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MariENB FO4 3.5.1

This commit is contained in:
Marisa the Magician 2019-04-07 17:50:15 +02:00
commit 88d8267788
8 changed files with 141 additions and 198 deletions

View file

@ -16,6 +16,7 @@ EnableSSAO=true
EnableSkyAmbientCalculation=true EnableSkyAmbientCalculation=true
EnableCloudShadows=true EnableCloudShadows=true
EnableDetailedShadow=true EnableDetailedShadow=true
EnableSkylighting=false
[COLORCORRECTION] [COLORCORRECTION]
UseProceduralCorrection=true UseProceduralCorrection=true
Brightness=1.0 Brightness=1.0
@ -263,7 +264,7 @@ DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=0.655, 0.596, 0.988 DirectLightingColorFilterInteriorNight=0.655, 0.596, 0.988
AmbientLightingIntensityDawn=0.32 AmbientLightingIntensityDawn=0.32
AmbientLightingIntensitySunrise=0.48 AmbientLightingIntensitySunrise=0.48
AmbientLightingIntensityDay=0.67 AmbientLightingIntensityDay=0.65
AmbientLightingIntensitySunset=0.53 AmbientLightingIntensitySunset=0.53
AmbientLightingIntensityDusk=0.37 AmbientLightingIntensityDusk=0.37
AmbientLightingIntensityNight=0.2 AmbientLightingIntensityNight=0.2
@ -271,7 +272,7 @@ AmbientLightingIntensityInteriorDay=0.18
AmbientLightingIntensityInteriorNight=0.12 AmbientLightingIntensityInteriorNight=0.12
SkyAmbientTopIntensityDawn=0.27 SkyAmbientTopIntensityDawn=0.27
SkyAmbientTopIntensitySunrise=0.31 SkyAmbientTopIntensitySunrise=0.31
SkyAmbientTopIntensityDay=0.32 SkyAmbientTopIntensityDay=0.36
SkyAmbientTopIntensitySunset=0.32 SkyAmbientTopIntensitySunset=0.32
SkyAmbientTopIntensityDusk=0.24 SkyAmbientTopIntensityDusk=0.24
SkyAmbientTopIntensityNight=0.23 SkyAmbientTopIntensityNight=0.23

View file

@ -1 +1 @@
3.5.0 "Part of a Complete Breakfast" 3.5.1 "Part of a Complete Breakfast"

View file

@ -273,18 +273,26 @@ float bloommixs
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {1.0}; > = {1.0};
#ifndef HQBLOOM
/* gaussian blur matrices */ /* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */ /* radius: 4, std dev: 1.5 */
static const float gauss4[4] = static const float gauss4[4] =
{ {
0.270682, 0.216745, 0.111281, 0.036633 0.270682, 0.216745, 0.111281, 0.036633
}; };
#define hvgauss gauss4
#define hvgausssz 3
#else
/* radius: 8, std dev: 3 */ /* radius: 8, std dev: 3 */
/*static const float gauss8[8] = static const float gauss8[8] =
{ {
0.134598, 0.127325, 0.107778, 0.081638, 0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847 0.055335, 0.033562, 0.018216, 0.008847
};*/ };
#define hvgauss gauss8
#define hvgausssz 7
#endif
#ifndef HQBLOOM
/* radius: 20, std dev: 7.5 */ /* radius: 20, std dev: 7.5 */
static const float gauss20[20] = static const float gauss20[20] =
{ {
@ -294,8 +302,11 @@ static const float gauss20[20] =
0.014928, 0.011953, 0.009403, 0.007266, 0.014928, 0.011953, 0.009403, 0.007266,
0.005516, 0.004114, 0.003014, 0.002169 0.005516, 0.004114, 0.003014, 0.002169
}; };
#define angauss gauss20
#define angausssz 19
#else
/* radius: 40, std dev: 15 */ /* radius: 40, std dev: 15 */
/*static const float gauss40[40] = static const float gauss40[40] =
{ {
0.026823, 0.026763, 0.026585, 0.026291, 0.026823, 0.026763, 0.026585, 0.026291,
0.025886, 0.025373, 0.024760, 0.024055, 0.025886, 0.025373, 0.024760, 0.024055,
@ -307,25 +318,10 @@ static const float gauss20[20] =
0.004697, 0.004139, 0.003630, 0.003170, 0.004697, 0.004139, 0.003630, 0.003170,
0.002756, 0.002385, 0.002055, 0.001763, 0.002756, 0.002385, 0.002055, 0.001763,
0.001506, 0.001280, 0.001084, 0.000913 0.001506, 0.001280, 0.001084, 0.000913
};*/ };
/* radius: 80, std dev: 30 */ #define angauss gauss40
/*static const float gauss80[80] = #define angausssz 39
{ #endif
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
};*/
/* mathematical constants */ /* mathematical constants */
static const float pi = 3.1415926535898; static const float pi = 3.1415926535898;
@ -457,11 +453,11 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
float sum = 0.0; float sum = 0.0;
float inc = flen/insz; float inc = flen/insz;
float2 pp; float2 pp;
[unroll] for ( i=-19; i<=19; i++ ) [unroll] for ( i=-angausssz; i<=angausssz; i++ )
{ {
pp = coord+float2(i,0)*inc; pp = coord+float2(i,0)*inc;
res += gauss20[abs(i)]*intex.Sample(Sampler,pp); res += angauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss20[abs(i)]:0.0; sum += ((pp.x>=0.0)&&(pp.x<1.0))?angauss[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
float3 flu = tod_ind(flu); float3 flu = tod_ind(flu);
@ -485,11 +481,11 @@ float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float sum = 0.0; float sum = 0.0;
float inc = bloomradiusx/insz; float inc = bloomradiusx/insz;
float2 pp; float2 pp;
[unroll] for ( i=-3; i<=3; i++ ) [unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{ {
pp = coord+float2(i,0)*inc; pp = coord+float2(i,0)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp); res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss4[abs(i)]:0.0; sum += ((pp.x>=0.0)&&(pp.x<1.0))?hvgauss[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
if ( alfenable ) res += Anamorphic(coord,intex,insz); if ( alfenable ) res += Anamorphic(coord,intex,insz);
@ -510,11 +506,11 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float sum = 0.0; float sum = 0.0;
float inc = bloomradiusy/insz; float inc = bloomradiusy/insz;
float2 pp; float2 pp;
[unroll] for ( i=-3; i<=3; i++ ) [unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{ {
pp = coord+float2(0,i)*inc; pp = coord+float2(0,i)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp); res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss4[abs(i)]:0.0; sum += ((pp.y>=0.0)&&(pp.y<1.0))?hvgauss[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
float3 blu = tod_ind(blu); float3 blu = tod_ind(blu);

View file

@ -75,8 +75,17 @@ DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Unfocus Depth=0.0 DOF Fixed Unfocus Depth=0.0
DOF Fixed Use Cutoff=true DOF Fixed Use Cutoff=true
Disable DOF=false Disable DOF=false
DOF Blur Radius=8.0 Use Only Fixed DOF=false
DOF Gather Blur Radius=8.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
DOF Blur Chromatic Aberration=1.33 DOF Blur Chromatic Aberration=1.33
Enable DOF Highlights=true
DOF Highlight Threshold=0.66
DOF Highlight Gain=2.2
DOF Bokeh Blur Radius=1.78
DOF Bokeh Edge Bias=0.78
DOF Bokeh Fuzz=0.1
Focus Plane Horizontal Tilt Center=0.5 Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5 Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0 Focus Plane Horizontal Tilt=0.0
@ -94,102 +103,6 @@ Edgevision Fade Intensity Interior=600.0
Edgevision Contrast=0.25 Edgevision Contrast=0.25
Edgevision Intensity=1.0 Edgevision Intensity=1.0
Edgevision Radius=1.0 Edgevision Radius=1.0
Enable SSAO=false
SSAO Radius=0.05
SSAO Noise=0
SSAO Fade Contrast Night=0.6
SSAO Fade Contrast Day=0.7
SSAO Fade Contrast Interior=0.65
SSAO Fade Intensity Night=10.5
SSAO Fade Intensity Day=12.5
SSAO Fade Intensity Interior=11.5
SSAO Intensity=1.5
SSAO Contrast=0.5
SSAO Blending=0.8
SSAO Blur=true
SSAO Bilateral Factor=1500.0
SSAO Range=20.0
SSAO Range Min=0.0
SSAO Blur Radius=1.0
Debug SSAO=false
Use Only Fixed DOF=false
DOF Gather Blur Radius=8.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
Enable DOF Highlights=true
DOF Highlight Threshold=0.66
DOF Highlight Gain=2.2
DOF Bokeh Blur Radius=1.78
DOF Bokeh Edge Bias=0.78
DOF Bokeh Fuzz=0.1
Depth Grading Center Depth=0.0
Depth Grading Contrast Night=218.809998
Depth Grading Contrast Day=255.580002
Depth Grading Contrast Interior=230.0
Depth Grading Intensity Night=1.86
Depth Grading Intensity Day=1.67
Depth Grading Intensity Interior=1.73
Depth Grading Shift Night=-1.41
Depth Grading Shift Day=-1.27
Depth Grading Shift Interior=-1.37
Depth Grading Blend Night=0.3
Depth Grading Blend Day=0.4
Depth Grading Blend Interior=0.5
Enable RGB Grading=true
Grading Intensity Night Red=1.0
Grading Intensity Night Green=1.0
Grading Intensity Night Blue=1.0
Grading Intensity Day Red=1.0
Grading Intensity Day Green=1.0
Grading Intensity Day Blue=1.0
Grading Intensity Interior Red=1.0
Grading Intensity Interior Green=1.0
Grading Intensity Interior Blue=1.0
Grading Contrast Night Red=1.0
Grading Contrast Night Green=1.0
Grading Contrast Night Blue=1.0
Grading Contrast Day Red=1.0
Grading Contrast Day Green=1.0
Grading Contrast Day Blue=1.0
Grading Contrast Interior Red=1.0
Grading Contrast Interior Green=1.0
Grading Contrast Interior Blue=1.0
Enable Vibrance Grading=true
Grading Color Night Red=1.0
Grading Color Night Green=1.0
Grading Color Night Blue=1.0
Grading Color Day Red=1.0
Grading Color Day Green=1.0
Grading Color Day Blue=1.0
Grading Color Interior Red=1.0
Grading Color Interior Green=1.0
Grading Color Interior Blue=1.0
Grading Color Factor Night=-0.51
Grading Color Factor Day=-0.65
Grading Color Factor Interior=-0.64
Enable HSV Grading=true
Grading Saturation Intensity Night=1.17
Grading Saturation Intensity Day=1.22
Grading Saturation Intensity Interior=1.14
Grading Saturation Contrast Night=1.11
Grading Saturation Contrast Day=1.05
Grading Saturation Contrast Interior=1.07
Grading Value Intensity Night=0.88
Grading Value Intensity Day=0.88
Grading Value Intensity Interior=0.84
Grading Value Contrast Night=0.72
Grading Value Contrast Day=0.68
Grading Value Contrast Interior=0.62
Colorize After HSV=true
Grading Intensity Night=1.04, 1, 0.94
Grading Intensity Day=1.08, 1.03, 0.95
Grading Intensity Interior=1.03, 0.98, 0.94
Grading Contrast Night=1.04, 1, 0.96
Grading Contrast Day=1.02, 0.96, 0.94
Grading Contrast Interior=1.02, 0.98, 0.92
Grading Color Night=-0.32, -0.54, -1.19
Grading Color Day=-0.91, -0.4, -0.67
Grading Color Interior=-0.66, -0.33, -0.93
Invert Edgevision=false Invert Edgevision=false
Blend Edgevision=false Blend Edgevision=false
Enable Edge Detect=false Enable Edge Detect=false
@ -219,8 +132,44 @@ Fog ColorX=1.0
Fog ColorY=1.0 Fog ColorY=1.0
Fog ColorZ=1.0 Fog ColorZ=1.0
Limbo Mode=false Limbo Mode=false
SSAO Shift=-0.5 Depth Grading Center Depth=0.0
Luma Sharpen Enable=true Depth Grading Contrast Night=218.809998
Luma Sharpen Radius=0.8 Depth Grading Contrast Day=255.580002
Luma Sharpen Clamp=0.1 Depth Grading Contrast Interior=230.0
Luma Sharpen Blending=8.0 Depth Grading Intensity Night=1.86
Depth Grading Intensity Day=1.67
Depth Grading Intensity Interior=1.73
Depth Grading Shift Night=-1.41
Depth Grading Shift Day=-1.27
Depth Grading Shift Interior=-1.37
Depth Grading Blend Night=0.3
Depth Grading Blend Day=0.4
Depth Grading Blend Interior=0.5
Enable RGB Grading=true
Grading Intensity Night=1.04, 1, 0.94
Grading Intensity Day=1.08, 1.03, 0.95
Grading Intensity Interior=1.03, 0.98, 0.94
Grading Contrast Night=1.04, 1, 0.96
Grading Contrast Day=1.02, 0.96, 0.94
Grading Contrast Interior=1.02, 0.98, 0.92
Enable Vibrance Grading=true
Grading Color Night=-0.32, -0.54, -1.19
Grading Color Day=-0.91, -0.4, -0.67
Grading Color Interior=-0.66, -0.33, -0.93
Grading Color Factor Night=-0.51
Grading Color Factor Day=-0.65
Grading Color Factor Interior=-0.64
Enable HSV Grading=true
Grading Saturation Intensity Night=1.17
Grading Saturation Intensity Day=1.22
Grading Saturation Intensity Interior=1.14
Grading Saturation Contrast Night=1.11
Grading Saturation Contrast Day=1.05
Grading Saturation Contrast Interior=1.07
Grading Value Intensity Night=0.88
Grading Value Intensity Day=0.88
Grading Value Intensity Interior=0.84
Grading Value Contrast Night=0.72
Grading Value Contrast Day=0.68
Grading Value Contrast Interior=0.62
Colorize After HSV=true

View file

@ -32,6 +32,11 @@ Grain Pass 1 Magnification=2.05, 3.11, 2.22
Grain Pass 2 Magnification=4.25, 9.42, 6.29 Grain Pass 2 Magnification=4.25, 9.42, 6.29
Grain Contrast=8.450001 Grain Contrast=8.450001
Apply Grain Before Tone Mapping=true Apply Grain Before Tone Mapping=true
Enable Dirt=false
Dirt Coord Factor=0.08
Dirt Luminance Factor=0.0
Dirt Coord Zoom=2.49
Dirt Luminance Zoom=1.0
Enable Adaptation=true Enable Adaptation=true
Tonemapping Method=3 Tonemapping Method=3
Tonemap Exposure Night=1.08 Tonemap Exposure Night=1.08
@ -61,24 +66,6 @@ Uncharted2 Toe Denominator Interior=1.14
Uncharted2 Linear White Night=14.51 Uncharted2 Linear White Night=14.51
Uncharted2 Linear White Day=13.680001 Uncharted2 Linear White Day=13.680001
Uncharted2 Linear White Interior=15.57 Uncharted2 Linear White Interior=15.57
SweetFX Gamma Night=0.38
SweetFX Gamma Day=0.36
SweetFX Gamma Interior=0.37
SweetFX Exposure Night=-0.83
SweetFX Exposure Day=-0.86
SweetFX Exposure Interior=-0.84
SweetFX Saturation Night=0.0
SweetFX Saturation Day=0.0
SweetFX Saturation Interior=0.0
SweetFX Bleach Night=0.0
SweetFX Bleach Day=0.0
SweetFX Bleach Interior=0.0
SweetFX Defog Night=0.0
SweetFX Defog Day=0.0
SweetFX Defog Interior=0.0
SweetFX Defog Color Night=0, 0, 1
SweetFX Defog Color Day=0, 0, 1
SweetFX Defog Color Interior=0, 0, 1
Enable RGB Grading=true Enable RGB Grading=true
Grading Intensity Night=1.02, 1.03, 0.94 Grading Intensity Night=1.02, 1.03, 0.94
Grading Intensity Day=1.04, 1, 0.93 Grading Intensity Day=1.04, 1, 0.93
@ -123,8 +110,3 @@ Vanilla Vibrance Blend=0.91
Vanilla Contrast Blend=0.96 Vanilla Contrast Blend=0.96
Display Bloom=false Display Bloom=false
Display Adaptation=false Display Adaptation=false
Enable Dirt=false
Dirt Coord Factor=0.08
Dirt Luminance Factor=0.0
Dirt Coord Zoom=2.49
Dirt Luminance Zoom=1.0

View file

@ -6,6 +6,7 @@
*/ */
#include "menbglobaldefs.fx" #include "menbglobaldefs.fx"
#ifdef WITH_SMAA
/* new SMAA filter */ /* new SMAA filter */
string str_smaa = "SMAA"; string str_smaa = "SMAA";
bool smaaenable bool smaaenable
@ -20,6 +21,7 @@ int smaadebug
int UIMin = 0; int UIMin = 0;
int UIMax = 2; int UIMax = 2;
> = {0}; > = {0};
#endif
/* Depth-cutting chroma key */ /* Depth-cutting chroma key */
string str_mask = "Depth Chroma Key"; string str_mask = "Depth Chroma Key";
bool maskenable bool maskenable
@ -688,6 +690,7 @@ float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res; return res;
} }
#ifdef WITH_SMAA
/* begin SMAA integration code */ /* begin SMAA integration code */
Texture2D RenderTargetRGBA32; // for edges Texture2D RenderTargetRGBA32; // for edges
@ -871,5 +874,45 @@ technique11 ExtraFilters8
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic())); SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
} }
} }
#else
technique11 ExtraFilters <string UIName="MariENB";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Append()));
}
}
technique11 ExtraFilters1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
}
}
technique11 ExtraFilters2
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
}
}
technique11 ExtraFilters3
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
}
}
technique11 ExtraFilters4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}
#endif

View file

@ -1,27 +1,14 @@
[ENBEFFECTPOSTPASS.FX] [ENBEFFECTPOSTPASS.FX]
TECHNIQUE=1 TECHNIQUE=1
Enable Block GFX=false Enable SMAA=false
Emulated Resolution=0, 0, 0 SMAA Debugging=0
Zoom Factor=0, 0, 0
Palette Type=4
CGA Palette=0
EGA Palette=0
VGA Palette=0
Dithering Pattern=-1
Contrast Modifier=1.5
Saturation Modifier=0.6
Dither Offset=-0.1
Dither Range=0.1
Enable Chroma Key=false Enable Chroma Key=false
Chroma Key Red=0, 1, 0 Chroma Key Red=0, 1, 0
Chroma Key Depth=0.99 Chroma Key Depth=0.99
Enable Blur=false Chroma Key Depth Horizontal Tilt Center=0.5
Blur Sampling Range=0.2 Chroma Key Depth Vertical Tilt Center=0.5
Enable Sharp=false Chroma Key Depth Horizontal Tilt=0.0
Sharp Sampling Range=0.41 Chroma Key Depth Vertical Tilt=0.0
Sharpening Amount=1.76
Enable Shift=false
Shift Sampling Range=0.5
Luma Sharpen Enable=true Luma Sharpen Enable=true
Luma Sharpen Radius=0.8 Luma Sharpen Radius=0.8
Luma Sharpen Clamp=0.1 Luma Sharpen Clamp=0.1
@ -36,27 +23,11 @@ Vignette Blending Mode=0
Vignette Contrast=9.83 Vignette Contrast=9.83
Vignette Intensity=0.47 Vignette Intensity=0.47
Vignette Shift=0.0 Vignette Shift=0.0
Vignette Color Red=0.0 Vignette Color=-0.03, -0.05, -0.07
Vignette Color Green=0.0
Vignette Color Blue=0.0
Border Blur Contrast=1.6 Border Blur Contrast=1.6
Border Blur Intensity=3.74 Border Blur Intensity=3.74
Border Blur Shift=0.0 Border Blur Shift=0.0
Border Blur Radius=1.0 Border Blur Radius=1.0
Vignette Color=-0.03, -0.05, -0.07
Enable Oil Filter=false
Enable FXAA=false
FXAA Span Max=4.0
FXAA Reduce Mul=16.0
FXAA Reduce Min=128.0
Chroma Key Depth Horizontal Tilt Center=0.5
Chroma Key Depth Vertical Tilt Center=0.5
Chroma Key Depth Horizontal Tilt=0.0
Chroma Key Depth Vertical Tilt=0.0
Enable Curvature=false
Curve Chromatic Aberration=0.0
Curve Zooming=50.0
Curve Distortion=0.0
Enable Color Matrix=false Enable Color Matrix=false
Color Matrix Red Red=1.0 Color Matrix Red Red=1.0
Color Matrix Red Green=0.0 Color Matrix Red Green=0.0
@ -67,7 +38,7 @@ Color Matrix Green Blue=0.0
Color Matrix Blue Red=0.0 Color Matrix Blue Red=0.0
Color Matrix Blue Green=0.0 Color Matrix Blue Green=0.0
Color Matrix Blue Blue=1.0 Color Matrix Blue Blue=1.0
Normalize Matrix=false Normalize Matrix=true
Enable Hue-Saturation=false Enable Hue-Saturation=false
Overlap=0.5 Overlap=0.5
Global Hue=0.0 Global Hue=0.0
@ -91,6 +62,3 @@ Blue Value=0.0
Magenta Hue=0.0 Magenta Hue=0.0
Magenta Saturation=0.0 Magenta Saturation=0.0
Magenta Value=0.0 Magenta Value=0.0
Enable SMAA=true
SMAA Edge Detection Mode=2
SMAA Debugging=0

View file

@ -6,6 +6,10 @@
*/ */
/* are we running on skyrim special edition or on fallout 4? */ /* are we running on skyrim special edition or on fallout 4? */
//#define SKYRIMSE //#define SKYRIMSE
/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
//#define HQBLOOM
/* [New in 3.5.1] compiles in SMAA support */
//#define WITH_SMAA
/* time of day and interior interpolation */ /* time of day and interior interpolation */
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\ #define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0) -(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)