.1064),float3(-0.0978,-0.0594,-0.1534), + float3( 0.1226,-0.0478,-0.1577),float3( 0.1713, 0.1376,-0.0033), + float3(-0.1098, 0.1317,-0.1601),float3( 0.0153, 0.0431,-0.2458), + float3( 0.0413,-0.2602,-0.0358),float3( 0.1160, 0.2073,-0.1524), + float3(-0.0891,-0.2844,-0.0254),float3(-0.2356, 0.1856, 0.1007), + float3(-0.1331,-0.2241,-0.2093),float3(-0.0946,-0.0943, 0.3262), + float3(-0.2076, 0.2990,-0.0735),float3(-0.3388,-0.1854,-0.0584), + float3(-0.2950, 0.2562, 0.1256),float3( 0.1245, 0.3253, 0.2533), + float3(-0.3334, 0.0732, 0.2954),float3(-0.0878,-0.0338, 0.4632), + float3( 0.3257,-0.1494, 0.3406),float3( 0.1496, 0.4734, 0.1426), + float3(-0.4816,-0.1498,-0.1911),float3(-0.4407,-0.2691,-0.2231), + float3(-0.5739,-0.0862,-0.0829),float3(-0.1811,-0.4338, 0.3893), + float3(-0.4059, 0.2597,-0.4135),float3( 0.5669,-0.1450, 0.3057), + float3(-0.3459, 0.0907,-0.5852),float3(-0.0378,-0.4889,-0.5161), + float3(-0.1609,-0.1172, 0.7112),float3(-0.1584, 0.2215,-0.7156), + float3(-0.0601,-0.6410,-0.4634),float3(-0.1877,-0.4821, 0.6379), + float3(-0.5357, 0.6528, 0.0957),float3(-0.5073,-0.3124, 0.6462), + float3(-0.1505, 0.6792,-0.5842),float3( 0.1781,-0.9197, 0.0557), + float3(-0.5309,-0.3378,-0.7369),float3(-0.7460, 0.2721,-0.6078) +}; +/* standard stuff */ +float4 ScreenSize; +float ENightDayFactor; +float EInteriorFactor; +float FadeFactor; +float4 Timer; +float FieldOfView; +/* samplers and textures */ +texture2D texColor; +texture2D texDepth; +texture2D texNoise3 +< + string ResourceName = "menbnoise2.png"; +>; +texture2D texWater +< + string ResourceName = "menbwater.png"; +>; +texture2D texHeat +< + string ResourceName = "menbheat.png"; +>; +texture2D texFocus; +texture2D texCurr; +texture2D texPrev; +sampler2D SamplerColor = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerDepth = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerNoise3 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerHeat = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerFocus = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerCurr = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerPrev = sampler_state +{ + Texture = ; + 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; +}; diff --git a/enbseries/menbprepasssettings.fx b/enbseries/menbprepasssettings.fx new file mode 100644 index 0000000..ef8213c --- /dev/null +++ b/enbseries/menbprepasssettings.fx @@ -0,0 +1,730 @@ +/* + menbprepasssettings.fx : MariENB prepass user-tweakable variables. + (C)2013-2015 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* fixed resolution, keeps blur filters at a consistent internal resolution */ +int fixedx +< + string UIName = "_FixedResolutionX"; + string UIWidget = "Spinner"; + int UIMin = 0; +> = {1920}; +int fixedy +< + string UIName = "_FixedResolutionY"; + string UIWidget = "Spinner"; + int UIMin = 0; +> = {1080}; +float cutoff +< + string UIName = "DepthCutoff"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1000000.0; +> = {999949.0}; +float distcha +< + string UIName = "DistortionChromaticAberration"; + string UIWidget = "Spinner"; +> = {10.0}; +bool waterenable +< + string UIName = "UnderwaterEnable"; + string UIWidget = "Checkbox"; +> = {false}; +float uwm1 +< + string UIName = "UnderwaterMult1"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.4}; +float uwm2 +< + string UIName = "UnderwaterMult2"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.6}; +float uwm3 +< + string UIName = "UnderwaterMult3"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.4}; +float uwf1 +< + string UIName = "UnderwaterFreq1"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {10.0}; +float uwf2 +< + string UIName = "UnderwaterFreq2"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {8.0}; +float uwf3 +< + string UIName = "UnderwaterFreq3"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {16.0}; +float uws1 +< + string UIName = "UnderwaterStr1"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.3}; +float uws2 +< + string UIName = "UnderwaterStr2"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float uws3 +< + string UIName = "UnderwaterStr3"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.8}; +float uwz +< + string UIName = "UnderwaterZoom"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.5}; +bool heatenable +< + string UIName = "HeatEnable"; + string UIWidget = "Checkbox"; +> = {false}; +float heatsize +< + string UIName = "HeatSize"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {3.5}; +float heatspeed +< + string UIName = "HeatSpeed"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.5}; +float heatfadepow +< + string UIName = "HeatFadePower"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {200.0}; +float heatfademul +< + string UIName = "HeatFadeMultiplier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float heatstrength +< + string UIName = "HeatStrength"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +float heatpow +< + string UIName = "HeatPower"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +float heattodpow +< + string UIName = "HeatTODPower"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +bool heatalways +< + string UIName = "HeatAlways"; + string UIWidget = "Checkbox"; +> = {false}; +/* circle (triangle, actually) average focus */ +bool focuscircle +< + string UIName = "FocusCircleEnable"; + string UIWidget = "Checkbox"; +> = {true}; +bool focusdisplay +< + string UIName = "FocusPointDisplay"; + string UIWidget = "Checkbox"; +> = {false}; +bool focusmanual +< + string UIName = "FocusManual"; + string UIWidget = "Checkbox"; +> = {false}; +float focusmanualvalue +< + string UIName = "FocusManualValue"; + string UIWidget = "Checkbox"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +/* center point of focus */ +float focuscenter_x +< + string UIName = "FocusCenterX"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float focuscenter_y +< + string UIName = "FocusCenterY"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float focuscircleangle +< + string UIName = "FocusCircleAngle"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +/* radius of the focus point triangle */ +float focusradius_n +< + string UIName = "FocusCircleRadiusNight"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_d +< + string UIName = "FocusCircleRadiusDay"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_in +< + string UIName = "FocusCircleRadiusInteriorNight"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_id +< + string UIName = "FocusCircleRadiusInteriorDay"; + string UIWidget = "Spinner"; +> = {20.0}; +/* mix factor with sample at screen center */ +float focusmix_n +< + string UIName = "FocusCircleMixNight"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_d +< + string UIName = "FocusCircleMixDay"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_in +< + string UIName = "FocusCircleMixInteriorNight"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_id +< + string UIName = "FocusCircleMixInteriorDay"; + string UIWidget = "Spinner"; +> = {0.5}; +/* maximum focus depth */ +float focusmax_n +< + string UIName = "FocusMaxNight"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_d +< + string UIName = "FocusMaxDay"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_in +< + string UIName = "FocusMaxInteriorNight"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_id +< + string UIName = "FocusMaxInteriorDay"; + string UIWidget = "Spinner"; +> = {1000.0}; +/* dof filter */ +/* dof multiplier (makes unfocused depths more blurry) */ +float dofmult_n +< + string UIName = "DoFMultNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_d +< + string UIName = "DoFMultDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_in +< + string UIName = "DoFMultInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_id +< + string UIName = "DoFMultInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +/* dof power (falloff, kinda) */ +float dofpow_n +< + string UIName = "DoFPowNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_d +< + string UIName = "DoFPowDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_in +< + string UIName = "DoFPowInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_id +< + string UIName = "DoFPowInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +/* fixed focused depth factors */ +float doffixedfocusmult_n +< + string UIName = "DoFFixedFocusedMultNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_d +< + string UIName = "DoFFixedFocusedMultDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_in +< + string UIName = "DoFFixedFocusedMultInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_id +< + string UIName = "DoFFixedFocusedMultInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_n +< + string UIName = "DoFFixedFocusedPowNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_d +< + string UIName = "DoFFixedFocusedPowDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_in +< + string UIName = "DoFFixedFocusedPowInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_id +< + string UIName = "DoFFixedFocusedPowInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusblend_n +< + string UIName = "DoFFixedFocusedBlendNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_d +< + string UIName = "DoFFixedFocusedBlendDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_in +< + string UIName = "DoFFixedFocusedBlendInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_id +< + string UIName = "DoFFixedFocusedBlendInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +/* fixed unfocused depth factors */ +float doffixedunfocusmult_n +< + string UIName = "DoFFixedUnfocusedMultNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_d +< + string UIName = "DoFFixedUnfocusedMultDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_in +< + string UIName = "DoFFixedUnfocusedMultInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_id +< + string UIName = "DoFFixedUnfocusedMultInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocuspow_n +< + string UIName = "DoFFixedUnfocusedPowNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_d +< + string UIName = "DoFFixedUnfocusedPowDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_in +< + string UIName = "DoFFixedUnfocusedPowInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_id +< + string UIName = "DoFFixedUnfocusedPowInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocusblend_n +< + string UIName = "DoFFixedUnfocusedBlendNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_d +< + string UIName = "DoFFixedUnfocusedBlendDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_in +< + string UIName = "DoFFixedUnfocusedBlendInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_id +< + string UIName = "DoFFixedUnfocusedBlendInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +/* disable depth of field */ +bool dofdisable +< + string UIName = "DoFDisable"; + string UIWidget = "Checkbox"; +> = {false}; +/* use bilateral filtering for sharper dof blurring */ +bool dofbilateral +< + string UIName = "DoFBilateral"; + string UIWidget = "Checkbox"; +> = {true}; +float dofbfact +< + string UIName = "DoFBilateralFactor"; + string UIWidget = "Spinner"; +> = {20.0}; +float dofbradius +< + string UIName = "DoFBlurRadius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +bool dofrelfov +< + string UIName = "DoFRelativeToFoV"; + string UIWidget = "Checkbox"; +> = {true}; +float fovdefault +< + string UIName = "DoFRelativeDefaultFOV"; + string UIWidget = "Spinner"; + float UIMin = 1.0; + float UIMax = 180.0; +> = {75.0}; +float relfovfactor_n +< + string UIName = "DoFRelativeFactorNight"; + string UIWidget = "Spinner"; +> = {2.0}; +float relfovfactor_d +< + string UIName = "DoFRelativeFactorDay"; + string UIWidget = "Spinner"; +> = {2.0}; +float relfovfactor_in +< + string UIName = "DoFRelativeFactorInteriorNight"; + string UIWidget = "Spinner"; +> = {2.0}; +float relfovfactor_id +< + string UIName = "DoFRelativeFactorInteriorDay"; + string UIWidget = "Spinner"; +> = {2.0}; +bool dofdebug +< + string UIName = "DebugDepth"; + string UIWidget = "Checkbox"; +> = {false}; +/* enable edge detect filters */ +bool edgeenable +< + string UIName = "EdgeEnable"; + string UIWidget = "Checkbox"; +> = {false}; +/* use "edge vision" instead of contour filter (just because it looks fancy) */ +bool edgeview +< + string UIName = "EdgeView"; + string UIWidget = "Checkbox"; +> = {true}; +/* factors */ +float edgefadepow_n +< + string UIName = "EdgeFadePowerNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgefadepow_d +< + string UIName = "EdgeFadePowerDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgefadepow_in +< + string UIName = "EdgeFadePowerInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgefadepow_id +< + string UIName = "EdgeFadePowerInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgefademult_n +< + string UIName = "EdgeFadeMultiplierNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgefademult_d +< + string UIName = "EdgeFadeMultiplierDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgefademult_in +< + string UIName = "EdgeFadeMultiplierInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgefademult_id +< + string UIName = "EdgeFadeMultiplierInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgepow +< + string UIName = "EdgePower"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float edgemult +< + string UIName = "EdgeMultiplier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {128.0}; +/* ssao filter */ +bool ssaoenable +< + string UIName = "SSAOEnable"; + string UIWidget = "Checkbox"; +> = {false}; +float ssaoradius +< + string UIName = "SSAORadius"; + string UIWidget = "Spinner"; +> = {256.0}; +float ssaonoise +< + string UIName = "SSAONoise"; + string UIWidget = "Spinner"; +> = {0.15}; +float ssaofadepow_n +< + string UIName = "SSAOFadePowerNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_d +< + string UIName = "SSAOFadePowerDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_in +< + string UIName = "SSAOFadePowerInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_id +< + string UIName = "SSAOFadePowerInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofademult_n +< + string UIName = "SSAOFadeMultiplierNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_d +< + string UIName = "SSAOFadeMultiplierDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_in +< + string UIName = "SSAOFadeMultiplierInteriorNight"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_id +< + string UIName = "SSAOFadeMultiplierInteriorDay"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaomult +< + string UIName = "SSAOMultiplier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float ssaopow +< + string UIName = "SSAOPower"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.5}; +float ssaoblend +< + string UIName = "SSAOBlend"; + string UIWidget = "Spinner"; +> = {1.0}; +bool ssaobenable +< + string UIName = "SSAOBlurEnable"; + string UIWidget = "Checkbox"; +> = {true}; +float ssaobfact +< + string UIName = "SSAOBilateralFactor"; + string UIWidget = "Spinner"; +> = {10000.0}; +float ssaocfact +< + string UIName = "SSAOClampFactor"; + string UIWidget = "Spinner"; +> = {0.1}; +float ssaobradius +< + string UIName = "SSAOBlurRadius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaorfade +< + string UIName = "SSAORadiusFade"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float ssaorfadep +< + string UIName = "SSAORadiusFadeCurve"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +bool ssaodebug +< + string UIName = "DebugSSAO"; + string UIWidget = "Checkbox"; +> = {false}; +/* luma sharpen because of reasons */ +bool sharpenable +< + string UIName = "SharpenEnable"; + string UIWidget = "Checkbox"; +> = {false}; +float sharpradius +< + string UIName = "SharpenRadius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.8}; +float sharpclamp +< + string UIName = "SharpenClamp"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.02}; +float sharpblend +< + string UIName = "SharpenBlending"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; \ No newline at end of file diff --git a/enbseries/menbvgafont.png b/enbseries/menbvgafont.png new file mode 100644 index 0000000..bf3c678 Binary files /dev/null and b/enbseries/menbvgafont.png differ diff --git a/enbseries/menbvgaluma.png b/enbseries/menbvgaluma.png new file mode 100644 index 0000000..bd27e9b Binary files /dev/null and b/enbseries/menbvgaluma.png differ diff --git a/settings_skyrim/enbseries.ini b/settings_skyrim/enbseries.ini new file mode 100644 index 0000000..15e8b6e --- /dev/null +++ b/settings_skyrim/enbseries.ini @@ -0,0 +1,894 @@ +[GLOBAL] +AdditionalConfigFile= +UseEffect=true + +[EFFECT] +UseOriginalPostProcessing=false +UseOriginalObjectsProcessing=false +EnableBloom=true +EnableAdaptation=false +EnableAmbientOcclusion=true +EnableDepthOfField=true +EnableDetailedShadow=true +EnableSunRays=true +EnableSkyLighting=true +EnableImageBasedLighting=false +EnableReflection=true +EnableSoftParticles=true +EnableParticleLights=true +EnableSunGlare=false +EnableSubSurfaceScattering=true +EnableLens=false +EnableWater=true +EnableUnderwater=true +EnableCloudShadows=true +EnableVolumetricRays=true +EnableProceduralSun=false +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=1.0 +FadeFogRangeDay=0.0 +FadeFogRangeNight=3.0 +FadeFogRangeInterior=0.0 +SizeScale=0.5 +SourceTexturesScale=0.5 +FilterQuality=0 +AOAmount=1.13 +ILAmount=0.31 +UseComplexAmbientOcclusion=true +UseAmbientIndirectLighting=true +SamplingPrecision=1 +FadeFogRange=6.85 +FilterType=0 +AOAmountInterior=1.2 +ILAmountInterior=0.38 +AOIntensity=1.14 +AOIntensityInterior=1.22 +AOType=0 +AOMixingType=0 +AOMixingTypeInterior=0 +UseOldType=false +EnableDenoiser=false +EnableSupersampling=false +EnableComplexFilter=true +ILType=0 + +[NIGHTDAY] +DetectorDefaultDay=false +DetectorLevelDay=0.75 +DetectorLevelNight=0.25 +DetectorLevelCurve=1.0 +DetectorOldVersion=false + +[ADAPTATION] +ForceMinMaxValues=true +AdaptationSensitivity=0.87 +AdaptationTime=2.01 +AdaptationMin=1.0 +AdaptationMax=9.0 + +[ENVIRONMENT] +DirectLightingIntensityDay=2.74 +DirectLightingIntensityNight=1.66 +DirectLightingIntensityInterior=1.014688 +DirectLightingCurveDay=0.91 +DirectLightingCurveNight=1.54 +DirectLightingCurveInterior=1.25 +DirectLightingDesaturationDay=0.04 +DirectLightingDesaturationNight=0.3 +DirectLightingDesaturationInterior=0.0 +SpecularAmountMultiplierDay=1.17 +SpecularAmountMultiplierNight=1.43 +SpecularAmountMultiplierInterior=1.0 +SpecularPowerMultiplierDay=1.011 +SpecularPowerMultiplierNight=1.241 +SpecularPowerMultiplierInterior=1.0 +SpecularFromLightDay=0.0 +SpecularFromLightNight=0.0 +SpecularFromLightInterior=0.0 +AmbientLightingIntensityDay=0.37 +AmbientLightingIntensityNight=0.4 +AmbientLightingIntensityInterior=0.914 +AmbientLightingCurveDay=2.28 +AmbientLightingCurveNight=2.59 +AmbientLightingCurveInterior=0.75 +AmbientLightingDesaturationDay=0.58 +AmbientLightingDesaturationNight=0.26 +AmbientLightingDesaturationInterior=0.0 +PointLightingIntensityDay=1.23 +PointLightingIntensityNight=1.27 +PointLightingIntensityInterior=0.825 +PointLightingCurveDay=0.80875 +PointLightingCurveNight=0.88 +PointLightingCurveInterior=0.825 +PointLightingDesaturationDay=0.0 +PointLightingDesaturationNight=0.0 +PointLightingDesaturationInterior=0.0 +FogColorMultiplierDay=0.6 +FogColorMultiplierNight=0.36 +FogColorMultiplierInterior=0.5 +FogColorCurveDay=0.83 +FogColorCurveNight=1.08 +FogColorCurveInterior=1.0 +ColorPowDay=1.0 +ColorPowNight=1.0 +ColorPowInterior=0.9 +DirectLightingIntensitySunrise=2.97 +DirectLightingIntensitySunset=3.25 +DirectLightingIntensityInteriorDay=1.76 +DirectLightingIntensityInteriorNight=1.14 +DirectLightingCurveSunrise=1.53 +DirectLightingCurveSunset=1.780001 +DirectLightingCurveInteriorDay=1.06 +DirectLightingCurveInteriorNight=1.72 +DirectLightingDesaturationSunrise=0.02 +DirectLightingDesaturationSunset=0.02 +DirectLightingDesaturationInteriorDay=0.08 +DirectLightingDesaturationInteriorNight=0.24 +SpecularAmountMultiplierSunrise=1.31 +SpecularAmountMultiplierSunset=1.36 +SpecularAmountMultiplierInteriorDay=1.21 +SpecularAmountMultiplierInteriorNight=1.43 +SpecularPowerMultiplierSunrise=0.961 +SpecularPowerMultiplierSunset=0.891 +SpecularPowerMultiplierInteriorDay=0.951 +SpecularPowerMultiplierInteriorNight=1.141 +SpecularFromLightSunrise=0.0 +SpecularFromLightSunset=0.0 +SpecularFromLightInteriorDay=0.0 +SpecularFromLightInteriorNight=0.0 +AmbientLightingIntensitySunrise=0.55 +AmbientLightingIntensitySunset=0.67 +AmbientLightingIntensityInteriorDay=0.4 +AmbientLightingIntensityInteriorNight=0.28 +AmbientLightingCurveSunrise=2.51 +AmbientLightingCurveSunset=2.69 +AmbientLightingCurveInteriorDay=2.33 +AmbientLightingCurveInteriorNight=2.58 +AmbientLightingDesaturationSunrise=0.42 +AmbientLightingDesaturationSunset=0.34 +AmbientLightingDesaturationInteriorDay=0.56 +AmbientLightingDesaturationInteriorNight=0.42 +AmbientColorFilterAmountSunrise=0.24 +AmbientColorFilterAmountDay=0.13 +AmbientColorFilterAmountSunset=0.26 +AmbientColorFilterAmountNight=0.22 +AmbientColorFilterAmountInteriorDay=0.15 +AmbientColorFilterAmountInteriorNight=0.14 +AmbientColorFilterTopSunrise=0.804, 0.675, 0.098 +AmbientColorFilterTopDay=0.745, 0.702, 0.369 +AmbientColorFilterTopSunset=0.788, 0.294, 0.0275 +AmbientColorFilterTopNight=0.00784, 0.447, 0.737 +AmbientColorFilterTopInteriorDay=0.373, 0.396, 0.451 +AmbientColorFilterTopInteriorNight=0.369, 0.435, 0.565 +AmbientColorFilterMiddleSunrise=0.227, 0.137, 0.0471 +AmbientColorFilterMiddleDay=0.235, 0.224, 0.141 +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=0.0392, 0.0157, 0 +AmbientColorFilterBottomDay=0.0235, 0.0235, 0.00784 +AmbientColorFilterBottomSunset=0.0431, 0.0118, 0.00392 +AmbientColorFilterBottomNight=0, 0.00392, 0.0157 +AmbientColorFilterBottomInteriorDay=0.0118, 0.0118, 0.0196 +AmbientColorFilterBottomInteriorNight=0.00392, 0.00784, 0.0196 +PointLightingIntensitySunrise=1.33 +PointLightingIntensitySunset=1.39 +PointLightingIntensityInteriorDay=1.25 +PointLightingIntensityInteriorNight=1.33 +PointLightingCurveSunrise=0.85 +PointLightingCurveSunset=0.92 +PointLightingCurveInteriorDay=0.89 +PointLightingCurveInteriorNight=0.92 +PointLightingDesaturationSunrise=0.0 +PointLightingDesaturationSunset=0.0 +PointLightingDesaturationInteriorDay=0.0 +PointLightingDesaturationInteriorNight=0.0 +ParticleLightsIntensitySunrise=1.02 +ParticleLightsIntensityDay=0.84 +ParticleLightsIntensitySunset=1.1 +ParticleLightsIntensityNight=0.98 +ParticleLightsIntensityInteriorDay=0.93 +ParticleLightsIntensityInteriorNight=1.11 +FogColorMultiplierSunrise=0.43 +FogColorMultiplierSunset=0.41 +FogColorMultiplierInteriorDay=0.39 +FogColorMultiplierInteriorNight=0.28 +FogColorCurveSunrise=1.05 +FogColorCurveSunset=1.35 +FogColorCurveInteriorDay=0.75 +FogColorCurveInteriorNight=1.07 +ColorPowSunrise=1.0 +ColorPowSunset=1.0 +ColorPowInteriorDay=1.0 +ColorPowInteriorNight=1.0 +IgnoreWeatherSystem=true + +[SKY] +Enable=true +StarsIntensity=1.88 +StarsCurve=1.23 +AuroraBorealisIntensity=0.44 +AuroraBorealisCurve=0.23 +CloudsIntensityDay=1.040001 +CloudsIntensityNight=0.440001 +CloudsIntensityInterior=1.49 +CloudsCurveDay=1.18 +CloudsCurveNight=1.13 +CloudsCurveInterior=1.5 +CloudsDesaturationDay=0.16 +CloudsDesaturationNight=0.05 +CloudsDesaturationInterior=0.14 +CloudsEdgeClamp=0.38 +CloudsEdgeIntensity=1.4 +GradientIntensityDay=1.370001 +GradientIntensityNight=0.890001 +GradientIntensityInterior=0.85 +GradientDesaturationDay=0.34 +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=1.020001 +GradientMiddleIntensityInterior=2.4 +GradientMiddleCurveDay=1.18 +GradientMiddleCurveNight=1.41 +GradientMiddleCurveInterior=1.65 +GradientHorizonIntensityDay=1.26 +GradientHorizonIntensityNight=1.840001 +GradientHorizonIntensityInterior=2.33 +GradientHorizonCurveDay=1.5 +GradientHorizonCurveNight=1.37 +GradientHorizonCurveInterior=1.25 +SunIntensity=3.0 +SunDesaturation=0.0 +SunCoronaIntensity=1.111 +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=0.04 +CloudsDesaturationSunset=0.02 +CloudsDesaturationInteriorDay=0.13 +CloudsDesaturationInteriorNight=0.04 +GradientIntensitySunrise=1.460001 +GradientIntensitySunset=1.640001 +GradientIntensityInteriorDay=1.19 +GradientIntensityInteriorNight=0.870001 +GradientDesaturationSunrise=0.45 +GradientDesaturationSunset=0.1 +GradientDesaturationInteriorDay=0.29 +GradientDesaturationInteriorNight=0.04 +GradientTopIntensitySunrise=1.620001 +GradientTopIntensitySunset=1.69 +GradientTopIntensityInteriorDay=2.7 +GradientTopIntensityInteriorNight=1.48 +GradientTopCurveSunrise=1.66 +GradientTopCurveSunset=1.89 +GradientTopCurveInteriorDay=2.47 +GradientTopCurveInteriorNight=1.59 +GradientMiddleIntensitySunrise=1.380001 +GradientMiddleIntensitySunset=1.44 +GradientMiddleIntensityInteriorDay=2.6 +GradientMiddleIntensityInteriorNight=1.09 +GradientMiddleCurveSunrise=1.58 +GradientMiddleCurveSunset=1.91 +GradientMiddleCurveInteriorDay=2.2 +GradientMiddleCurveInteriorNight=1.4 +GradientHorizonIntensitySunrise=2.05 +GradientHorizonIntensitySunset=2.21 +GradientHorizonIntensityInteriorDay=1.91 +GradientHorizonIntensityInteriorNight=1.82 +GradientHorizonCurveSunrise=1.13 +GradientHorizonCurveSunset=1.13 +GradientHorizonCurveInteriorDay=1.44 +GradientHorizonCurveInteriorNight=1.34 +SunIntensitySunrise=2.54 +SunIntensityDay=2.4 +SunIntensitySunset=2.74 +SunIntensityNight=0.0 +SunIntensityInteriorDay=2.57 +SunIntensityInteriorNight=0.0 +SunDesaturationSunrise=0.0 +SunDesaturationDay=0.0 +SunDesaturationSunset=0.0 +SunDesaturationNight=0.0 +SunDesaturationInteriorDay=0.0 +SunDesaturationInteriorNight=0.0 +SunColorFilterSunrise=0.988, 0.89, 0.682 +SunColorFilterDay=0.988, 0.914, 0.8 +SunColorFilterSunset=0.925, 0.373, 0.0314 +SunColorFilterNight=0, 0, 0 +SunColorFilterInteriorDay=0.98, 0.937, 0.847 +SunColorFilterInteriorNight=0, 0, 0 +SunGlowIntensitySunrise=1.23 +SunGlowIntensityDay=1.14 +SunGlowIntensitySunset=1.39 +SunGlowIntensityNight=0.0 +SunGlowIntensityInteriorDay=1.28 +SunGlowIntensityInteriorNight=0.0 +SunGlowHazinessSunrise=0.03 +SunGlowHazinessDay=0.1 +SunGlowHazinessSunset=0.04 +SunGlowHazinessNight=0.0 +SunGlowHazinessInteriorDay=0.11 +SunGlowHazinessInteriorNight=0.0 +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=1.07 +MoonCurveInteriorDay=0.59 +MoonCurveInteriorNight=1.04 +MoonDesaturationSunrise=0.55 +MoonDesaturationDay=0.81 +MoonDesaturationSunset=0.58 +MoonDesaturationNight=0.42 +MoonDesaturationInteriorDay=0.83 +MoonDesaturationInteriorNight=0.45 +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=0.94 +SubSurfaceScatteringPowerNight=1.03 +SubSurfaceScatteringPowerInterior=1.1 +SubSurfaceScatteringMultiplierSunrise=0.2 +SubSurfaceScatteringMultiplierSunset=0.23 +SubSurfaceScatteringMultiplierInteriorDay=0.13 +SubSurfaceScatteringMultiplierInteriorNight=0.11 +SubSurfaceScatteringPowerSunrise=0.84 +SubSurfaceScatteringPowerSunset=0.73 +SubSurfaceScatteringPowerInteriorDay=0.82 +SubSurfaceScatteringPowerInteriorNight=0.93 +IgnoreWeatherSystem=true +SpecularAmountMultiplierSunrise=1.41 +SpecularAmountMultiplierDay=1.3 +SpecularAmountMultiplierSunset=1.51 +SpecularAmountMultiplierNight=1.66 +SpecularAmountMultiplierInteriorDay=1.3 +SpecularAmountMultiplierInteriorNight=1.5 +SpecularPowerMultiplierSunrise=0.82 +SpecularPowerMultiplierDay=1.07 +SpecularPowerMultiplierSunset=0.77 +SpecularPowerMultiplierNight=0.6 +SpecularPowerMultiplierInteriorDay=0.94 +SpecularPowerMultiplierInteriorNight=0.66 + +[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=false +Brightness=1.0 +GammaCurve=1.0 +UseProceduralCorrection=false + +[SHADOW] +ShadowCastersFix=false +ShadowQualityFix=true +DetailedShadowQuality=0 +UseBilateralShadowFilter=true +UseShadowFilter=true +ShadowFilterQuality=0 +ShadowBlurRange=4.42 +ShadowBlurRangeInterior=5.26 +IgnoreWeatherSystem=true + +[DEPTHOFFIELD] +FadeTime=0.4 +Quality=1 +IgnoreWeatherSystem=true + +[RAYS] +SunRaysMultiplier=0.75 +SunRaysMultiplierSunrise=0.73 +SunRaysMultiplierDay=0.57 +SunRaysMultiplierSunset=0.86 +SunRaysMultiplierNight=0.0 +SunRaysMultiplierInteriorDay=0.69 +SunRaysMultiplierInteriorNight=0.0 +IgnoreWeatherSystem=true + +[SKYLIGHTING] +Quality=1 +FilterQuality=1 +AmbientMinLevel=0.39375 +AmbientMinLevelSunrise=0.33 +AmbientMinLevelDay=0.64 +AmbientMinLevelSunset=0.4 +AmbientMinLevelNight=0.26 +AmbientMinLevelInteriorDay=0.2 +AmbientMinLevelInteriorNight=0.18 +IgnoreWeatherSystem=true + +[WEATHER] +EnableMultipleWeathers=false + +[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=0.78 +SubSurfaceScatteringMultiplierSunset=0.97 +SubSurfaceScatteringMultiplierNight=0.84 +SubSurfaceScatteringMultiplierInteriorDay=0.86 +SubSurfaceScatteringMultiplierInteriorNight=0.88 +SubSurfaceScatteringPowerSunrise=2.12 +SubSurfaceScatteringPowerDay=2.36 +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=1.09 +IntensityDay=1.06 +IntensitySunset=1.14 +IntensityNight=0.95 +IntensityInteriorDay=0.97 +IntensityInteriorNight=0.89 +LightingInfluenceSunrise=1.06 +LightingInfluenceDay=0.79 +LightingInfluenceSunset=1.15 +LightingInfluenceNight=0.95 +LightingInfluenceInteriorDay=0.85 +LightingInfluenceInteriorNight=0.83 +IgnoreWeatherSystem=true + +[REFLECTION] +Quality=1 +FilterQuality=0 +FilterBluriness=1.0 +SizeScale=0.5 +SourceTexturesScale=0.5 +Amount=0.35 +Power=1.06 +GlosinessMin=0.12 +GlosinessMax=0.92 +EnableDenoiser=false +DenoiserType=0 +EnableSupersampling=false +ExteriorEnable=true +InteriorEnable=true +IgnoreWeatherSystem=true +AmountInterior=0.42 +PowerInterior=1.11 + +[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=0.55 +IgnoreWeatherSystem=true +SpecularAmountMultiplierSunrise=1.52 +SpecularAmountMultiplierDay=1.3 +SpecularAmountMultiplierSunset=1.74 +SpecularAmountMultiplierNight=1.93 +SpecularAmountMultiplierInteriorDay=1.53 +SpecularAmountMultiplierInteriorNight=1.73 +SpecularPowerMultiplierSunrise=0.92 +SpecularPowerMultiplierDay=1.18 +SpecularPowerMultiplierSunset=0.82 +SpecularPowerMultiplierNight=0.73 +SpecularPowerMultiplierInteriorDay=1.12 +SpecularPowerMultiplierInteriorNight=0.82 + +[SUBSURFACESCATTERING] +Quality=1 +Radius=1.98 +Amount=0.66 +EpidermalAmount=0.93 +SubdermalAmount=0.87 +EpidermalDiffuseSaturation=-0.6 +SubdermalDiffuseSaturation=0.13 +EpidermalMix=0.22 +SubdermalMix=0.29 +SubdermalTranslucency=0.89 +SubdermalPhase=0.71 +IgnoreWeatherSystem=true +EnableTextureAlpha=true + +[LENS] +ReflectionIntensitySunrise=1.049999 +ReflectionIntensityDay=0.99 +ReflectionIntensitySunset=1.16 +ReflectionIntensityNight=1.4 +ReflectionIntensityInteriorDay=0.88 +ReflectionIntensityInteriorNight=1.120001 +ReflectionPowerSunrise=1.68 +ReflectionPowerDay=2.05 +ReflectionPowerSunset=1.5 +ReflectionPowerNight=1.11 +ReflectionPowerInteriorDay=1.43 +ReflectionPowerInteriorNight=1.22 +DirtIntensitySunrise=1.79 +DirtIntensityDay=1.51 +DirtIntensitySunset=1.84 +DirtIntensityNight=1.08 +DirtIntensityInteriorDay=1.44 +DirtIntensityInteriorNight=1.22 +DirtPowerSunrise=1.16 +DirtPowerDay=1.33 +DirtPowerSunset=1.06 +DirtPowerNight=1.5 +DirtPowerInteriorDay=1.39 +DirtPowerInteriorNight=1.49 +IgnoreWeatherSystem=true + +[WATER] +EnableDispersion=true +EnableCaustics=true +ReflectionAmount=0.86 +FrennelMultiplier=0.83 +FrennelMin=0.0 +FrennelMax=1.0 +DispersionAmount=0.93 +CausticsAmount=0.34 +EnableParallax=true +EnableShadow=true +EnableSelfReflection=true +EnableLighting=true +EnableDisplacement=true +DisplacementQuality=1 +SunSpecularMultiplier=1.43 +SunScatteringMultiplier=2.04 +WavesAmplitudeSunrise=0.64 +WavesAmplitudeDay=0.7 +WavesAmplitudeSunset=0.64 +WavesAmplitudeNight=0.51 +WavesAmplitudeInteriorDay=0.55 +WavesAmplitudeInteriorNight=0.42 +ShadowQuality=1 +EnableShadowNoise=true +SunLightingMultiplier=0.84 +WetMultiplier=0.85 +Muddiness=0.25 +EnablePreCache=true +EnableVolumetricShadow=true +DisplacementFilterQuality=0 +IgnoreWeatherSystem=true +[UNDERWATER] +EnableDispersion=true +EnableParallax=true +EnableDisplacement=true +EnableSilhouette=true +EnableBlurring=true +EnableReflection=true +EnableShadow=true +ShadowQuality=1 +DispersionAmount=0.93 +ReflectionAmount=0.64 +TransparencyFade=1.88 +TransparencyCurve=1.32 +DeepnessFade=3.88 +DeepnessDarkening=0.93 +TintAmount=3.31 +TintFade=4.66 +SunScatteringMultiplier=1.68 +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=0.36 +IntensityDay=0.19 +IntensitySunset=0.45 +IntensityNight=0.1 +IntensityInteriorDay=0.53 +IntensityInteriorNight=0.2 +DensitySunrise=4.35 +DensityDay=3.66 +DensitySunset=4.72 +DensityNight=3.63 +DensityInteriorDay=1.44 +DensityInteriorNight=0.51 +SkyColorAmountSunrise=0.53 +SkyColorAmountDay=0.32 +SkyColorAmountSunset=0.67 +SkyColorAmountNight=0.16 +SkyColorAmountInteriorDay=0.4 +SkyColorAmountInteriorNight=0.3 +IgnoreWeatherSystem=true +[PROCEDURALSUN] +Size=0.93 +EdgeSoftness=0.35 +GlowIntensitySunrise=1.21 +GlowIntensityDay=1.09 +GlowIntensitySunset=1.26 +GlowIntensityNight=0.0 +GlowIntensityInteriorDay=1.2 +GlowIntensityInteriorNight=0.0 +GlowCurveSunrise=2.16 +GlowCurveDay=1.28 +GlowCurveSunset=2.35 +GlowCurveNight=1.0 +GlowCurveInteriorDay=1.950001 +GlowCurveInteriorNight=1.0 +IgnoreWeatherSystem=true +[MIST] +ColorFromEnvironmentFog=0.75 +SkyLightingAmountSunrise=0.55 +SkyLightingAmountDay=0.37 +SkyLightingAmountSunset=0.36 +SkyLightingAmountNight=0.39 +SkyLightingAmountInteriorDay=0.88 +SkyLightingAmountInteriorNight=0.48 +SunLightingAmountSunrise=1.18 +SunLightingAmountDay=0.92 +SunLightingAmountSunset=1.19 +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=1, 0.957, 0.863 +ColorFilterDay=0.925, 0.984, 1 +ColorFilterSunset=1, 0.714, 0.58 +ColorFilterNight=0.396, 0.494, 0.663 +ColorFilterInteriorDay=0.922, 0.988, 1 +ColorFilterInteriorNight=0.443, 0.506, 0.69 +RelativeToCameraSunrise=0.12 +RelativeToCameraDay=0.51 +RelativeToCameraSunset=0.17 +RelativeToCameraNight=0.25 +RelativeToCameraInteriorDay=0.58 +RelativeToCameraInteriorNight=0.21 +VerticalOffsetSunrise=-9.31 +VerticalOffsetDay=-10.97 +VerticalOffsetSunset=-9.04 +VerticalOffsetNight=-11.14 +VerticalOffsetInteriorDay=-10.44 +VerticalOffsetInteriorNight=-11.26 +DensitySunrise=1.41 +DensityDay=1.25 +DensitySunset=1.28 +DensityNight=1.17 +DensityInteriorDay=1.29 +DensityInteriorNight=1.17 +VerticalFadeSunrise=4.93 +VerticalFadeDay=4.46 +VerticalFadeSunset=5.07 +VerticalFadeNight=4.83 +VerticalFadeInteriorDay=4.39 +VerticalFadeInteriorNight=4.78 +BottomTopSunrise=0.17 +BottomTopDay=0.0 +BottomTopSunset=0.09 +BottomTopNight=0.05 +BottomTopInteriorDay=0.0 +BottomTopInteriorNight=0.01 +ExponentialFadeSunrise=0.89 +ExponentialFadeDay=0.95 +ExponentialFadeSunset=0.83 +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 diff --git a/settings_skyrim/enbseries/effect.txt.ini b/settings_skyrim/enbseries/effect.txt.ini new file mode 100644 index 0000000..5438441 --- /dev/null +++ b/settings_skyrim/enbseries/effect.txt.ini @@ -0,0 +1,27 @@ +[EFFECT.TXT] +TECHNIQUE=0 +UseBlockGFX=false +EmulatedResX=0.0 +EmulatedResY=0.0 +ZoomedResX=0.0 +ZoomedResY=0.0 +PaletteType=0 +CGAPalette=1 +EGAPalette=0 +DitherMode=4 +GammaMod=0.35 +DitherBump=-0.1 +DitherMultiplier=0.25 +SaturationMod=1.1 +EnablePainting=false +PaintingRadius=1.0 +PaintingMedianRadius=1.0 +EnableASCII=false +ASCIIMonochrome=false +ASCIIScaling=1.0 +ASCIIBlend=0.0 +EnableChromaKey=false +ChromaKeyRed=0.0 +ChromaKeyGreen=1.0 +ChromaKeyBlue=0.0 +ChromaKeyDepth=0.53 diff --git a/settings_skyrim/enbseries/enbbloom.fx.ini b/settings_skyrim/enbseries/enbbloom.fx.ini new file mode 100644 index 0000000..8a11542 --- /dev/null +++ b/settings_skyrim/enbseries/enbbloom.fx.ini @@ -0,0 +1,90 @@ +[ENBBLOOM.FX] +TECHNIQUE=0 +BloomRadius=1.0 +BloomMix1=0.81 +BloomMix2=0.86 +BloomMix3=0.92 +BloomMix4=0.93 +BloomMix7=0.96 +BloomMix8=1.0 +BloomMixNoBlur=0.0 +BloomMixBaseImage=0.0 +BloomIntensityNight=0.93 +BloomIntensityDay=0.88 +BloomIntensityInteriorNight=0.86 +BloomIntensityInteriorDay=0.91 +BloomPowerNight=0.74 +BloomPowerDay=0.78 +BloomPowerInteriorNight=0.76 +BloomPowerInteriorDay=0.72 +BloomSaturationNight=0.76 +BloomSaturationDay=0.66 +BloomSaturationInteriorNight=0.8 +BloomSaturationInteriorDay=0.72 +BloomBumpNight=-0.37 +BloomBumpDay=-0.52 +BloomBumpInteriorNight=-0.35 +BloomBumpInteriorDay=-0.39 +BloomCapNight=100.0 +BloomCapDay=100.0 +BloomCapInteriorNight=100.0 +BloomCapInteriorDay=100.0 +BlueShiftColorNightRed=0.7 +BlueShiftColorNightGreen=0.4 +BlueShiftColorNightBlue=1.0 +BlueShiftColorDayRed=0.2 +BlueShiftColorDayGreen=0.6 +BlueShiftColorDayBlue=1.0 +BlueShiftColorInteriorNightRed=0.6 +BlueShiftColorInteriorNightGreen=0.4 +BlueShiftColorInteriorNightBlue=1.0 +BlueShiftColorInteriorDayRed=0.3 +BlueShiftColorInteriorDayGreen=0.7 +BlueShiftColorInteriorDayBlue=1.0 +BlueShiftIntensityNight=0.65 +BlueShiftIntensityDay=0.44 +BlueShiftIntensityInteriorNight=0.64 +BlueShiftIntensityInteriorDay=0.56 +EnableAnamorphicBloom=true +AnamBlendNight=0.88 +AnamBlendDay=0.76 +AnamBlendInteriorNight=0.94 +AnamBlendInteriorDay=0.84 +AnamBlueShiftColorNightRed=0.35 +AnamBlueShiftColorNightGreen=0.08 +AnamBlueShiftColorNightBlue=1.0 +AnamBlueShiftColorDayRed=0.35 +AnamBlueShiftColorDayGreen=0.57 +AnamBlueShiftColorDayBlue=1.0 +AnamBlueShiftColorInteriorNightRed=0.42 +AnamBlueShiftColorInteriorNightGreen=0.21 +AnamBlueShiftColorInteriorNightBlue=1.0 +AnamBlueShiftColorInteriorDayRed=0.21 +AnamBlueShiftColorInteriorDayGreen=0.42 +AnamBlueShiftColorInteriorDayBlue=1.0 +AnamBlueShiftIntensityNight=1.12 +AnamBlueShiftIntensityDay=1.04 +AnamBlueShiftIntensityInteriorNight=1.17 +AnamBlueShiftIntensityInteriorDay=1.08 +AnamPowerNight=1.08 +AnamPowerDay=1.2 +AnamPowerInteriorNight=1.1 +AnamPowerInteriorDay=1.07 +AnamLengthMultiplier=4.0 +BloomAngle=0.0 +BloomVertical=false +BloomHQBlur=false +EnableLensDirt=true +DirtMix1=0.04 +DirtMix2=0.08 +DirtMix3=0.21 +DirtMix4=0.61 +DirtMix7=1.01 +DirtMix8=2.85 +DirtMixNoBlur=0.0 +DirtMixBaseImage=0.0 +DirtPreserveAspect=true +DirtDiffraction=0.26 +DirtBumpPower=1.2 +DirtPower=1.23 +DirtFactor=1.369999 diff --git a/settings_skyrim/enbseries/enbeffect.fx.ini b/settings_skyrim/enbseries/enbeffect.fx.ini new file mode 100644 index 0000000..82443b4 --- /dev/null +++ b/settings_skyrim/enbseries/enbeffect.fx.ini @@ -0,0 +1,160 @@ +[ENBEFFECT.FX] +TECHNIQUE=0 +UseDark=false +DarkRadiusNight=0.24 +DarkRadiusDay=0.13 +DarkRadiusInteriorNight=0.21 +DarkRadiusInteriorDay=0.19 +DarkCurveNight=1.08 +DarkCurveDay=1.25 +DarkCurveInteriorNight=1.11 +DarkCurveInteriorDay=1.28 +DarkBumpNight=-0.74 +DarkBumpDay=-0.82 +DarkBumpInteriorNight=-0.78 +DarkBumpInteriorDay=-0.92 +UseBox=false +BoxVertical=0.8 +UseGrain=false +GrainFrequency=2500.0 +GrainIntensity=0.02 +GrainSaturation=0.0 +GrainTwoPass=true +GrainBlend=3 +GrainDarkMaskPower=2.46 +GrainTwoPassFactor=0.04 +GrainMagnification1=13.25 +GrainMagnification2=19.639999 +GrainMagnification3=17.35 +GrainPass1Magnification1=2.05 +GrainPass1Magnification2=3.11 +GrainPass1Magnification3=2.22 +GrainPass2Magnification1=4.25 +GrainPass2Magnification2=0.42 +GrainPass2Magnification3=6.29 +GrainPower=2.27 +UseCurve=false +CurveChromaAberration=0.03 +UseAdaptation=true +AdaptationMinNight=0.1 +AdaptationMinDay=0.05 +AdaptationMinInteriorNight=0.12 +AdaptationMinInteriorDay=0.07 +AdaptationMaxNight=1.01 +AdaptationMaxDay=1.38 +AdaptationMaxInteriorNight=1.01 +AdaptationMaxInteriorDay=1.2 +UseTonemapping=true +TonemapHighlightStrengthNight=0.67 +TonemapHighlightStrengthDay=0.45 +TonemapHighlightStrengthInteriorNight=0.86 +TonemapHighlightStrengthInteriorDay=0.6 +TonemapHighlightGammaNight=0.92 +TonemapHighlightGammaDay=0.97 +TonemapHighlightGammaInteriorNight=0.93 +TonemapHighlightGammaInteriorDay=0.95 +TonemapMidtoneStrengthNight=0.21 +TonemapMidtoneStrengthDay=0.2 +TonemapMidtoneStrengthInteriorNight=0.22 +TonemapMidtoneStrengthInteriorDay=0.21 +TonemapMidtoneGammaNight=0.62 +TonemapMidtoneGammaDay=0.74 +TonemapMidtoneGammaInteriorNight=0.66 +TonemapMidtoneGammaInteriorDay=0.78 +TonemapShadowStrengthNight=0.05 +TonemapShadowStrengthDay=0.02 +TonemapShadowStrengthInteriorNight=0.04 +TonemapShadowStrengthInteriorDay=0.03 +TonemapShadowGammaNight=0.69 +TonemapShadowGammaDay=0.32 +TonemapShadowGammaInteriorNight=0.64 +TonemapShadowGammaInteriorDay=0.33 +TonemapWhiteNight=7.579999 +TonemapWhiteDay=10.26 +TonemapWhiteInteriorNight=4.57 +TonemapWhiteInteriorDay=9.03 +TonemapBeforeCompensate=false +UseCompensate=true +CompensateFactorNight=0.28 +CompensateFactorDay=0.24 +CompensateFactorInteriorNight=0.25 +CompensateFactorInteriorDay=0.22 +CompensatePowerNight=1.28 +CompensatePowerDay=1.24 +CompensatePowerInteriorNight=1.34 +CompensatePowerInteriorDay=1.29 +CompensateSaturationNight=1.22 +CompensateSaturationDay=1.27 +CompensateSaturationInteriorNight=1.19 +CompensateSaturationInteriorDay=1.26 +UseRGBGrading=true +GradingMulRNight=1.24 +GradingMulGNight=1.2 +GradingMulBNight=1.06 +GradingMulRDay=1.2 +GradingMulGDay=1.14 +GradingMulBDay=1.24 +GradingMulRInteriorNight=1.12 +GradingMulGInteriorNight=1.07 +GradingMulBInteriorNight=1.04 +GradingMulRInteriorDay=1.06 +GradingMulGInteriorDay=1.17 +GradingMulBInteriorDay=1.02 +GradingPowRNight=1.07 +GradingPowGNight=0.97 +GradingPowBNight=0.93 +GradingPowRDay=0.86 +GradingPowGDay=1.04 +GradingPowBDay=0.96 +GradingPowRInteriorNight=1.02 +GradingPowGInteriorNight=0.96 +GradingPowBInteriorNight=0.81 +GradingPowRInteriorDay=0.93 +GradingPowGInteriorDay=0.95 +GradingPowBInteriorDay=0.9 +UseColorizeGrading=true +GradingColRNight=-0.8 +GradingColGNight=-0.24 +GradingColBNight=-0.55 +GradingColRDay=-0.23 +GradingColGDay=-0.78 +GradingColBDay=-0.4 +GradingColRInteriorNight=-0.58 +GradingColGInteriorNight=-0.19 +GradingColBInteriorNight=-0.22 +GradingColRInteriorDay=-0.27 +GradingColGInteriorDay=-0.33 +GradingColBInteriorDay=-0.26 +GradingColFactorNight=-0.21 +GradingColFactorDay=-0.18 +GradingColFactorInteriorNight=-0.15 +GradingColFactorInteriorDay=-0.17 +UseHSVGrading=true +GradingSatMulNight=1.23 +GradingSatMulDay=1.26 +GradingSatMulInteriorNight=1.24 +GradingSatMulInteriorDay=1.27 +GradingSatPowNight=1.29 +GradingSatPowDay=1.24 +GradingSatPowInteriorNight=1.22 +GradingSatPowInteriorDay=1.21 +GradingValMulNight=1.16 +GradingValMulDay=1.29 +GradingValMulInteriorNight=1.18 +GradingValMulInteriorDay=1.27 +GradingValPowNight=1.05 +GradingValPowDay=1.11 +GradingValPowInteriorNight=1.07 +GradingValPowInteriorDay=1.13 +ColorizeAfterHSV=true +UseTint=true +TintingBlend=0.8 +TintingBeforeGrading=false +EnableVanillaGrading=true +VanillaGradingBlend=0.6 +FadeBeforeFilmFilters=false +EnablePostDither=true +DitherPattern=4 +DebugRegisters=false +DebugRegistersScale=5.0 +DebugBloom=false diff --git a/settings_skyrim/enbseries/enbeffectprepass.fx.ini b/settings_skyrim/enbseries/enbeffectprepass.fx.ini new file mode 100644 index 0000000..5d2e1c7 --- /dev/null +++ b/settings_skyrim/enbseries/enbeffectprepass.fx.ini @@ -0,0 +1,127 @@ +[ENBEFFECTPREPASS.FX] +TECHNIQUE=0 +_FixedResolutionX=1920 +_FixedResolutionY=1080 +DepthCutoff=999998.0 +FocusCircleEnable=true +FocusCircleRadiusNight=15.0 +FocusCircleRadiusDay=20.0 +FocusCircleRadiusInteriorNight=10.0 +FocusCircleRadiusInteriorDay=15.0 +FocusCircleMixNight=0.2 +FocusCircleMixDay=0.3 +FocusCircleMixInteriorNight=0.15 +FocusCircleMixInteriorDay=0.25 +FocusMaxNight=990.350037 +FocusMaxDay=994.340027 +FocusMaxInteriorNight=984.919983 +FocusMaxInteriorDay=989.539978 +DoFMultNight=475.899994 +DoFMultDay=294.299988 +DoFMultInteriorNight=480.799988 +DoFMultInteriorDay=242.300003 +DoFPowNight=3.34 +DoFPowDay=4.29 +DoFPowInteriorNight=3.32 +DoFPowInteriorDay=4.16 +DoFFixedFocusedMultNight=1.0 +DoFFixedFocusedMultDay=1.0 +DoFFixedFocusedMultInteriorNight=1.0 +DoFFixedFocusedMultInteriorDay=1.0 +DoFFixedFocusedPowNight=1.0 +DoFFixedFocusedPowDay=1.0 +DoFFixedFocusedPowInteriorNight=1.0 +DoFFixedFocusedPowInteriorDay=1.0 +DoFFixedFocusedBlendNight=0.0 +DoFFixedFocusedBlendDay=0.0 +DoFFixedFocusedBlendInteriorNight=0.0 +DoFFixedFocusedBlendInteriorDay=0.0 +DoFFixedUnfocusedMultNight=2.86 +DoFFixedUnfocusedMultDay=1.47 +DoFFixedUnfocusedMultInteriorNight=2.129999 +DoFFixedUnfocusedMultInteriorDay=1.27 +DoFFixedUnfocusedPowNight=956.559998 +DoFFixedUnfocusedPowDay=983.109985 +DoFFixedUnfocusedPowInteriorNight=935.820007 +DoFFixedUnfocusedPowInteriorDay=968.080017 +DoFFixedUnfocusedBlendNight=0.7 +DoFFixedUnfocusedBlendDay=0.5 +DoFFixedUnfocusedBlendInteriorNight=0.0 +DoFFixedUnfocusedBlendInteriorDay=0.0 +DoFDisable=false +DoFBilateral=true +DoFBilateralFactor=20.0 +DoFBlurRadius=1.0 +DoFRelativeToFoV=true +DoFRelativeDefaultFOV=75.0 +DoFRelativeFactorNight=2.25 +DoFRelativeFactorDay=1.95 +DoFRelativeFactorInteriorNight=2.4 +DoFRelativeFactorInteriorDay=2.1 +DebugDepth=false +EdgeEnable=false +EdgeView=true +EdgeFadePowerNight=1.82 +EdgeFadePowerDay=1.86 +EdgeFadePowerInteriorNight=2.9 +EdgeFadePowerInteriorDay=3.0 +EdgeFadeMultiplierNight=700.0 +EdgeFadeMultiplierDay=800.0 +EdgeFadeMultiplierInteriorNight=499.910004 +EdgeFadeMultiplierInteriorDay=600.0 +EdgePower=0.5 +EdgeMultiplier=128.0 +SSAOEnable=false +SSAORadius=256.0 +SSAONoise=0.15 +SSAOFadePowerNight=0.05 +SSAOFadePowerDay=0.03 +SSAOFadePowerInteriorNight=0.03 +SSAOFadePowerInteriorDay=0.04 +SSAOFadeMultiplierNight=1.09 +SSAOFadeMultiplierDay=1.17 +SSAOFadeMultiplierInteriorNight=1.03 +SSAOFadeMultiplierInteriorDay=1.06 +SSAOMultiplier=0.75 +SSAOPower=1.5 +SSAOBlend=1.0 +SSAOBlurEnable=true +SSAOBilateralFactor=10000.0 +SSAOClampFactor=0.1 +SSAOBlurRadius=1.0 +DebugSSAO=false +SharpenEnable=true +SharpenRadius=0.8 +SharpenClamp=0.02 +SharpenBlending=1.2 +SSAORadiusFade=1.0 +SSAORadiusFadeCurve=0.25 +UnderwaterEnable=false +HeatEnable=false +HeatSize=3.61 +HeatSpeed=2.45 +HeatFadePower=190.949997 +HeatFadeMultiplier=0.62 +HeatStrength=0.27 +HeatAlways=false +HeatPower=1.15 +UnderwaterMult1=1.38 +UnderwaterMult2=1.64 +UnderwaterMult3=1.38 +UnderwaterFreq1=13.17 +UnderwaterFreq2=9.179999 +UnderwaterFreq3=16.6 +UnderwaterStr1=0.3 +UnderwaterStr2=0.53 +UnderwaterStr3=0.87 +UnderwaterZoom=1.2 +UnderwaterFadePower=8.6 +UnderwaterFadeMultiplier=1.14 +HeatTODPower=1.52 +FocusCenterX=0.5 +FocusCenterY=0.5 +FocusCircleAngle=0.0 +FocusManual=false +FocusManualValue=0.8 +DistortionChromaticAberration=12.460001 +FocusPointDisplay=false diff --git a/settings_skyrim/enbseries/enblens.fx.ini b/settings_skyrim/enbseries/enblens.fx.ini new file mode 100644 index 0000000..d1938c1 --- /dev/null +++ b/settings_skyrim/enbseries/enblens.fx.ini @@ -0,0 +1,2 @@ +[ENBLENS.FX] +TECHNIQUE=0 diff --git a/settings_skyrim/enbseries/enbsunsprite.fx.ini b/settings_skyrim/enbseries/enbsunsprite.fx.ini new file mode 100644 index 0000000..cf7763b --- /dev/null +++ b/settings_skyrim/enbseries/enbsunsprite.fx.ini @@ -0,0 +1,2 @@ +[ENBSUNSPRITE.FX] +TECHNIQUE=0