1
Fork 0

Alpha 6 for Fallout 3

This commit is contained in:
Marisa the Magician 2019-04-07 17:10:34 +02:00
commit 8b64feccc8
27 changed files with 5274 additions and 4358 deletions

View file

@ -1,13 +0,0 @@
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.

File diff suppressed because it is too large Load diff

674
enbseries/COPYING Normal file
View file

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
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.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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 <http://www.gnu.org/licenses/>.
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:
<program> Copyright (C) <year> <name of author>
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
<http://www.gnu.org/licenses/>.
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
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

View file

@ -1,12 +1,12 @@
/*
effect.txt : MariENB extra shader.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* do not touch this! */
#define E_SHADER_3_0
/* separate for easier maintenance */
#include "menbextrasettings.fx"
#include "menbextrainternals.fx"
#include "menbextrafilters.fx"
/*
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"

View file

@ -1,60 +1,62 @@
[EFFECT.TXT]
TECHNIQUE=0
UseBlockGFX=false
EmulatedResX=0.0
EmulatedResY=0.0
EmulatedResX=960.0
EmulatedResY=540.0
PaletteType=2
CGAPalette=1
EGAPalette=0
EGAPalette=1
DitherMode=4
GammaMod=0.8
DitherBump=0.0
GammaMod=0.65
DitherBump=-0.1
DitherMultiplier=0.25
SaturationMod=1.0
SaturationMod=1.5
UseCurve=false
CurveChromaAberration=0.1
CurveChromaAberration=0.05
CurveLensZoom=50.249985
CurveLensDistortion=0.0
CurveLensDistortionCubic=0.0
CurveLensClamp=true
UseGrain=true
GrainFrequency=2500.0
GrainIntensity=0.04
GrainIntensity=0.05
GrainSaturation=0.0
GrainTwoPass=true
GrainBlend=3
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=3.81
GrainTwoPassFactor=0.05
GrainMagnification1=9.5
GrainMagnification2=11.45
GrainMagnification3=11.4
GrainPass1Magnification1=3.1
GrainPass1Magnification2=3.8
GrainPass1Magnification3=3.65
GrainPass2Magnification1=5.6
GrainPass2Magnification2=0.5
GrainPass2Magnification3=3.0
GrainPower=4.0
GammaModR=0.75
GammaModG=0.75
GammaModB=0.75
SaturationModR=1.2
SaturationModG=1.2
SaturationModB=1.2
GrainDarkMaskPower=2.46
GrainDarkMaskPower=2.0
GrainDarkMaskMultiplier=1.0
UseNVGrain=false
UseNVCurve=false
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
DarkRadiusNight=0.25
DarkRadiusDay=0.15
DarkRadiusInteriorNight=0.3
DarkRadiusInteriorDay=0.2
DarkCurveNight=1.1
DarkCurveDay=1.2
DarkCurveInteriorNight=1.15
DarkCurveInteriorDay=1.2
DarkBumpNight=-0.85
DarkBumpDay=-0.95
DarkBumpInteriorNight=-0.8
DarkBumpInteriorDay=-0.9
UseBox=false
BoxVertical=0.8
BoxSoften=0.01

View file

@ -1,12 +1,12 @@
/*
enbbloom.fx : MariENB bloom filter.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* do not touch this! */
#define E_SHADER_3_0
/* separate for easier maintenance */
#include "menbbloomsettings.fx"
#include "menbbloominternals.fx"
#include "menbbloomfilters.fx"
/*
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"

View file

@ -1,29 +1,29 @@
[ENBBLOOM.FX]
TECHNIQUE=0
BloomIntensityNight=1.21
BloomIntensityDay=1.09
BloomIntensityInteriorNight=1.24
BloomIntensityInteriorDay=1.14
BloomBumpNight=-0.35
BloomBumpDay=-0.48
BloomBumpInteriorNight=-0.32
BloomBumpInteriorDay=-0.37
BloomPowerNight=0.9
BloomPowerDay=0.98
BloomPowerInteriorNight=0.88
BloomPowerInteriorDay=0.97
BloomSaturationNight=0.64
BloomSaturationDay=0.55
BloomSaturationInteriorNight=0.68
BloomSaturationInteriorDay=0.59
_FixedResolutionX=1920
_FixedResolutionY=1080
BloomMix1=0.63
BloomMix2=0.86
BloomMix3=1.02
BloomMix4=1.18
BloomMix7=1.42
BloomMix8=1.82
BloomIntensityNight=1.1
BloomIntensityDay=1.05
BloomIntensityInteriorNight=1.15
BloomIntensityInteriorDay=1.1
BloomBumpNight=-0.6
BloomBumpDay=-0.75
BloomBumpInteriorNight=-0.55
BloomBumpInteriorDay=-0.65
BloomPowerNight=1.0
BloomPowerDay=1.0
BloomPowerInteriorNight=1.0
BloomPowerInteriorDay=1.0
BloomSaturationNight=0.8
BloomSaturationDay=0.75
BloomSaturationInteriorNight=0.8
BloomSaturationInteriorDay=0.75
BloomMix1=1.5
BloomMix2=1.2
BloomMix3=1.0
BloomMix4=0.7
BloomMix5=0.0
BloomMix6=0.0
BloomMix7=0.4
BloomMix8=0.3
BloomMixNoBlur=0.0
BloomMixBaseImage=0.0
BlueShiftColorNightRed=0.7
@ -38,36 +38,36 @@ BlueShiftColorInteriorNightBlue=1.0
BlueShiftColorInteriorDayRed=0.3
BlueShiftColorInteriorDayGreen=0.7
BlueShiftColorInteriorDayBlue=1.0
BlueShiftIntensityNight=0.39
BlueShiftIntensityDay=0.27
BlueShiftIntensityInteriorNight=0.46
BlueShiftIntensityInteriorDay=0.29
BlueShiftIntensityNight=0.5
BlueShiftIntensityDay=0.4
BlueShiftIntensityInteriorNight=0.6
BlueShiftIntensityInteriorDay=0.5
EnableAnamorphicLensFlare=true
FlareBlendNight=0.39
FlareBlendDay=0.28
FlareBlendInteriorNight=0.41
FlareBlendInteriorDay=0.35
FlareBlendNight=0.9
FlareBlendDay=0.8
FlareBlendInteriorNight=0.95
FlareBlendInteriorDay=0.85
FlareBlueShiftColorNightRed=0.35
FlareBlueShiftColorNightGreen=0.08
FlareBlueShiftColorNightGreen=0.2
FlareBlueShiftColorNightBlue=1.0
FlareBlueShiftColorDayRed=0.35
FlareBlueShiftColorDayGreen=0.57
FlareBlueShiftColorDayGreen=0.55
FlareBlueShiftColorDayBlue=1.0
FlareBlueShiftColorInteriorNightRed=0.42
FlareBlueShiftColorInteriorNightGreen=0.21
FlareBlueShiftColorInteriorNightRed=0.4
FlareBlueShiftColorInteriorNightGreen=0.2
FlareBlueShiftColorInteriorNightBlue=1.0
FlareBlueShiftColorInteriorDayRed=0.21
FlareBlueShiftColorInteriorDayGreen=0.42
FlareBlueShiftColorInteriorDayRed=0.2
FlareBlueShiftColorInteriorDayGreen=0.4
FlareBlueShiftColorInteriorDayBlue=1.0
FlareBlueShiftIntensityNight=0.31
FlareBlueShiftIntensityDay=0.24
FlareBlueShiftIntensityInteriorNight=0.36
FlareBlueShiftIntensityInteriorDay=0.28
FlareBlueShiftIntensityNight=0.7
FlareBlueShiftIntensityDay=0.45
FlareBlueShiftIntensityInteriorNight=0.8
FlareBlueShiftIntensityInteriorDay=0.55
BloomCapNight=100.0
BloomCapDay=25.0
BloomCapDay=30.0
BloomCapInteriorNight=80.0
BloomCapInteriorDay=35.0
FlarePowerNight=0.98
FlarePowerDay=1.08
FlarePowerInteriorNight=0.96
FlarePowerInteriorDay=1.05
BloomCapInteriorDay=40.0
FlarePowerNight=1.1
FlarePowerDay=1.25
FlarePowerInteriorNight=1.15
FlarePowerInteriorDay=1.2

View file

@ -1,12 +1,12 @@
/*
enbeffect.fx : MariENB base shader.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* do not touch this! */
#define E_SHADER_3_0
/* separate for easier maintenance */
#include "menbeffectsettings.fx"
#include "menbeffectinternals.fx"
#include "menbeffectfilters.fx"
/*
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"

View file

@ -1,145 +1,157 @@
[ENBEFFECT.FX]
TECHNIQUE=0
CompensateFactorNight=0.2
CompensateFactorDay=0.24
CompensateFactorInteriorNight=0.2
CompensateFactorInteriorDay=0.22
CompensatePowerNight=1.19
CompensatePowerDay=1.14
CompensatePowerInteriorNight=1.18
CompensatePowerInteriorDay=1.15
CompensateSaturationNight=1.0
CompensateSaturationDay=1.01
CompensateSaturationInteriorNight=1.02
CompensateSaturationInteriorDay=1.04
GradingMulRNight=1.04
GradingMulGNight=1.04
GradingMulBNight=1.07
GradingMulRDay=1.06
GradingMulGDay=1.05
GradingMulBDay=1.07
CompensateFactorNight=0.35
CompensateFactorDay=0.4
CompensateFactorInteriorNight=0.4
CompensateFactorInteriorDay=0.45
CompensatePowerNight=1.1
CompensatePowerDay=1.15
CompensatePowerInteriorNight=1.1
CompensatePowerInteriorDay=1.05
CompensateSaturationNight=1.05
CompensateSaturationDay=1.0
CompensateSaturationInteriorNight=1.05
CompensateSaturationInteriorDay=1.0
GradingMulRNight=1.05
GradingMulGNight=1.15
GradingMulBNight=1.1
GradingMulRDay=1.0
GradingMulGDay=1.1
GradingMulBDay=1.05
GradingMulRInteriorNight=1.05
GradingMulGInteriorNight=1.03
GradingMulBInteriorNight=1.04
GradingMulRInteriorDay=1.06
GradingMulGInteriorDay=1.04
GradingMulBInteriorDay=1.07
GradingPowRNight=0.92
GradingPowGNight=0.95
GradingPowBNight=0.93
GradingPowRDay=0.93
GradingPowGDay=0.98
GradingPowBDay=0.96
GradingPowRInteriorNight=0.92
GradingPowGInteriorNight=0.95
GradingPowBInteriorNight=0.9
GradingPowRInteriorDay=0.96
GradingPowGInteriorDay=0.98
GradingPowBInteriorDay=0.94
GradingColRNight=0.56
GradingColGNight=0.81
GradingColBNight=1.0
GradingColRDay=1.0
GradingColGDay=0.85
GradingColBDay=0.7
GradingColRInteriorNight=0.79
GradingColGInteriorNight=0.65
GradingColBInteriorNight=1.0
GradingColRInteriorDay=1.0
GradingColGInteriorDay=0.91
GradingColBInteriorDay=0.62
GradingColFactorNight=0.2
GradingColFactorDay=0.18
GradingColFactorInteriorNight=0.14
GradingColFactorInteriorDay=0.12
DarkRadiusNight=0.24
DarkRadiusDay=0.13
DarkRadiusInteriorNight=0.21
DarkRadiusInteriorDay=0.19
DarkCurveNight=1.13
DarkCurveDay=1.38
GradingMulGInteriorNight=1.1
GradingMulBInteriorNight=1.1
GradingMulRInteriorDay=1.05
GradingMulGInteriorDay=1.1
GradingMulBInteriorDay=1.05
GradingPowRNight=0.95
GradingPowGNight=1.0
GradingPowBNight=0.85
GradingPowRDay=0.9
GradingPowGDay=1.0
GradingPowBDay=0.85
GradingPowRInteriorNight=0.9
GradingPowGInteriorNight=1.0
GradingPowBInteriorNight=0.85
GradingPowRInteriorDay=1.0
GradingPowGInteriorDay=1.0
GradingPowBInteriorDay=0.95
GradingColRNight=0.4
GradingColGNight=1.0
GradingColBNight=0.7
GradingColRDay=0.6
GradingColGDay=1.0
GradingColBDay=0.45
GradingColRInteriorNight=0.55
GradingColGInteriorNight=1.0
GradingColBInteriorNight=0.75
GradingColRInteriorDay=0.65
GradingColGInteriorDay=1.0
GradingColBInteriorDay=0.5
GradingColFactorNight=0.45
GradingColFactorDay=0.4
GradingColFactorInteriorNight=0.65
GradingColFactorInteriorDay=0.6
DarkRadiusNight=0.25
DarkRadiusDay=0.15
DarkRadiusInteriorNight=0.3
DarkRadiusInteriorDay=0.2
DarkCurveNight=1.1
DarkCurveDay=1.2
DarkCurveInteriorNight=1.15
DarkCurveInteriorDay=1.31
DarkBumpNight=-0.83
DarkBumpDay=-1.04
DarkCurveInteriorDay=1.2
DarkBumpNight=-0.85
DarkBumpDay=-0.95
DarkBumpInteriorNight=-0.8
DarkBumpInteriorDay=-0.97
DarkBumpInteriorDay=-0.9
BoxVertical=0.8
BoxSoften=0.02
BoxAlpha=3.0
BoxSoften=0.05
BoxAlpha=1.0
AdaptationMinNight=0.15
AdaptationMinDay=0.19
AdaptationMinInteriorNight=0.17
AdaptationMinInteriorDay=0.22
AdaptationMaxNight=1.03
AdaptationMaxDay=1.11
AdaptationMaxInteriorNight=1.08
AdaptationMaxInteriorDay=1.02
AdaptationMinDay=0.2
AdaptationMinInteriorNight=0.1
AdaptationMinInteriorDay=0.2
AdaptationMaxNight=1.1
AdaptationMaxDay=1.2
AdaptationMaxInteriorNight=1.05
AdaptationMaxInteriorDay=1.15
BloomSoften=true
_FixedResolutionX=1920
_FixedResolutionY=1080
BloomDebug=false
GradingSatMulNight=1.25
GradingSatMulDay=1.29
GradingSatMulInteriorNight=1.27
GradingSatMulDay=1.2
GradingSatMulInteriorNight=1.2
GradingSat<mulInteriorDay=1.0
GradingSatPowNight=1.18
GradingSatPowDay=1.22
GradingSatPowInteriorNight=1.13
GradingSatPowInteriorDay=1.17
GradingSatPowNight=1.25
GradingSatPowDay=1.2
GradingSatPowInteriorNight=1.25
GradingSatPowInteriorDay=1.2
GradingValMulNight=1.4
GradingValMulDay=1.34
GradingValMulInteriorNight=1.41
GradingValMulDay=1.35
GradingValMulInteriorNight=1.45
GradingVal<mulInteriorDay=1.0
GradingValPowNight=1.11
GradingValPowDay=1.16
GradingValPowInteriorNight=1.09
GradingValPowInteriorDay=1.12
GradingSatMulInteriorDay=1.33
GradingValMulInteriorDay=1.39
GradingValPowNight=1.25
GradingValPowDay=1.3
GradingValPowInteriorNight=1.2
GradingValPowInteriorDay=1.25
GradingSatMulInteriorDay=1.15
GradingValMulInteriorDay=1.4
UseDark=true
UseAdaptation=true
UseCompensate=true
UseRGBGrading=true
UseColorizeGrading=true
UseHSVGrading=true
UseBox=false
UseBox=true
UseTint=true
FadeSatPow=1.46
FadeValPow=0.88
FadeAlphaPow=1.0
FadeValMul=0.88
FadeSatMul=1.16
FadeAlphaMul=1.0
TintSatPow=0.86
TintValPow=0.94
TintAlphaPow=1.64
TintSatMul=1.22
TintValMul=1.19
TintAlphaMul=1.15
TintNVMul=1.0
TintCap=0.51
DebugRegisters=false
VanillaBloomIntensityNight=0.0
VanillaBloomIntensityDay=0.0
VanillaBloomIntensityInteriorNight=0.0
VanillaBloomIntensityInteriorDay=0.0
VanillaBloomPowerNight=0.72
VanillaBloomPowerDay=0.9
VanillaBloomPowerInteriorNight=0.68
VanillaBloomPowerInteriorDay=0.7
VanillaBloomSaturationNight=0.72
VanillaBloomSaturationDay=0.68
VanillaBloomSaturationInteriorNight=0.8
VanillaBloomSaturationInteriorDay=0.73
UseNVTint=true
NVTintCap=0.5
NVTintCapL=0.5
NVTintCapH=1.0
NVTintMult=30.0
FadeSatPow=0.95
FadeValPow=1.16
FadeAlphaPow=1.0
FadeValMul=1.08
FadeSatMul=1.44
FadeAlphaMul=1.0
TintSatPow=0.9
TintValPow=0.94
TintAlphaPow=1.71
TintSatMul=1.33
TintValMul=1.2
TintAlphaMul=1.16
TintNVMul=1.0
VanillaBloomIntensityNight=0.25
VanillaBloomIntensityDay=0.25
VanillaBloomIntensityInteriorNight=0.25
VanillaBloomIntensityInteriorDay=0.25
VanillaBloomPowerNight=1.0
VanillaBloomPowerDay=1.0
VanillaBloomPowerInteriorNight=1.0
VanillaBloomPowerInteriorDay=1.0
VanillaBloomSaturationNight=1.0
VanillaBloomSaturationDay=1.0
VanillaBloomSaturationInteriorNight=1.0
VanillaBloomSaturationInteriorDay=1.0
VanillaBloomBumpNight=0.0
VanillaBloomBumpDay=0.0
VanillaBloomBumpInteriorNight=0.0
VanillaBloomBumpInteriorDay=0.0
_Debug=true
ColorizeAfterHSV=true
TintingBeforeGrading=false
UseVanillaBloom=false
TintingBlend=1.0
TintingVanilla=true
EnableVanillaGrading=true
VanillaGradingBlend=1.0
DebugRegistersScale=5.0
VanillaGradingSatMul=1.0
VanillaGradingSatPow=1.0
VanillaGradingPowMul=1.0
VanillaGradingPowPow=1.0
VanillaGradingValMul=1.0
VanillaGradingValPow=1.0
TintingBlend=0.5
VanillaGradingBlend=0.5
DebugRegistersScale=8.0

View file

@ -1,12 +1,12 @@
/*
enbeffectprepass.fx : MariENB pre-pass filters.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* do not touch this! */
#define E_SHADER_3_0
/* separate for easier maintenance */
#include "menbprepasssettings.fx"
#include "menbprepassinternals.fx"
#include "menbprepassfilters.fx"
/*
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"

View file

@ -1,14 +1,14 @@
[ENBEFFECTPREPASS.FX]
TECHNIQUE=0
DoFPowNight=3.34
DoFPowDay=4.29
DoFPowInteriorNight=3.32
DoFPowInteriorDay=4.15
DoFPowNight=2.8
DoFPowDay=3.3
DoFPowInteriorNight=2.9
DoFPowInteriorDay=3.4
DoFDebug=0
DoFMultNight=475.899994
DoFMultDay=294.299988
DoFMultInteriorNight=480.799988
DoFMultInteriorDay=242.300003
DoFMultNight=935.0
DoFMultDay=940.0
DoFMultInteriorNight=795.0
DoFMultInteriorDay=650.0
FocusCircleEnable=true
FocusCircleRadiusNight=20.0
FocusCircleRadiusDay=25.0
@ -18,10 +18,10 @@ FocusCircleMixNight=0.4
FocusCircleMixDay=0.5
FocusCircleMixInteriorNight=0.35
FocusCircleMixInteriorDay=0.45
FocusMaxNight=990.350037
FocusMaxDay=994.340027
FocusMaxInteriorNight=984.919983
FocusMaxInteriorDay=989.539978
FocusMaxNight=1000.0
FocusMaxDay=1000.0
FocusMaxInteriorNight=1000.0
FocusMaxInteriorDay=1000.0
DoFFixedFocusedMultNight=1.0
DoFFixedFocusedMultDay=1.0
DoFFixedFocusedMultInteriorNight=1.0
@ -34,14 +34,14 @@ 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
DoFFixedUnfocusedMultNight=1.0
DoFFixedUnfocusedMultDay=1.0
DoFFixedUnfocusedMultInteriorNight=1.0
DoFFixedUnfocusedMultInteriorDay=1.0
DoFFixedUnfocusedPowNight=780.0
DoFFixedUnfocusedPowDay=850.0
DoFFixedUnfocusedPowInteriorNight=795.0
DoFFixedUnfocusedPowInteriorDay=875.0
DoFFixedUnfocusedBlendNight=0.0
DoFFixedUnfocusedBlendDay=0.0
DoFFixedUnfocusedBlendInteriorNight=0.0
@ -51,8 +51,8 @@ EdgeDisable=true
EdgeView=true
EdgeFadePower=3.0
EdgeFadeMultiplier=600.0
EdgePower=0.35
EdgeMultiplier=32.0
EdgePower=0.25
EdgeMultiplier=4.0
DoFDisable=false
DoFSmoothing=false
DoFCutoff=false
@ -62,13 +62,13 @@ SSAONormalOffset1=0.0
SSAONormalOffset2=0.01
SSAONormalOffset3=0.01
SSAONormalOffset4=0.0
SSAORadius=128.0
SSAONoise=0.15
SSAORadius=64.0
SSAONoise=0.1
SSAONoiseSize=1.0
SSAOFade=0.5
SSAOBump=0.0
SSAOMult=1.0
SSAOPower=2.0
SSAOPower=2.5
SSAOBlend=1.0
SSAOBlurEnable=true
SSAOFadePower=1.25
@ -79,50 +79,48 @@ SSAOFalloff=0.01
SSAOArea=7.5
SSAOBase=0.2
SSAOStrength=1.0
SSAOMultiplier=0.3
SSAOMultiplier=0.5
SSAORangeMax=1.0
FocusWidth=0.1
FocusHeight=0.15
SSAOBlurTwoPass=true
SSAOBlurBilateralMultiplier=4800.0
SSAOBilateralFactor=15000.0
SSAOClampFactor=0.25
EdgeFadePowerNight=1.82
EdgeFadePowerDay=1.86
EdgeFadePowerInteriorNight=2.9
EdgeFadePowerInteriorDay=3.0
EdgeFadeMultiplierNight=700.0
EdgeFadeMultiplierDay=800.0
EdgeFadeMultiplierInteriorNight=500.0
EdgeFadeMultiplierInteriorDay=600.0
SSAOFadePowerNight=0.05
SSAOFadePowerDay=0.03
SSAOFadePowerInteriorNight=0.03
SSAOFadePowerInteriorDay=0.04
SSAOFadeMultiplierNight=1.09
SSAOFadeMultiplierDay=1.17
SSAOFadeMultiplierInteriorNight=1.03
SSAOFadeMultiplierInteriorDay=1.06
SSAOBilateralFactor=25000.0
SSAOClampFactor=0.5
EdgeFadePowerNight=1.8
EdgeFadePowerDay=1.5
EdgeFadePowerInteriorNight=1.7
EdgeFadePowerInteriorDay=1.4
EdgeFadeMultiplierNight=7000.0
EdgeFadeMultiplierDay=8000.0
EdgeFadeMultiplierInteriorNight=4000.0
EdgeFadeMultiplierInteriorDay=5000.0
SSAOFadePowerNight=0.9
SSAOFadePowerDay=1.0
SSAOFadePowerInteriorNight=0.8
SSAOFadePowerInteriorDay=0.9
SSAOFadeMultiplierNight=600.0
SSAOFadeMultiplierDay=750.0
SSAOFadeMultiplierInteriorNight=800.0
SSAOFadeMultiplierInteriorDay=650.0
SSAOFuzzFrequency=15000.0
DepthCutoff=999998.0
DepthCutoff=999949.0
DoFBilateral=true
DoFBilateralFactor=20.0
DoFBilateralFactor=5.0
UseLinearDepth=false
DebugDepth=false
DoFBilateralFactorMin=25.0
DoFBilateralFactorMax=10.0
DoFBlurRadius=1.0
SSAOBlurRadius=1.0
DebugSSAO=false
DoFRelativeToFoV=true
DoFRelativeToFoV=false
DoFRelativeDefaultFOV=75.0
DoFRelativeFactorNight=2.1
DoFRelativeFactorDay=1.8
DoFRelativeFactorInteriorNight=2.3
DoFRelativeFactorInteriorDay=1.9
DoFRelativeFactorNight=2.0
DoFRelativeFactorDay=2.0
DoFRelativeFactorInteriorNight=2.0
DoFRelativeFactorInteriorDay=2.0
SSAOHighQualitySampling=true
EdgeEnable=false
SharpenEnable=false
SharpenEnable=true
SharpenRadius=1.0
SharpenClamp=0.01
SharpenClamp=0.05
SharpenBlending=1.0

View file

@ -1,76 +1,76 @@
/*
enblens.fx : MariENB Lens filters.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/*
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;
}
}
/*
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;
}
}

View file

@ -1,49 +1,49 @@
/*
enbsunsprite.fx : MariENB sun sprite filters.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* 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;
}
}
/*
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;
}
}

View file

@ -1,157 +1,205 @@
/*
menbbloomfilters.fx : MariENB bloom shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
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;
}
/* pre-pass bloom texture preparation */
float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
{
float tod = ENightDayFactor;
float ind = EInteriorFactor;
float bloombump = lerp(lerp(bloombump_n,bloombump_d,tod),
lerp(bloombump_in,bloombump_id,tod),ind);
float bloompower = lerp(lerp(bloompower_n,bloompower_d,tod),
lerp(bloompower_in,bloompower_id,tod),ind);
float bloomsaturation = lerp(lerp(bloomsaturation_n,bloomsaturation_d,
tod),lerp(bloomsaturation_in,bloomsaturation_id,tod),ind);
float bloomintensity = lerp(lerp(bloomintensity_n,bloomintensity_d,
tod),lerp(bloomintensity_in,bloomintensity_id,tod),ind);
float2 coord = In.txcoord0.xy;
float4 res = tex2D(SamplerBloom1,coord);
res = pow(saturate(res+bloombump),bloompower);
float ress = (res.r+res.g+res.b)/3.0;
res = res*bloomsaturation+ress*(1.0-bloomsaturation);
res.rgb *= bloomintensity;
return res;
}
/*
multipass (cannot specify how many bloom textures to use, so considerable
performance rape. good job, boris)
*/
float4 PS_BloomTexture(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
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)*pow(4,TempParameters.w);
/* loop unrolled for speeding up compilation (this is retarded) */
float4 res;
res = gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(-3,-3)*bof);
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(-2,-3)*bof);
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(-1,-3)*bof);
res += gauss7[0][3]*tex2D(SamplerBloom1,coord+float2(0,-3)*bof);
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(1,-3)*bof);
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(2,-3)*bof);
res += gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(3,-3)*bof);
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(-3,-2)*bof);
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(-2,-2)*bof);
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(-1,-2)*bof);
res += gauss7[0][2]*tex2D(SamplerBloom1,coord+float2(0,-2)*bof);
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(1,-2)*bof);
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(2,-2)*bof);
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(3,-2)*bof);
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(-3,-1)*bof);
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(-2,-1)*bof);
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(-1,-1)*bof);
res += gauss7[0][1]*tex2D(SamplerBloom1,coord+float2(0,-1)*bof);
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(1,-1)*bof);
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(2,-1)*bof);
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(3,-1)*bof);
res += gauss7[3][0]*tex2D(SamplerBloom1,coord+float2(-3,0)*bof);
res += gauss7[2][0]*tex2D(SamplerBloom1,coord+float2(-2,0)*bof);
res += gauss7[1][0]*tex2D(SamplerBloom1,coord+float2(-1,0)*bof);
res += gauss7[0][0]*tex2D(SamplerBloom1,coord+float2(0,0)*bof);
res += gauss7[1][0]*tex2D(SamplerBloom1,coord+float2(1,0)*bof);
res += gauss7[2][0]*tex2D(SamplerBloom1,coord+float2(2,0)*bof);
res += gauss7[3][0]*tex2D(SamplerBloom1,coord+float2(3,0)*bof);
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(-3,1)*bof);
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(-2,1)*bof);
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(-1,1)*bof);
res += gauss7[0][1]*tex2D(SamplerBloom1,coord+float2(0,1)*bof);
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(1,1)*bof);
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(2,1)*bof);
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(3,1)*bof);
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(-3,2)*bof);
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(-2,2)*bof);
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(-1,2)*bof);
res += gauss7[0][2]*tex2D(SamplerBloom1,coord+float2(0,2)*bof);
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(1,2)*bof);
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(2,2)*bof);
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(3,2)*bof);
res += gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(-3,3)*bof);
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(-2,3)*bof);
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(-1,3)*bof);
res += gauss7[0][3]*tex2D(SamplerBloom1,coord+float2(0,3)*bof);
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(1,3)*bof);
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(2,3)*bof);
res += gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(3,3)*bof);
return res;
}
/* end pass */
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float4 res = (tex2D(SamplerBloom1,coord)+tex2D(SamplerBloom2,coord)
+tex2D(SamplerBloom3,coord)+tex2D(SamplerBloom4,coord)
+tex2D(SamplerBloom5,coord)+tex2D(SamplerBloom6,coord)
+tex2D(SamplerBloom7,coord)+tex2D(SamplerBloom8,coord))*0.125;
return res;
}
/* 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_BloomTexture();
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;
}
}
/*
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 */
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* pre-pass bloom texture preparation, nothing is done */
float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float bloomcap = lerp(lerp(bloomcap_n,bloomcap_d,tod),lerp(bloomcap_in,
bloomcap_id,tod),ind);
float bloombump = lerp(lerp(bloombump_n,bloombump_d,tod),
lerp(bloombump_in,bloombump_id,tod),ind);
float bloompower = lerp(lerp(bloompower_n,bloompower_d,tod),
lerp(bloompower_in,bloompower_id,tod),ind);
float bloomsaturation = lerp(lerp(bloomsaturation_n,bloomsaturation_d,
tod),lerp(bloomsaturation_in,bloomsaturation_id,tod),ind);
float bloomintensity = lerp(lerp(bloomintensity_n,bloomintensity_d,
tod),lerp(bloomintensity_in,bloomintensity_id,tod),ind);
float4 res = tex2D(SamplerBloom1,coord);
float3 hsv = rgb2hsv(res.rgb);
if ( hsv.z > 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;
for ( i=-2; i<=2; i++ )
res += gauss3[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
*TempParameters.z);
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;
for ( i=-2; i<=2; i++ )
res += gauss3[abs(i)]*tex2D(SamplerBloom1,coord+float2(0,i)
*TempParameters.z*ScreenSize.z);
/* 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,dot(res.rgb,0.33)-dot(base.rgb,0.33))*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 lens flare */
float4 PS_FlarePass(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;
for ( i=-35; i<=35; i++ )
res += gauss36[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
*TempParameters.z);
/* 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,dot(res.rgb,0.33)-dot(base.rgb,0.33))*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.a = 1.0;
return res;
}
/* 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_FlarePass();
}
}
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;
}
}

View file

@ -1,135 +1,141 @@
/*
menbbloominternals.fx : MariENB bloom internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* gaussian blur matrices */
static const float4x4 gauss7 =
{
0.0632507440209,0.0527089533508,0.0301194019147,0.011294775718,
0.0527089533508,0.0439241277923,0.0250995015956,0.00941231309835,
0.0301194019147,0.0250995015956,0.01434257234,0.00537846462763,
0.011294775718,0.00941231309835,0.00537846462763,0.00201692423536
};
/* standard stuff */
float4 ScreenSize;
float4 TempParameters;
float ENightDayFactor;
float EInteriorFactor;
/* samplers and textures */
texture2D texBloom1;
texture2D texBloom2;
texture2D texBloom3;
texture2D texBloom4;
texture2D texBloom5;
texture2D texBloom6;
texture2D texBloom7;
texture2D texBloom8;
sampler2D SamplerBloom1 = sampler_state
{
Texture = <texBloom1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom2 = sampler_state
{
Texture = <texBloom2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom3 = sampler_state
{
Texture = <texBloom3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom4 = sampler_state
{
Texture = <texBloom4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom5 = sampler_state
{
Texture = <texBloom5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom6 = sampler_state
{
Texture = <texBloom6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom7 = sampler_state
{
Texture = <texBloom7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom8 = sampler_state
{
Texture = <texBloom8>;
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;
};
/*
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).
*/
/* gaussian blur matrices */
/* radius: 3, std dev: 0.7014 */
static const float gauss3[3] = {0.568780, 0.205851, 0.009759};
/* 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
};
/* 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;
sampler2D SamplerBloom1 = sampler_state
{
Texture = <texBloom1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom2 = sampler_state
{
Texture = <texBloom2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom3 = sampler_state
{
Texture = <texBloom3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom4 = sampler_state
{
Texture = <texBloom4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom5 = sampler_state
{
Texture = <texBloom5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom6 = sampler_state
{
Texture = <texBloom6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom7 = sampler_state
{
Texture = <texBloom7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom8 = sampler_state
{
Texture = <texBloom8>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
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;
};

View file

@ -1,111 +1,383 @@
/*
menbbloomsettings.fx : MariENB bloom user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "_FixedResolutionX";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
int fixedy
<
string UIName = "_FixedResolutionY";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
/* bloom intensity */
float bloomintensity_n
<
string UIName = "BloomIntensityNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float bloomintensity_d
<
string UIName = "BloomIntensityDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float bloomintensity_in
<
string UIName = "BloomIntensityInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float bloomintensity_id
<
string UIName = "BloomIntensityInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
/* bloom power (contrast) */
float bloompower_n
<
string UIName = "BloomPowerNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float bloompower_d
<
string UIName = "BloomPowerDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float bloompower_in
<
string UIName = "BloomPowerInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float bloompower_id
<
string UIName = "BloomPowerInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
/* bloom saturation */
float bloomsaturation_n
<
string UIName = "BloomSaturationNight";
string UIWidget = "Spinner";
> = {0.3};
float bloomsaturation_d
<
string UIName = "BloomSaturationDay";
string UIWidget = "Spinner";
> = {0.3};
float bloomsaturation_in
<
string UIName = "BloomSaturationInteriorNight";
string UIWidget = "Spinner";
> = {0.3};
float bloomsaturation_id
<
string UIName = "BloomSaturationInteriorDay";
string UIWidget = "Spinner";
> = {0.3};
/* bloom offset (negative values keep dark areas from muddying up) */
float bloombump_n
<
string UIName = "BloomBumpNight";
string UIWidget = "Spinner";
> = {-0.10};
float bloombump_d
<
string UIName = "BloomBumpDay";
string UIWidget = "Spinner";
> = {-0.10};
float bloombump_in
<
string UIName = "BloomBumpInteriorNight";
string UIWidget = "Spinner";
> = {-0.10};
float bloombump_id
<
string UIName = "BloomBumpInteriorDay";
string UIWidget = "Spinner";
> = {-0.10};
/*
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 mix factors */
float bloommix1
<
string UIName = "BloomMix1";
string UIWidget = "Spinner";
> = {1.0};
float bloommix2
<
string UIName = "BloomMix2";
string UIWidget = "Spinner";
> = {1.0};
float bloommix3
<
string UIName = "BloomMix3";
string UIWidget = "Spinner";
> = {1.0};
float bloommix4
<
string UIName = "BloomMix4";
string UIWidget = "Spinner";
> = {1.0};
float bloommix7
<
string UIName = "BloomMix7";
string UIWidget = "Spinner";
> = {1.0};
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";
> = {1.0};
float bloomsaturation_d
<
string UIName = "BloomSaturationDay";
string UIWidget = "Spinner";
> = {1.0};
float bloomsaturation_in
<
string UIName = "BloomSaturationInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float bloomsaturation_id
<
string UIName = "BloomSaturationInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* 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";
> = {10.0};
float bloomcap_d
<
string UIName = "BloomCapDay";
string UIWidget = "Spinner";
> = {10.0};
float bloomcap_in
<
string UIName = "BloomCapInteriorNight";
string UIWidget = "Spinner";
> = {10.0};
float bloomcap_id
<
string UIName = "BloomCapInteriorDay";
string UIWidget = "Spinner";
> = {10.0};
/* bloom tint/blueshift parameters */
float blu_n_r
<
string UIName = "BlueShiftColorNightRed";
string UIWidget = "Spinner";
> = {0.65};
float blu_n_g
<
string UIName = "BlueShiftColorNightGreen";
string UIWidget = "Spinner";
> = {0.37};
float blu_n_b
<
string UIName = "BlueShiftColorNightBlue";
string UIWidget = "Spinner";
> = {1.0};
float blu_d_r
<
string UIName = "BlueShiftColorDayRed";
string UIWidget = "Spinner";
> = {0.65};
float blu_d_g
<
string UIName = "BlueShiftColorDayGreen";
string UIWidget = "Spinner";
> = {0.37};
float blu_d_b
<
string UIName = "BlueShiftColorDayBlue";
string UIWidget = "Spinner";
> = {1.0};
float blu_in_r
<
string UIName = "BlueShiftColorInteriorNightRed";
string UIWidget = "Spinner";
> = {0.65};
float blu_in_g
<
string UIName = "BlueShiftColorInteriorNightGreen";
string UIWidget = "Spinner";
> = {0.37};
float blu_in_b
<
string UIName = "BlueShiftColorInteriorNightBlue";
string UIWidget = "Spinner";
> = {1.0};
float blu_id_r
<
string UIName = "BlueShiftColorInteriorDayRed";
string UIWidget = "Spinner";
> = {0.65};
float blu_id_g
<
string UIName = "BlueShiftColorInteriorDayGreen";
string UIWidget = "Spinner";
> = {0.37};
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;
> = {1.0};
float bsi_d
<
string UIName = "BlueShiftIntensityDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bsi_in
<
string UIName = "BlueShiftIntensityInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bsi_id
<
string UIName = "BlueShiftIntensityInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* anamorphic lens flare (very intensive) */
bool alfenable
<
string UIName = "EnableAnamorphicLensFlare";
string UIWidget = "Checkbox";
> = {true};
float fbl_n
<
string UIName = "FlareBlendNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fbl_d
<
string UIName = "FlareBlendDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fbl_in
<
string UIName = "FlareBlendInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fbl_id
<
string UIName = "FlareBlendInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float flu_n_r
<
string UIName = "FlareBlueShiftColorNightRed";
string UIWidget = "Spinner";
> = {0.65};
float flu_n_g
<
string UIName = "FlareBlueShiftColorNightGreen";
string UIWidget = "Spinner";
> = {0.37};
float flu_n_b
<
string UIName = "FlareBlueShiftColorNightBlue";
string UIWidget = "Spinner";
> = {1.0};
float flu_d_r
<
string UIName = "FlareBlueShiftColorDayRed";
string UIWidget = "Spinner";
> = {0.65};
float flu_d_g
<
string UIName = "FlareBlueShiftColorDayGreen";
string UIWidget = "Spinner";
> = {0.37};
float flu_d_b
<
string UIName = "FlareBlueShiftColorDayBlue";
string UIWidget = "Spinner";
> = {1.0};
float flu_in_r
<
string UIName = "FlareBlueShiftColorInteriorNightRed";
string UIWidget = "Spinner";
> = {0.65};
float flu_in_g
<
string UIName = "FlareBlueShiftColorInteriorNightGreen";
string UIWidget = "Spinner";
> = {0.37};
float flu_in_b
<
string UIName = "FlareBlueShiftColorInteriorNightBlue";
string UIWidget = "Spinner";
> = {1.0};
float flu_id_r
<
string UIName = "FlareBlueShiftColorInteriorDayRed";
string UIWidget = "Spinner";
> = {0.65};
float flu_id_g
<
string UIName = "FlareBlueShiftColorInteriorDayGreen";
string UIWidget = "Spinner";
> = {0.37};
float flu_id_b
<
string UIName = "FlareBlueShiftColorInteriorDayBlue";
string UIWidget = "Spinner";
> = {1.0};
float fsi_n
<
string UIName = "FlareBlueShiftIntensityNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_d
<
string UIName = "FlareBlueShiftIntensityDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_in
<
string UIName = "FlareBlueShiftIntensityInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_id
<
string UIName = "FlareBlueShiftIntensityInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_n
<
string UIName = "FlarePowerNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_d
<
string UIName = "FlarePowerDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_in
<
string UIName = "FlarePowerInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_id
<
string UIName = "FlarePowerInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};

BIN
enbseries/menbcgafont.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 KiB

162
enbseries/menbdrawutil.fx Normal file
View file

@ -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 = <tfnt>;
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;
}

View file

@ -1,224 +1,384 @@
/*
menbeffectfilters.fx : MariENB base shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
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;
}
/* MariENB shader */
float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord0.xy;
float4 res = tex2D(_s0,coord);
float tod = ENightDayFactor;
float ind = EInteriorFactor;
/* Border darken, commonly known as "vignette" */
float2 bresl = float2(1.0,ScreenSize.w);
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);
float2 bof = bresl*dkradius;
float val = 0.0;
if ( coord.x < bof.x )
val = lerp(val,1,1.0-coord.x/bof.x);
if ( coord.y < bof.y )
val = lerp(val,1,1.0-coord.y/bof.y);
if ( 1.0-coord.x < bof.x )
val = lerp(val,1,1.0-(1.0-coord.x)/bof.x);
if ( 1.0-coord.y < bof.y )
val = lerp(val,1,1.0-(1.0-coord.y)/bof.y);
val = clamp(val*dkbump,0,1);
res.rgb = lerp(res.rgb,float3(0,0,0),pow(val,dkcurve));
/* adaptation */
float4 adapt = tex2D(_s4,0.5);
float adapts = clamp((adapt.r+adapt.g+adapt.b)/3.0,0.0,50.0);
float amin = lerp(lerp(amin_n,amin_d,tod),lerp(amin_in,amin_id,tod),
ind);
float amax = lerp(lerp(amax_n,amax_d,tod),lerp(amax_in,amax_id,tod),
ind);
res.rgb = res.rgb/(adapts*amax+amin);
/* color grading prepass overbright/oversaturation compensation */
float comppow = lerp(lerp(comppow_n,comppow_d,tod),lerp(comppow_in,
comppow_id,tod),ind);
float compsat = lerp(lerp(compsat_n,compsat_d,tod),lerp(compsat_in,
compsat_id,tod),ind);
float compfactor = lerp(lerp(compfactor_n,compfactor_d,tod),
lerp(compfactor_in,compfactor_id,tod),ind);
float4 ovr = pow(res,comppow);
float ovrs = (ovr.r+ovr.g+ovr.b)/3.0;
ovr = ovr*compsat+ovrs*(1.0-compsat);
res.rgb -= ovr.rgb*compfactor;
/* screen mud goes here */
if ( softbloom )
{
if ( (fixedx > 0) && (fixedy > 0) )
bresl = float2(fixedx,fixedy);
else
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
bof = float2(1.0/bresl.x,1.0/bresl.y);
res += gauss5[2][2]*tex2D(_s3,coord+float2(-2,-2)*bof);
res += gauss5[1][2]*tex2D(_s3,coord+float2(-1,-2)*bof);
res += gauss5[0][2]*tex2D(_s3,coord+float2(0,-2)*bof);
res += gauss5[1][2]*tex2D(_s3,coord+float2(1,-2)*bof);
res += gauss5[2][2]*tex2D(_s3,coord+float2(2,-2)*bof);
res += gauss5[2][1]*tex2D(_s3,coord+float2(-2,-1)*bof);
res += gauss5[1][1]*tex2D(_s3,coord+float2(-1,-1)*bof);
res += gauss5[0][1]*tex2D(_s3,coord+float2(0,-1)*bof);
res += gauss5[1][1]*tex2D(_s3,coord+float2(1,-1)*bof);
res += gauss5[2][1]*tex2D(_s3,coord+float2(2,-1)*bof);
res += gauss5[2][0]*tex2D(_s3,coord+float2(-2,0)*bof);
res += gauss5[1][0]*tex2D(_s3,coord+float2(-1,0)*bof);
res += gauss5[0][0]*tex2D(_s3,coord+float2(0,0)*bof);
res += gauss5[1][0]*tex2D(_s3,coord+float2(1,0)*bof);
res += gauss5[2][0]*tex2D(_s3,coord+float2(2,0)*bof);
res += gauss5[2][1]*tex2D(_s3,coord+float2(-2,1)*bof);
res += gauss5[1][1]*tex2D(_s3,coord+float2(-1,1)*bof);
res += gauss5[0][1]*tex2D(_s3,coord+float2(0,1)*bof);
res += gauss5[1][1]*tex2D(_s3,coord+float2(1,1)*bof);
res += gauss5[2][1]*tex2D(_s3,coord+float2(2,1)*bof);
res += gauss5[2][2]*tex2D(_s3,coord+float2(-2,2)*bof);
res += gauss5[1][2]*tex2D(_s3,coord+float2(-1,2)*bof);
res += gauss5[0][2]*tex2D(_s3,coord+float2(0,2)*bof);
res += gauss5[1][2]*tex2D(_s3,coord+float2(1,2)*bof);
res += gauss5[2][2]*tex2D(_s3,coord+float2(2,2)*bof);
res *= EBloomAmount;
}
else
res += tex2D(_s3,coord)*EBloomAmount;
/*
color grading (brightness, contrast, gamma, tinting, everything you
could ever need)
*/
float grademul_r = lerp(lerp(grademul_r_n,grademul_r_d,tod),
lerp(grademul_r_in,grademul_r_id,tod),ind);
float grademul_g = lerp(lerp(grademul_g_n,grademul_g_d,tod),
lerp(grademul_g_in,grademul_g_id,tod),ind);
float grademul_b = lerp(lerp(grademul_b_n,grademul_b_d,tod),
lerp(grademul_b_in,grademul_b_id,tod),ind);
float gradepow_r = lerp(lerp(gradepow_r_n,gradepow_r_d,tod),
lerp(gradepow_r_in,gradepow_r_id,tod),ind);
float gradepow_g = lerp(lerp(gradepow_g_n,gradepow_g_d,tod),
lerp(gradepow_g_in,gradepow_g_id,tod),ind);
float gradepow_b = lerp(lerp(gradepow_b_n,gradepow_b_d,tod),
lerp(gradepow_b_in,gradepow_b_id,tod),ind);
float gradecol_r = lerp(lerp(gradecol_r_n,gradecol_r_d,tod),
lerp(gradecol_r_in,gradecol_r_id,tod),ind);
float gradecol_g = lerp(lerp(gradecol_g_n,gradecol_g_d,tod),
lerp(gradecol_g_in,gradecol_g_id,tod),ind);
float gradecol_b = lerp(lerp(gradecol_b_n,gradecol_b_d,tod),
lerp(gradecol_b_in,gradecol_b_id,tod),ind);
float gradecolfact = lerp(lerp(gradecolfact_n,gradecolfact_d,
tod),lerp(gradecolfact_in,gradecolfact_id,tod),ind);
float3 grademul = float3(grademul_r,grademul_g,grademul_b);
float3 gradepow = float3(gradepow_r,gradepow_g,gradepow_b);
float3 gradecol = float3(gradecol_r,gradecol_g,gradecol_b);
res.rgb = saturate(pow(res.rgb,gradepow));
res.rgb = saturate(res.rgb*grademul);
float tonev = (res.r+res.g+res.b)/3.0;
float3 tonecolor = gradecol*tonev;
res.rgb = res.rgb*(1.0-gradecolfact)+tonecolor*gradecolfact;
/* letterbox filter */
res.rgb = saturate(res.rgb);
float boxf = pow(clamp(boxv-abs(2.0*coord.y-1.0),0.0,1.0),boxb);
res.rgb = lerp(res.rgb*(1.0-boxa),res.rgb,boxf);
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
technique Shader_D6EC7DD1
#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
technique Shader_D6EC7DD1
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
/*
>2014
>inline assembly
Have to keep this part intact, sadly
Boris what the fuck have you done
*/
PixelShader = asm
{
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
};
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;
ZWriteEnable = FALSE;
CullMode = NONE;
AlphaTestEnable = FALSE;
AlphaBlendEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
/*
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 */
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* adaptation */
float3 Adaptation( float3 res )
{
float4 adapt = tex2D(_s4,0.5);
float adapts, amin, amax;
adapts = clamp((adapt.r+adapt.g+adapt.b)/3.0,0.0,50.0);
amin = lerp(lerp(amin_n,amin_d,tod),lerp(amin_in,amin_id,tod),ind);
amax = lerp(lerp(amax_n,amax_d,tod),lerp(amax_in,amax_id,tod),ind);
return res/(adapts*amax+amin);
}
/* overbright compensation pre-pass */
float3 Compensate( float3 res )
{
float comppow = lerp(lerp(comppow_n,comppow_d,tod),lerp(comppow_in,
comppow_id,tod),ind);
float compsat = lerp(lerp(compsat_n,compsat_d,tod),lerp(compsat_in,
compsat_id,tod),ind);
float compfactor = lerp(lerp(compfactor_n,compfactor_d,tod),
lerp(compfactor_in,compfactor_id,tod),ind);
float3 ovr = pow(res,comppow);
float ovrs = (ovr.r+ovr.g+ovr.b)/3.0;
ovr = ovr*compsat+ovrs*(1.0-compsat);
return res-ovr*compfactor;
}
/* color grading */
float3 GradingRGB( float3 res )
{
float grademul_r = lerp(lerp(grademul_r_n,grademul_r_d,tod),
lerp(grademul_r_in,grademul_r_id,tod),ind);
float grademul_g = lerp(lerp(grademul_g_n,grademul_g_d,tod),
lerp(grademul_g_in,grademul_g_id,tod),ind);
float grademul_b = lerp(lerp(grademul_b_n,grademul_b_d,tod),
lerp(grademul_b_in,grademul_b_id,tod),ind);
float gradepow_r = lerp(lerp(gradepow_r_n,gradepow_r_d,tod),
lerp(gradepow_r_in,gradepow_r_id,tod),ind);
float gradepow_g = lerp(lerp(gradepow_g_n,gradepow_g_d,tod),
lerp(gradepow_g_in,gradepow_g_id,tod),ind);
float gradepow_b = lerp(lerp(gradepow_b_n,gradepow_b_d,tod),
lerp(gradepow_b_in,gradepow_b_id,tod),ind);
float3 grademul = float3(grademul_r,grademul_g,grademul_b);
float3 gradepow = float3(gradepow_r,gradepow_g,gradepow_b);
return pow(res,gradepow)*grademul;
}
float3 GradingColorize( float3 res )
{
float gradecol_r = lerp(lerp(gradecol_r_n,gradecol_r_d,tod),
lerp(gradecol_r_in,gradecol_r_id,tod),ind);
float gradecol_g = lerp(lerp(gradecol_g_n,gradecol_g_d,tod),
lerp(gradecol_g_in,gradecol_g_id,tod),ind);
float gradecol_b = lerp(lerp(gradecol_b_n,gradecol_b_d,tod),
lerp(gradecol_b_in,gradecol_b_id,tod),ind);
float gradecolfact = lerp(lerp(gradecolfact_n,gradecolfact_d,
tod),lerp(gradecolfact_in,gradecolfact_id,tod),ind);
float3 gradecol = float3(gradecol_r,gradecol_g,gradecol_b);
float tonev = (res.r+res.g+res.b)/3.0;
float3 tonecolor = gradecol*tonev;
return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
}
float3 GradingHSV( float3 res )
{
float gradesatmul = lerp(lerp(gradesatmul_n,gradesatmul_d,tod),
lerp(gradesatmul_in,gradesatmul_id,tod),ind);
float gradesatpow = lerp(lerp(gradesatpow_n,gradesatpow_d,tod),
lerp(gradesatpow_in,gradesatpow_id,tod),ind);
float gradevalmul = lerp(lerp(gradevalmul_n,gradevalmul_d,tod),
lerp(gradevalmul_in,gradevalmul_id,tod),ind);
float gradevalpow = lerp(lerp(gradevalpow_n,gradevalpow_d,tod),
lerp(gradevalpow_in,gradevalpow_id,tod),ind);
float3 hsv = rgb2hsv(res);
hsv.y = pow(hsv.y,gradesatpow)*gradesatmul;
hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
return hsv2rgb(hsv);
}
/* game screen tinting filters */
float3 Tint( float3 res )
{
float3 tgray = dot(res,0.33);
float3 tintc = _r4.rgb*tgray;
float3 tcol = tintc*_r4.a + res*(1.0-_r4.a);
return lerp(res,tcol,tintblend);
}
/* game grading filters */
float3 GradingGame( float3 res )
{
/*
Skyrim method is slightly different, but it depends explicitly on
vanilla eye adaption which is ass.
*/
float3 tgray = dot(res,0.33);
float3 tcol = res*_r3.x + tgray*(1.0-_r3.x);
tcol = max(0,(tcol*_r3.w-_r3.y)*_r3.z+_r3.y);
return lerp(res,tcol,vgradeblend);
}
/* display debug register */
float debugreg( float r, float2 coord, int p )
{
if ( r == 0.0 ) return 0.0;
if ( (coord.x < p*0.05) || (coord.x > (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;
}
/* MariENB shader */
float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord0.xy;
float4 res = tex2D(_s0,coord);
if ( aenable ) res.rgb = Adaptation(res.rgb);
if ( compenable ) res.rgb = Compensate(res.rgb);
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);
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a); /* fade */
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);
}
res.rgb = saturate(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;
}
}

View file

@ -1,108 +1,101 @@
/*
menbeffectinternals.fx : MariENB base internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* gaussian blur matrices */
static const float3x3 gauss5 =
{
0.0865051903114,0.0692041522491,0.0346020761246,
0.0692041522491,0.0553633217993,0.0276816609,
0.0346020761246,0.0276816609,0.01384083045
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float EBloomAmount;
/* samplers and textures */
texture2D texs0;
texture2D texs1;
texture2D texs2;
texture2D texs3;
texture2D texs4;
texture2D texs7;
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
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;
};
/*
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).
*/
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float EBloomAmount;
/* samplers and textures */
texture2D texs0;
texture2D texs1;
texture2D texs2;
texture2D texs3;
texture2D texs4;
texture2D texs7;
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
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;
};

View file

@ -1,444 +1,491 @@
/*
menbeffectsettings.fx : MariENB base user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "_FixedResolutionX";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
int fixedy
<
string UIName = "_FixedResolutionY";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
/* Border darkening */
/* radius of darkening (relative to screen width) */
float dkradius_n
<
string UIName = "DarkRadiusNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.40};
float dkradius_d
<
string UIName = "DarkRadiusDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.29};
float dkradius_in
<
string UIName = "DarkRadiusInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.50};
float dkradius_id
<
string UIName = "DarkRadiusInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.39};
/* falloff of darkening */
float dkcurve_n
<
string UIName = "DarkCurveNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.70};
float dkcurve_d
<
string UIName = "DarkCurveDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.30};
float dkcurve_in
<
string UIName = "DarkCurveInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.35};
float dkcurve_id
<
string UIName = "DarkCurveInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.67};
/* bump of darkening */
float dkbump_n
<
string UIName = "DarkBumpNight";
string UIWidget = "Spinner";
> = {0.74};
float dkbump_d
<
string UIName = "DarkBumpDay";
string UIWidget = "Spinner";
> = {0.33};
float dkbump_in
<
string UIName = "DarkBumpInteriorNight";
string UIWidget = "Spinner";
> = {0.82};
float dkbump_id
<
string UIName = "DarkBumpInteriorDay";
string UIWidget = "Spinner";
> = {0.61};
/* "adaptation" factors */
float amin_n
<
string UIName = "AdaptationMinNight";
string UIWidget = "Spinner";
> = {0.20};
float amin_d
<
string UIName = "AdaptationMinDay";
string UIWidget = "Spinner";
> = {0.09};
float amin_in
<
string UIName = "AdaptationMinInteriorNight";
string UIWidget = "Spinner";
> = {0.17};
float amin_id
<
string UIName = "AdaptationMinInteriorDay";
string UIWidget = "Spinner";
> = {0.10};
float amax_n
<
string UIName = "AdaptationMaxNight";
string UIWidget = "Spinner";
> = {1.21};
float amax_d
<
string UIName = "AdaptationMaxDay";
string UIWidget = "Spinner";
> = {0.94};
float amax_in
<
string UIName = "AdaptationMaxInteriorNight";
string UIWidget = "Spinner";
> = {1.26};
float amax_id
<
string UIName = "AdaptationMaxInteriorDay";
string UIWidget = "Spinner";
> = {0.91};
/* overshine/bloom compensation */
/* compensation factor */
float compfactor_n
<
string UIName = "CompensateFactorNight";
string UIWidget = "Spinner";
> = {0.23};
float compfactor_d
<
string UIName = "CompensateFactorDay";
string UIWidget = "Spinner";
> = {0.46};
float compfactor_in
<
string UIName = "CompensateFactorInteriorNight";
string UIWidget = "Spinner";
> = {0.30};
float compfactor_id
<
string UIName = "CompensateFactorInteriorDay";
string UIWidget = "Spinner";
> = {0.39};
/* compensation power (contrast) */
float comppow_n
<
string UIName = "CompensatePowerNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.08};
float comppow_d
<
string UIName = "CompensatePowerDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.11};
float comppow_in
<
string UIName = "CompensatePowerInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.05};
float comppow_id
<
string UIName = "CompensatePowerInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.14};
/* compensation saturation (higher values desaturate highlights) */
float compsat_n
<
string UIName = "CompensateSaturationNight";
string UIWidget = "Spinner";
> = {0.97};
float compsat_d
<
string UIName = "CompensateSaturationDay";
string UIWidget = "Spinner";
> = {0.85};
float compsat_in
<
string UIName = "CompensateSaturationInteriorNight";
string UIWidget = "Spinner";
> = {0.89};
float compsat_id
<
string UIName = "CompensateSaturationInteriorDay";
string UIWidget = "Spinner";
> = {0.74};
/* Color grading */
/* color component multipliers */
float grademul_r_n
<
string UIName = "GradingMulRNight";
string UIWidget = "Spinner";
> = {1.04};
float grademul_g_n
<
string UIName = "GradingMulGNight";
string UIWidget = "Spinner";
> = {1.08};
float grademul_b_n
<
string UIName = "GradingMulBNight";
string UIWidget = "Spinner";
> = {1.15};
float grademul_r_d
<
string UIName = "GradingMulRDay";
string UIWidget = "Spinner";
> = {1.66};
float grademul_g_d
<
string UIName = "GradingMulGDay";
string UIWidget = "Spinner";
> = {1.45};
float grademul_b_d
<
string UIName = "GradingMulBDay";
string UIWidget = "Spinner";
> = {1.29};
float grademul_r_in
<
string UIName = "GradingMulRInteriorNight";
string UIWidget = "Spinner";
> = {1.35};
float grademul_g_in
<
string UIName = "GradingMulGInteriorNight";
string UIWidget = "Spinner";
> = {1.18};
float grademul_b_in
<
string UIName = "GradingMulBInteriorNight";
string UIWidget = "Spinner";
> = {1.22};
float grademul_r_id
<
string UIName = "GradingMulRInteriorDay";
string UIWidget = "Spinner";
> = {1.71};
float grademul_g_id
<
string UIName = "GradingMulGInteriorDay";
string UIWidget = "Spinner";
> = {1.60};
float grademul_b_id
<
string UIName = "GradingMulBInteriorDay";
string UIWidget = "Spinner";
> = {1.41};
/* color component contrasts */
float gradepow_r_n
<
string UIName = "GradingPowRNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.02};
float gradepow_g_n
<
string UIName = "GradingPowGNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.06};
float gradepow_b_n
<
string UIName = "GradingPowBNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.03};
float gradepow_r_d
<
string UIName = "GradingPowRDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.09};
float gradepow_g_d
<
string UIName = "GradingPowGDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.08};
float gradepow_b_d
<
string UIName = "GradingPowBDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.05};
float gradepow_r_in
<
string UIName = "GradingPowRInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.08};
float gradepow_g_in
<
string UIName = "GradingPowGInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.11};
float gradepow_b_in
<
string UIName = "GradingPowBInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.06};
float gradepow_r_id
<
string UIName = "GradingPowRInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.05};
float gradepow_g_id
<
string UIName = "GradingPowGInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.04};
float gradepow_b_id
<
string UIName = "GradingPowBInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.04};
/* colorization factors */
float gradecol_r_n
<
string UIName = "GradingColRNight";
string UIWidget = "Spinner";
> = {-0.59};
float gradecol_g_n
<
string UIName = "GradingColGNight";
string UIWidget = "Spinner";
> = {-0.26};
float gradecol_b_n
<
string UIName = "GradingColBNight";
string UIWidget = "Spinner";
> = {-0.73};
float gradecol_r_d
<
string UIName = "GradingColRDay";
string UIWidget = "Spinner";
> = {-0.62};
float gradecol_g_d
<
string UIName = "GradingColGDay";
string UIWidget = "Spinner";
> = {-0.10};
float gradecol_b_d
<
string UIName = "GradingColBDay";
string UIWidget = "Spinner";
> = {-0.81};
float gradecol_r_in
<
string UIName = "GradingColRInteriorNight";
string UIWidget = "Spinner";
> = {-0.41};
float gradecol_g_in
<
string UIName = "GradingColGInteriorNight";
string UIWidget = "Spinner";
> = {-0.18};
float gradecol_b_in
<
string UIName = "GradingColBInteriorNight";
string UIWidget = "Spinner";
> = {-1.69};
float gradecol_r_id
<
string UIName = "GradingColRInteriorDay";
string UIWidget = "Spinner";
> = {-0.60};
float gradecol_g_id
<
string UIName = "GradingColGInteriorDay";
string UIWidget = "Spinner";
> = {-0.45};
float gradecol_b_id
<
string UIName = "GradingColBInteriorDay";
string UIWidget = "Spinner";
> = {-0.85};
/* blend factor for colorization (negative values are quite fancy) */
float gradecolfact_n
<
string UIName = "GradingColFactorNight";
string UIWidget = "Spinner";
> = {-0.11};
float gradecolfact_d
<
string UIName = "GradingColFactorDay";
string UIWidget = "Spinner";
> = {-0.14};
float gradecolfact_in
<
string UIName = "GradingColFactorInteriorNight";
string UIWidget = "Spinner";
> = {-0.14};
float gradecolfact_id
<
string UIName = "GradingColFactorInteriorDay";
string UIWidget = "Spinner";
> = {-0.20};
/* Letterbox */
/* vertical factor */
float boxv
<
string UIName = "BoxVertical";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.90};
/* softening (0 = disable) */
float boxb
<
string UIName = "BoxSoften";
string UIWidget = "Spinner";
> = {0.01};
/* box alpha */
float boxa
<
string UIName = "BoxAlpha";
string UIWidget = "Spinner";
> = {12.00};
/* soften bloom texture (remove blocky artifacts from downscaled bloom) */
bool softbloom
<
string UIName = "BloomSoften";
string UIWidget = "Checkbox";
> = {false};
/*
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).
*/
/* "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};
/* 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";
> = {false};
/* 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};
/* 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;
> = {1.0};

View file

@ -1,389 +1,377 @@
/*
menbextrafilters.fx : MariENB extra shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
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;
}
/* prepass */
float4 ReducePrepass( in float4 color, in float2 coord )
{
float3 bgamma = float3(bgammar,bgammag,bgammab);
float3 bsaturation = float3(bsaturationr,bsaturationg,bsaturationb);
color.rgb = pow(max(color.rgb,0.0),bgamma);
float4 dac;
dac.a = (color.r+color.g+color.b)/3.0;
dac.rgb = dac.a+(color.rgb-dac.a)*bsaturation;
if ( dither == 0 )
dac += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 1 )
dac += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 2 )
dac += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
else if ( dither == 3 )
dac += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
else if ( dither == 4 )
dac += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
dac.a = 1.0;
dac = saturate(dac);
return dac;
}
float4 ReduceCGA( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
if ( cgapal == 0 )
{
dac.a = (dac.r+dac.g+dac.b)/3.0;
return (dac.a>0.5);
}
float dist = 2.0;
int idx = 0;
if ( cgapal == 1 )
{
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 )
{
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 )
{
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 )
{
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 )
{
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 )
{
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 )
{
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
{
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;
}
/* Fuzzy */
float4 PS_Grain( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !ne )
return res;
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 )
res.rgb += nt*ni;
else if ( nb == 2 )
{
res.r = (res.r<0.5)?(2.0*res.r*(0.5+(nt.r*ni)))
:(1.0-2.0*(1.0-res.r)*(1.0-((0.5+(nt.r*ni)))));
res.g = (res.g<0.5)?(2.0*res.g*(0.5+(nt.g*ni)))
:(1.0-2.0*(1.0-res.g)*(1.0-((0.5+(nt.g*ni)))));
res.b = (res.b<0.5)?(2.0*res.b*(0.5+(nt.b*ni)))
:(1.0-2.0*(1.0-res.b)*(1.0-((0.5+(nt.b*ni)))));
}
else 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);
res.r = (res.r>0.5)?(2.0*res.r*(0.5+(nn.r*ni)))
:(1.0-2.0*(1.0-res.r)*(1.0-((0.5+(nn.r*ni)))));
res.g = (res.g>0.5)?(2.0*res.g*(0.5+(nn.g*ni)))
:(1.0-2.0*(1.0-res.g)*(1.0-((0.5+(nn.g*ni)))));
res.b = (res.b>0.5)?(2.0*res.b*(0.5+(nn.b*ni)))
:(1.0-2.0*(1.0-res.b)*(1.0-((0.5+(nn.b*ni)))));
}
else
res.rgb = lerp(res.rgb,nt,ni);
return res;
}
/* Curveshit */
float4 PS_Curve( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !usecurve )
return res;
float3 eta = float3(1+chromaab*0.09,1+chromaab*0.06,1+chromaab*0.03);
float2 center = float2(coord.x-0.5,coord.y-0.5);
float zfact = 100.0/lenszoom;
float r2 = center.x*center.x+center.y*center.y;
float f = 0;
if( lensdistc == 0.0)
f = 1+r2*lensdist;
else
f = 1+r2*(lensdist+lensdistc*sqrt(r2));
float x = f*zfact*center.x+0.5;
float y = f*zfact*center.y+0.5;
float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5;
float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5;
float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5;
float4 idist = float4(tex2D(SamplerColor,rcoord).r,
tex2D(SamplerColor,gcoord).g,
tex2D(SamplerColor,bcoord).b,1.0);
if ( lensclamp )
{
if ( (rcoord.x < 0.0) || (rcoord.x >= 1.0) )
idist.r *= 0.0;
if ( (rcoord.y < 0.0) || (rcoord.y >= 1.0) )
idist.r *= 0.0;
if ( (gcoord.x < 0.0) || (gcoord.x >= 1.0) )
idist.g *= 0.0;
if ( (gcoord.y < 0.0) || (gcoord.y >= 1.0) )
idist.g *= 0.0;
if ( (bcoord.x < 0.0) || (bcoord.x >= 1.0) )
idist.b *= 0.0;
if ( (bcoord.y < 0.0) || (bcoord.y >= 1.0) )
idist.b *= 0.0;
}
res.rgb = idist.rgb;
res.a = 1.0;
return res;
}
/* 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;
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;
}
float2 ncoord = coord;
ncoord = (coord-float2(0.5,0.5))+float2(0.5,0.5);
ncoord = floor(ncoord*bresl)/bresl;
if ( bresx <= 0 || bresy <= 0 )
ncoord = coord;
tcol = tex2D(SamplerColor,ncoord);
if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 )
tcol *= 0;
if ( paltype == 0 )
res = ReduceCGA(tcol,coord*bresl);
else if ( paltype == 1 )
res = ReduceEGA(tcol,coord*bresl);
else if ( paltype == 2 )
res = ReduceRGB2(tcol,coord*bresl);
else if ( paltype == 3 )
res = ReduceRGB323(tcol,coord*bresl);
else if ( paltype == 4 )
res = ReduceRGB4(tcol,coord*bresl);
else if ( paltype == 5 )
res = ReduceRGB565(tcol,coord*bresl);
else if ( paltype == 6 )
res = ReduceRGB6(tcol,coord*bresl);
else
res = tcol;
res.a = 1.0;
return res;
}
technique PostProcess
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Grain();
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_Curve();
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_Retro();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
/*
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).
*/
#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;
}
/* helpers */
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
/* prepass */
float4 ReducePrepass( in float4 col, in float2 coord )
{
float3 hsv = rgb2hsv(col);
hsv.y *= bsaturation;
hsv.z = pow(hsv.z,bgamma);
col.rgb = hsv2rgb(saturate(hsv));
if ( dither == 0 )
col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 1 )
col += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 2 )
col += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
else if ( dither == 3 )
col += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
else if ( dither == 4 )
col += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
col = saturate(col);
return col;
}
float4 ReduceCGA( in float4 color, in float2 coord )
{
float4 dac = ReducePrepass(color,coord);
if ( cgapal == 0 )
{
dac.a = (dac.r+dac.g+dac.b)/3.0;
return (dac.a>0.5);
}
float dist = 2.0;
int idx = 0;
if ( cgapal == 1 )
{
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 )
{
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 )
{
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 )
{
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 )
{
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 )
{
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 )
{
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
{
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;
}
/* 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 )
{
float3 tcol = res;
tcol.r = (tcol.r<0.5)?(2.0*tcol.r*(0.5+(nt.r*ni)))
:(1.0-2.0*(1.0-tcol.r)*(1.0-((0.5+(nt.r*ni)))));
tcol.g = (tcol.g<0.5)?(2.0*tcol.g*(0.5+(nt.g*ni)))
:(1.0-2.0*(1.0-tcol.g)*(1.0-((0.5+(nt.g*ni)))));
tcol.b = (tcol.b<0.5)?(2.0*tcol.b*(0.5+(nt.b*ni)))
:(1.0-2.0*(1.0-tcol.b)*(1.0-((0.5+(nt.b*ni)))));
return tcol;
}
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);
float3 tcol = res;
tcol.r = (tcol.r>0.5)?(2.0*tcol.r*(0.5+(nn.r*ni)))
:(1.0-2.0*(1.0-tcol.r)*(1.0-((0.5+(nn.r*ni)))));
tcol.g = (tcol.g>0.5)?(2.0*tcol.g*(0.5+(nn.g*ni)))
:(1.0-2.0*(1.0-tcol.g)*(1.0-((0.5+(nn.g*ni)))));
tcol.b = (tcol.b>0.5)?(2.0*tcol.b*(0.5+(nn.b*ni)))
:(1.0-2.0*(1.0-tcol.b)*(1.0-((0.5+(nn.b*ni)))));
return tcol;
}
return lerp(res,nt,ni);
}
/* CINEMATIC!!! */
float4 PS_PoopyFilm( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
if ( dkenable ) res.rgb = Vignette(res.rgb,coord);
if ( boxenable ) res.rgb = Letterbox(res.rgb,coord);
res.a = 1.0;
return res;
}
/* REVOLUTIONARY ULTRA-AWESOME FILTER */
float4 PS_Aberration( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !usecurve ) return res;
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(SamplerColor,rc).r,tex2D(SamplerColor,gc).g,
tex2D(SamplerColor,bc).b);
res.rgb = ab;
res.a = 1.0;
return res;
}
/* 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;
}
technique PostProcess
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Aberration();
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_PoopyFilm();
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_Retro();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

View file

@ -1,200 +1,202 @@
/*
menbextrainternals.fx : MariENB extra internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/*
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;
float4 Timer;
/* samplers and textures */
texture2D texColor;
texture2D texNoise2
<
string ResourceName = "menbnoise1.png";
>;
texture2D texNoise3
<
string ResourceName = "menbnoise2.png";
>;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Mirror;
AddressV = Mirror;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise2 = sampler_state
{
Texture = <texNoise2>;
MinFilter = LINEAR;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
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 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
/*
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;
float4 Timer;
float ENightDayFactor;
float EInteriorFactor;
/* samplers and textures */
texture2D texColor;
texture2D texNoise2
<
string ResourceName = "menbnoise1.png";
>;
texture2D texNoise3
<
string ResourceName = "menbnoise2.png";
>;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Mirror;
AddressV = Mirror;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise2 = sampler_state
{
Texture = <texNoise2>;
MinFilter = LINEAR;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
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 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

View file

@ -1,286 +1,345 @@
/*
menbextrasettings.fx : MariENB extra user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* film grain */
bool ne
<
string UIName = "UseGrain";
string UIWidget = "Checkbox";
> = {false};
/* speed of grain */
float nf
<
string UIName = "GrainFrequency";
string UIWidget = "Spinner";
> = {0.25};
/* intensity of grain */
float ni
<
string UIName = "GrainIntensity";
string UIWidget = "Spinner";
> = {0.15};
/* 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";
> = {false};
/*
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;
> = {0};
/* dark mask blend mode contrast for mask image */
float bnp
<
string UIName = "GrainDarkMaskPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* 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;
> = {4.33};
/* 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";
> = {0.07};
/* zoom factor for curve lens (50.0 = no zoom) */
float lenszoom
<
string UIName = "CurveLensZoom";
string UIWidget = "Spinner";
> = {50.25};
/* distortion factors for lens */
float lensdist
<
string UIName = "CurveLensDistortion";
string UIWidget = "Spinner";
> = {0.0};
float lensdistc
<
string UIName = "CurveLensDistortionCubic";
string UIWidget = "Spinner";
> = {0.0};
/* clamp borders of lens with black */
bool lensclamp
<
string UIName = "CurveLensClamp";
string UIWidget = "Checkbox";
> = {true};
/* 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};
/*
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;
> = {2};
/*
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 modifiers for base color, lower values raise midtones and viceversa */
float bgammar
<
string UIName = "GammaModR";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.65};
float bgammag
<
string UIName = "GammaModG";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.65};
float bgammab
<
string UIName = "GammaModB";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.65};
/* 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;
> = {0.3};
/* saturation modifiers for base color, helps with limited palettes */
float bsaturationr
<
string UIName = "SaturationModR";
string UIWidget = "Spinner";
> = {1.0};
float bsaturationg
<
string UIName = "SaturationModG";
string UIWidget = "Spinner";
> = {1.0};
float bsaturationb
<
string UIName = "SaturationModB";
string UIWidget = "Spinner";
> = {1.0};
/*
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).
*/
/* 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;
> = {1.0};
float dkcurve_d
<
string UIName = "DarkCurveDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dkcurve_in
<
string UIName = "DarkCurveInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dkcurve_id
<
string UIName = "DarkCurveInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* bump of darkening */
float dkbump_n
<
string UIName = "DarkBumpNight";
string UIWidget = "Spinner";
> = {-1.0};
float dkbump_d
<
string UIName = "DarkBumpDay";
string UIWidget = "Spinner";
> = {-1.0};
float dkbump_in
<
string UIName = "DarkBumpInteriorNight";
string UIWidget = "Spinner";
> = {-1.0};
float dkbump_id
<
string UIName = "DarkBumpInteriorDay";
string UIWidget = "Spinner";
> = {-1.0};
/* 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;
> = {0.80};
/* 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;
> = {1.0};
/* 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;
> = {2.5};
/* 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};
/* 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;
> = {2};
/*
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;
> = {0.65};
/* 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;
> = {0.3};
/* saturation modifier for base color, helps with limited palettes */
float bsaturation
<
string UIName = "SaturationMod";
string UIWidget = "Spinner";
> = {1.0};

View file

@ -1,459 +1,519 @@
/*
menbprepassfilters.fx : MariENB prepass shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
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;
}
/*
Whoever wrote this shit deserves to die a slow, painful death for
commiting a crime against good programming. I'm leaving the algorithm
itself unaltered so you can see for yourself just how fucking disgusting it
is (yes, it says "linearlize").
*/
float linearlizeDepth( float nonlinearDepth )
{
float2 dofProj = float2(0.0509804,3098.0392);
float2 dofDist = float2(0.0,0.0509804);
float4 depth = nonlinearDepth;
depth.y = -dofProj.x+dofProj.y;
depth.y = 1.0/depth.y;
depth.z = depth.y*dofProj.y;
depth.z = depth.z*-dofProj.x;
depth.x = dofProj.y*-depth.y+depth.x;
depth.x = 1.0/depth.x;
depth.y = depth.z*depth.x;
depth.x = depth.z*depth.x-dofDist.y;
depth.x += dofDist.x*-0.5;
depth.x = max(depth.x,0.0);
return depth.x;
}
#define depthlinear(x) linearlizeDepth(tex2D(SamplerDepth,x).r)
/* New and improved edge detection, generally useful for contour shading */
float4 PS_Edge( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( noedge )
return tex2D(SamplerColor,coord);
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 mdx, mdy, mud;
/* this reduces texture fetches by half, big difference */
float3x3 depths;
depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
depths[1][0] = depthlinear(coord+float2(0,-1)*bof);
depths[2][0] = depthlinear(coord+float2(1,-1)*bof);
depths[0][1] = depthlinear(coord+float2(-1,0)*bof);
depths[1][1] = depthlinear(coord);
depths[2][1] = depthlinear(coord+float2(1,0)*bof);
depths[0][2] = depthlinear(coord+float2(-1,1)*bof);
depths[1][2] = depthlinear(coord+float2(0,1)*bof);
depths[2][2] = depthlinear(coord+float2(1,1)*bof);
mdx = GX[0][0]*depths[0][0];
mdx += GX[1][0]*depths[1][0];
mdx += GX[2][0]*depths[2][0];
mdx += GX[0][1]*depths[0][1];
mdx += GX[1][1]*depths[1][1];
mdx += GX[2][1]*depths[2][1];
mdx += GX[0][2]*depths[0][2];
mdx += GX[1][2]*depths[1][2];
mdx += GX[2][2]*depths[2][2];
mdy = GY[0][0]*depths[0][0];
mdy += GY[1][0]*depths[1][0];
mdy += GY[2][0]*depths[2][0];
mdy += GY[0][1]*depths[0][1];
mdy += GY[1][1]*depths[1][1];
mdy += GY[2][1]*depths[2][1];
mdy += GY[0][2]*depths[0][2];
mdy += GY[1][2]*depths[1][2];
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);
float4 res = tex2D(SamplerColor,coord);
if ( edgeview )
res.rgb = mud;
else
res.rgb -= mud;
res.a = 1.0;
return saturate(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_SSAO( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !ssaoenable )
return res;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) )
bresl = float2(fixedx,fixedy);
else
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float depth = tex2D(SamplerDepth,coord).x;
float3 normal = pseudonormal(depth,coord);
float2 nc = coord*(bresl/256.0);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
float3 rnormal = tex2D(SamplerNoise3,nc).xyz*2.0-1.0;
normal = normalize(normal+rnormal*ssaonoise);
float occ = 0.0;
int i;
float ldepth = depthlinear(coord);
for ( i=0; i<16; i++ )
{
float3 sample = reflect(ssao_samples[i],normal);
float sampledepth = depthlinear(coord+sample.xy*bof);
float diff = sampledepth-ldepth;
if ( ldepth < sampledepth )
occ += 1.0/(1.0+pow(diff,2));
}
float uocc = saturate(1.0-occ/16.0);
float fade = 1.0-depth;
uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult);
uocc = saturate(pow(uocc,ssaopow)*ssaomult);
if ( depth >= 0.999999 )
uocc = 0.0;
if ( ssaodebug == 1 )
return saturate(1.0-(uocc*ssaoblend));
if ( ssaodebug == 2 )
return (float4(normal.x,normal.y,normal.z,1.0)+1.0)*0.5;
res.a = saturate(1.0-(uocc*ssaoblend));
return res;
}
float4 PS_SSAO_Post( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !ssaoenable )
return res;
if ( !ssaobenable || (ssaodebug == 2) )
return res*res.a;
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);
res.a = gauss7[3][3]*tex2D(SamplerColor,coord+float2(-3,-3)*bof).a;
res.a += gauss7[2][3]*tex2D(SamplerColor,coord+float2(-2,-3)*bof).a;
res.a += gauss7[1][3]*tex2D(SamplerColor,coord+float2(-1,-3)*bof).a;
res.a += gauss7[0][3]*tex2D(SamplerColor,coord+float2(0,-3)*bof).a;
res.a += gauss7[1][3]*tex2D(SamplerColor,coord+float2(1,-3)*bof).a;
res.a += gauss7[2][3]*tex2D(SamplerColor,coord+float2(2,-3)*bof).a;
res.a += gauss7[3][3]*tex2D(SamplerColor,coord+float2(3,-3)*bof).a;
res.a += gauss7[3][2]*tex2D(SamplerColor,coord+float2(-3,-2)*bof).a;
res.a += gauss7[2][2]*tex2D(SamplerColor,coord+float2(-2,-2)*bof).a;
res.a += gauss7[1][2]*tex2D(SamplerColor,coord+float2(-1,-2)*bof).a;
res.a += gauss7[0][2]*tex2D(SamplerColor,coord+float2(0,-2)*bof).a;
res.a += gauss7[1][2]*tex2D(SamplerColor,coord+float2(1,-2)*bof).a;
res.a += gauss7[2][2]*tex2D(SamplerColor,coord+float2(2,-2)*bof).a;
res.a += gauss7[3][2]*tex2D(SamplerColor,coord+float2(3,-2)*bof).a;
res.a += gauss7[3][1]*tex2D(SamplerColor,coord+float2(-3,-1)*bof).a;
res.a += gauss7[2][1]*tex2D(SamplerColor,coord+float2(-2,-1)*bof).a;
res.a += gauss7[1][1]*tex2D(SamplerColor,coord+float2(-1,-1)*bof).a;
res.a += gauss7[0][1]*tex2D(SamplerColor,coord+float2(0,-1)*bof).a;
res.a += gauss7[1][1]*tex2D(SamplerColor,coord+float2(1,-1)*bof).a;
res.a += gauss7[2][1]*tex2D(SamplerColor,coord+float2(2,-1)*bof).a;
res.a += gauss7[3][1]*tex2D(SamplerColor,coord+float2(3,-1)*bof).a;
res.a += gauss7[3][0]*tex2D(SamplerColor,coord+float2(-3,0)*bof).a;
res.a += gauss7[2][0]*tex2D(SamplerColor,coord+float2(-2,0)*bof).a;
res.a += gauss7[1][0]*tex2D(SamplerColor,coord+float2(-1,0)*bof).a;
res.a += gauss7[0][0]*tex2D(SamplerColor,coord+float2(0,0)*bof).a;
res.a += gauss7[1][0]*tex2D(SamplerColor,coord+float2(1,0)*bof).a;
res.a += gauss7[2][0]*tex2D(SamplerColor,coord+float2(2,0)*bof).a;
res.a += gauss7[3][0]*tex2D(SamplerColor,coord+float2(3,0)*bof).a;
res.a += gauss7[3][1]*tex2D(SamplerColor,coord+float2(-3,1)*bof).a;
res.a += gauss7[2][1]*tex2D(SamplerColor,coord+float2(-2,1)*bof).a;
res.a += gauss7[1][1]*tex2D(SamplerColor,coord+float2(-1,1)*bof).a;
res.a += gauss7[0][1]*tex2D(SamplerColor,coord+float2(0,1)*bof).a;
res.a += gauss7[1][1]*tex2D(SamplerColor,coord+float2(1,1)*bof).a;
res.a += gauss7[2][1]*tex2D(SamplerColor,coord+float2(2,1)*bof).a;
res.a += gauss7[3][1]*tex2D(SamplerColor,coord+float2(3,1)*bof).a;
res.a += gauss7[3][2]*tex2D(SamplerColor,coord+float2(-3,2)*bof).a;
res.a += gauss7[2][2]*tex2D(SamplerColor,coord+float2(-2,2)*bof).a;
res.a += gauss7[1][2]*tex2D(SamplerColor,coord+float2(-1,2)*bof).a;
res.a += gauss7[0][2]*tex2D(SamplerColor,coord+float2(0,2)*bof).a;
res.a += gauss7[1][2]*tex2D(SamplerColor,coord+float2(1,2)*bof).a;
res.a += gauss7[2][2]*tex2D(SamplerColor,coord+float2(2,2)*bof).a;
res.a += gauss7[3][2]*tex2D(SamplerColor,coord+float2(3,2)*bof).a;
if ( ssaodebug == 1 )
return res.a;
res *= res.a;
return res;
}
/* Focus */
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
{
if ( dofdisable )
return 0.0;
float tod = ENightDayFactor;
float ind = EInteriorFactor;
float focusmax = lerp(lerp(focusmax_n,focusmax_d,tod),lerp(focusmax_in,
focusmax_id,tod),ind);
float cfocus = min(tex2D(SamplerDepth,0.5),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 step = (1.0/3.0);
float mfocus;
float2 coord;
float2 bof = float2(1.0,ScreenSize.w)*focusradius*0.001;
/* unrolled this too... *sigh* */
coord.x = 0.5+sin(0.0)*bof.x;
coord.y = 0.5+cos(0.0)*bof.y;
mfocus = step*min(tex2D(SamplerDepth,coord),focusmax*0.001);
coord.x = 0.5+sin(2.0*pi*step)*bof.x;
coord.y = 0.5+cos(2.0*pi*step)*bof.y;
mfocus += step*min(tex2D(SamplerDepth,coord),focusmax*0.001);
coord.x = 0.5+sin(4.0*pi*step)*bof.x;
coord.y = 0.5+cos(4.0*pi*step)*bof.y;
mfocus += step*min(tex2D(SamplerDepth,coord),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_DoF( VS_OUTPUT_POST IN, float2 vPos : VPOS, uniform int p ) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable || (!doftwopass && (p != 0)) )
return tex2D(SamplerColor,coord);
float tod = ENightDayFactor;
float ind = EInteriorFactor;
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;
if ( dofsmooth )
{
dep = gauss3[1][1]*tex2D(SamplerDepth,coord+float2(-1,-1)*bof);
dep += gauss3[0][1]*tex2D(SamplerDepth,coord+float2(0,-1)*bof);
dep += gauss3[1][1]*tex2D(SamplerDepth,coord+float2(1,-1)*bof);
dep += gauss3[1][0]*tex2D(SamplerDepth,coord+float2(-1,0)*bof);
dep += gauss3[0][0]*tex2D(SamplerDepth,coord+float2(0,0)*bof);
dep += gauss3[1][0]*tex2D(SamplerDepth,coord+float2(1,0)*bof);
dep += gauss3[1][1]*tex2D(SamplerDepth,coord+float2(-1,1)*bof);
dep += gauss3[0][1]*tex2D(SamplerDepth,coord+float2(0,1)*bof);
dep += gauss3[1][1]*tex2D(SamplerDepth,coord+float2(1,1)*bof);
}
else
dep = tex2D(SamplerDepth,coord);
float foc = tex2D(SamplerFocus,coord).x;
float dfc = abs(dep-foc);
float dff = abs(dep);
float dfu = dff;
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);
if ( dofcutoff && (dep >= 0.999999) )
dfc = 0.0;
dfc = saturate(dfc);
/* aaand another unrolled loop */
float4 res;
bof *= pow(2,p);
res = gauss5[2][2]*tex2D(SamplerColor,coord+float2(-2,-2)*bof*dfc);
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(-1,-2)*bof*dfc);
res += gauss5[0][2]*tex2D(SamplerColor,coord+float2(0,-2)*bof*dfc);
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(1,-2)*bof*dfc);
res += gauss5[2][2]*tex2D(SamplerColor,coord+float2(2,-2)*bof*dfc);
res += gauss5[2][1]*tex2D(SamplerColor,coord+float2(-2,-1)*bof*dfc);
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(-1,-1)*bof*dfc);
res += gauss5[0][1]*tex2D(SamplerColor,coord+float2(0,-1)*bof*dfc);
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(1,-1)*bof*dfc);
res += gauss5[2][1]*tex2D(SamplerColor,coord+float2(2,-1)*bof*dfc);
res += gauss5[2][0]*tex2D(SamplerColor,coord+float2(-2,0)*bof*dfc);
res += gauss5[1][0]*tex2D(SamplerColor,coord+float2(-1,0)*bof*dfc);
res += gauss5[0][0]*tex2D(SamplerColor,coord+float2(0,0)*bof*dfc);
res += gauss5[1][0]*tex2D(SamplerColor,coord+float2(1,0)*bof*dfc);
res += gauss5[2][0]*tex2D(SamplerColor,coord+float2(2,0)*bof*dfc);
res += gauss5[2][1]*tex2D(SamplerColor,coord+float2(-2,1)*bof*dfc);
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(-1,1)*bof*dfc);
res += gauss5[0][1]*tex2D(SamplerColor,coord+float2(0,1)*bof*dfc);
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(1,1)*bof*dfc);
res += gauss5[2][1]*tex2D(SamplerColor,coord+float2(2,1)*bof*dfc);
res += gauss5[2][2]*tex2D(SamplerColor,coord+float2(-2,2)*bof*dfc);
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(-1,2)*bof*dfc);
res += gauss5[0][2]*tex2D(SamplerColor,coord+float2(0,2)*bof*dfc);
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(1,2)*bof*dfc);
res += gauss5[2][2]*tex2D(SamplerColor,coord+float2(2,2)*bof*dfc);
if ( dofdebug == 1 )
return dfc;
else if ( dofdebug == 2 )
return tex2D(SamplerDepth,coord);
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_Edge();
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_SSAO();
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_SSAO_Post();
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_DoF(0);
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_DoF(1);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
/*
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;
}
/* 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;
int i, j;
for ( i=-1; i<=1; i++ ) for ( j=-1; j<=1; j++ )
depths[i+1][j+1] = depthlinear(coord+float2(i,j)*bof);
for ( i=0; i<=2; i++ ) for ( j=0; j<=2; j++ )
mdx += GX[i][j]*depths[i][j];
for ( i=0; i<=2; i++ ) for ( j=0; j<=2; j++ )
mdy += GY[i][j]*depths[i][j];
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 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);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
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;
int maxsmp;
if ( ssaohq ) maxsmp = 64;
else maxsmp = 16;
for ( i=0; i<maxsmp; i++ )
{
if ( ssaohq ) sample = reflect(ssao_hq[i],normal);
else sample = reflect(ssao_lq[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/float(maxsmp*2));
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;
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;
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;
float focusmax = lerp(lerp(focusmax_n,focusmax_d,tod),lerp(focusmax_in,
focusmax_id,tod),ind);
float cfocus = min(tex2D(SamplerDepth,0.5).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 step = (1.0/3.0);
float mfocus;
float2 coord;
float2 bof = float2(1.0,ScreenSize.w)*focusradius*0.001;
coord.x = 0.5+sin(0.0)*bof.x;
coord.y = 0.5+cos(0.0)*bof.y;
mfocus = step*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
coord.x = 0.5+sin(2.0*pi*step)*bof.x;
coord.y = 0.5+cos(2.0*pi*step)*bof.y;
mfocus += step*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
coord.x = 0.5+sin(4.0*pi*step)*bof.x;
coord.y = 0.5+cos(4.0*pi*step)*bof.y;
mfocus += step*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;
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
{
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;
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
{
for ( i=-7; i<=7; i++ )
res += gauss8[abs(i)]*tex2D(SamplerColor,coord
+float2(0,i)*bof*dfc);
}
res.a = 1.0;
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;
}
}

View file

@ -1,151 +1,184 @@
/*
menbprepassinternals.fx : MariENB prepass internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* 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 blur matrices */
static const float2x2 gauss3 =
{
0.16,0.12,
0.12,0.09
};
static const float3x3 gauss5 =
{
0.0865051903114,0.0692041522491,0.0346020761246,
0.0692041522491,0.0553633217993,0.0276816609,
0.0346020761246,0.0276816609,0.01384083045
};
static const float4x4 gauss7 =
{
0.0632507440209,0.0527089533508,0.0301194019147,0.011294775718,
0.0527089533508,0.0439241277923,0.0250995015956,0.00941231309835,
0.0301194019147,0.0250995015956,0.01434257234,0.00537846462763,
0.011294775718,0.00941231309835,0.00537846462763,0.00201692423536
};
/* SSAO sample sphere */
static const float3 ssao_samples[16] =
{
float3( 0.5381, 0.1856,-0.4319),float3( 0.1379, 0.2486, 0.4430),
float3( 0.3371, 0.5679,-0.0057),float3(-0.6999,-0.0451,-0.0019),
float3( 0.0689,-0.1598,-0.8547),float3( 0.0560, 0.0069,-0.1843),
float3(-0.0146, 0.1402, 0.0762),float3( 0.0100,-0.1924,-0.0344),
float3(-0.3577,-0.5301,-0.4358),float3(-0.3169, 0.1063, 0.0158),
float3( 0.0103,-0.5869, 0.0046),float3(-0.0897,-0.4940, 0.3287),
float3( 0.7119,-0.0154,-0.0918),float3(-0.0533, 0.0596,-0.5411),
float3( 0.0352,-0.0631, 0.5460),float3(-0.4776, 0.2847,-0.0271)
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float FadeFactor;
float4 Timer;
/* samplers and textures */
texture2D texColor;
texture2D texDepth;
texture2D texNoise3
<
string ResourceName = "menbnoise2.png";
>;
texture2D texFocus;
texture2D texCurr;
texture2D texPrev;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Mirror;
AddressV = Mirror;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerCurr = sampler_state
{
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
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;
};
/*
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_lq[16] =
{
float3( 0.0174, 0.0599, 0.0037),float3(-0.0470,-0.1116,-0.0310),
float3(-0.1375, 0.0369,-0.1220),float3(-0.0373,-0.1082, 0.2222),
float3( 0.0731, 0.1548,-0.2614),float3(-0.3485, 0.0200, 0.1369),
float3( 0.2177,-0.2827,-0.2531),float3(-0.3315,-0.2890, 0.2379),
float3( 0.1429,-0.5418, 0.0491),float3(-0.4260,-0.3304,-0.3162),
float3( 0.3721,-0.4619, 0.3477),float3(-0.4609,-0.0396,-0.5903),
float3(-0.6294, 0.1593,-0.4885),float3(-0.8068,-0.1182, 0.3173),
float3( 0.6586, 0.6182,-0.2510),float3( 0.2338,-0.9721, 0.0167)
};
static const float3 ssao_hq[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 texFocus;
texture2D texCurr;
texture2D texPrev;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerCurr = sampler_state
{
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
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;
};

View file

@ -1,411 +1,561 @@
/*
menbprepasssettings.fx : MariENB prepass user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "_FixedResolutionX";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
int fixedy
<
string UIName = "_FixedResolutionY";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
/* circle (triangle, actually) average focus */
bool focuscircle
<
string UIName = "FocusCircleEnable";
string UIWidget = "Checkbox";
> = {false};
/* radius of the focus point triangle */
float focusradius_n
<
string UIName = "FocusCircleRadiusNight";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_d
<
string UIName = "FocusCircleRadiusDay";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_in
<
string UIName = "FocusCircleRadiusInteriorNight";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_id
<
string UIName = "FocusCircleRadiusInteriorDay";
string UIWidget = "Spinner";
> = {12.5};
/* mix factor with sample at screen center */
float focusmix_n
<
string UIName = "FocusCircleMixNight";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_d
<
string UIName = "FocusCircleMixDay";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_in
<
string UIName = "FocusCircleMixInteriorNight";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_id
<
string UIName = "FocusCircleMixInteriorDay";
string UIWidget = "Spinner";
> = {0.25};
/* maximum focus depth */
float focusmax_n
<
string UIName = "FocusMaxNight";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_d
<
string UIName = "FocusMaxDay";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_in
<
string UIName = "FocusMaxInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_id
<
string UIName = "FocusMaxInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* dof filter */
/* dof multiplier (makes unfocused depths more blurry) */
float dofmult_n
<
string UIName = "DoFMultNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofmult_d
<
string UIName = "DoFMultDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofmult_in
<
string UIName = "DoFMultInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofmult_id
<
string UIName = "DoFMultInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* dof power (falloff, kinda) */
float dofpow_n
<
string UIName = "DoFPowNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpow_d
<
string UIName = "DoFPowDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpow_in
<
string UIName = "DoFPowInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpow_id
<
string UIName = "DoFPowInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* 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;
> = {1.0};
float doffixedunfocusmult_d
<
string UIName = "DoFFixedUnfocusedMultDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocusmult_in
<
string UIName = "DoFFixedUnfocusedMultInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocusmult_id
<
string UIName = "DoFFixedUnfocusedMultInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_n
<
string UIName = "DoFFixedUnfocusedPowNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_d
<
string UIName = "DoFFixedUnfocusedPowDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_in
<
string UIName = "DoFFixedUnfocusedPowInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_id
<
string UIName = "DoFFixedUnfocusedPowInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
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};
/* display dof factors per pixel, or just the whole depth buffer */
int dofdebug
<
string UIName = "DoFDebug";
string UIWidget = "Checkbox";
int UIMin = 0;
int UIMax = 2;
> = 0;
/* two-pass blur, makes you shortsighted */
bool doftwopass
<
string UIName = "DoFTwoPass";
string UIWidget = "Checkbox";
> = {false};
/* disable depth of field, in case you want just the contour filter */
bool dofdisable
<
string UIName = "DoFDisable";
string UIWidget = "Checkbox";
> = {false};
/* enable depth of field smoothing (3x3 gaussian blur, slight fps loss) */
bool dofsmooth
<
string UIName = "DoFSmoothing";
string UIWidget = "Checkbox";
> = {true};
/* enable depth of field sky cutoff (keeps sky sharp, but may look weird) */
bool dofcutoff
<
string UIName = "DoFCutoff";
string UIWidget = "Checkbox";
> = {false};
/* disable edge detect filters */
bool noedge
<
string UIName = "EdgeDisable";
string UIWidget = "Checkbox";
> = {true};
/* use "edge vision" instead of contour filter (just because it looks fancy) */
bool edgeview
<
string UIName = "EdgeView";
string UIWidget = "Checkbox";
> = {false};
/* factors */
float edgefadepow
<
string UIName = "EdgeFadePower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.6};
float edgefademult
<
string UIName = "EdgeFadeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {16.0};
float edgepow
<
string UIName = "EdgePower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float edgemult
<
string UIName = "EdgeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {32.0};
/* ssao filter */
bool ssaoenable
<
string UIName = "SSAOEnable";
string UIWidget = "Checkbox";
> = {false};
int ssaodebug
<
string UIName = "SSAODebug";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 2;
> = 0;
float ssaoradius
<
string UIName = "SSAORadius";
string UIWidget = "Spinner";
> = {1.0};
float ssaonoise
<
string UIName = "SSAONoise";
string UIWidget = "Spinner";
> = {0.5};
float ssaofadepow
<
string UIName = "SSAOFadePower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float ssaofademult
<
string UIName = "SSAOFadeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {15.0};
float ssaomult
<
string UIName = "SSAOMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaopow
<
string UIName = "SSAOPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaoblend
<
string UIName = "SSAOBlend";
string UIWidget = "Spinner";
> = {1.0};
bool ssaobenable
<
string UIName = "SSAOBlurEnable";
string UIWidget = "Spinner";
> = {true};
/*
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};
/* circle (triangle, actually) average focus */
bool focuscircle
<
string UIName = "FocusCircleEnable";
string UIWidget = "Checkbox";
> = {true};
/* radius of the focus point triangle */
float focusradius_n
<
string UIName = "FocusCircleRadiusNight";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_d
<
string UIName = "FocusCircleRadiusDay";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_in
<
string UIName = "FocusCircleRadiusInteriorNight";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_id
<
string UIName = "FocusCircleRadiusInteriorDay";
string UIWidget = "Spinner";
> = {12.5};
/* mix factor with sample at screen center */
float focusmix_n
<
string UIName = "FocusCircleMixNight";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_d
<
string UIName = "FocusCircleMixDay";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_in
<
string UIName = "FocusCircleMixInteriorNight";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_id
<
string UIName = "FocusCircleMixInteriorDay";
string UIWidget = "Spinner";
> = {0.25};
/* maximum focus depth */
float focusmax_n
<
string UIName = "FocusMaxNight";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_d
<
string UIName = "FocusMaxDay";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_in
<
string UIName = "FocusMaxInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_id
<
string UIName = "FocusMaxInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* dof filter */
/* dof multiplier (makes unfocused depths more blurry) */
float dofmult_n
<
string UIName = "DoFMultNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float dofmult_d
<
string UIName = "DoFMultDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float dofmult_in
<
string UIName = "DoFMultInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float dofmult_id
<
string UIName = "DoFMultInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
/* 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;
> = {1.0};
float doffixedunfocusmult_d
<
string UIName = "DoFFixedUnfocusedMultDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocusmult_in
<
string UIName = "DoFFixedUnfocusedMultInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocusmult_id
<
string UIName = "DoFFixedUnfocusedMultInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
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";
> = {5.0};
float dofbradius
<
string UIName = "DoFBlurRadius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
bool dofrelfov
<
string UIName = "DoFRelativeToFoV";
string UIWidget = "Checkbox";
> = {false};
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";
> = {0.0};
float relfovfactor_d
<
string UIName = "DoFRelativeFactorDay";
string UIWidget = "Spinner";
> = {0.0};
float relfovfactor_in
<
string UIName = "DoFRelativeFactorInteriorNight";
string UIWidget = "Spinner";
> = {0.0};
float relfovfactor_id
<
string UIName = "DoFRelativeFactorInteriorDay";
string UIWidget = "Spinner";
> = {0.0};
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;
> = {1.5};
float edgefadepow_d
<
string UIName = "EdgeFadePowerDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float edgefadepow_in
<
string UIName = "EdgeFadePowerInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float edgefadepow_id
<
string UIName = "EdgeFadePowerInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float edgefademult_n
<
string UIName = "EdgeFadeMultiplierNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {5000.0};
float edgefademult_d
<
string UIName = "EdgeFadeMultiplierDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {5000.0};
float edgefademult_in
<
string UIName = "EdgeFadeMultiplierInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {5000.0};
float edgefademult_id
<
string UIName = "EdgeFadeMultiplierInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {5000.0};
float edgepow
<
string UIName = "EdgePower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float edgemult
<
string UIName = "EdgeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
/* ssao filter */
bool ssaoenable
<
string UIName = "SSAOEnable";
string UIWidget = "Checkbox";
> = {false};
float ssaoradius
<
string UIName = "SSAORadius";
string UIWidget = "Spinner";
> = {128.0};
float ssaonoise
<
string UIName = "SSAONoise";
string UIWidget = "Spinner";
> = {1.0};
float ssaofadepow_n
<
string UIName = "SSAOFadePowerNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float ssaofadepow_d
<
string UIName = "SSAOFadePowerDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float ssaofadepow_in
<
string UIName = "SSAOFadePowerInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float ssaofadepow_id
<
string UIName = "SSAOFadePowerInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float ssaofademult_n
<
string UIName = "SSAOFadeMultiplierNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {15000.0};
float ssaofademult_d
<
string UIName = "SSAOFadeMultiplierDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {15000.0};
float ssaofademult_in
<
string UIName = "SSAOFadeMultiplierInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {15000.0};
float ssaofademult_id
<
string UIName = "SSAOFadeMultiplierInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {15000.0};
float ssaomult
<
string UIName = "SSAOMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaopow
<
string UIName = "SSAOPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.5};
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";
> = {800000.0};
float ssaocfact
<
string UIName = "SSAOClampFactor";
string UIWidget = "Spinner";
> = {0.5};
float ssaobradius
<
string UIName = "SSAOBlurRadius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
bool ssaohq
<
string UIName = "SSAOHighQualitySampling";
string UIWidget = "Checkbox";
> = {false};
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;
> = {1.0};
float sharpclamp
<
string UIName = "SharpenClamp";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float sharpblend
<
string UIName = "SharpenBlending";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};