MariENB FO4 3.4.1
This commit is contained in:
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98d725388b
commit
5d5e288299
11 changed files with 59 additions and 47 deletions
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@ -263,7 +263,7 @@ AmbientLightingIntensitySunrise=0.73
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AmbientLightingIntensityDay=0.88
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AmbientLightingIntensityDay=0.88
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AmbientLightingIntensitySunset=0.74
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AmbientLightingIntensitySunset=0.74
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AmbientLightingIntensityDusk=0.6
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AmbientLightingIntensityDusk=0.6
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AmbientLightingIntensityNight=0.43
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AmbientLightingIntensityNight=0.44
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AmbientLightingIntensityInteriorDay=0.18
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AmbientLightingIntensityInteriorDay=0.18
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AmbientLightingIntensityInteriorNight=0.12
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AmbientLightingIntensityInteriorNight=0.12
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[SSAO_SSIL]
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[SSAO_SSIL]
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@ -278,7 +278,7 @@ ILAmount=1.32
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ILAmountInterior=1.2
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ILAmountInterior=1.2
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AOMixingType=2
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AOMixingType=2
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AOMixingTypeInterior=2
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AOMixingTypeInterior=2
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ResolutionScale=1.0
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ResolutionScale=0.5
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SourceTexturesScale=0.5
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SourceTexturesScale=0.5
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[FOG]
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[FOG]
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IgnoreWeatherSystem=true
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IgnoreWeatherSystem=true
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@ -1 +1 @@
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3.4.0 "Another Settlement Needs Your Help"
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3.4.1 "Another Settlement Needs Your Help"
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@ -16,6 +16,7 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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};
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struct VS_INPUT_POST
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struct VS_INPUT_POST
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@ -342,12 +342,14 @@ SamplerState Sampler
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Border;
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AddressU = Border;
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AddressV = Border;
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AddressV = Border;
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MaxLOD = 0;
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};
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};
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SamplerState Sampler2
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SamplerState Sampler2
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{
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{
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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};
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struct VS_INPUT_POST
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struct VS_INPUT_POST
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@ -1250,18 +1250,21 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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};
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SamplerState Sampler1
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SamplerState Sampler1
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{
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{
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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};
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SamplerState Sampler2
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SamplerState Sampler2
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{
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{
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressU = Wrap;
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AddressV = Wrap;
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AddressV = Wrap;
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MaxLOD = 0;
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};
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};
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struct VS_INPUT_POST
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struct VS_INPUT_POST
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@ -1792,34 +1795,34 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
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float cstep = 2.0*pi*(1.0/3.0);
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float cstep = 2.0*pi*(1.0/3.0);
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float ang = 0.5*pi;
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float ang = 0.5*pi;
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res.r = TextureColor.SampleLevel(Sampler1,coord
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res.r = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).r;
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+gcircle(ang)*bsz*dofpcha*0.1,0).r;
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deps.r = TextureDepth.SampleLevel(Sampler1,coord
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deps.r = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
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dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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ang += cstep;
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ang += cstep;
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res.g = TextureColor.SampleLevel(Sampler1,coord
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res.g = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).g;
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+gcircle(ang)*bsz*dofpcha*0.1,0).g;
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deps.g = TextureDepth.SampleLevel(Sampler1,coord
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deps.g = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
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dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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ang += cstep;
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ang += cstep;
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res.b = TextureColor.SampleLevel(Sampler1,coord
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res.b = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).b;
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+gcircle(ang)*bsz*dofpcha*0.1,0).b;
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deps.b = TextureDepth.SampleLevel(Sampler1,coord
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deps.b = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
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dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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if ( bDoHighlight )
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if ( bDoHighlight )
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{
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{
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float l = luminance(res.rgb);
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float l = luminance(res.rgb);
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float threshold = max((l-dofbthreshold)*dofbgain,0.0);
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float threshold = max((l-dofbthreshold)*dofbgain,0.0);
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res += lerp(0,res,threshold*blur);
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res += lerp(0,res,threshold*blur);
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}
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}
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res.a = TextureColor.SampleLevel(Sampler1,coord,0,0).a;
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res.a = TextureColor.SampleLevel(Sampler1,coord,0).a;
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deps.a = TextureDepth.SampleLevel(Sampler1,coord,0,0).x;
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deps.a = TextureDepth.SampleLevel(Sampler1,coord,0).x;
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dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0,0).x;
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dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0).x;
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return res;
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return res;
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}
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}
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/* gather blur pass */
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/* gather blur pass */
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@ -1875,7 +1878,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( dfc <= dofminblur ) return res;
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if ( dfc <= dofminblur ) return res;
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float dep = TextureDepth.Sample(Sampler1,coord).x;
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float dep = TextureDepth.Sample(Sampler1,coord).x;
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float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
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float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
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*(bresl/256.0),0,0).xy*2.0-1.0)*dofbnoise*0.001;
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*(bresl/256.0),0).xy*2.0-1.0)*dofbnoise*0.001;
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float2 sr = sf*dofbradius*dfc;
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float2 sr = sf*dofbradius*dfc;
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int rsamples;
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int rsamples;
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float bstep, bw;
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float bstep, bw;
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@ -700,18 +700,21 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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};
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SamplerState Sampler1
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SamplerState Sampler1
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{
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{
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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};
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SamplerState Sampler2
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SamplerState Sampler2
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{
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{
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressU = Wrap;
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AddressV = Wrap;
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AddressV = Wrap;
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MaxLOD = 0;
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};
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};
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SamplerState SamplerLUT
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SamplerState SamplerLUT
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{
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{
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@ -719,6 +722,7 @@ SamplerState SamplerLUT
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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AddressW = Clamp;
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MaxLOD = 0;
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};
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};
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struct VS_INPUT_POST
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struct VS_INPUT_POST
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@ -1106,8 +1110,8 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
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if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
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if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
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if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
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}
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}
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if ( lutenable ) res.rgb = GradingLUT(res.rgb);
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if ( techenable ) res.rgb = Technicolor(res.rgb);
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if ( techenable ) res.rgb = Technicolor(res.rgb);
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if ( lutenable ) res.rgb = GradingLUT(res.rgb);
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if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
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if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
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/* fade has same index on both games */
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/* fade has same index on both games */
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res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);
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res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);
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@ -34,29 +34,29 @@ Grain Contrast=8.450001
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Apply Grain Before Tone Mapping=true
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Apply Grain Before Tone Mapping=true
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Enable Adaptation=true
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Enable Adaptation=true
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Tonemapping Method=3
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Tonemapping Method=3
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Tonemap Exposure Night=1.18
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Tonemap Exposure Night=1.42
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Tonemap Exposure Day=1.31
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Tonemap Exposure Day=1.3
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Tonemap Exposure Interior=1.23
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Tonemap Exposure Interior=1.56
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Tonemap Blend Night=1.0
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Tonemap Blend Night=1.0
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Tonemap Blend Day=1.0
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Tonemap Blend Day=1.0
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Tonemap Blend Interior=1.0
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Tonemap Blend Interior=1.0
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Uncharted2 Shoulder Strength Night=0.17
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Uncharted2 Shoulder Strength Night=0.22
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Uncharted2 Shoulder Strength Day=0.28
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Uncharted2 Shoulder Strength Day=0.28
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Uncharted2 Shoulder Strength Interior=0.22
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Uncharted2 Shoulder Strength Interior=0.2
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Uncharted2 Linear Strength Night=1.58
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Uncharted2 Linear Strength Night=1.54
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Uncharted2 Linear Strength Day=1.54
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Uncharted2 Linear Strength Day=1.43
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Uncharted2 Linear Strength Interior=1.55
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Uncharted2 Linear Strength Interior=1.5
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Uncharted2 Linear Angle Night=0.71
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Uncharted2 Linear Angle Night=0.71
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Uncharted2 Linear Angle Day=0.77
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Uncharted2 Linear Angle Day=0.77
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Uncharted2 Linear Angle Interior=0.74
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Uncharted2 Linear Angle Interior=0.7
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Uncharted2 Toe Strength Night=0.95
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Uncharted2 Toe Strength Night=1.49
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Uncharted2 Toe Strength Day=1.05
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Uncharted2 Toe Strength Day=1.45
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Uncharted2 Toe Strength Interior=1.17
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Uncharted2 Toe Strength Interior=1.63
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Uncharted2 Toe Numerator Night=0.22
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Uncharted2 Toe Numerator Night=0.22
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Uncharted2 Toe Numerator Day=0.27
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Uncharted2 Toe Numerator Day=0.27
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Uncharted2 Toe Numerator Interior=0.25
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Uncharted2 Toe Numerator Interior=0.25
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Uncharted2 Toe Denominator Night=1.19
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Uncharted2 Toe Denominator Night=1.25
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Uncharted2 Toe Denominator Day=1.25
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Uncharted2 Toe Denominator Day=1.29
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Uncharted2 Toe Denominator Interior=1.22
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Uncharted2 Toe Denominator Interior=1.22
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Uncharted2 Linear White Night=38.509998
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Uncharted2 Linear White Night=38.509998
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Uncharted2 Linear White Day=39.269997
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Uncharted2 Linear White Day=39.269997
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@ -81,36 +81,36 @@ SweetFX Defog Color Day=0, 0, 1
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SweetFX Defog Color Interior=0, 0, 1
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SweetFX Defog Color Interior=0, 0, 1
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Enable RGB Grading=true
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Enable RGB Grading=true
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Grading Intensity Night=1.02, 1, 1.04
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Grading Intensity Night=1.02, 1, 1.04
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Grading Intensity Day=1.04, 1.01, 0.97
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Grading Intensity Day=1.01, 0.98, 0.95
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Grading Intensity Interior=1.02, 1, 0.99
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Grading Intensity Interior=1.02, 1, 0.99
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Grading Contrast Night=1.02, 0.97, 0.93
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Grading Contrast Night=1.02, 0.97, 0.93
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Grading Contrast Day=0.92, 1, 0.98
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Grading Contrast Day=0.92, 1.02, 0.99
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Grading Contrast Interior=0.99, 0.99, 0.94
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Grading Contrast Interior=0.99, 0.99, 0.94
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Enable Vibrance Grading=true
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Enable Vibrance Grading=true
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Grading Color Night=-0.2, -0.31, -0.62
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Grading Color Night=-0.2, -0.31, -0.62
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Grading Color Day=-0.84, -0.19, -0.3
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Grading Color Day=-0.68, -0.2, -0.19
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Grading Color Interior=-0.19, -0.04, -0.7
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Grading Color Interior=-0.19, -0.04, -0.7
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Grading Color Factor Night=-0.21
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Grading Color Factor Night=-0.18
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Grading Color Factor Day=-0.15
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Grading Color Factor Day=-0.12
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Grading Color Factor Interior=-0.09
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Grading Color Factor Interior=-0.1
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Enable HSV Grading=true
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Enable HSV Grading=true
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Grading Saturation Intensity Night=1.12
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Grading Saturation Intensity Night=1.12
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Grading Saturation Intensity Day=1.09
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Grading Saturation Intensity Day=1.15
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Grading Saturation Intensity Interior=1.06
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Grading Saturation Intensity Interior=1.21
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Grading Saturation Contrast Night=1.13
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Grading Saturation Contrast Night=1.13
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Grading Saturation Contrast Day=1.12
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Grading Saturation Contrast Day=1.12
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Grading Saturation Contrast Interior=1.18
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Grading Saturation Contrast Interior=1.15
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Grading Value Intensity Night=0.98
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Grading Value Intensity Night=0.92
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Grading Value Intensity Day=0.94
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Grading Value Intensity Day=0.92
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Grading Value Intensity Interior=0.88
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Grading Value Intensity Interior=0.95
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Grading Value Contrast Night=1.18
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Grading Value Contrast Night=1.18
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Grading Value Contrast Day=1.14
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Grading Value Contrast Day=1.08
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Grading Value Contrast Interior=1.13
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Grading Value Contrast Interior=1.13
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Colorize After HSV=true
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Colorize After HSV=true
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Enable LUT Grading=true
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Enable LUT Grading=true
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LUT Blend Night=0.31
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LUT Blend Night=0.34
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LUT Blend Day=0.35
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LUT Blend Day=0.36
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LUT Blend Interior=0.28
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LUT Blend Interior=0.43
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Enable Technicolor=true
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Enable Technicolor=true
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Technicolor Blend=0.6
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Technicolor Blend=0.6
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Enable Vanilla Imagespace=true
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Enable Vanilla Imagespace=true
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@ -518,12 +518,14 @@ SamplerState Sampler
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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};
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SamplerState SamplerB
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SamplerState SamplerB
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{
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{
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Filter = MIN_MAG_MIP_LINEAR;
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Border;
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AddressU = Border;
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AddressV = Border;
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AddressV = Border;
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MaxLOD = 0;
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};
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};
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struct VS_INPUT_POST
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struct VS_INPUT_POST
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