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diff --git a/README.md b/README.md
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--- a/README.md
+++ /dev/null
@@ -1,13 +0,0 @@
-
-
-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
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--- /dev/null
+++ b/enbseries/COPYING
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
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+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+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