Alpha 6 for Fallout 3
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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|
||||
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>.
|
||||
|
|
@ -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"
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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
BIN
enbseries/menbcgafont.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.9 KiB |
162
enbseries/menbdrawutil.fx
Normal file
162
enbseries/menbdrawutil.fx
Normal 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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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};
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
@ -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;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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};
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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};
|
||||
Reference in a new issue