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Alpha 6 for Fallout 3

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

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into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

View file

@ -1,12 +1,12 @@
/* /*
effect.txt : MariENB extra shader. effect.txt : MariENB extra shader.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* do not touch this! */ /* do not touch this! */
#define E_SHADER_3_0 #define E_SHADER_3_0
/* separate for easier maintenance */ /* separate for easier maintenance */
#include "menbextrasettings.fx" #include "menbextrasettings.fx"
#include "menbextrainternals.fx" #include "menbextrainternals.fx"
#include "menbextrafilters.fx" #include "menbextrafilters.fx"

View file

@ -1,60 +1,62 @@
[EFFECT.TXT] [EFFECT.TXT]
TECHNIQUE=0 TECHNIQUE=0
UseBlockGFX=false UseBlockGFX=false
EmulatedResX=0.0 EmulatedResX=960.0
EmulatedResY=0.0 EmulatedResY=540.0
PaletteType=2 PaletteType=2
CGAPalette=1 CGAPalette=1
EGAPalette=0 EGAPalette=1
DitherMode=4 DitherMode=4
GammaMod=0.8 GammaMod=0.65
DitherBump=0.0 DitherBump=-0.1
DitherMultiplier=0.25 DitherMultiplier=0.25
SaturationMod=1.0 SaturationMod=1.5
UseCurve=false UseCurve=false
CurveChromaAberration=0.1 CurveChromaAberration=0.05
CurveLensZoom=50.249985 CurveLensZoom=50.249985
CurveLensDistortion=0.0 CurveLensDistortion=0.0
CurveLensDistortionCubic=0.0 CurveLensDistortionCubic=0.0
CurveLensClamp=true CurveLensClamp=true
UseGrain=true UseGrain=true
GrainFrequency=2500.0 GrainFrequency=2500.0
GrainIntensity=0.04 GrainIntensity=0.05
GrainSaturation=0.0 GrainSaturation=0.0
GrainTwoPass=true GrainTwoPass=true
GrainBlend=3 GrainBlend=3
GrainTwoPassFactor=0.04 GrainTwoPassFactor=0.05
GrainMagnification1=13.25 GrainMagnification1=9.5
GrainMagnification2=19.639999 GrainMagnification2=11.45
GrainMagnification3=17.35 GrainMagnification3=11.4
GrainPass1Magnification1=2.05 GrainPass1Magnification1=3.1
GrainPass1Magnification2=3.11 GrainPass1Magnification2=3.8
GrainPass1Magnification3=2.22 GrainPass1Magnification3=3.65
GrainPass2Magnification1=4.25 GrainPass2Magnification1=5.6
GrainPass2Magnification2=0.42 GrainPass2Magnification2=0.5
GrainPass2Magnification3=6.29 GrainPass2Magnification3=3.0
GrainPower=3.81 GrainPower=4.0
GammaModR=0.75 GammaModR=0.75
GammaModG=0.75 GammaModG=0.75
GammaModB=0.75 GammaModB=0.75
SaturationModR=1.2 SaturationModR=1.2
SaturationModG=1.2 SaturationModG=1.2
SaturationModB=1.2 SaturationModB=1.2
GrainDarkMaskPower=2.46 GrainDarkMaskPower=2.0
GrainDarkMaskMultiplier=1.0 GrainDarkMaskMultiplier=1.0
UseNVGrain=false
UseNVCurve=false
UseDark=false UseDark=false
DarkRadiusNight=0.24 DarkRadiusNight=0.25
DarkRadiusDay=0.13 DarkRadiusDay=0.15
DarkRadiusInteriorNight=0.21 DarkRadiusInteriorNight=0.3
DarkRadiusInteriorDay=0.19 DarkRadiusInteriorDay=0.2
DarkCurveNight=1.08 DarkCurveNight=1.1
DarkCurveDay=1.25 DarkCurveDay=1.2
DarkCurveInteriorNight=1.11 DarkCurveInteriorNight=1.15
DarkCurveInteriorDay=1.28 DarkCurveInteriorDay=1.2
DarkBumpNight=-0.74 DarkBumpNight=-0.85
DarkBumpDay=-0.82 DarkBumpDay=-0.95
DarkBumpInteriorNight=-0.78 DarkBumpInteriorNight=-0.8
DarkBumpInteriorDay=-0.92 DarkBumpInteriorDay=-0.9
UseBox=false UseBox=false
BoxVertical=0.8 BoxVertical=0.8
BoxSoften=0.01 BoxSoften=0.01

View file

@ -1,12 +1,12 @@
/* /*
enbbloom.fx : MariENB bloom filter. enbbloom.fx : MariENB bloom filter.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* do not touch this! */ /* do not touch this! */
#define E_SHADER_3_0 #define E_SHADER_3_0
/* separate for easier maintenance */ /* separate for easier maintenance */
#include "menbbloomsettings.fx" #include "menbbloomsettings.fx"
#include "menbbloominternals.fx" #include "menbbloominternals.fx"
#include "menbbloomfilters.fx" #include "menbbloomfilters.fx"

View file

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

View file

@ -1,12 +1,12 @@
/* /*
enbeffect.fx : MariENB base shader. enbeffect.fx : MariENB base shader.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* do not touch this! */ /* do not touch this! */
#define E_SHADER_3_0 #define E_SHADER_3_0
/* separate for easier maintenance */ /* separate for easier maintenance */
#include "menbeffectsettings.fx" #include "menbeffectsettings.fx"
#include "menbeffectinternals.fx" #include "menbeffectinternals.fx"
#include "menbeffectfilters.fx" #include "menbeffectfilters.fx"

View file

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

View file

@ -1,12 +1,12 @@
/* /*
enbeffectprepass.fx : MariENB pre-pass filters. enbeffectprepass.fx : MariENB pre-pass filters.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* do not touch this! */ /* do not touch this! */
#define E_SHADER_3_0 #define E_SHADER_3_0
/* separate for easier maintenance */ /* separate for easier maintenance */
#include "menbprepasssettings.fx" #include "menbprepasssettings.fx"
#include "menbprepassinternals.fx" #include "menbprepassinternals.fx"
#include "menbprepassfilters.fx" #include "menbprepassfilters.fx"

View file

@ -1,14 +1,14 @@
[ENBEFFECTPREPASS.FX] [ENBEFFECTPREPASS.FX]
TECHNIQUE=0 TECHNIQUE=0
DoFPowNight=3.34 DoFPowNight=2.8
DoFPowDay=4.29 DoFPowDay=3.3
DoFPowInteriorNight=3.32 DoFPowInteriorNight=2.9
DoFPowInteriorDay=4.15 DoFPowInteriorDay=3.4
DoFDebug=0 DoFDebug=0
DoFMultNight=475.899994 DoFMultNight=935.0
DoFMultDay=294.299988 DoFMultDay=940.0
DoFMultInteriorNight=480.799988 DoFMultInteriorNight=795.0
DoFMultInteriorDay=242.300003 DoFMultInteriorDay=650.0
FocusCircleEnable=true FocusCircleEnable=true
FocusCircleRadiusNight=20.0 FocusCircleRadiusNight=20.0
FocusCircleRadiusDay=25.0 FocusCircleRadiusDay=25.0
@ -18,10 +18,10 @@ FocusCircleMixNight=0.4
FocusCircleMixDay=0.5 FocusCircleMixDay=0.5
FocusCircleMixInteriorNight=0.35 FocusCircleMixInteriorNight=0.35
FocusCircleMixInteriorDay=0.45 FocusCircleMixInteriorDay=0.45
FocusMaxNight=990.350037 FocusMaxNight=1000.0
FocusMaxDay=994.340027 FocusMaxDay=1000.0
FocusMaxInteriorNight=984.919983 FocusMaxInteriorNight=1000.0
FocusMaxInteriorDay=989.539978 FocusMaxInteriorDay=1000.0
DoFFixedFocusedMultNight=1.0 DoFFixedFocusedMultNight=1.0
DoFFixedFocusedMultDay=1.0 DoFFixedFocusedMultDay=1.0
DoFFixedFocusedMultInteriorNight=1.0 DoFFixedFocusedMultInteriorNight=1.0
@ -34,14 +34,14 @@ DoFFixedFocusedBlendNight=0.0
DoFFixedFocusedBlendDay=0.0 DoFFixedFocusedBlendDay=0.0
DoFFixedFocusedBlendInteriorNight=0.0 DoFFixedFocusedBlendInteriorNight=0.0
DoFFixedFocusedBlendInteriorDay=0.0 DoFFixedFocusedBlendInteriorDay=0.0
DoFFixedUnfocusedMultNight=2.86 DoFFixedUnfocusedMultNight=1.0
DoFFixedUnfocusedMultDay=1.47 DoFFixedUnfocusedMultDay=1.0
DoFFixedUnfocusedMultInteriorNight=2.129999 DoFFixedUnfocusedMultInteriorNight=1.0
DoFFixedUnfocusedMultInteriorDay=1.27 DoFFixedUnfocusedMultInteriorDay=1.0
DoFFixedUnfocusedPowNight=956.559998 DoFFixedUnfocusedPowNight=780.0
DoFFixedUnfocusedPowDay=983.109985 DoFFixedUnfocusedPowDay=850.0
DoFFixedUnfocusedPowInteriorNight=935.820007 DoFFixedUnfocusedPowInteriorNight=795.0
DoFFixedUnfocusedPowInteriorDay=968.080017 DoFFixedUnfocusedPowInteriorDay=875.0
DoFFixedUnfocusedBlendNight=0.0 DoFFixedUnfocusedBlendNight=0.0
DoFFixedUnfocusedBlendDay=0.0 DoFFixedUnfocusedBlendDay=0.0
DoFFixedUnfocusedBlendInteriorNight=0.0 DoFFixedUnfocusedBlendInteriorNight=0.0
@ -51,8 +51,8 @@ EdgeDisable=true
EdgeView=true EdgeView=true
EdgeFadePower=3.0 EdgeFadePower=3.0
EdgeFadeMultiplier=600.0 EdgeFadeMultiplier=600.0
EdgePower=0.35 EdgePower=0.25
EdgeMultiplier=32.0 EdgeMultiplier=4.0
DoFDisable=false DoFDisable=false
DoFSmoothing=false DoFSmoothing=false
DoFCutoff=false DoFCutoff=false
@ -62,13 +62,13 @@ SSAONormalOffset1=0.0
SSAONormalOffset2=0.01 SSAONormalOffset2=0.01
SSAONormalOffset3=0.01 SSAONormalOffset3=0.01
SSAONormalOffset4=0.0 SSAONormalOffset4=0.0
SSAORadius=128.0 SSAORadius=64.0
SSAONoise=0.15 SSAONoise=0.1
SSAONoiseSize=1.0 SSAONoiseSize=1.0
SSAOFade=0.5 SSAOFade=0.5
SSAOBump=0.0 SSAOBump=0.0
SSAOMult=1.0 SSAOMult=1.0
SSAOPower=2.0 SSAOPower=2.5
SSAOBlend=1.0 SSAOBlend=1.0
SSAOBlurEnable=true SSAOBlurEnable=true
SSAOFadePower=1.25 SSAOFadePower=1.25
@ -79,50 +79,48 @@ SSAOFalloff=0.01
SSAOArea=7.5 SSAOArea=7.5
SSAOBase=0.2 SSAOBase=0.2
SSAOStrength=1.0 SSAOStrength=1.0
SSAOMultiplier=0.3 SSAOMultiplier=0.5
SSAORangeMax=1.0 SSAORangeMax=1.0
FocusWidth=0.1 FocusWidth=0.1
FocusHeight=0.15 FocusHeight=0.15
SSAOBlurTwoPass=true SSAOBlurTwoPass=true
SSAOBlurBilateralMultiplier=4800.0 SSAOBlurBilateralMultiplier=4800.0
SSAOBilateralFactor=15000.0 SSAOBilateralFactor=25000.0
SSAOClampFactor=0.25 SSAOClampFactor=0.5
EdgeFadePowerNight=1.82 EdgeFadePowerNight=1.8
EdgeFadePowerDay=1.86 EdgeFadePowerDay=1.5
EdgeFadePowerInteriorNight=2.9 EdgeFadePowerInteriorNight=1.7
EdgeFadePowerInteriorDay=3.0 EdgeFadePowerInteriorDay=1.4
EdgeFadeMultiplierNight=700.0 EdgeFadeMultiplierNight=7000.0
EdgeFadeMultiplierDay=800.0 EdgeFadeMultiplierDay=8000.0
EdgeFadeMultiplierInteriorNight=500.0 EdgeFadeMultiplierInteriorNight=4000.0
EdgeFadeMultiplierInteriorDay=600.0 EdgeFadeMultiplierInteriorDay=5000.0
SSAOFadePowerNight=0.05 SSAOFadePowerNight=0.9
SSAOFadePowerDay=0.03 SSAOFadePowerDay=1.0
SSAOFadePowerInteriorNight=0.03 SSAOFadePowerInteriorNight=0.8
SSAOFadePowerInteriorDay=0.04 SSAOFadePowerInteriorDay=0.9
SSAOFadeMultiplierNight=1.09 SSAOFadeMultiplierNight=600.0
SSAOFadeMultiplierDay=1.17 SSAOFadeMultiplierDay=750.0
SSAOFadeMultiplierInteriorNight=1.03 SSAOFadeMultiplierInteriorNight=800.0
SSAOFadeMultiplierInteriorDay=1.06 SSAOFadeMultiplierInteriorDay=650.0
SSAOFuzzFrequency=15000.0 SSAOFuzzFrequency=15000.0
DepthCutoff=999998.0 DepthCutoff=999949.0
DoFBilateral=true DoFBilateral=true
DoFBilateralFactor=20.0 DoFBilateralFactor=5.0
UseLinearDepth=false UseLinearDepth=false
DebugDepth=false DebugDepth=false
DoFBilateralFactorMin=25.0
DoFBilateralFactorMax=10.0
DoFBlurRadius=1.0 DoFBlurRadius=1.0
SSAOBlurRadius=1.0 SSAOBlurRadius=1.0
DebugSSAO=false DebugSSAO=false
DoFRelativeToFoV=true DoFRelativeToFoV=false
DoFRelativeDefaultFOV=75.0 DoFRelativeDefaultFOV=75.0
DoFRelativeFactorNight=2.1 DoFRelativeFactorNight=2.0
DoFRelativeFactorDay=1.8 DoFRelativeFactorDay=2.0
DoFRelativeFactorInteriorNight=2.3 DoFRelativeFactorInteriorNight=2.0
DoFRelativeFactorInteriorDay=1.9 DoFRelativeFactorInteriorDay=2.0
SSAOHighQualitySampling=true SSAOHighQualitySampling=true
EdgeEnable=false EdgeEnable=false
SharpenEnable=false SharpenEnable=true
SharpenRadius=1.0 SharpenRadius=1.0
SharpenClamp=0.01 SharpenClamp=0.05
SharpenBlending=1.0 SharpenBlending=1.0

View file

@ -1,76 +1,76 @@
/* /*
enblens.fx : MariENB Lens filters. enblens.fx : MariENB Lens filters.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* /*
This shader left unimplemented. Development of the filter is a massive pain 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 in the ass thanks to the incompetence of a certain individual named Boris
Vorontsov and the major breakage of his ENB project. Vorontsov and the major breakage of his ENB project.
Lots of blind debugging are necessary to get the goddamn thing to compile, 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 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 completely unportable to this massive bag of dicks. After DAYS of
selectively commenting out code, the only way it can compile is if the 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 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 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 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 everything on the considerably more complex MariEFX project, but this... I
can't imagine what awful programming resulted in such a terrible bottleneck. can't imagine what awful programming resulted in such a terrible bottleneck.
tl;dr: Fuck you, Boris. tl;dr: Fuck you, Boris.
-- Marisa -- Marisa
*/ */
struct VS_OUTPUT_POST struct VS_OUTPUT_POST
{ {
float4 vpos : POSITION; float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0; float2 txcoord0 : TEXCOORD0;
}; };
struct VS_INPUT_POST struct VS_INPUT_POST
{ {
float3 pos : POSITION; float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0; float2 txcoord0 : TEXCOORD0;
}; };
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN ) VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
{ {
VS_OUTPUT_POST OUT; VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord0.xy; OUT.txcoord0.xy = IN.txcoord0.xy;
return OUT; return OUT;
} }
float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR
{ {
return 0.0; return 0.0;
} }
technique Draw technique Draw
{ {
pass p0 pass p0
{ {
VertexShader = compile vs_3_0 VS_Dummy(); VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy(); PixelShader = compile ps_3_0 PS_Dummy();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE; CullMode = NONE;
AlphaBlendEnable = FALSE; AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE; AlphaTestEnable = FALSE;
SeparateAlphaBlendEnable = FALSE; SeparateAlphaBlendEnable = FALSE;
SRGBWriteEnable = FALSE; SRGBWriteEnable = FALSE;
} }
} }
technique LensPostPass technique LensPostPass
{ {
pass p0 pass p0
{ {
VertexShader = compile vs_3_0 VS_Dummy(); VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy(); PixelShader = compile ps_3_0 PS_Dummy();
AlphaBlendEnable = TRUE; AlphaBlendEnable = TRUE;
SrcBlend = ONE; SrcBlend = ONE;
DestBlend = ONE; DestBlend = ONE;
ColorWriteEnable = RED|GREEN|BLUE; ColorWriteEnable = RED|GREEN|BLUE;
CullMode = NONE; CullMode = NONE;
AlphaTestEnable = FALSE; AlphaTestEnable = FALSE;
SeparateAlphaBlendEnable = FALSE; SeparateAlphaBlendEnable = FALSE;
SRGBWriteEnable = FALSE; SRGBWriteEnable = FALSE;
} }
} }

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@ -1,49 +1,49 @@
/* /*
enbsunsprite.fx : MariENB sun sprite filters. enbsunsprite.fx : MariENB sun sprite filters.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* This shader intentionally does nothing */ /* This shader intentionally does nothing */
struct VS_OUTPUT_POST struct VS_OUTPUT_POST
{ {
float4 vpos : POSITION; float4 vpos : POSITION;
float2 txcoord : TEXCOORD0; float2 txcoord : TEXCOORD0;
}; };
struct VS_INPUT_POST struct VS_INPUT_POST
{ {
float3 pos : POSITION; float3 pos : POSITION;
float2 txcoord : TEXCOORD0; float2 txcoord : TEXCOORD0;
}; };
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN ) VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
{ {
VS_OUTPUT_POST OUT; VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos = pos; OUT.vpos = pos;
OUT.txcoord.xy = IN.txcoord.xy; OUT.txcoord.xy = IN.txcoord.xy;
return OUT; return OUT;
} }
float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{ {
return 0.0; return 0.0;
} }
technique Draw technique Draw
{ {
pass P0 pass P0
{ {
VertexShader = compile vs_3_0 VS_Dummy(); VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy(); PixelShader = compile ps_3_0 PS_Dummy();
AlphaBlendEnable = TRUE; AlphaBlendEnable = TRUE;
SrcBlend = ONE; SrcBlend = ONE;
DestBlend = ONE; DestBlend = ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable = FALSE; DitherEnable = FALSE;
ZEnable = FALSE; ZEnable = FALSE;
CullMode = NONE; CullMode = NONE;
ALPHATESTENABLE = FALSE; ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE; SEPARATEALPHABLENDENABLE = FALSE;
StencilEnable = FALSE; StencilEnable = FALSE;
FogEnable = FALSE; FogEnable = FALSE;
SRGBWRITEENABLE = FALSE; SRGBWRITEENABLE = FALSE;
} }
} }

View file

@ -1,157 +1,205 @@
/* /*
menbbloomfilters.fx : MariENB bloom shader routines. menbbloomfilters.fx : MariENB bloom shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN) #define tod ENightDayFactor
{ #define ind EInteriorFactor
VS_OUTPUT_POST OUT; VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1); {
OUT.vpos = pos; VS_OUTPUT_POST OUT;
OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy; float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1);
return OUT; OUT.vpos = pos;
} OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy;
/* pre-pass bloom texture preparation */ return OUT;
float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR }
{ /* helper functions */
float tod = ENightDayFactor; float3 rgb2hsv( float3 c )
float ind = EInteriorFactor; {
float bloombump = lerp(lerp(bloombump_n,bloombump_d,tod), float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
lerp(bloombump_in,bloombump_id,tod),ind); float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float bloompower = lerp(lerp(bloompower_n,bloompower_d,tod), float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
lerp(bloompower_in,bloompower_id,tod),ind); float d = q.x-min(q.w,q.y);
float bloomsaturation = lerp(lerp(bloomsaturation_n,bloomsaturation_d, float e = 1.0e-10;
tod),lerp(bloomsaturation_in,bloomsaturation_id,tod),ind); return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
float bloomintensity = lerp(lerp(bloomintensity_n,bloomintensity_d, }
tod),lerp(bloomintensity_in,bloomintensity_id,tod),ind); float3 hsv2rgb( float3 c )
float2 coord = In.txcoord0.xy; {
float4 res = tex2D(SamplerBloom1,coord); float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
res = pow(saturate(res+bloombump),bloompower); float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
float ress = (res.r+res.g+res.b)/3.0; return c.z*lerp(K.x,saturate(p-K.x),c.y);
res = res*bloomsaturation+ress*(1.0-bloomsaturation); }
res.rgb *= bloomintensity; /* pre-pass bloom texture preparation, nothing is done */
return res; float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
} {
/* float2 coord = In.txcoord0.xy;
multipass (cannot specify how many bloom textures to use, so considerable float bloomcap = lerp(lerp(bloomcap_n,bloomcap_d,tod),lerp(bloomcap_in,
performance rape. good job, boris) bloomcap_id,tod),ind);
*/ float bloombump = lerp(lerp(bloombump_n,bloombump_d,tod),
float4 PS_BloomTexture(VS_OUTPUT_POST In) : COLOR lerp(bloombump_in,bloombump_id,tod),ind);
{ float bloompower = lerp(lerp(bloompower_n,bloompower_d,tod),
float2 coord = In.txcoord0.xy; lerp(bloompower_in,bloompower_id,tod),ind);
float2 bresl; float bloomsaturation = lerp(lerp(bloomsaturation_n,bloomsaturation_d,
if ( (fixedx > 0) && (fixedy > 0) ) tod),lerp(bloomsaturation_in,bloomsaturation_id,tod),ind);
bresl = float2(fixedx,fixedy); float bloomintensity = lerp(lerp(bloomintensity_n,bloomintensity_d,
else tod),lerp(bloomintensity_in,bloomintensity_id,tod),ind);
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float4 res = tex2D(SamplerBloom1,coord);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*pow(4,TempParameters.w); float3 hsv = rgb2hsv(res.rgb);
/* loop unrolled for speeding up compilation (this is retarded) */ if ( hsv.z > bloomcap ) hsv.z = bloomcap;
float4 res; res.rgb = hsv2rgb(hsv);
res = gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(-3,-3)*bof); res = max(res+bloombump,0);
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(-2,-3)*bof); hsv = rgb2hsv(res.rgb);
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(-1,-3)*bof); hsv.y *= bloomsaturation;
res += gauss7[0][3]*tex2D(SamplerBloom1,coord+float2(0,-3)*bof); hsv.z = pow(hsv.z,bloompower);
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(1,-3)*bof); res.rgb = hsv2rgb(hsv)*bloomintensity;
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(2,-3)*bof); res.a = 1.0;
res += gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(3,-3)*bof); return res;
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(-3,-2)*bof); }
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(-2,-2)*bof); /* Thankfully this allows for separate axis blur */
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(-1,-2)*bof); float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
res += gauss7[0][2]*tex2D(SamplerBloom1,coord+float2(0,-2)*bof); {
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(1,-2)*bof); float2 coord = In.txcoord0.xy;
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(2,-2)*bof); float4 res = float4(0,0,0,0);
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(3,-2)*bof); int i;
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(-3,-1)*bof); for ( i=-2; i<=2; i++ )
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(-2,-1)*bof); res += gauss3[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(-1,-1)*bof); *TempParameters.z);
res += gauss7[0][1]*tex2D(SamplerBloom1,coord+float2(0,-1)*bof); res.a = 1.0;
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(1,-1)*bof); return res;
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(2,-1)*bof); }
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(3,-1)*bof); float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
res += gauss7[3][0]*tex2D(SamplerBloom1,coord+float2(-3,0)*bof); {
res += gauss7[2][0]*tex2D(SamplerBloom1,coord+float2(-2,0)*bof); float2 coord = In.txcoord0.xy;
res += gauss7[1][0]*tex2D(SamplerBloom1,coord+float2(-1,0)*bof); float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom1,coord);
res += gauss7[0][0]*tex2D(SamplerBloom1,coord+float2(0,0)*bof); int i;
res += gauss7[1][0]*tex2D(SamplerBloom1,coord+float2(1,0)*bof); for ( i=-2; i<=2; i++ )
res += gauss7[2][0]*tex2D(SamplerBloom1,coord+float2(2,0)*bof); res += gauss3[abs(i)]*tex2D(SamplerBloom1,coord+float2(0,i)
res += gauss7[3][0]*tex2D(SamplerBloom1,coord+float2(3,0)*bof); *TempParameters.z*ScreenSize.z);
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(-3,1)*bof); /* blue shift */
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(-2,1)*bof); float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(-1,1)*bof); float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
res += gauss7[0][1]*tex2D(SamplerBloom1,coord+float2(0,1)*bof); float3 blu_in = float3(blu_in_r,blu_in_g,blu_in_b);
res += gauss7[1][1]*tex2D(SamplerBloom1,coord+float2(1,1)*bof); float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b);
res += gauss7[2][1]*tex2D(SamplerBloom1,coord+float2(2,1)*bof); float3 blu = lerp(lerp(blu_n,blu_d,tod),lerp(blu_in,blu_id,tod),ind);
res += gauss7[3][1]*tex2D(SamplerBloom1,coord+float2(3,1)*bof); float bsi = lerp(lerp(bsi_n,bsi_d,tod),lerp(bsi_in,bsi_id,tod),ind);
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(-3,2)*bof); float lm = max(0,dot(res.rgb,0.33)-dot(base.rgb,0.33))*10*bsi;
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(-2,2)*bof); lm = lm/(1.0+lm);
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(-1,2)*bof); lm *= 1.0-saturate((TempParameters.w-1.0)*0.22);
res += gauss7[0][2]*tex2D(SamplerBloom1,coord+float2(0,2)*bof); blu = saturate(blu+(TempParameters.w-1.0)*0.33);
res += gauss7[1][2]*tex2D(SamplerBloom1,coord+float2(1,2)*bof); res.rgb *= lerp(1.0,blu,lm);
res += gauss7[2][2]*tex2D(SamplerBloom1,coord+float2(2,2)*bof); res.a = 1.0;
res += gauss7[3][2]*tex2D(SamplerBloom1,coord+float2(3,2)*bof); return res;
res += gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(-3,3)*bof); }
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(-2,3)*bof); /* Anamorphic lens flare */
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(-1,3)*bof); float4 PS_FlarePass(VS_OUTPUT_POST In) : COLOR
res += gauss7[0][3]*tex2D(SamplerBloom1,coord+float2(0,3)*bof); {
res += gauss7[1][3]*tex2D(SamplerBloom1,coord+float2(1,3)*bof); if ( !alfenable ) return float4(0,0,0,1);
res += gauss7[2][3]*tex2D(SamplerBloom1,coord+float2(2,3)*bof); float2 coord = In.txcoord0.xy;
res += gauss7[3][3]*tex2D(SamplerBloom1,coord+float2(3,3)*bof); float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom1,coord);
return res; int i;
} for ( i=-35; i<=35; i++ )
/* end pass */ res += gauss36[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR *TempParameters.z);
{ /* blue shift */
float2 coord = In.txcoord0.xy; float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
float4 res = (tex2D(SamplerBloom1,coord)+tex2D(SamplerBloom2,coord) float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
+tex2D(SamplerBloom3,coord)+tex2D(SamplerBloom4,coord) float3 flu_in = float3(flu_in_r,flu_in_g,flu_in_b);
+tex2D(SamplerBloom5,coord)+tex2D(SamplerBloom6,coord) float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b);
+tex2D(SamplerBloom7,coord)+tex2D(SamplerBloom8,coord))*0.125; float3 flu = lerp(lerp(flu_n,flu_d,tod),lerp(flu_in,flu_id,tod),ind);
return res; 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;
/* techniques */ lm = lm/(1.0+lm);
technique BloomPrePass 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);
pass p0 res.rgb *= lerp(1.0,flu,lm);
{ res.rgb = pow(res.rgb,fpw)*fbl;
VertexShader = compile vs_3_0 VS_Bloom(); res.a = 1.0;
PixelShader = compile ps_3_0 PS_BloomPrePass(); return res;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE; }
CullMode = NONE; /* end pass */
AlphaBlendEnable = FALSE; float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
AlphaTestEnable = FALSE; {
SEPARATEALPHABLENDENABLE = FALSE; float2 coord = In.txcoord0.xy;
FogEnable = FALSE; float4 res = float4(0,0,0,0);
SRGBWRITEENABLE = FALSE; res += bloommix1*tex2D(SamplerBloom1,coord); // P1
} res += bloommix2*tex2D(SamplerBloom2,coord); // P2
} res += bloommix3*tex2D(SamplerBloom3,coord); // P3
technique BloomTexture1 res += bloommix4*tex2D(SamplerBloom4,coord); // P4
{ res += bloommix5*tex2D(SamplerBloom5,coord); // Prepass
pass p0 res += bloommix6*tex2D(SamplerBloom6,coord); // Base
{ res += bloommix7*tex2D(SamplerBloom7,coord); // P5
VertexShader = compile vs_3_0 VS_Bloom(); res += bloommix8*tex2D(SamplerBloom8,coord); // P6
PixelShader = compile ps_3_0 PS_BloomTexture(); res.rgb /= 6.0;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE; if ( alfenable ) res.rgb *= 0.5;
CullMode = NONE; res.a = 1.0;
AlphaBlendEnable = FALSE; return res;
AlphaTestEnable = FALSE; }
SEPARATEALPHABLENDENABLE = FALSE; /* techniques */
FogEnable = FALSE; technique BloomPrePass
SRGBWRITEENABLE = FALSE; {
} pass p0
} {
technique BloomPostPass VertexShader = compile vs_3_0 VS_Bloom();
{ PixelShader = compile ps_3_0 PS_BloomPrePass();
pass p0 ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
{ CullMode = NONE;
VertexShader = compile vs_3_0 VS_Bloom(); AlphaBlendEnable = FALSE;
PixelShader = compile ps_3_0 PS_BloomPostPass(); AlphaTestEnable = FALSE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE; SEPARATEALPHABLENDENABLE = FALSE;
CullMode = NONE; FogEnable = FALSE;
AlphaBlendEnable = FALSE; SRGBWRITEENABLE = FALSE;
AlphaTestEnable = FALSE; }
SEPARATEALPHABLENDENABLE = FALSE; }
FogEnable = FALSE; technique BloomTexture1
SRGBWRITEENABLE = FALSE; {
} 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;
}
}

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@ -1,135 +1,141 @@
/* /*
menbbloominternals.fx : MariENB bloom internal variables. menbbloominternals.fx : MariENB bloom internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* gaussian blur matrices */ /* gaussian blur matrices */
static const float4x4 gauss7 = /* radius: 3, std dev: 0.7014 */
{ static const float gauss3[3] = {0.568780, 0.205851, 0.009759};
0.0632507440209,0.0527089533508,0.0301194019147,0.011294775718, /* radius: 36, std dev: 32 */
0.0527089533508,0.0439241277923,0.0250995015956,0.00941231309835, static const float gauss36[36] =
0.0301194019147,0.0250995015956,0.01434257234,0.00537846462763, {
0.011294775718,0.00941231309835,0.00537846462763,0.00201692423536 0.017014, 0.017006, 0.016981, 0.016939, 0.016881, 0.016807,
}; 0.016717, 0.016612, 0.016490, 0.016354, 0.016203, 0.016038,
/* standard stuff */ 0.015859, 0.015666, 0.015461, 0.015244, 0.015015, 0.014775,
float4 ScreenSize; 0.014524, 0.014264, 0.013995, 0.013718, 0.013433, 0.013141,
float4 TempParameters; 0.012843, 0.012539, 0.012231, 0.011918, 0.011602, 0.011284,
float ENightDayFactor; 0.010964, 0.010642, 0.010319, 0.009997, 0.009675, 0.009355
float EInteriorFactor; };
/* samplers and textures */ /* standard stuff */
texture2D texBloom1; float4 ScreenSize;
texture2D texBloom2; float4 TempParameters;
texture2D texBloom3; float4 BloomParameters;
texture2D texBloom4; float ENightDayFactor;
texture2D texBloom5; float EInteriorFactor;
texture2D texBloom6; /* samplers and textures */
texture2D texBloom7; texture2D texBloom1;
texture2D texBloom8; texture2D texBloom2;
sampler2D SamplerBloom1 = sampler_state texture2D texBloom3;
{ texture2D texBloom4;
Texture = <texBloom1>; texture2D texBloom5;
MinFilter = LINEAR; texture2D texBloom6;
MagFilter = LINEAR; texture2D texBloom7;
MipFilter = NONE; texture2D texBloom8;
AddressU = Clamp; sampler2D SamplerBloom1 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom1>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
sampler2D SamplerBloom2 = sampler_state AddressU = Border;
{ AddressV = Border;
Texture = <texBloom2>; SRGBTexture = FALSE;
MinFilter = LINEAR; MaxMipLevel = 0;
MagFilter = LINEAR; MipMapLodBias = 0;
MipFilter = NONE; };
AddressU = Clamp; sampler2D SamplerBloom2 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom2>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
sampler2D SamplerBloom3 = sampler_state AddressU = Border;
{ AddressV = Border;
Texture = <texBloom3>; SRGBTexture = FALSE;
MinFilter = LINEAR; MaxMipLevel = 0;
MagFilter = LINEAR; MipMapLodBias = 0;
MipFilter = NONE; };
AddressU = Clamp; sampler2D SamplerBloom3 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom3>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
sampler2D SamplerBloom4 = sampler_state AddressU = Border;
{ AddressV = Border;
Texture = <texBloom4>; SRGBTexture = FALSE;
MinFilter = LINEAR; MaxMipLevel = 0;
MagFilter = LINEAR; MipMapLodBias = 0;
MipFilter = NONE; };
AddressU = Clamp; sampler2D SamplerBloom4 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom4>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
sampler2D SamplerBloom5 = sampler_state AddressU = Border;
{ AddressV = Border;
Texture = <texBloom5>; SRGBTexture = FALSE;
MinFilter = LINEAR; MaxMipLevel = 0;
MagFilter = LINEAR; MipMapLodBias = 0;
MipFilter = NONE; };
AddressU = Clamp; sampler2D SamplerBloom5 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom5>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
sampler2D SamplerBloom6 = sampler_state AddressU = Border;
{ AddressV = Border;
Texture = <texBloom6>; SRGBTexture = FALSE;
MinFilter = LINEAR; MaxMipLevel = 0;
MagFilter = LINEAR; MipMapLodBias = 0;
MipFilter = NONE; };
AddressU = Clamp; sampler2D SamplerBloom6 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom6>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
sampler2D SamplerBloom7 = sampler_state AddressU = Border;
{ AddressV = Border;
Texture = <texBloom7>; SRGBTexture = FALSE;
MinFilter = LINEAR; MaxMipLevel = 0;
MagFilter = LINEAR; MipMapLodBias = 0;
MipFilter = NONE; };
AddressU = Clamp; sampler2D SamplerBloom7 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom7>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
sampler2D SamplerBloom8 = sampler_state AddressU = Border;
{ AddressV = Border;
Texture = <texBloom8>; SRGBTexture = FALSE;
MinFilter = LINEAR; MaxMipLevel = 0;
MagFilter = LINEAR; MipMapLodBias = 0;
MipFilter = NONE; };
AddressU = Clamp; sampler2D SamplerBloom8 = sampler_state
AddressV = Clamp; {
SRGBTexture = FALSE; Texture = <texBloom8>;
MaxMipLevel = 0; MinFilter = LINEAR;
MipMapLodBias = 0; MagFilter = LINEAR;
}; MipFilter = NONE;
/* whatever */ AddressU = Border;
struct VS_OUTPUT_POST AddressV = Border;
{ SRGBTexture = FALSE;
float4 vpos : POSITION; MaxMipLevel = 0;
float2 txcoord0 : TEXCOORD0; MipMapLodBias = 0;
}; };
struct VS_INPUT_POST /* whatever */
{ struct VS_OUTPUT_POST
float3 pos : POSITION; {
float2 txcoord0 : TEXCOORD0; float4 vpos : POSITION;
}; float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

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@ -1,111 +1,383 @@
/* /*
menbbloomsettings.fx : MariENB bloom user-tweakable variables. menbbloomsettings.fx : MariENB bloom user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* fixed resolution, keeps blur filters at a consistent internal resolution */ /* bloom mix factors */
int fixedx float bloommix1
< <
string UIName = "_FixedResolutionX"; string UIName = "BloomMix1";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
int UIMin = 0; > = {1.0};
> = {0}; float bloommix2
int fixedy <
< string UIName = "BloomMix2";
string UIName = "_FixedResolutionY"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
int UIMin = 0; float bloommix3
> = {0}; <
/* bloom intensity */ string UIName = "BloomMix3";
float bloomintensity_n string UIWidget = "Spinner";
< > = {1.0};
string UIName = "BloomIntensityNight"; float bloommix4
string UIWidget = "Spinner"; <
float UIMin = 0.0; string UIName = "BloomMix4";
> = {0.25}; string UIWidget = "Spinner";
float bloomintensity_d > = {1.0};
< float bloommix7
string UIName = "BloomIntensityDay"; <
string UIWidget = "Spinner"; string UIName = "BloomMix7";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.25}; > = {1.0};
float bloomintensity_in float bloommix8
< <
string UIName = "BloomIntensityInteriorNight"; string UIName = "BloomMix8";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {1.0};
> = {0.25}; float bloommix5
float bloomintensity_id <
< string UIName = "BloomMixNoBlur";
string UIName = "BloomIntensityInteriorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {0.0};
float UIMin = 0.0; float bloommix6
> = {0.25}; <
/* bloom power (contrast) */ string UIName = "BloomMixBaseImage";
float bloompower_n string UIWidget = "Spinner";
< > = {0.0};
string UIName = "BloomPowerNight"; /* bloom intensity */
string UIWidget = "Spinner"; float bloomintensity_n
float UIMin = 0.0; <
> = {1.4}; string UIName = "BloomIntensityNight";
float bloompower_d string UIWidget = "Spinner";
< float UIMin = 0.0;
string UIName = "BloomPowerDay"; > = {1.0};
string UIWidget = "Spinner"; float bloomintensity_d
float UIMin = 0.0; <
> = {1.4}; string UIName = "BloomIntensityDay";
float bloompower_in string UIWidget = "Spinner";
< float UIMin = 0.0;
string UIName = "BloomPowerInteriorNight"; > = {1.0};
string UIWidget = "Spinner"; float bloomintensity_in
float UIMin = 0.0; <
> = {1.4}; string UIName = "BloomIntensityInteriorNight";
float bloompower_id string UIWidget = "Spinner";
< float UIMin = 0.0;
string UIName = "BloomPowerInteriorDay"; > = {1.0};
string UIWidget = "Spinner"; float bloomintensity_id
float UIMin = 0.0; <
> = {1.4}; string UIName = "BloomIntensityInteriorDay";
/* bloom saturation */ string UIWidget = "Spinner";
float bloomsaturation_n float UIMin = 0.0;
< > = {1.0};
string UIName = "BloomSaturationNight"; /* bloom power (contrast) */
string UIWidget = "Spinner"; float bloompower_n
> = {0.3}; <
float bloomsaturation_d string UIName = "BloomPowerNight";
< string UIWidget = "Spinner";
string UIName = "BloomSaturationDay"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {1.0};
> = {0.3}; float bloompower_d
float bloomsaturation_in <
< string UIName = "BloomPowerDay";
string UIName = "BloomSaturationInteriorNight"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
> = {0.3}; > = {1.0};
float bloomsaturation_id float bloompower_in
< <
string UIName = "BloomSaturationInteriorDay"; string UIName = "BloomPowerInteriorNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.3}; float UIMin = 0.0;
/* bloom offset (negative values keep dark areas from muddying up) */ > = {1.0};
float bloombump_n float bloompower_id
< <
string UIName = "BloomBumpNight"; string UIName = "BloomPowerInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {-0.10}; float UIMin = 0.0;
float bloombump_d > = {1.0};
< /* bloom saturation */
string UIName = "BloomBumpDay"; float bloomsaturation_n
string UIWidget = "Spinner"; <
> = {-0.10}; string UIName = "BloomSaturationNight";
float bloombump_in string UIWidget = "Spinner";
< > = {1.0};
string UIName = "BloomBumpInteriorNight"; float bloomsaturation_d
string UIWidget = "Spinner"; <
> = {-0.10}; string UIName = "BloomSaturationDay";
float bloombump_id string UIWidget = "Spinner";
< > = {1.0};
string UIName = "BloomBumpInteriorDay"; float bloomsaturation_in
string UIWidget = "Spinner"; <
> = {-0.10}; 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};

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/*
menbdrawutil.fx : MariENB drawing utilities.
(C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/*
This code is unused for now due to the fact ENB just shits itself and
whitescreens (sometimes goes black for a split second, then back to white)
when drawing too much text. For no known reason whatsoever, so likely it's
just because ENB is shit, period.
*/
texture2D tfnt
<
string ResourceName = "menbcgafont.png";
>;
sampler2D sfnt = sampler_state
{
Texture = <tfnt>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* Get a glyph */
float GetChar( in float2 coord, in int chr, in bool bold )
{
float2 siz = float2(1./32.,1./16.);
float cv = float(chr)*siz.x;
float2 ccoord = float2(frac(cv),siz.y*floor(cv));
if ( bold ) ccoord.y += 0.5;
return tex2D(sfnt,ccoord+coord*siz).x;
}
/* Draw a single glyph */
float DrawChar( in float2 coord, inout float2 of, in int chr, in bool bold )
{
if ( chr == 0 ) return 0.;
float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bresl = rresl/8.;
float2 cc = coord*bresl-of;
of.x += 1.;
if ( (cc.x >= 0.) && (cc.y >= 0.) && (cc.x < 1.) && (cc.y < 1.) )
return GetChar(cc,chr,bold);
return 0.;
}
/* Draw a string */
float DrawText1( in float2 coord, inout float2 of, in int4 ta, in bool bold )
{
float res = DrawChar(coord,of,ta.x,bold);
res += DrawChar(coord,of,ta.y,bold);
res += DrawChar(coord,of,ta.z,bold);
res += DrawChar(coord,of,ta.w,bold);
return res;
}
float DrawText2( in float2 coord, inout float2 of, in int4 ta, in int4 tb,
in bool bold )
{
float res = DrawChar(coord,of,ta.x,bold);
res += DrawChar(coord,of,ta.y,bold);
res += DrawChar(coord,of,ta.z,bold);
res += DrawChar(coord,of,ta.w,bold);
res += DrawChar(coord,of,tb.x,bold);
res += DrawChar(coord,of,tb.y,bold);
res += DrawChar(coord,of,tb.z,bold);
res += DrawChar(coord,of,tb.w,bold);
return res;
}
float DrawText3( in float2 coord, inout float2 of, in int4 ta, in int4 tb,
in int4 tc, in bool bold )
{
float res = DrawChar(coord,of,ta.x,bold);
res += DrawChar(coord,of,ta.y,bold);
res += DrawChar(coord,of,ta.z,bold);
res += DrawChar(coord,of,ta.w,bold);
res += DrawChar(coord,of,tb.x,bold);
res += DrawChar(coord,of,tb.y,bold);
res += DrawChar(coord,of,tb.z,bold);
res += DrawChar(coord,of,tb.w,bold);
res += DrawChar(coord,of,tc.x,bold);
res += DrawChar(coord,of,tc.y,bold);
res += DrawChar(coord,of,tc.z,bold);
res += DrawChar(coord,of,tc.w,bold);
return res;
}
float DrawText4( in float2 coord, inout float2 of, in int4 ta, in int4 tb,
in int4 tc, in int4 td, in bool bold )
{
float res = DrawChar(coord,of,ta.x,bold);
res += DrawChar(coord,of,ta.y,bold);
res += DrawChar(coord,of,ta.z,bold);
res += DrawChar(coord,of,ta.w,bold);
res += DrawChar(coord,of,tb.x,bold);
res += DrawChar(coord,of,tb.y,bold);
res += DrawChar(coord,of,tb.z,bold);
res += DrawChar(coord,of,tb.w,bold);
res += DrawChar(coord,of,tc.x,bold);
res += DrawChar(coord,of,tc.y,bold);
res += DrawChar(coord,of,tc.z,bold);
res += DrawChar(coord,of,tc.w,bold);
res += DrawChar(coord,of,td.x,bold);
res += DrawChar(coord,of,td.y,bold);
res += DrawChar(coord,of,td.z,bold);
res += DrawChar(coord,of,td.w,bold);
return res;
}
/* Draw a float */
float DrawFloat( in float2 coord, inout float2 of, in float f, in bool bold )
{
float res = 0.;
if ( f < 0. ) res += DrawChar(coord,of,45,bold);
int fi = abs(floor(f));
int nn = fi, i = 0;
do
{
nn /= 10;
i++;
} while ( nn > 0 );
do
{
i--;
res += DrawChar(coord,of,(fi/pow(10,i))%10+48,bold);
} while ( i > 0 );
res += DrawChar(coord,of,46,bold);
float fd = abs(frac(f));
for ( i=1; i<7; i++ )
res += DrawChar(coord,of,floor(fd*pow(10,i))%10+48,bold);
return res;
}
float DrawFloat2( in float2 coord, inout float2 of, in float2 f, in bool bold )
{
float res = 0.;
res += DrawFloat(coord,of,f.x,bold);
res += DrawText1(coord,of,int4(44,32,0,0),bold);
res += DrawFloat(coord,of,f.y,bold);
return res;
}
float DrawFloat3( in float2 coord, inout float2 of, in float3 f, in bool bold )
{
float res = 0.;
res += DrawFloat(coord,of,f.x,bold);
res += DrawText1(coord,of,int4(44,32,0,0),bold);
res += DrawFloat(coord,of,f.y,bold);
res += DrawText1(coord,of,int4(44,32,0,0),bold);
res += DrawFloat(coord,of,f.z,bold);
return res;
}
float DrawFloat4( in float2 coord, inout float2 of, in float4 f, in bool bold )
{
float res = 0.;
res += DrawFloat(coord,of,f.x,bold);
res += DrawText1(coord,of,int4(44,32,0,0),bold);
res += DrawFloat(coord,of,f.y,bold);
res += DrawText1(coord,of,int4(44,32,0,0),bold);
res += DrawFloat(coord,of,f.z,bold);
res += DrawText1(coord,of,int4(44,32,0,0),bold);
res += DrawFloat(coord,of,f.w,bold);
return res;
}

View file

@ -1,224 +1,384 @@
/* /*
menbeffectfilters.fx : MariENB base shader routines. menbeffectfilters.fx : MariENB base shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN ) /* If defined, this is for Fallout 3 and New Vegas */
{ #define FALLOUT
VS_OUTPUT_POST OUT; VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); {
OUT.txcoord0.xy = IN.txcoord0.xy; VS_OUTPUT_POST OUT;
return OUT; OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
} OUT.txcoord0.xy = IN.txcoord0.xy;
/* MariENB shader */ return OUT;
float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR }
{ #ifdef FALLOUT
float2 coord = IN.txcoord0.xy; float4 _c1 : register(c1);
float4 res = tex2D(_s0,coord); float4 _c2 : register(c2);
float tod = ENightDayFactor; float4 _c19 : register(c19);
float ind = EInteriorFactor; float4 _c20 : register(c20);
/* Border darken, commonly known as "vignette" */ float4 _c22 : register(c22);
float2 bresl = float2(1.0,ScreenSize.w); #define _r1 _c1
float dkradius = lerp(lerp(dkradius_n,dkradius_d,tod),lerp(dkradius_in, #define _r2 _c2
dkradius_id,tod),ind); #define _r3 _c19
float dkbump = lerp(lerp(dkbump_n,dkbump_d,tod),lerp(dkbump_in, #define _r4 _c20
dkbump_id,tod),ind); #define _r5 _c22
float dkcurve = lerp(lerp(dkcurve_n,dkcurve_d,tod),lerp(dkcurve_in, /*
dkcurve_id,tod),ind); FALLOUT REGISTERS
float2 bof = bresl*dkradius;
float val = 0.0; r1 (c1): r2 (c2): r3 (c19):
if ( coord.x < bof.x ) x -> adapt max x -> unused x -> vibrance
val = lerp(val,1,1.0-coord.x/bof.x); y -> unused y -> unused y -> balancer
if ( coord.y < bof.y ) z -> unused z -> bloom mix z -> multiplier 1
val = lerp(val,1,1.0-coord.y/bof.y); w -> unused w -> unused w -> multiplier 2
if ( 1.0-coord.x < bof.x )
val = lerp(val,1,1.0-(1.0-coord.x)/bof.x); r4 (c20): r5 (c22):
if ( 1.0-coord.y < bof.y ) x -> tint red x -> fade red
val = lerp(val,1,1.0-(1.0-coord.y)/bof.y); y -> tint green y -> fade green
val = clamp(val*dkbump,0,1); z -> tint blue z -> fade blue
res.rgb = lerp(res.rgb,float3(0,0,0),pow(val,dkcurve)); w -> tint value w -> fade value
/* adaptation */ */
float4 adapt = tex2D(_s4,0.5); #else
float adapts = clamp((adapt.r+adapt.g+adapt.b)/3.0,0.0,50.0); float4 _c1 : register(c1);
float amin = lerp(lerp(amin_n,amin_d,tod),lerp(amin_in,amin_id,tod), float4 _c2 : register(c2);
ind); float4 _c3 : register(c3);
float amax = lerp(lerp(amax_n,amax_d,tod),lerp(amax_in,amax_id,tod), float4 _c4 : register(c4);
ind); float4 _c5 : register(c5);
res.rgb = res.rgb/(adapts*amax+amin); #define _r1 _c1
/* color grading prepass overbright/oversaturation compensation */ #define _r2 _c2
float comppow = lerp(lerp(comppow_n,comppow_d,tod),lerp(comppow_in, #define _r3 _c3
comppow_id,tod),ind); #define _r4 _c4
float compsat = lerp(lerp(compsat_n,compsat_d,tod),lerp(compsat_in, #define _r5 _c5
compsat_id,tod),ind); /*
float compfactor = lerp(lerp(compfactor_n,compfactor_d,tod), SKYRIM REGISTERS
lerp(compfactor_in,compfactor_id,tod),ind);
float4 ovr = pow(res,comppow); r1 (c1): r2 (c2): r3 (c3):
float ovrs = (ovr.r+ovr.g+ovr.b)/3.0; x -> adapt max x -> bloom bump (?) x -> vibrance
ovr = ovr*compsat+ovrs*(1.0-compsat); y -> adapt min y -> bloom mult (?) y -> unused
res.rgb -= ovr.rgb*compfactor; z -> unused z -> unused z -> multiplier 1
/* screen mud goes here */ w -> unused w -> unused w -> multiplier 2
if ( softbloom )
{ r4 (c4): r5 (c5):
if ( (fixedx > 0) && (fixedy > 0) ) x -> tint red x -> fade red
bresl = float2(fixedx,fixedy); y -> tint green y -> fade green
else z -> tint blue z -> fade blue
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); w -> tint value w -> fade value
bof = float2(1.0/bresl.x,1.0/bresl.y); */
res += gauss5[2][2]*tex2D(_s3,coord+float2(-2,-2)*bof); #endif
res += gauss5[1][2]*tex2D(_s3,coord+float2(-1,-2)*bof); #define tod ENightDayFactor
res += gauss5[0][2]*tex2D(_s3,coord+float2(0,-2)*bof); #define ind EInteriorFactor
res += gauss5[1][2]*tex2D(_s3,coord+float2(1,-2)*bof); /* helper functions */
res += gauss5[2][2]*tex2D(_s3,coord+float2(2,-2)*bof); float3 rgb2hsv( float3 c )
res += gauss5[2][1]*tex2D(_s3,coord+float2(-2,-1)*bof); {
res += gauss5[1][1]*tex2D(_s3,coord+float2(-1,-1)*bof); float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
res += gauss5[0][1]*tex2D(_s3,coord+float2(0,-1)*bof); float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
res += gauss5[1][1]*tex2D(_s3,coord+float2(1,-1)*bof); float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
res += gauss5[2][1]*tex2D(_s3,coord+float2(2,-1)*bof); float d = q.x-min(q.w,q.y);
res += gauss5[2][0]*tex2D(_s3,coord+float2(-2,0)*bof); float e = 1.0e-10;
res += gauss5[1][0]*tex2D(_s3,coord+float2(-1,0)*bof); return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
res += gauss5[0][0]*tex2D(_s3,coord+float2(0,0)*bof); }
res += gauss5[1][0]*tex2D(_s3,coord+float2(1,0)*bof); float3 hsv2rgb( float3 c )
res += gauss5[2][0]*tex2D(_s3,coord+float2(2,0)*bof); {
res += gauss5[2][1]*tex2D(_s3,coord+float2(-2,1)*bof); float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
res += gauss5[1][1]*tex2D(_s3,coord+float2(-1,1)*bof); float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
res += gauss5[0][1]*tex2D(_s3,coord+float2(0,1)*bof); return c.z*lerp(K.x,saturate(p-K.x),c.y);
res += gauss5[1][1]*tex2D(_s3,coord+float2(1,1)*bof); }
res += gauss5[2][1]*tex2D(_s3,coord+float2(2,1)*bof); /* adaptation */
res += gauss5[2][2]*tex2D(_s3,coord+float2(-2,2)*bof); float3 Adaptation( float3 res )
res += gauss5[1][2]*tex2D(_s3,coord+float2(-1,2)*bof); {
res += gauss5[0][2]*tex2D(_s3,coord+float2(0,2)*bof); float4 adapt = tex2D(_s4,0.5);
res += gauss5[1][2]*tex2D(_s3,coord+float2(1,2)*bof); float adapts, amin, amax;
res += gauss5[2][2]*tex2D(_s3,coord+float2(2,2)*bof); adapts = clamp((adapt.r+adapt.g+adapt.b)/3.0,0.0,50.0);
res *= EBloomAmount; 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);
else return res/(adapts*amax+amin);
res += tex2D(_s3,coord)*EBloomAmount; }
/* /* overbright compensation pre-pass */
color grading (brightness, contrast, gamma, tinting, everything you float3 Compensate( float3 res )
could ever need) {
*/ float comppow = lerp(lerp(comppow_n,comppow_d,tod),lerp(comppow_in,
float grademul_r = lerp(lerp(grademul_r_n,grademul_r_d,tod), comppow_id,tod),ind);
lerp(grademul_r_in,grademul_r_id,tod),ind); float compsat = lerp(lerp(compsat_n,compsat_d,tod),lerp(compsat_in,
float grademul_g = lerp(lerp(grademul_g_n,grademul_g_d,tod), compsat_id,tod),ind);
lerp(grademul_g_in,grademul_g_id,tod),ind); float compfactor = lerp(lerp(compfactor_n,compfactor_d,tod),
float grademul_b = lerp(lerp(grademul_b_n,grademul_b_d,tod), lerp(compfactor_in,compfactor_id,tod),ind);
lerp(grademul_b_in,grademul_b_id,tod),ind); float3 ovr = pow(res,comppow);
float gradepow_r = lerp(lerp(gradepow_r_n,gradepow_r_d,tod), float ovrs = (ovr.r+ovr.g+ovr.b)/3.0;
lerp(gradepow_r_in,gradepow_r_id,tod),ind); ovr = ovr*compsat+ovrs*(1.0-compsat);
float gradepow_g = lerp(lerp(gradepow_g_n,gradepow_g_d,tod), return res-ovr*compfactor;
lerp(gradepow_g_in,gradepow_g_id,tod),ind); }
float gradepow_b = lerp(lerp(gradepow_b_n,gradepow_b_d,tod), /* color grading */
lerp(gradepow_b_in,gradepow_b_id,tod),ind); float3 GradingRGB( float3 res )
float gradecol_r = lerp(lerp(gradecol_r_n,gradecol_r_d,tod), {
lerp(gradecol_r_in,gradecol_r_id,tod),ind); float grademul_r = lerp(lerp(grademul_r_n,grademul_r_d,tod),
float gradecol_g = lerp(lerp(gradecol_g_n,gradecol_g_d,tod), lerp(grademul_r_in,grademul_r_id,tod),ind);
lerp(gradecol_g_in,gradecol_g_id,tod),ind); float grademul_g = lerp(lerp(grademul_g_n,grademul_g_d,tod),
float gradecol_b = lerp(lerp(gradecol_b_n,gradecol_b_d,tod), lerp(grademul_g_in,grademul_g_id,tod),ind);
lerp(gradecol_b_in,gradecol_b_id,tod),ind); float grademul_b = lerp(lerp(grademul_b_n,grademul_b_d,tod),
float gradecolfact = lerp(lerp(gradecolfact_n,gradecolfact_d, lerp(grademul_b_in,grademul_b_id,tod),ind);
tod),lerp(gradecolfact_in,gradecolfact_id,tod),ind); float gradepow_r = lerp(lerp(gradepow_r_n,gradepow_r_d,tod),
float3 grademul = float3(grademul_r,grademul_g,grademul_b); lerp(gradepow_r_in,gradepow_r_id,tod),ind);
float3 gradepow = float3(gradepow_r,gradepow_g,gradepow_b); float gradepow_g = lerp(lerp(gradepow_g_n,gradepow_g_d,tod),
float3 gradecol = float3(gradecol_r,gradecol_g,gradecol_b); lerp(gradepow_g_in,gradepow_g_id,tod),ind);
res.rgb = saturate(pow(res.rgb,gradepow)); float gradepow_b = lerp(lerp(gradepow_b_n,gradepow_b_d,tod),
res.rgb = saturate(res.rgb*grademul); lerp(gradepow_b_in,gradepow_b_id,tod),ind);
float tonev = (res.r+res.g+res.b)/3.0; float3 grademul = float3(grademul_r,grademul_g,grademul_b);
float3 tonecolor = gradecol*tonev; float3 gradepow = float3(gradepow_r,gradepow_g,gradepow_b);
res.rgb = res.rgb*(1.0-gradecolfact)+tonecolor*gradecolfact; return pow(res,gradepow)*grademul;
/* letterbox filter */ }
res.rgb = saturate(res.rgb); float3 GradingColorize( float3 res )
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); float gradecol_r = lerp(lerp(gradecol_r_n,gradecol_r_d,tod),
res.a = 1.0; lerp(gradecol_r_in,gradecol_r_id,tod),ind);
return res; 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),
So... let me get this straight... rather than simply switching techniques, lerp(gradecol_b_in,gradecol_b_id,tod),ind);
Boris just compiles the program twice with and without this macro, then float gradecolfact = lerp(lerp(gradecolfact_n,gradecolfact_d,
toggling "UseEffect" switches between each variation? What the fuck? tod),lerp(gradecolfact_in,gradecolfact_id,tod),ind);
*/ float3 gradecol = float3(gradecol_r,gradecol_g,gradecol_b);
#ifndef ENB_FLIPTECHNIQUE float tonev = (res.r+res.g+res.b)/3.0;
technique Shader_D6EC7DD1 float3 tonecolor = gradecol*tonev;
#else return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
technique Shader_ORIGINALPOSTPROCESS }
#endif float3 GradingHSV( float3 res )
{ {
pass p0 float gradesatmul = lerp(lerp(gradesatmul_n,gradesatmul_d,tod),
{ lerp(gradesatmul_in,gradesatmul_id,tod),ind);
VertexShader = compile vs_3_0 VS_Pass(); float gradesatpow = lerp(lerp(gradesatpow_n,gradesatpow_d,tod),
PixelShader = compile ps_3_0 PS_Mari(); lerp(gradesatpow_in,gradesatpow_id,tod),ind);
ColorWriteEnable = ALPHA|RED|GREEN|BLUE; float gradevalmul = lerp(lerp(gradevalmul_n,gradevalmul_d,tod),
ZEnable = FALSE; lerp(gradevalmul_in,gradevalmul_id,tod),ind);
ZWriteEnable = FALSE; float gradevalpow = lerp(lerp(gradevalpow_n,gradevalpow_d,tod),
CullMode = NONE; lerp(gradevalpow_in,gradevalpow_id,tod),ind);
AlphaTestEnable = FALSE; float3 hsv = rgb2hsv(res);
AlphaBlendEnable = FALSE; hsv.y = pow(hsv.y,gradesatpow)*gradesatmul;
SRGBWRITEENABLE = FALSE; hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
} return hsv2rgb(hsv);
} }
#ifndef ENB_FLIPTECHNIQUE /* game screen tinting filters */
technique Shader_ORIGINALPOSTPROCESS float3 Tint( float3 res )
#else {
technique Shader_D6EC7DD1 float3 tgray = dot(res,0.33);
#endif float3 tintc = _r4.rgb*tgray;
{ float3 tcol = tintc*_r4.a + res*(1.0-_r4.a);
pass p0 return lerp(res,tcol,tintblend);
{ }
VertexShader = compile vs_3_0 VS_Pass(); /* game grading filters */
/* float3 GradingGame( float3 res )
>2014 {
>inline assembly /*
Have to keep this part intact, sadly Skyrim method is slightly different, but it depends explicitly on
Boris what the fuck have you done vanilla eye adaption which is ass.
*/ */
PixelShader = asm float3 tgray = dot(res,0.33);
{ float3 tcol = res*_r3.x + tgray*(1.0-_r3.x);
ps_3_0 tcol = max(0,(tcol*_r3.w-_r3.y)*_r3.z+_r3.y);
def c6,0,0,0,0 return lerp(res,tcol,vgradeblend);
def c7,0.212500006,0.715399981,0.0720999986,1 }
dcl_texcoord v0.xy /* display debug register */
dcl_2d s0 float debugreg( float r, float2 coord, int p )
dcl_2d s1 {
dcl_2d s2 if ( r == 0.0 ) return 0.0;
rcp r0.x,c2.y if ( (coord.x < p*0.05) || (coord.x > (p+1)*0.05-0.01) ) return 0.0;
texld r1,v0,s2 float posy = (coord.y-0.5)*2.0*regdebugscale;
mul r0.yz,r1.xxyw,c1.y if ( r < 0.0 )
rcp r0.w,r0.y {
mul r0.z,r0.w,r0.z if ( posy > 0.0 ) return 0.0;
texld r1,v0,s1 if ( posy < r ) return 0.0;
mul r1.xyz,r1,c1.y return 1.0;
dp3 r0.w,c7,r1 }
mul r1.w,r0.w,r0.z if ( posy < 0.0 ) return 0.0;
mad r0.z,r0.z,r0.w,c7.w if ( posy > r ) return 0.0;
rcp r0.z,r0.z return 1.0;
mad r0.x,r1.w,r0.x,c7.w }
mul r0.x,r0.x,r1.w /* MariENB shader */
mul r0.x,r0.z,r0.x float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
cmp r0.x,-r0.w,c6.x,r0.x {
rcp r0.z,r0.w float2 coord = IN.txcoord0.xy;
mul r0.z,r0.z,r0.x float4 res = tex2D(_s0,coord);
add_sat r0.x,-r0.x,c2.x if ( aenable ) res.rgb = Adaptation(res.rgb);
texld r2,v0,s0 if ( compenable ) res.rgb = Compensate(res.rgb);
mul r2.xyz,r2,c1.y res += tex2D(_s3,coord)*EBloomAmount;
mul r2.xyz,r0.x,r2 if ( tintbeforegrade && tintenable ) res.rgb = Tint(res.rgb);
mad r1.xyz,r1,r0.z,r2 if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
dp3 r0.x,r1,c7 if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
mov r1.w,c7.w if ( colorizeafterhsv )
lrp r2,c3.x,r1,r0.x {
mad r1,r0.x,c4,-r2 if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
mad r1,c4.w,r1,r2 if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
mad r1,c3.w,r1,-r0.y }
mad r0,c3.z,r1,r0.y else
add r1,-r0,c5 {
mad oC0,c5.w,r1,r0 if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
}; if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
ColorWriteEnable = ALPHA|RED|GREEN|BLUE; }
ZEnable = FALSE; if ( !tintbeforegrade && tintenable ) res.rgb = Tint(res.rgb);
ZWriteEnable = FALSE; res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a); /* fade */
CullMode = NONE; if ( regdebug )
AlphaTestEnable = FALSE; {
AlphaBlendEnable = FALSE; res.rgb += debugreg(_r1.x,coord,0);
SRGBWRITEENABLE = FALSE; res.rgb += debugreg(_r1.y,coord,1);
} res.rgb += debugreg(_r1.z,coord,2);
} res.rgb += debugreg(_r1.w,coord,3);
res.rgb += debugreg(_r2.x,coord,4);
res.rgb += debugreg(_r2.y,coord,5);
res.rgb += debugreg(_r2.z,coord,6);
res.rgb += debugreg(_r2.w,coord,7);
res.rgb += debugreg(_r3.x,coord,8);
res.rgb += debugreg(_r3.y,coord,9);
res.rgb += debugreg(_r3.z,coord,10);
res.rgb += debugreg(_r3.w,coord,11);
res.rgb += debugreg(_r4.x,coord,12);
res.rgb += debugreg(_r4.y,coord,13);
res.rgb += debugreg(_r4.z,coord,14);
res.rgb += debugreg(_r4.w,coord,15);
res.rgb += debugreg(_r5.x,coord,16);
res.rgb += debugreg(_r5.y,coord,17);
res.rgb += debugreg(_r5.z,coord,18);
res.rgb += debugreg(_r5.w,coord,19);
}
res.rgb = saturate(res.rgb);
res.a = 1.0;
return res;
}
/*
So... let me get this straight... rather than simply switching techniques,
Boris just compiles the program twice with and without this macro, then
toggling "UseEffect" switches between each variation? What the fuck?
*/
#ifndef ENB_FLIPTECHNIQUE
#ifdef FALLOUT
technique Shader_C1DAE3F7
#else
technique Shader_D6EC7DD1
#endif
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Mari();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;
ZWriteEnable = FALSE;
CullMode = NONE;
AlphaTestEnable = FALSE;
AlphaBlendEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
#ifdef FALLOUT
technique Shader_C1DAE3F7
#else
technique Shader_D6EC7DD1
#endif
#endif
{
pass p0
{
#ifdef FALLOUT
VertexShader = asm
{
vs_1_1
def c3,2,-2,0,0
dcl_position v0
dcl_texcoord v1
mov r0.xy,c0
mad oPos.xy,r0,-c3,v0
add oT0.xy,v1,c1
add oT1.xy,v1,c2
mov oPos.zw,v0
};
#else
VertexShader = compile vs_3_0 VS_Pass();
#endif
/*
>inline assembly
Have to keep this part intact, sadly
Boris what the fuck have you done
*/
PixelShader = asm
{
#ifdef FALLOUT
ps_2_x
def c0,0.5,0,0,0
def c3,0.298999995,0.587000012,0.114,0
dcl t0.xy
dcl t1.xy
dcl_2d s0
dcl_2d s1
texld r0,t1,s1
texld r1,t0,s0
max r0.w,r1.w,c1.x
rcp r0.w,r0.w
mul r1.w,r0.w,c0.x
mul r0.w,r0.w,c1.x
mul r1.xyz,r1,r1.w
max r2.xyz,r1,c0.y
mad r0.xyz,r0.w,r0,r2
dp3 r0.w,r0,c3
lrp r1.xyz,c19.x,r0,r0.w
mad r0.xyz,r0.w,c20,-r1
mad r0.xyz,c20.w,r0,r1
mad r0.xyz,c19.w,r0,-c19.y
mad r0.xyz,c19.z,r0,c19.y
lrp r1.xyz,c22.w,c22,r0
mov r1.w,c2.z
mov oC0,r1
#else
ps_3_0
def c6,0,0,0,0
def c7,0.212500006,0.715399981,0.0720999986,1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x,c2.y
texld r1,v0,s2
mul r0.yz,r1.xxyw,c1.y
rcp r0.w,r0.y
mul r0.z,r0.w,r0.z
texld r1,v0,s1
mul r1.xyz,r1,c1.y
dp3 r0.w,c7,r1
mul r1.w,r0.w,r0.z
mad r0.z,r0.z,r0.w,c7.w
rcp r0.z,r0.z
mad r0.x,r1.w,r0.x,c7.w
mul r0.x,r0.x,r1.w
mul r0.x,r0.z,r0.x
cmp r0.x,-r0.w,c6.x,r0.x
rcp r0.z,r0.w
mul r0.z,r0.z,r0.x
add_sat r0.x,-r0.x,c2.x
texld r2,v0,s0
mul r2.xyz,r2,c1.y
mul r2.xyz,r0.x,r2
mad r1.xyz,r1,r0.z,r2
dp3 r0.x,r1,c7
mov r1.w,c7.w
lrp r2,c3.x,r1,r0.x
mad r1,r0.x,c4,-r2
mad r1,c4.w,r1,r2
mad r1,c3.w,r1,-r0.y
mad r0,c3.z,r1,r0.y
add r1,-r0,c5
mad oC0,c5.w,r1,r0
#endif
};
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;
ZWriteEnable = FALSE;
CullMode = NONE;
AlphaTestEnable = FALSE;
AlphaBlendEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

View file

@ -1,108 +1,101 @@
/* /*
menbeffectinternals.fx : MariENB base internal variables. menbeffectinternals.fx : MariENB base internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* gaussian blur matrices */ /* standard stuff */
static const float3x3 gauss5 = float4 ScreenSize;
{ float ENightDayFactor;
0.0865051903114,0.0692041522491,0.0346020761246, float EInteriorFactor;
0.0692041522491,0.0553633217993,0.0276816609, float EBloomAmount;
0.0346020761246,0.0276816609,0.01384083045 /* samplers and textures */
}; texture2D texs0;
/* standard stuff */ texture2D texs1;
float4 ScreenSize; texture2D texs2;
float ENightDayFactor; texture2D texs3;
float EInteriorFactor; texture2D texs4;
float EBloomAmount; texture2D texs7;
/* samplers and textures */ sampler2D _s0 = sampler_state
texture2D texs0; {
texture2D texs1; Texture = <texs0>;
texture2D texs2; MinFilter = POINT;
texture2D texs3; MagFilter = POINT;
texture2D texs4; MipFilter = NONE;
texture2D texs7; AddressU = Clamp;
sampler2D _s0 = sampler_state AddressV = Clamp;
{ SRGBTexture = FALSE;
Texture = <texs0>; MaxMipLevel = 0;
MinFilter = POINT; MipMapLodBias = 0;
MagFilter = POINT; };
MipFilter = NONE; sampler2D _s1 = sampler_state
AddressU = Clamp; {
AddressV = Clamp; Texture = <texs1>;
SRGBTexture = FALSE; MinFilter = LINEAR;
MaxMipLevel = 0; MagFilter = LINEAR;
MipMapLodBias = 0; MipFilter = NONE;
}; AddressU = Clamp;
sampler2D _s1 = sampler_state AddressV = Clamp;
{ SRGBTexture = FALSE;
Texture = <texs1>; MaxMipLevel = 0;
MinFilter = LINEAR; MipMapLodBias = 0;
MagFilter = LINEAR; };
MipFilter = NONE; sampler2D _s2 = sampler_state
AddressU = Clamp; {
AddressV = Clamp; Texture = <texs2>;
SRGBTexture = FALSE; MinFilter = LINEAR;
MaxMipLevel = 0; MagFilter = LINEAR;
MipMapLodBias = 0; MipFilter = NONE;
}; AddressU = Clamp;
sampler2D _s2 = sampler_state AddressV = Clamp;
{ SRGBTexture = FALSE;
Texture = <texs2>; MaxMipLevel = 0;
MinFilter = LINEAR; MipMapLodBias = 0;
MagFilter = LINEAR; };
MipFilter = NONE; sampler2D _s3 = sampler_state
AddressU = Clamp; {
AddressV = Clamp; Texture = <texs3>;
SRGBTexture = FALSE; MinFilter = LINEAR;
MaxMipLevel = 0; MagFilter = LINEAR;
MipMapLodBias = 0; MipFilter = NONE;
}; AddressU = Clamp;
sampler2D _s3 = sampler_state AddressV = Clamp;
{ SRGBTexture = FALSE;
Texture = <texs3>; MaxMipLevel = 0;
MinFilter = LINEAR; MipMapLodBias = 0;
MagFilter = LINEAR; };
MipFilter = NONE; sampler2D _s4 = sampler_state
AddressU = Clamp; {
AddressV = Clamp; Texture = <texs4>;
SRGBTexture = FALSE; MinFilter = LINEAR;
MaxMipLevel = 0; MagFilter = LINEAR;
MipMapLodBias = 0; MipFilter = NONE;
}; AddressU = Clamp;
sampler2D _s4 = sampler_state AddressV = Clamp;
{ SRGBTexture = FALSE;
Texture = <texs4>; MaxMipLevel = 0;
MinFilter = LINEAR; MipMapLodBias = 0;
MagFilter = LINEAR; };
MipFilter = NONE; sampler2D _s7 = sampler_state
AddressU = Clamp; {
AddressV = Clamp; Texture = <texs7>;
SRGBTexture = FALSE; MinFilter = LINEAR;
MaxMipLevel = 0; MagFilter = LINEAR;
MipMapLodBias = 0; MipFilter = NONE;
}; AddressU = Clamp;
sampler2D _s7 = sampler_state AddressV = Clamp;
{ SRGBTexture = FALSE;
Texture = <texs7>; MaxMipLevel = 0;
MinFilter = LINEAR; MipMapLodBias = 0;
MagFilter = LINEAR; };
MipFilter = NONE; /* whatever */
AddressU = Clamp; struct VS_OUTPUT_POST
AddressV = Clamp; {
SRGBTexture = FALSE; float4 vpos : POSITION;
MaxMipLevel = 0; float2 txcoord0 : TEXCOORD0;
MipMapLodBias = 0; };
}; struct VS_INPUT_POST
/* whatever */ {
struct VS_OUTPUT_POST float3 pos : POSITION;
{ float2 txcoord0 : TEXCOORD0;
float4 vpos : POSITION; };
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

View file

@ -1,444 +1,491 @@
/* /*
menbeffectsettings.fx : MariENB base user-tweakable variables. menbeffectsettings.fx : MariENB base user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* fixed resolution, keeps blur filters at a consistent internal resolution */ /* "adaptation" factors */
int fixedx bool aenable
< <
string UIName = "_FixedResolutionX"; string UIName = "UseAdaptation";
string UIWidget = "Spinner"; string UIWidget = "Checkbox";
int UIMin = 0; > = {false};
> = {0}; float amin_n
int fixedy <
< string UIName = "AdaptationMinNight";
string UIName = "_FixedResolutionY"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {0.0};
int UIMin = 0; float amin_d
> = {0}; <
/* Border darkening */ string UIName = "AdaptationMinDay";
/* radius of darkening (relative to screen width) */ string UIWidget = "Spinner";
float dkradius_n > = {0.0};
< float amin_in
string UIName = "DarkRadiusNight"; <
string UIWidget = "Spinner"; string UIName = "AdaptationMinInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.40}; > = {0.0};
float dkradius_d float amin_id
< <
string UIName = "DarkRadiusDay"; string UIName = "AdaptationMinInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {0.0};
> = {0.29}; float amax_n
float dkradius_in <
< string UIName = "AdaptationMaxNight";
string UIName = "DarkRadiusInteriorNight"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
float UIMin = 0.0; float amax_d
> = {0.50}; <
float dkradius_id string UIName = "AdaptationMaxDay";
< string UIWidget = "Spinner";
string UIName = "DarkRadiusInteriorDay"; > = {1.0};
string UIWidget = "Spinner"; float amax_in
float UIMin = 0.0; <
> = {0.39}; string UIName = "AdaptationMaxInteriorNight";
/* falloff of darkening */ string UIWidget = "Spinner";
float dkcurve_n > = {1.0};
< float amax_id
string UIName = "DarkCurveNight"; <
string UIWidget = "Spinner"; string UIName = "AdaptationMaxInteriorDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.70}; > = {1.0};
float dkcurve_d /* overshine/bloom compensation */
< bool compenable
string UIName = "DarkCurveDay"; <
string UIWidget = "Spinner"; string UIName = "UseCompensate";
float UIMin = 0.0; string UIWidget = "Checkbox";
> = {2.30}; > = {false};
float dkcurve_in /* compensation factor */
< float compfactor_n
string UIName = "DarkCurveInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "CompensateFactorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.35}; > = {0.0};
float dkcurve_id float compfactor_d
< <
string UIName = "DarkCurveInteriorDay"; string UIName = "CompensateFactorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {0.0};
> = {1.67}; float compfactor_in
/* bump of darkening */ <
float dkbump_n string UIName = "CompensateFactorInteriorNight";
< string UIWidget = "Spinner";
string UIName = "DarkBumpNight"; > = {0.0};
string UIWidget = "Spinner"; float compfactor_id
> = {0.74}; <
float dkbump_d string UIName = "CompensateFactorInteriorDay";
< string UIWidget = "Spinner";
string UIName = "DarkBumpDay"; > = {0.0};
string UIWidget = "Spinner"; /* compensation power (contrast) */
> = {0.33}; float comppow_n
float dkbump_in <
< string UIName = "CompensatePowerNight";
string UIName = "DarkBumpInteriorNight"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
> = {0.82}; > = {1.0};
float dkbump_id float comppow_d
< <
string UIName = "DarkBumpInteriorDay"; string UIName = "CompensatePowerDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.61}; float UIMin = 0.0;
/* "adaptation" factors */ > = {1.0};
float amin_n float comppow_in
< <
string UIName = "AdaptationMinNight"; string UIName = "CompensatePowerInteriorNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.20}; float UIMin = 0.0;
float amin_d > = {1.0};
< float comppow_id
string UIName = "AdaptationMinDay"; <
string UIWidget = "Spinner"; string UIName = "CompensatePowerInteriorDay";
> = {0.09}; string UIWidget = "Spinner";
float amin_in float UIMin = 0.0;
< > = {1.0};
string UIName = "AdaptationMinInteriorNight"; /* compensation saturation (higher values desaturate highlights) */
string UIWidget = "Spinner"; float compsat_n
> = {0.17}; <
float amin_id string UIName = "CompensateSaturationNight";
< string UIWidget = "Spinner";
string UIName = "AdaptationMinInteriorDay"; > = {1.0};
string UIWidget = "Spinner"; float compsat_d
> = {0.10}; <
float amax_n string UIName = "CompensateSaturationDay";
< string UIWidget = "Spinner";
string UIName = "AdaptationMaxNight"; > = {1.0};
string UIWidget = "Spinner"; float compsat_in
> = {1.21}; <
float amax_d string UIName = "CompensateSaturationInteriorNight";
< string UIWidget = "Spinner";
string UIName = "AdaptationMaxDay"; > = {1.0};
string UIWidget = "Spinner"; float compsat_id
> = {0.94}; <
float amax_in string UIName = "CompensateSaturationInteriorDay";
< string UIWidget = "Spinner";
string UIName = "AdaptationMaxInteriorNight"; > = {1.0};
string UIWidget = "Spinner"; /* Color grading */
> = {1.26}; bool gradeenable1
float amax_id <
< string UIName = "UseRGBGrading";
string UIName = "AdaptationMaxInteriorDay"; string UIWidget = "Checkbox";
string UIWidget = "Spinner"; > = {false};
> = {0.91}; /* color component multipliers */
/* overshine/bloom compensation */ float grademul_r_n
/* compensation factor */ <
float compfactor_n string UIName = "GradingMulRNight";
< string UIWidget = "Spinner";
string UIName = "CompensateFactorNight"; > = {1.0};
string UIWidget = "Spinner"; float grademul_g_n
> = {0.23}; <
float compfactor_d string UIName = "GradingMulGNight";
< string UIWidget = "Spinner";
string UIName = "CompensateFactorDay"; > = {1.0};
string UIWidget = "Spinner"; float grademul_b_n
> = {0.46}; <
float compfactor_in string UIName = "GradingMulBNight";
< string UIWidget = "Spinner";
string UIName = "CompensateFactorInteriorNight"; > = {1.0};
string UIWidget = "Spinner"; float grademul_r_d
> = {0.30}; <
float compfactor_id string UIName = "GradingMulRDay";
< string UIWidget = "Spinner";
string UIName = "CompensateFactorInteriorDay"; > = {1.0};
string UIWidget = "Spinner"; float grademul_g_d
> = {0.39}; <
/* compensation power (contrast) */ string UIName = "GradingMulGDay";
float comppow_n string UIWidget = "Spinner";
< > = {1.0};
string UIName = "CompensatePowerNight"; float grademul_b_d
string UIWidget = "Spinner"; <
float UIMin = 0.0; string UIName = "GradingMulBDay";
> = {1.08}; string UIWidget = "Spinner";
float comppow_d > = {1.0};
< float grademul_r_in
string UIName = "CompensatePowerDay"; <
string UIWidget = "Spinner"; string UIName = "GradingMulRInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.11}; > = {1.0};
float comppow_in float grademul_g_in
< <
string UIName = "CompensatePowerInteriorNight"; string UIName = "GradingMulGInteriorNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {1.0};
> = {1.05}; float grademul_b_in
float comppow_id <
< string UIName = "GradingMulBInteriorNight";
string UIName = "CompensatePowerInteriorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
float UIMin = 0.0; float grademul_r_id
> = {1.14}; <
/* compensation saturation (higher values desaturate highlights) */ string UIName = "GradingMulRInteriorDay";
float compsat_n string UIWidget = "Spinner";
< > = {1.0};
string UIName = "CompensateSaturationNight"; float grademul_g_id
string UIWidget = "Spinner"; <
> = {0.97}; string UIName = "GradingMulGInteriorDay";
float compsat_d string UIWidget = "Spinner";
< > = {1.0};
string UIName = "CompensateSaturationDay"; float grademul_b_id
string UIWidget = "Spinner"; <
> = {0.85}; string UIName = "GradingMulBInteriorDay";
float compsat_in string UIWidget = "Spinner";
< > = {1.0};
string UIName = "CompensateSaturationInteriorNight"; /* color component contrasts */
string UIWidget = "Spinner"; float gradepow_r_n
> = {0.89}; <
float compsat_id string UIName = "GradingPowRNight";
< string UIWidget = "Spinner";
string UIName = "CompensateSaturationInteriorDay"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {1.0};
> = {0.74}; float gradepow_g_n
/* Color grading */ <
/* color component multipliers */ string UIName = "GradingPowGNight";
float grademul_r_n string UIWidget = "Spinner";
< float UIMin = 0.0;
string UIName = "GradingMulRNight"; > = {1.0};
string UIWidget = "Spinner"; float gradepow_b_n
> = {1.04}; <
float grademul_g_n string UIName = "GradingPowBNight";
< string UIWidget = "Spinner";
string UIName = "GradingMulGNight"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {1.0};
> = {1.08}; float gradepow_r_d
float grademul_b_n <
< string UIName = "GradingPowRDay";
string UIName = "GradingMulBNight"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
> = {1.15}; > = {1.0};
float grademul_r_d float gradepow_g_d
< <
string UIName = "GradingMulRDay"; string UIName = "GradingPowGDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {1.66}; float UIMin = 0.0;
float grademul_g_d > = {1.0};
< float gradepow_b_d
string UIName = "GradingMulGDay"; <
string UIWidget = "Spinner"; string UIName = "GradingPowBDay";
> = {1.45}; string UIWidget = "Spinner";
float grademul_b_d float UIMin = 0.0;
< > = {1.0};
string UIName = "GradingMulBDay"; float gradepow_r_in
string UIWidget = "Spinner"; <
> = {1.29}; string UIName = "GradingPowRInteriorNight";
float grademul_r_in string UIWidget = "Spinner";
< float UIMin = 0.0;
string UIName = "GradingMulRInteriorNight"; > = {1.0};
string UIWidget = "Spinner"; float gradepow_g_in
> = {1.35}; <
float grademul_g_in string UIName = "GradingPowGInteriorNight";
< string UIWidget = "Spinner";
string UIName = "GradingMulGInteriorNight"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {1.0};
> = {1.18}; float gradepow_b_in
float grademul_b_in <
< string UIName = "GradingPowBInteriorNight";
string UIName = "GradingMulBInteriorNight"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
> = {1.22}; > = {1.0};
float grademul_r_id float gradepow_r_id
< <
string UIName = "GradingMulRInteriorDay"; string UIName = "GradingPowRInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {1.71}; float UIMin = 0.0;
float grademul_g_id > = {1.0};
< float gradepow_g_id
string UIName = "GradingMulGInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "GradingPowGInteriorDay";
> = {1.60}; string UIWidget = "Spinner";
float grademul_b_id float UIMin = 0.0;
< > = {1.0};
string UIName = "GradingMulBInteriorDay"; float gradepow_b_id
string UIWidget = "Spinner"; <
> = {1.41}; string UIName = "GradingPowBInteriorDay";
/* color component contrasts */ string UIWidget = "Spinner";
float gradepow_r_n float UIMin = 0.0;
< > = {1.0};
string UIName = "GradingPowRNight"; /* colorization factors */
string UIWidget = "Spinner"; bool gradeenable2
float UIMin = 0.0; <
> = {1.02}; string UIName = "UseColorizeGrading";
float gradepow_g_n string UIWidget = "Checkbox";
< > = {false};
string UIName = "GradingPowGNight"; float gradecol_r_n
string UIWidget = "Spinner"; <
float UIMin = 0.0; string UIName = "GradingColRNight";
> = {1.06}; string UIWidget = "Spinner";
float gradepow_b_n > = {1.0};
< float gradecol_g_n
string UIName = "GradingPowBNight"; <
string UIWidget = "Spinner"; string UIName = "GradingColGNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.03}; > = {1.0};
float gradepow_r_d float gradecol_b_n
< <
string UIName = "GradingPowRDay"; string UIName = "GradingColBNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {1.0};
> = {1.09}; float gradecol_r_d
float gradepow_g_d <
< string UIName = "GradingColRDay";
string UIName = "GradingPowGDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
float UIMin = 0.0; float gradecol_g_d
> = {1.08}; <
float gradepow_b_d string UIName = "GradingColGDay";
< string UIWidget = "Spinner";
string UIName = "GradingPowBDay"; > = {1.0};
string UIWidget = "Spinner"; float gradecol_b_d
float UIMin = 0.0; <
> = {1.05}; string UIName = "GradingColBDay";
float gradepow_r_in string UIWidget = "Spinner";
< > = {1.0};
string UIName = "GradingPowRInteriorNight"; float gradecol_r_in
string UIWidget = "Spinner"; <
float UIMin = 0.0; string UIName = "GradingColRInteriorNight";
> = {1.08}; string UIWidget = "Spinner";
float gradepow_g_in > = {1.0};
< float gradecol_g_in
string UIName = "GradingPowGInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "GradingColGInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.11}; > = {1.0};
float gradepow_b_in float gradecol_b_in
< <
string UIName = "GradingPowBInteriorNight"; string UIName = "GradingColBInteriorNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {1.0};
> = {1.06}; float gradecol_r_id
float gradepow_r_id <
< string UIName = "GradingColRInteriorDay";
string UIName = "GradingPowRInteriorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
float UIMin = 0.0; float gradecol_g_id
> = {1.05}; <
float gradepow_g_id string UIName = "GradingColGInteriorDay";
< string UIWidget = "Spinner";
string UIName = "GradingPowGInteriorDay"; > = {1.0};
string UIWidget = "Spinner"; float gradecol_b_id
float UIMin = 0.0; <
> = {1.04}; string UIName = "GradingColBInteriorDay";
float gradepow_b_id string UIWidget = "Spinner";
< > = {1.0};
string UIName = "GradingPowBInteriorDay"; /* blend factor for colorization (negative values are quite fancy) */
string UIWidget = "Spinner"; float gradecolfact_n
float UIMin = 0.0; <
> = {1.04}; string UIName = "GradingColFactorNight";
/* colorization factors */ string UIWidget = "Spinner";
float gradecol_r_n > = {0.0};
< float gradecolfact_d
string UIName = "GradingColRNight"; <
string UIWidget = "Spinner"; string UIName = "GradingColFactorDay";
> = {-0.59}; string UIWidget = "Spinner";
float gradecol_g_n > = {0.0};
< float gradecolfact_in
string UIName = "GradingColGNight"; <
string UIWidget = "Spinner"; string UIName = "GradingColFactorInteriorNight";
> = {-0.26}; string UIWidget = "Spinner";
float gradecol_b_n > = {0.0};
< float gradecolfact_id
string UIName = "GradingColBNight"; <
string UIWidget = "Spinner"; string UIName = "GradingColFactorInteriorDay";
> = {-0.73}; string UIWidget = "Spinner";
float gradecol_r_d > = {0.0};
< /* HSV grading */
string UIName = "GradingColRDay"; bool gradeenable3
string UIWidget = "Spinner"; <
> = {-0.62}; string UIName = "UseHSVGrading";
float gradecol_g_d string UIWidget = "Checkbox";
< > = {false};
string UIName = "GradingColGDay"; /* saturation multiplier */
string UIWidget = "Spinner"; float gradesatmul_n
> = {-0.10}; <
float gradecol_b_d string UIName = "GradingSatMulNight";
< string UIWidget = "Spinner";
string UIName = "GradingColBDay"; > = {1.0};
string UIWidget = "Spinner"; float gradesatmul_d
> = {-0.81}; <
float gradecol_r_in string UIName = "GradingSatMulDay";
< string UIWidget = "Spinner";
string UIName = "GradingColRInteriorNight"; > = {1.0};
string UIWidget = "Spinner"; float gradesatmul_in
> = {-0.41}; <
float gradecol_g_in string UIName = "GradingSatMulInteriorNight";
< string UIWidget = "Spinner";
string UIName = "GradingColGInteriorNight"; > = {1.0};
string UIWidget = "Spinner"; float gradesatmul_id
> = {-0.18}; <
float gradecol_b_in string UIName = "GradingSatMulInteriorDay";
< string UIWidget = "Spinner";
string UIName = "GradingColBInteriorNight"; > = {1.0};
string UIWidget = "Spinner"; /* saturation power */
> = {-1.69}; float gradesatpow_n
float gradecol_r_id <
< string UIName = "GradingSatPowNight";
string UIName = "GradingColRInteriorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
> = {-0.60}; float gradesatpow_d
float gradecol_g_id <
< string UIName = "GradingSatPowDay";
string UIName = "GradingColGInteriorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
> = {-0.45}; float gradesatpow_in
float gradecol_b_id <
< string UIName = "GradingSatPowInteriorNight";
string UIName = "GradingColBInteriorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
> = {-0.85}; float gradesatpow_id
/* blend factor for colorization (negative values are quite fancy) */ <
float gradecolfact_n string UIName = "GradingSatPowInteriorDay";
< string UIWidget = "Spinner";
string UIName = "GradingColFactorNight"; > = {1.0};
string UIWidget = "Spinner"; /* value multiplier */
> = {-0.11}; float gradevalmul_n
float gradecolfact_d <
< string UIName = "GradingValMulNight";
string UIName = "GradingColFactorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
> = {-0.14}; float gradevalmul_d
float gradecolfact_in <
< string UIName = "GradingValMulDay";
string UIName = "GradingColFactorInteriorNight"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
> = {-0.14}; float gradevalmul_in
float gradecolfact_id <
< string UIName = "GradingValMulInteriorNight";
string UIName = "GradingColFactorInteriorDay"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
> = {-0.20}; float gradevalmul_id
/* Letterbox */ <
/* vertical factor */ string UIName = "GradingValMulInteriorDay";
float boxv string UIWidget = "Spinner";
< > = {1.0};
string UIName = "BoxVertical"; /* value power */
string UIWidget = "Spinner"; float gradevalpow_n
float UIMin = 0.0; <
float UIMax = 1.0; string UIName = "GradingValPowNight";
> = {0.90}; string UIWidget = "Spinner";
/* softening (0 = disable) */ > = {1.0};
float boxb float gradevalpow_d
< <
string UIName = "BoxSoften"; string UIName = "GradingValPowDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.01}; > = {1.0};
/* box alpha */ float gradevalpow_in
float boxa <
< string UIName = "GradingValPowInteriorNight";
string UIName = "BoxAlpha"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {1.0};
> = {12.00}; float gradevalpow_id
/* soften bloom texture (remove blocky artifacts from downscaled bloom) */ <
bool softbloom string UIName = "GradingValPowInteriorDay";
< string UIWidget = "Spinner";
string UIName = "BloomSoften"; > = {1.0};
string UIWidget = "Checkbox"; bool colorizeafterhsv
> = {false}; <
string UIName = "ColorizeAfterHSV";
string UIWidget = "Checkbox";
> = {false};
/* game tinting support */
bool tintenable
<
string UIName = "UseTint";
string UIWidget = "Checkbox";
> = {true};
float tintblend
<
string UIName = "TintingBlend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
bool tintbeforegrade
<
string UIName = "TintingBeforeGrading";
string UIWidget = "Checkbox";
> = {false};
/* vanilla grading */
bool vgradeenable
<
string UIName = "EnableVanillaGrading";
string UIWidget = "Checkbox";
> = {true};
float vgradeblend
<
string UIName = "VanillaGradingBlend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* debug vanilla shader registers */
bool regdebug
<
string UIName = "DebugRegisters";
string UIWidget = "Checkbox";
> = {false};
/* scale of register bars */
float regdebugscale
<
string UIName = "DebugRegistersScale";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};

View file

@ -1,389 +1,377 @@
/* /*
menbextrafilters.fx : MariENB extra shader routines. menbextrafilters.fx : MariENB extra shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN ) #define tod ENightDayFactor
{ #define ind EInteriorFactor
VS_OUTPUT_POST OUT; VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); {
OUT.txcoord.xy = IN.txcoord.xy; VS_OUTPUT_POST OUT;
return OUT; OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
} OUT.txcoord.xy = IN.txcoord.xy;
/* prepass */ return OUT;
float4 ReducePrepass( in float4 color, in float2 coord ) }
{ /* helpers */
float3 bgamma = float3(bgammar,bgammag,bgammab); float3 rgb2hsv( float3 c )
float3 bsaturation = float3(bsaturationr,bsaturationg,bsaturationb); {
color.rgb = pow(max(color.rgb,0.0),bgamma); float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 dac; float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
dac.a = (color.r+color.g+color.b)/3.0; float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
dac.rgb = dac.a+(color.rgb-dac.a)*bsaturation; float d = q.x-min(q.w,q.y);
if ( dither == 0 ) float e = 1.0e-10;
dac += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult; return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
else if ( dither == 1 ) }
dac += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult; float3 hsv2rgb( float3 c )
else if ( dither == 2 ) {
dac += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult; float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
else if ( dither == 3 ) float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
dac += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult; return c.z*lerp(K.x,saturate(p-K.x),c.y);
else if ( dither == 4 ) }
dac += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult; /* prepass */
dac.a = 1.0; float4 ReducePrepass( in float4 col, in float2 coord )
dac = saturate(dac); {
return dac; float3 hsv = rgb2hsv(col);
} hsv.y *= bsaturation;
float4 ReduceCGA( in float4 color, in float2 coord ) hsv.z = pow(hsv.z,bgamma);
{ col.rgb = hsv2rgb(saturate(hsv));
float4 dac = ReducePrepass(color,coord); if ( dither == 0 )
if ( cgapal == 0 ) col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
{ else if ( dither == 1 )
dac.a = (dac.r+dac.g+dac.b)/3.0; col += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
return (dac.a>0.5); else if ( dither == 2 )
} col += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
float dist = 2.0; else if ( dither == 3 )
int idx = 0; col += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
if ( cgapal == 1 ) else if ( dither == 4 )
{ col += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
for ( int i=0; i<4; i++ ) col = saturate(col);
{ return col;
if ( distance(dac.rgb,cga1l[i]) < dist ) }
{ float4 ReduceCGA( in float4 color, in float2 coord )
idx = i; {
dist = distance(dac.rgb,cga1l[i]); float4 dac = ReducePrepass(color,coord);
} if ( cgapal == 0 )
} {
color.rgb = cga1l[idx]; dac.a = (dac.r+dac.g+dac.b)/3.0;
} return (dac.a>0.5);
else if ( cgapal == 2 ) }
{ float dist = 2.0;
for ( int i=0; i<4; i++ ) int idx = 0;
{ if ( cgapal == 1 )
if ( distance(dac.rgb,cga1h[i]) < dist ) {
{ for ( int i=0; i<4; i++ )
idx = i; if ( distance(dac.rgb,cga1l[i]) < dist )
dist = distance(dac.rgb,cga1h[i]); {
} idx = i;
} dist = distance(dac.rgb,cga1l[i]);
color.rgb = cga1h[idx]; }
} color.rgb = cga1l[idx];
else if ( cgapal == 3 ) }
{ else if ( cgapal == 2 )
for ( int i=0; i<4; i++ ) {
{ for ( int i=0; i<4; i++ )
if ( distance(dac.rgb,cga2l[i]) < dist ) if ( distance(dac.rgb,cga1h[i]) < dist )
{ {
idx = i; idx = i;
dist = distance(dac.rgb,cga2l[i]); dist = distance(dac.rgb,cga1h[i]);
} }
} color.rgb = cga1h[idx];
color.rgb = cga2l[idx]; }
} else if ( cgapal == 3 )
else if ( cgapal == 4 ) {
{ for ( int i=0; i<4; i++ )
for ( int i=0; i<4; i++ ) if ( distance(dac.rgb,cga2l[i]) < dist )
{ {
if ( distance(dac.rgb,cga2h[i]) < dist ) idx = i;
{ dist = distance(dac.rgb,cga2l[i]);
idx = i; }
dist = distance(dac.rgb,cga2h[i]); color.rgb = cga2l[idx];
} }
} else if ( cgapal == 4 )
color.rgb = cga2h[idx]; {
} for ( int i=0; i<4; i++ )
else if ( cgapal == 5 ) if ( distance(dac.rgb,cga2h[i]) < dist )
{ {
for ( int i=0; i<4; i++ ) idx = i;
{ dist = distance(dac.rgb,cga2h[i]);
if ( distance(dac.rgb,cga3l[i]) < dist ) }
{ color.rgb = cga2h[idx];
idx = i; }
dist = distance(dac.rgb,cga3l[i]); else if ( cgapal == 5 )
} {
} for ( int i=0; i<4; i++ )
color.rgb = cga3l[idx]; if ( distance(dac.rgb,cga3l[i]) < dist )
} {
else if ( cgapal == 6 ) idx = i;
{ dist = distance(dac.rgb,cga3l[i]);
for ( int i=0; i<4; i++ ) }
{ color.rgb = cga3l[idx];
if ( distance(dac.rgb,cga3h[i]) < dist ) }
{ else if ( cgapal == 6 )
idx = i; {
dist = distance(dac.rgb,cga3h[i]); for ( int i=0; i<4; i++ )
} if ( distance(dac.rgb,cga3h[i]) < dist )
} {
color.rgb = cga3h[idx]; idx = i;
} dist = distance(dac.rgb,cga3h[i]);
return color; }
} color.rgb = cga3h[idx];
float4 ReduceEGA( in float4 color, in float2 coord ) }
{ return color;
float4 dac = ReducePrepass(color,coord); }
float dist = 2.0; float4 ReduceEGA( in float4 color, in float2 coord )
int idx = 0; {
if ( egapal == 0 ) float4 dac = ReducePrepass(color,coord);
{ float dist = 2.0;
for ( int i=0; i<16; i++ ) int idx = 0;
{ if ( egapal == 0 )
if ( distance(dac.rgb,stdega[i]) < dist ) {
{ for ( int i=0; i<16; i++ )
idx = i; if ( distance(dac.rgb,stdega[i]) < dist )
dist = distance(dac.rgb,stdega[i]); {
} idx = i;
} dist = distance(dac.rgb,stdega[i]);
color.rgb = stdega[idx]; }
} color.rgb = stdega[idx];
else }
{ else
for ( int i=0; i<16; i++ ) {
{ for ( int i=0; i<16; i++ )
if ( distance(dac.rgb,aosega[i]) < dist ) if ( distance(dac.rgb,aosega[i]) < dist )
{ {
idx = i; idx = i;
dist = distance(dac.rgb,aosega[i]); dist = distance(dac.rgb,aosega[i]);
} }
} color.rgb = aosega[idx];
color.rgb = aosega[idx]; }
} return color;
return color; }
} float4 ReduceRGB2( in float4 color, in float2 coord )
float4 ReduceRGB2( in float4 color, in float2 coord ) {
{ float4 dac = ReducePrepass(color,coord);
float4 dac = ReducePrepass(color,coord); color.rgb = trunc(dac.rgb*4.0)/4.0;
color.rgb = trunc(dac.rgb*4.0)/4.0; return color;
return color; }
} float4 ReduceRGB323( in float4 color, in float2 coord )
float4 ReduceRGB323( in float4 color, in float2 coord ) {
{ float4 dac = ReducePrepass(color,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);
color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0); return color;
return color; }
} float4 ReduceRGB4( in float4 color, in float2 coord )
float4 ReduceRGB4( in float4 color, in float2 coord ) {
{ float4 dac = ReducePrepass(color,coord);
float4 dac = ReducePrepass(color,coord); color.rgb = trunc(dac.rgb*16.0)/16.0;
color.rgb = trunc(dac.rgb*16.0)/16.0; return color;
return color; }
} float4 ReduceRGB565( in float4 color, in float2 coord )
float4 ReduceRGB565( in float4 color, in float2 coord ) {
{ float4 dac = ReducePrepass(color,coord);
float4 dac = ReducePrepass(color,coord); color.rgb = trunc(dac.rgb*float3(32.0,64.0,32.0))
color.rgb = trunc(dac.rgb*float3(32.0,64.0,32.0)) /float3(32.0,64.0,32.0);
/float3(32.0,64.0,32.0); return color;
return color; }
} float4 ReduceRGB6( in float4 color, in float2 coord )
float4 ReduceRGB6( in float4 color, in float2 coord ) {
{ float4 dac = ReducePrepass(color,coord);
float4 dac = ReducePrepass(color,coord); color.rgb = trunc(dac.rgb*64.0)/64.0;
color.rgb = trunc(dac.rgb*64.0)/64.0; return color;
return color; }
} /* darken borders */
/* Fuzzy */ float3 Vignette( float3 res, float2 coord )
float4 PS_Grain( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR {
{ float dkradius = lerp(lerp(dkradius_n,dkradius_d,tod),lerp(dkradius_in,
float2 coord = IN.txcoord.xy; dkradius_id,tod),ind);
float4 res = tex2D(SamplerColor,coord); float dkbump = lerp(lerp(dkbump_n,dkbump_d,tod),lerp(dkbump_in,
if ( !ne ) dkbump_id,tod),ind);
return res; float dkcurve = lerp(lerp(dkcurve_n,dkcurve_d,tod),lerp(dkcurve_in,
float ts = Timer.x*nf; dkcurve_id,tod),ind);
float2 tcs = coord.xy; float val = distance(coord,0.5)*2.0+dkradius;
float2 s1 = tcs+float2(0,ts); val = saturate(val+dkbump);
float2 s2 = tcs+float2(ts,0); return lerp(res,float3(0,0,0),pow(val,dkcurve));
float2 s3 = tcs+float2(ts,ts); }
float n1, n2, n3; /* letterbox filter */
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0; float3 Letterbox( float3 res, float2 coord )
if ( np ) {
{ if ( abs(2.0*coord.y-1.0) > boxv ) return float3(0,0,0);
n1 = tex2D(SamplerNoise2,s1*nm11*nr).r; return res;
n2 = tex2D(SamplerNoise2,s2*nm12*nr).g; }
n3 = tex2D(SamplerNoise2,s3*nm13*nr).b; /* Fuzzy */
s1 = tcs+float2(ts+n1*nk,n2*nk); float3 FilmGrain( float3 res, float2 coord )
s2 = tcs+float2(n2,ts+n3*nk); {
s3 = tcs+float2(ts+n3*nk,ts+n1*nk); float ts = Timer.x*nf;
n1 = tex2D(SamplerNoise2,s1*nm21*nr).r; float2 tcs = coord.xy;
n2 = tex2D(SamplerNoise2,s2*nm22*nr).g; float2 s1 = tcs+float2(0,ts);
n3 = tex2D(SamplerNoise2,s3*nm23*nr).b; float2 s2 = tcs+float2(ts,0);
} float2 s3 = tcs+float2(ts,ts);
else float n1, n2, n3;
{ float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
n1 = tex2D(SamplerNoise3,s1*nm1*nr).r; if ( np )
n2 = tex2D(SamplerNoise3,s2*nm2*nr).g; {
n3 = tex2D(SamplerNoise3,s3*nm3*nr).b; n1 = tex2D(SamplerNoise2,s1*nm11*nr).r;
} n2 = tex2D(SamplerNoise2,s2*nm12*nr).g;
float n4 = (n1+n2+n3)/3; n3 = tex2D(SamplerNoise2,s3*nm13*nr).b;
float3 ng = float3(n4,n4,n4); s1 = tcs+float2(ts+n1*nk,n2*nk);
float3 nc = float3(n1,n2,n3); s2 = tcs+float2(n2,ts+n3*nk);
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj); s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
if ( nb == 1 ) n1 = tex2D(SamplerNoise2,s1*nm21*nr).r;
res.rgb += nt*ni; n2 = tex2D(SamplerNoise2,s2*nm22*nr).g;
else if ( nb == 2 ) n3 = tex2D(SamplerNoise2,s3*nm23*nr).b;
{ }
res.r = (res.r<0.5)?(2.0*res.r*(0.5+(nt.r*ni))) else
:(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))) n1 = tex2D(SamplerNoise3,s1*nm1*nr).r;
:(1.0-2.0*(1.0-res.g)*(1.0-((0.5+(nt.g*ni))))); n2 = tex2D(SamplerNoise3,s2*nm2*nr).g;
res.b = (res.b<0.5)?(2.0*res.b*(0.5+(nt.b*ni))) n3 = tex2D(SamplerNoise3,s3*nm3*nr).b;
:(1.0-2.0*(1.0-res.b)*(1.0-((0.5+(nt.b*ni))))); }
} float n4 = (n1+n2+n3)/3;
else if ( nb == 3 ) float3 ng = float3(n4,n4,n4);
{ float3 nc = float3(n1,n2,n3);
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0); float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
bn = pow(bn,bnp); if ( nb == 1 ) return res+nt*ni;
float3 nn = saturate(nt*bn); if ( nb == 2 )
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))))); float3 tcol = res;
res.g = (res.g>0.5)?(2.0*res.g*(0.5+(nn.g*ni))) tcol.r = (tcol.r<0.5)?(2.0*tcol.r*(0.5+(nt.r*ni)))
:(1.0-2.0*(1.0-res.g)*(1.0-((0.5+(nn.g*ni))))); :(1.0-2.0*(1.0-tcol.r)*(1.0-((0.5+(nt.r*ni)))));
res.b = (res.b>0.5)?(2.0*res.b*(0.5+(nn.b*ni))) tcol.g = (tcol.g<0.5)?(2.0*tcol.g*(0.5+(nt.g*ni)))
:(1.0-2.0*(1.0-res.b)*(1.0-((0.5+(nn.b*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)))
else :(1.0-2.0*(1.0-tcol.b)*(1.0-((0.5+(nt.b*ni)))));
res.rgb = lerp(res.rgb,nt,ni); return tcol;
return res; }
} if ( nb == 3 )
/* Curveshit */ {
float4 PS_Curve( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
{ bn = pow(bn,bnp);
float2 coord = IN.txcoord.xy; float3 nn = saturate(nt*bn);
float4 res = tex2D(SamplerColor,coord); float3 tcol = res;
if ( !usecurve ) tcol.r = (tcol.r>0.5)?(2.0*tcol.r*(0.5+(nn.r*ni)))
return res; :(1.0-2.0*(1.0-tcol.r)*(1.0-((0.5+(nn.r*ni)))));
float3 eta = float3(1+chromaab*0.09,1+chromaab*0.06,1+chromaab*0.03); tcol.g = (tcol.g>0.5)?(2.0*tcol.g*(0.5+(nn.g*ni)))
float2 center = float2(coord.x-0.5,coord.y-0.5); :(1.0-2.0*(1.0-tcol.g)*(1.0-((0.5+(nn.g*ni)))));
float zfact = 100.0/lenszoom; tcol.b = (tcol.b>0.5)?(2.0*tcol.b*(0.5+(nn.b*ni)))
float r2 = center.x*center.x+center.y*center.y; :(1.0-2.0*(1.0-tcol.b)*(1.0-((0.5+(nn.b*ni)))));
float f = 0; return tcol;
if( lensdistc == 0.0) }
f = 1+r2*lensdist; return lerp(res,nt,ni);
else }
f = 1+r2*(lensdist+lensdistc*sqrt(r2)); /* CINEMATIC!!! */
float x = f*zfact*center.x+0.5; float4 PS_PoopyFilm( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float y = f*zfact*center.y+0.5; {
float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5; float2 coord = IN.txcoord.xy;
float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5; float4 res = tex2D(SamplerColor,coord);
float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5; if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
float4 idist = float4(tex2D(SamplerColor,rcoord).r, if ( dkenable ) res.rgb = Vignette(res.rgb,coord);
tex2D(SamplerColor,gcoord).g, if ( boxenable ) res.rgb = Letterbox(res.rgb,coord);
tex2D(SamplerColor,bcoord).b,1.0); res.a = 1.0;
if ( lensclamp ) return res;
{ }
if ( (rcoord.x < 0.0) || (rcoord.x >= 1.0) ) /* REVOLUTIONARY ULTRA-AWESOME FILTER */
idist.r *= 0.0; float4 PS_Aberration( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
if ( (rcoord.y < 0.0) || (rcoord.y >= 1.0) ) {
idist.r *= 0.0; float2 coord = IN.txcoord.xy;
if ( (gcoord.x < 0.0) || (gcoord.x >= 1.0) ) float4 res = tex2D(SamplerColor,coord);
idist.g *= 0.0; if ( !usecurve ) return res;
if ( (gcoord.y < 0.0) || (gcoord.y >= 1.0) ) float3 eta = float3(1+chromaab*0.09,1+chromaab*0.06,1+chromaab*0.03);
idist.g *= 0.0; float2 mid = coord-0.5;
if ( (bcoord.x < 0.0) || (bcoord.x >= 1.0) ) float2 rc = eta.r*(1.0-chromaab*0.1)*mid+0.5;
idist.b *= 0.0; float2 gc = eta.g*(1.0-chromaab*0.1)*mid+0.5;
if ( (bcoord.y < 0.0) || (bcoord.y >= 1.0) ) float2 bc = eta.b*(1.0-chromaab*0.1)*mid+0.5;
idist.b *= 0.0; float3 ab = float3(tex2D(SamplerColor,rc).r,tex2D(SamplerColor,gc).g,
} tex2D(SamplerColor,bc).b);
res.rgb = idist.rgb; res.rgb = ab;
res.a = 1.0; res.a = 1.0;
return res; return res;
} }
/* Retro rockets */ /* Retro rockets */
float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{ {
float2 coord = IN.txcoord.xy; float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord); float4 res = tex2D(SamplerColor,coord);
if ( !useblock ) if ( !useblock ) return res;
return res; float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float4 tcol;
float4 tcol; float2 bresl = rresl;
float2 bresl = rresl; float2 sresl = float2(sresx,sresy);
if ( bresx <= 0 || bresy <= 0 ) if ( bresx <= 0 || bresy <= 0 ) bresl = rresl;
bresl = rresl; else
else {
{ if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx;
if ( bresx <= 1.0 ) else bresl.x = bresx;
bresl.x = rresl.x*bresx; if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
else else bresl.y = bresy;
bresl.x = bresx; }
if ( bresy <= 1.0 ) if ( sresl.x <= 0 ) sresl.x = rresl.x/bresl.x;
bresl.y = rresl.y*bresy; if ( sresl.y <= 0 ) sresl.y = rresl.y/bresl.y;
else float2 ncoord = coord*(rresl/bresl);
bresl.y = bresy; ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5;
} ncoord = floor(ncoord*bresl)/bresl;
float2 ncoord = coord; if ( bresx <= 0 || bresy <= 0 ) ncoord = coord;
ncoord = (coord-float2(0.5,0.5))+float2(0.5,0.5); tcol = tex2D(SamplerColor,ncoord);
ncoord = floor(ncoord*bresl)/bresl; if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl);
if ( bresx <= 0 || bresy <= 0 ) else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl);
ncoord = coord; else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl);
tcol = tex2D(SamplerColor,ncoord); else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl);
if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 ) else if ( paltype == 4 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl);
tcol *= 0; else if ( paltype == 5 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl);
if ( paltype == 0 ) else if ( paltype == 6 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl);
res = ReduceCGA(tcol,coord*bresl); else res = tcol;
else if ( paltype == 1 ) if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 )
res = ReduceEGA(tcol,coord*bresl); res *= 0;
else if ( paltype == 2 ) res.a = 1.0;
res = ReduceRGB2(tcol,coord*bresl); return res;
else if ( paltype == 3 ) }
res = ReduceRGB323(tcol,coord*bresl); technique PostProcess
else if ( paltype == 4 ) {
res = ReduceRGB4(tcol,coord*bresl); pass p0
else if ( paltype == 5 ) {
res = ReduceRGB565(tcol,coord*bresl); VertexShader = compile vs_3_0 VS_Pass();
else if ( paltype == 6 ) PixelShader = compile ps_3_0 PS_Aberration();
res = ReduceRGB6(tcol,coord*bresl); DitherEnable = FALSE;
else ZEnable = FALSE;
res = tcol; CullMode = NONE;
res.a = 1.0; ALPHATESTENABLE = FALSE;
return res; SEPARATEALPHABLENDENABLE = FALSE;
} AlphaBlendEnable = FALSE;
technique PostProcess StencilEnable = FALSE;
{ FogEnable = FALSE;
pass p0 SRGBWRITEENABLE = FALSE;
{ }
VertexShader = compile vs_3_0 VS_Pass(); }
PixelShader = compile ps_3_0 PS_Grain(); technique PostProcess2
DitherEnable = FALSE; {
ZEnable = FALSE; pass p0
CullMode = NONE; {
ALPHATESTENABLE = FALSE; VertexShader = compile vs_3_0 VS_Pass();
SEPARATEALPHABLENDENABLE = FALSE; PixelShader = compile ps_3_0 PS_PoopyFilm();
AlphaBlendEnable = FALSE; DitherEnable = FALSE;
StencilEnable = FALSE; ZEnable = FALSE;
FogEnable = FALSE; CullMode = NONE;
SRGBWRITEENABLE = FALSE; ALPHATESTENABLE = FALSE;
} SEPARATEALPHABLENDENABLE = FALSE;
} AlphaBlendEnable = FALSE;
technique PostProcess2 StencilEnable = FALSE;
{ FogEnable = FALSE;
pass p0 SRGBWRITEENABLE = FALSE;
{ }
VertexShader = compile vs_3_0 VS_Pass(); }
PixelShader = compile ps_3_0 PS_Curve(); technique PostProcess3
DitherEnable = FALSE; {
ZEnable = FALSE; pass p0
CullMode = NONE; {
ALPHATESTENABLE = FALSE; VertexShader = compile vs_3_0 VS_Pass();
SEPARATEALPHABLENDENABLE = FALSE; PixelShader = compile ps_3_0 PS_Retro();
AlphaBlendEnable = FALSE; DitherEnable = FALSE;
StencilEnable = FALSE; ZEnable = FALSE;
FogEnable = FALSE; CullMode = NONE;
SRGBWRITEENABLE = FALSE; ALPHATESTENABLE = FALSE;
} SEPARATEALPHABLENDENABLE = FALSE;
} AlphaBlendEnable = FALSE;
technique PostProcess3 StencilEnable = FALSE;
{ FogEnable = FALSE;
pass p0 SRGBWRITEENABLE = FALSE;
{ }
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Retro();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
} }

View file

@ -1,200 +1,202 @@
/* /*
menbextrainternals.fx : MariENB extra internal variables. menbextrainternals.fx : MariENB extra internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* /*
dithering threshold maps dithering threshold maps
don't touch unless you know what you're doing don't touch unless you know what you're doing
*/ */
static const float checkers[4] = static const float checkers[4] =
{ {
1.0,0.0, 1.0,0.0,
0.0,1.0 0.0,1.0
}; };
#define d(x) x/4.0 #define d(x) x/4.0
static const float ordered2[4] = static const float ordered2[4] =
{ {
d(0),d(2), d(0),d(2),
d(4),d(2) d(4),d(2)
}; };
#undef d #undef d
#define d(x) x/9.0 #define d(x) x/9.0
static const float ordered3[9] = static const float ordered3[9] =
{ {
d(2),d(6),d(3), d(2),d(6),d(3),
d(5),d(0),d(8), d(5),d(0),d(8),
d(1),d(7),d(4) d(1),d(7),d(4)
}; };
#undef d #undef d
#define d(x) x/16.0 #define d(x) x/16.0
static const float ordered4[16] = static const float ordered4[16] =
{ {
d( 0),d( 8),d( 2),d(10), d( 0),d( 8),d( 2),d(10),
d(12),d( 4),d(14),d( 6), d(12),d( 4),d(14),d( 6),
d( 3),d(11),d( 1),d( 9), d( 3),d(11),d( 1),d( 9),
d(15),d( 7),d(13),d( 5) d(15),d( 7),d(13),d( 5)
}; };
#undef d #undef d
#define d(x) x/64.0 #define d(x) x/64.0
static const float ordered8[64] = static const float ordered8[64] =
{ {
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63), 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(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( 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(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( 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(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(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) d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
}; };
#undef d #undef d
/* /*
palettes palettes
don't touch unless you know what you're doing don't touch unless you know what you're doing
*/ */
#define d(x) x/3.0 #define d(x) x/3.0
static const float3 cga1l[4] = static const float3 cga1l[4] =
{ {
float3(d(0),d(0),d(0)), float3(d(0),d(0),d(0)),
float3(d(0),d(2),d(2)), float3(d(0),d(2),d(2)),
float3(d(2),d(0),d(2)), float3(d(2),d(0),d(2)),
float3(d(2),d(2),d(2)) float3(d(2),d(2),d(2))
}; };
static const float3 cga1h[4] = static const float3 cga1h[4] =
{ {
float3(d(0),d(0),d(0)), float3(d(0),d(0),d(0)),
float3(d(1),d(3),d(3)), float3(d(1),d(3),d(3)),
float3(d(3),d(1),d(3)), float3(d(3),d(1),d(3)),
float3(d(3),d(3),d(3)) float3(d(3),d(3),d(3))
}; };
static const float3 cga2l[4] = static const float3 cga2l[4] =
{ {
float3(d(0),d(0),d(0)), float3(d(0),d(0),d(0)),
float3(d(0),d(2),d(0)), float3(d(0),d(2),d(0)),
float3(d(2),d(0),d(0)), float3(d(2),d(0),d(0)),
float3(d(2),d(1),d(0)) float3(d(2),d(1),d(0))
}; };
static const float3 cga2h[4] = static const float3 cga2h[4] =
{ {
float3(d(0),d(0),d(0)), float3(d(0),d(0),d(0)),
float3(d(1),d(3),d(1)), float3(d(1),d(3),d(1)),
float3(d(3),d(1),d(1)), float3(d(3),d(1),d(1)),
float3(d(3),d(2),d(1)) float3(d(3),d(2),d(1))
}; };
static const float3 cga3l[4] = static const float3 cga3l[4] =
{ {
float3(d(0),d(0),d(0)), float3(d(0),d(0),d(0)),
float3(d(0),d(2),d(2)), float3(d(0),d(2),d(2)),
float3(d(2),d(0),d(0)), float3(d(2),d(0),d(0)),
float3(d(2),d(2),d(2)) float3(d(2),d(2),d(2))
}; };
static const float3 cga3h[4] = static const float3 cga3h[4] =
{ {
float3(d(0),d(0),d(0)), float3(d(0),d(0),d(0)),
float3(d(1),d(3),d(3)), float3(d(1),d(3),d(3)),
float3(d(3),d(1),d(1)), float3(d(3),d(1),d(1)),
float3(d(3),d(3),d(3)) float3(d(3),d(3),d(3))
}; };
static const float3 stdega[16] = static const float3 stdega[16] =
{ {
float3(d(0),d(0),d(0)), float3(d(0),d(0),d(0)),
float3(d(2),d(0),d(0)), float3(d(2),d(0),d(0)),
float3(d(0),d(2),d(0)), float3(d(0),d(2),d(0)),
float3(d(2),d(1),d(0)), float3(d(2),d(1),d(0)),
float3(d(0),d(0),d(2)), float3(d(0),d(0),d(2)),
float3(d(2),d(0),d(2)), float3(d(2),d(0),d(2)),
float3(d(0),d(2),d(2)), float3(d(0),d(2),d(2)),
float3(d(2),d(2),d(2)), float3(d(2),d(2),d(2)),
float3(d(1),d(1),d(1)), float3(d(1),d(1),d(1)),
float3(d(3),d(1),d(1)), float3(d(3),d(1),d(1)),
float3(d(1),d(3),d(1)), float3(d(1),d(3),d(1)),
float3(d(3),d(3),d(1)), float3(d(3),d(3),d(1)),
float3(d(1),d(1),d(3)), float3(d(1),d(1),d(3)),
float3(d(3),d(1),d(3)), float3(d(3),d(1),d(3)),
float3(d(1),d(3),d(3)), float3(d(1),d(3),d(3)),
float3(d(3),d(3),d(3)) float3(d(3),d(3),d(3))
}; };
#undef d #undef d
#define d(x) x/256.0 #define d(x) x/256.0
static const float3 aosega[16] = static const float3 aosega[16] =
{ {
float3(d( 0),d( 0),d( 0)), float3(d( 0),d( 0),d( 0)),
float3(d(128),d( 0),d( 0)), float3(d(128),d( 0),d( 0)),
float3(d( 32),d(128),d( 0)), float3(d( 32),d(128),d( 0)),
float3(d(160),d( 64),d( 32)), float3(d(160),d( 64),d( 32)),
float3(d( 0),d( 32),d( 88)), float3(d( 0),d( 32),d( 88)),
float3(d( 60),d( 0),d( 88)), float3(d( 60),d( 0),d( 88)),
float3(d( 16),d(160),d(208)), float3(d( 16),d(160),d(208)),
float3(d( 88),d( 88),d( 88)), float3(d( 88),d( 88),d( 88)),
float3(d( 32),d( 32),d( 32)), float3(d( 32),d( 32),d( 32)),
float3(d(256),d( 64),d( 64)), float3(d(256),d( 64),d( 64)),
float3(d( 72),d(256),d( 64)), float3(d( 72),d(256),d( 64)),
float3(d(256),d(224),d( 60)), float3(d(256),d(224),d( 60)),
float3(d( 48),d(128),d(256)), float3(d( 48),d(128),d(256)),
float3(d(192),d( 48),d(256)), float3(d(192),d( 48),d(256)),
float3(d( 72),d(224),d(256)), float3(d( 72),d(224),d(256)),
float3(d(256),d(256),d(256)), float3(d(256),d(256),d(256)),
}; };
#undef d #undef d
/* standard stuff */ /* standard stuff */
float4 ScreenSize; float4 ScreenSize;
float4 Timer; float4 Timer;
/* samplers and textures */ float ENightDayFactor;
texture2D texColor; float EInteriorFactor;
texture2D texNoise2 /* samplers and textures */
< texture2D texColor;
string ResourceName = "menbnoise1.png"; texture2D texNoise2
>; <
texture2D texNoise3 string ResourceName = "menbnoise1.png";
< >;
string ResourceName = "menbnoise2.png"; texture2D texNoise3
>; <
sampler2D SamplerColor = sampler_state string ResourceName = "menbnoise2.png";
{ >;
Texture = <texColor>; sampler2D SamplerColor = sampler_state
MinFilter = LINEAR; {
MagFilter = LINEAR; Texture = <texColor>;
MipFilter = NONE; MinFilter = LINEAR;
AddressU = Mirror; MagFilter = LINEAR;
AddressV = Mirror; MipFilter = NONE;
SRGBTexture = FALSE; AddressU = Mirror;
MaxMipLevel = 0; AddressV = Mirror;
MipMapLodBias = 0; SRGBTexture = FALSE;
}; MaxMipLevel = 0;
sampler2D SamplerNoise2 = sampler_state MipMapLodBias = 0;
{ };
Texture = <texNoise2>; sampler2D SamplerNoise2 = sampler_state
MinFilter = LINEAR; {
MagFilter = POINT; Texture = <texNoise2>;
MipFilter = NONE; MinFilter = LINEAR;
AddressU = Wrap; MagFilter = POINT;
AddressV = Wrap; MipFilter = NONE;
SRGBTexture = FALSE; AddressU = Wrap;
MaxMipLevel = 0; AddressV = Wrap;
MipMapLodBias = 0; SRGBTexture = FALSE;
}; MaxMipLevel = 0;
sampler2D SamplerNoise3 = sampler_state MipMapLodBias = 0;
{ };
Texture = <texNoise3>; sampler2D SamplerNoise3 = sampler_state
MinFilter = LINEAR; {
MagFilter = LINEAR; Texture = <texNoise3>;
MipFilter = NONE; MinFilter = LINEAR;
AddressU = Wrap; MagFilter = LINEAR;
AddressV = Wrap; MipFilter = NONE;
SRGBTexture = FALSE; AddressU = Wrap;
MaxMipLevel = 0; AddressV = Wrap;
MipMapLodBias = 0; SRGBTexture = FALSE;
}; MaxMipLevel = 0;
/* whatever */ MipMapLodBias = 0;
struct VS_OUTPUT_POST };
{ /* whatever */
float4 vpos : POSITION; struct VS_OUTPUT_POST
float2 txcoord : TEXCOORD0; {
}; float4 vpos : POSITION;
struct VS_INPUT_POST float2 txcoord : TEXCOORD0;
{ };
float3 pos : POSITION; struct VS_INPUT_POST
float2 txcoord : TEXCOORD0; {
}; float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

View file

@ -1,286 +1,345 @@
/* /*
menbextrasettings.fx : MariENB extra user-tweakable variables. menbextrasettings.fx : MariENB extra user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* film grain */ /* Border darkening */
bool ne bool dkenable
< <
string UIName = "UseGrain"; string UIName = "UseDark";
string UIWidget = "Checkbox"; string UIWidget = "Checkbox";
> = {false}; > = {false};
/* speed of grain */ /* radius of darkening (relative to screen width) */
float nf float dkradius_n
< <
string UIName = "GrainFrequency"; string UIName = "DarkRadiusNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.25}; float UIMin = 0.0;
/* intensity of grain */ > = {0.25};
float ni float dkradius_d
< <
string UIName = "GrainIntensity"; string UIName = "DarkRadiusDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.15}; float UIMin = 0.0;
/* saturation of grain */ > = {0.25};
float ns float dkradius_in
< <
string UIName = "GrainSaturation"; string UIName = "DarkRadiusInteriorNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
/* use two-pass grain (double the texture fetches, but looks less uniform) */ > = {0.25};
bool np float dkradius_id
< <
string UIName = "GrainTwoPass"; string UIName = "DarkRadiusInteriorDay";
string UIWidget = "Checkbox"; string UIWidget = "Spinner";
> = {false}; float UIMin = 0.0;
/* > = {0.25};
blending mode for grain: /* falloff of darkening */
0 -> normal float dkcurve_n
1 -> add <
2 -> overlay string UIName = "DarkCurveNight";
3 -> "dark mask", a personal invention string UIWidget = "Spinner";
*/ float UIMin = 0.0;
int nb > = {1.0};
< float dkcurve_d
string UIName = "GrainBlend"; <
string UIWidget = "Spinner"; string UIName = "DarkCurveDay";
int UIMin = 0; string UIWidget = "Spinner";
int UIMax = 3; float UIMin = 0.0;
> = {0}; > = {1.0};
/* dark mask blend mode contrast for mask image */ float dkcurve_in
float bnp <
< string UIName = "DarkCurveInteriorNight";
string UIName = "GrainDarkMaskPower"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
float UIMin = 0.0; > = {1.0};
> = {1.0}; float dkcurve_id
/* two-pass distortion factor (0 = look just like one-pass grain) */ <
float nk string UIName = "DarkCurveInteriorDay";
< string UIWidget = "Spinner";
string UIName = "GrainTwoPassFactor"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {1.0};
> = {0.04}; /* bump of darkening */
/* zoom factors for each component of each noise texture */ float dkbump_n
float nm1 <
< string UIName = "DarkBumpNight";
string UIName = "GrainMagnification1"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {-1.0};
> = {13.25}; float dkbump_d
float nm2 <
< string UIName = "DarkBumpDay";
string UIName = "GrainMagnification2"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {-1.0};
> = {19.64}; float dkbump_in
float nm3 <
< string UIName = "DarkBumpInteriorNight";
string UIName = "GrainMagnification3"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {-1.0};
> = {17.35}; float dkbump_id
float nm11 <
< string UIName = "DarkBumpInteriorDay";
string UIName = "GrainPass1Magnification1"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {-1.0};
> = {2.05}; /* Letterbox */
float nm12 bool boxenable
< <
string UIName = "GrainPass1Magnification2"; string UIName = "UseBox";
string UIWidget = "Spinner"; string UIWidget = "Checkbox";
> = {3.11}; > = {false};
float nm13 /* vertical factor */
< float boxv
string UIName = "GrainPass1Magnification3"; <
string UIWidget = "Spinner"; string UIName = "BoxVertical";
> = {2.22}; string UIWidget = "Spinner";
float nm21 float UIMin = 0.0;
< float UIMax = 1.0;
string UIName = "GrainPass2Magnification1"; > = {0.80};
string UIWidget = "Spinner"; /* film grain */
> = {4.25}; bool ne
float nm22 <
< string UIName = "UseGrain";
string UIName = "GrainPass2Magnification2"; string UIWidget = "Checkbox";
string UIWidget = "Spinner"; > = {false};
> = {0.42}; /* speed of grain */
float nm23 float nf
< <
string UIName = "GrainPass2Magnification3"; string UIName = "GrainFrequency";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {6.29}; > = {2500.0};
/* contrast of grain */ /* intensity of grain */
float nj float ni
< <
string UIName = "GrainPower"; string UIName = "GrainIntensity";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {0.05};
> = {4.33}; /* saturation of grain */
/* use curvature + chromatic aberration filter */ float ns
bool usecurve <
< string UIName = "GrainSaturation";
string UIName = "UseCurve"; string UIWidget = "Spinner";
string UIWidget = "Checkbox"; > = {0.0};
> = {false}; /* use two-pass grain (double the texture fetches, but looks less uniform) */
/* this is a stupid filter and you should feel bad for using it */ bool np
float chromaab <
< string UIName = "GrainTwoPass";
string UIName = "CurveChromaAberration"; string UIWidget = "Checkbox";
string UIWidget = "Spinner"; > = {true};
> = {0.07}; /*
/* zoom factor for curve lens (50.0 = no zoom) */ blending mode for grain:
float lenszoom 0 -> normal
< 1 -> add
string UIName = "CurveLensZoom"; 2 -> overlay
string UIWidget = "Spinner"; 3 -> "dark mask", a personal invention
> = {50.25}; */
/* distortion factors for lens */ int nb
float lensdist <
< string UIName = "GrainBlend";
string UIName = "CurveLensDistortion"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; int UIMin = 0;
> = {0.0}; int UIMax = 3;
float lensdistc > = {1};
< /* dark mask blend mode contrast for mask image */
string UIName = "CurveLensDistortionCubic"; float bnp
string UIWidget = "Spinner"; <
> = {0.0}; string UIName = "GrainDarkMaskPower";
/* clamp borders of lens with black */ string UIWidget = "Spinner";
bool lensclamp float UIMin = 0.0;
< > = {1.0};
string UIName = "CurveLensClamp"; /* two-pass distortion factor (0 = look just like one-pass grain) */
string UIWidget = "Checkbox"; float nk
> = {true}; <
/* BlockGFX filter, I'm proud of it */ string UIName = "GrainTwoPassFactor";
bool useblock string UIWidget = "Spinner";
< > = {0.04};
string UIName = "UseBlockGFX"; /* zoom factors for each component of each noise texture */
string UIWidget = "Checkbox"; float nm1
> = {false}; <
/* string UIName = "GrainMagnification1";
emulated resolution: string UIWidget = "Spinner";
0 or 1 : real resolution > = {13.25};
<1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution) float nm2
>1 : this resolution (e.g.: 320x200 is good ol' Mode 13h) <
*/ string UIName = "GrainMagnification2";
float bresx string UIWidget = "Spinner";
< > = {19.64};
string UIName = "EmulatedResX"; float nm3
string UIWidget = "Spinner"; <
float UIMin = 0.0; string UIName = "GrainMagnification3";
> = {0.5}; string UIWidget = "Spinner";
float bresy > = {17.35};
< float nm11
string UIName = "EmulatedResY"; <
string UIWidget = "Spinner"; string UIName = "GrainPass1Magnification1";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.5}; > = {2.05};
/* float nm12
palette type: <
-1 : disable string UIName = "GrainPass1Magnification2";
0 : CGA (320x200 4-color, or 640x200 monochrome) string UIWidget = "Spinner";
1 : EGA (320x200, 16 colors) > = {3.11};
2 : RGB2 (64-color quarter VGA palette, used in AOS) float nm13
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) string UIName = "GrainPass1Magnification3";
5 : RGB565 (ol' 16-bit "true color") string UIWidget = "Spinner";
6 : RGB6 (typical screens incapable of 8bpc) > = {2.22};
*/ float nm21
int paltype <
< string UIName = "GrainPass2Magnification1";
string UIName = "PaletteType"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {4.25};
int UIMin = -1; float nm22
int UIMax = 6; <
> = {2}; string UIName = "GrainPass2Magnification2";
/* string UIWidget = "Spinner";
CGA palette to use: > = {0.42};
0 : black, white. float nm23
1 : black, cyan, magenta, white. low contrast <
2 : black, cyan, magenta, white. high contrast string UIName = "GrainPass2Magnification3";
3 : black, green, red, brown. low contrast string UIWidget = "Spinner";
4 : black, green, red, brown. high contrast > = {6.29};
5 : black, cyan, red, white. low contrast /* contrast of grain */
6 : black, cyan, red, white. high contrast float nj
*/ <
int cgapal string UIName = "GrainPower";
< string UIWidget = "Spinner";
string UIName = "CGAPalette"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {2.5};
int UIMin = 0; /* use curvature + chromatic aberration filter */
int UIMax = 6; bool usecurve
> = {1}; <
/* string UIName = "UseCurve";
EGA palette to use: string UIWidget = "Checkbox";
0 : Standard EGA > = {false};
1 : AOS EGA (it's designed for text, but looks well on images too) /* this is a stupid filter and you should feel bad for using it */
*/ float chromaab
int egapal <
< string UIName = "CurveChromaAberration";
string UIName = "EGAPalette"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; > = {0.05};
int UIMin = 0; /* BlockGFX filter, I'm proud of it */
int UIMax = 1; bool useblock
> = {0}; <
/* string UIName = "UseBlockGFX";
Dithering mode: string UIWidget = "Checkbox";
-1 : No dithering, just raw banding > = {false};
0 : 2x2 checkerboard dithering, looks like ass /*
1 : 2x2 ordered dithering emulated resolution:
2 : 3x3 ordered dithering 0 or 1 : real resolution
3 : 4x4 ordered dithering <1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution)
4 : 8x8 ordered dithering >1 : this resolution (e.g.: 320x200 is good ol' Mode 13h)
*/ */
int dither float bresx
< <
string UIName = "DitherMode"; string UIName = "EmulatedResX";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
int UIMin = -1; float UIMin = 0.0;
int UIMax = 4; > = {0.5};
> = {4}; float bresy
/* gamma modifiers for base color, lower values raise midtones and viceversa */ <
float bgammar string UIName = "EmulatedResY";
< string UIWidget = "Spinner";
string UIName = "GammaModR"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {0.5};
float UIMin = 0.0; /* zooming factors (<=0 for stretch) */
> = {0.65}; float sresx
float bgammag <
< string UIName = "ZoomedResX";
string UIName = "GammaModG"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
float UIMin = 0.0; > = {0.0};
> = {0.65}; float sresy
float bgammab <
< string UIName = "ZoomedResY";
string UIName = "GammaModB"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
float UIMin = 0.0; > = {0.0};
> = {0.65}; /*
/* base brightness bump for the dither grid */ palette type:
float bdbump -1 : disable
< 0 : CGA (320x200 4-color, or 640x200 monochrome)
string UIName = "DitherBump"; 1 : EGA (320x200, 16 colors)
string UIWidget = "Spinner"; 2 : RGB2 (64-color quarter VGA palette, used in AOS)
> = {-0.1}; 3 : RGB323 (8-bit RGB, I don't think this was a real thing)
/* range multiplier for the dither grid */ 4 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
float bdmult 5 : RGB565 (ol' 16-bit "true color")
< 6 : RGB6 (typical screens incapable of 8bpc)
string UIName = "DitherMultiplier"; */
string UIWidget = "Spinner"; int paltype
float UIMin = 0.0; <
> = {0.3}; string UIName = "PaletteType";
/* saturation modifiers for base color, helps with limited palettes */ string UIWidget = "Spinner";
float bsaturationr int UIMin = -1;
< int UIMax = 6;
string UIName = "SaturationModR"; > = {2};
string UIWidget = "Spinner"; /*
> = {1.0}; CGA palette to use:
float bsaturationg 0 : black, white.
< 1 : black, cyan, magenta, white. low contrast
string UIName = "SaturationModG"; 2 : black, cyan, magenta, white. high contrast
string UIWidget = "Spinner"; 3 : black, green, red, brown. low contrast
> = {1.0}; 4 : black, green, red, brown. high contrast
float bsaturationb 5 : black, cyan, red, white. low contrast
< 6 : black, cyan, red, white. high contrast
string UIName = "SaturationModB"; */
string UIWidget = "Spinner"; int cgapal
> = {1.0}; <
string UIName = "CGAPalette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 6;
> = {1};
/*
EGA palette to use:
0 : Standard EGA
1 : AOS EGA (it's designed for text, but looks well on images too)
*/
int egapal
<
string UIName = "EGAPalette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 1;
> = {0};
/*
Dithering mode:
-1 : No dithering, just raw banding
0 : 2x2 checkerboard dithering, looks like ass
1 : 2x2 ordered dithering
2 : 3x3 ordered dithering
3 : 4x4 ordered dithering
4 : 8x8 ordered dithering
*/
int dither
<
string UIName = "DitherMode";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 4;
> = {4};
/* gamma modifier for base color, lower values raise midtones and viceversa */
float bgamma
<
string UIName = "GammaMod";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.65};
/* base brightness bump for the dither grid */
float bdbump
<
string UIName = "DitherBump";
string UIWidget = "Spinner";
> = {-0.1};
/* range multiplier for the dither grid */
float bdmult
<
string UIName = "DitherMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.3};
/* saturation modifier for base color, helps with limited palettes */
float bsaturation
<
string UIName = "SaturationMod";
string UIWidget = "Spinner";
> = {1.0};

View file

@ -1,459 +1,519 @@
/* /*
menbprepassfilters.fx : MariENB prepass shader routines. menbprepassfilters.fx : MariENB prepass shader routines.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN ) #define tod ENightDayFactor
{ #define ind EInteriorFactor
VS_OUTPUT_POST OUT; VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); {
OUT.txcoord.xy = IN.txcoord.xy; VS_OUTPUT_POST OUT;
return 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 /* these are znear/zfar values for Skyrim, but MAY match Fallout too */
itself unaltered so you can see for yourself just how fucking disgusting it float depthlinear( float2 coord )
is (yes, it says "linearlize"). {
*/ float zNear = 0.0509804;
float linearlizeDepth( float nonlinearDepth ) float zFar = 3098.0392;
{ float z = tex2D(SamplerDepth,coord).x;
float2 dofProj = float2(0.0509804,3098.0392); return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
float2 dofDist = float2(0.0,0.0509804); }
float4 depth = nonlinearDepth; /* That "luma sharpen" thingy, added just because someone might want it */
depth.y = -dofProj.x+dofProj.y; float3 Sharpen( float3 res, float2 coord )
depth.y = 1.0/depth.y; {
depth.z = depth.y*dofProj.y; float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
depth.z = depth.z*-dofProj.x; if ( fixedx>0 ) bresl.x = fixedx;
depth.x = dofProj.y*-depth.y+depth.x; if ( fixedy>0 ) bresl.y = fixedy;
depth.x = 1.0/depth.x; float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius;
depth.y = depth.z*depth.x; float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof);
depth.x = depth.z*depth.x-dofDist.y; crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof);
depth.x += dofDist.x*-0.5; crawling += tex2D(SamplerColor,coord+float2(1,0)*bof);
depth.x = max(depth.x,0.0); crawling += tex2D(SamplerColor,coord+float2(0,1)*bof);
return depth.x; crawling *= 0.25;
} float3 inmyskin = res-crawling.rgb;
#define depthlinear(x) linearlizeDepth(tex2D(SamplerDepth,x).r) float thesewounds = dot(inmyskin,0.33);
/* New and improved edge detection, generally useful for contour shading */ thesewounds = clamp(thesewounds,-sharpclamp,sharpclamp);
float4 PS_Edge( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR float3 theywillnotheal = res+thesewounds*sharpblend;
{ return theywillnotheal;
float2 coord = IN.txcoord.xy; }
if ( noedge ) /* New and improved edge detection, generally useful for contour shading */
return tex2D(SamplerColor,coord); float3 Edge( float3 res, float2 coord )
float2 bresl; {
if ( (fixedx > 0) && (fixedy > 0) ) float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
bresl = float2(fixedx,fixedy); if ( fixedx>0 ) bresl.x = fixedx;
else if ( fixedy>0 ) bresl.y = fixedy;
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float edgefadepow = lerp(lerp(edgefadepow_n,edgefadepow_d,tod),
float2 bof = float2(1.0/bresl.x,1.0/bresl.y); lerp(edgefadepow_in,edgefadepow_id,tod),ind);
float mdx, mdy, mud; float edgefademult = lerp(lerp(edgefademult_n,edgefademult_d,tod),
/* this reduces texture fetches by half, big difference */ lerp(edgefademult_in,edgefademult_id,tod),ind);
float3x3 depths; float2 bof = float2(1.0/bresl.x,1.0/bresl.y);
depths[0][0] = depthlinear(coord+float2(-1,-1)*bof); float mdx = 0, mdy = 0, mud = 0;
depths[1][0] = depthlinear(coord+float2(0,-1)*bof); /* this reduces texture fetches by half, big difference */
depths[2][0] = depthlinear(coord+float2(1,-1)*bof); float3x3 depths;
depths[0][1] = depthlinear(coord+float2(-1,0)*bof); int i, j;
depths[1][1] = depthlinear(coord); for ( i=-1; i<=1; i++ ) for ( j=-1; j<=1; j++ )
depths[2][1] = depthlinear(coord+float2(1,0)*bof); depths[i+1][j+1] = depthlinear(coord+float2(i,j)*bof);
depths[0][2] = depthlinear(coord+float2(-1,1)*bof); for ( i=0; i<=2; i++ ) for ( j=0; j<=2; j++ )
depths[1][2] = depthlinear(coord+float2(0,1)*bof); mdx += GX[i][j]*depths[i][j];
depths[2][2] = depthlinear(coord+float2(1,1)*bof); for ( i=0; i<=2; i++ ) for ( j=0; j<=2; j++ )
mdx = GX[0][0]*depths[0][0]; mdy += GY[i][j]*depths[i][j];
mdx += GX[1][0]*depths[1][0]; mud = pow(mdx*mdx+mdy*mdy,0.5);
mdx += GX[2][0]*depths[2][0]; float fade = 1.0-tex2D(SamplerDepth,coord).x;
mdx += GX[0][1]*depths[0][1]; mud *= saturate(pow(fade,edgefadepow)*edgefademult);
mdx += GX[1][1]*depths[1][1]; mud = saturate(pow(mud,edgepow)*edgemult);
mdx += GX[2][1]*depths[2][1]; if ( edgeview ) return mud;
mdx += GX[0][2]*depths[0][2]; return res-mud;
mdx += GX[1][2]*depths[1][2]; }
mdx += GX[2][2]*depths[2][2]; /* the pass that happens before everything else */
mdy = GY[0][0]*depths[0][0]; float4 PS_FirstPass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
mdy += GY[1][0]*depths[1][0]; {
mdy += GY[2][0]*depths[2][0]; float2 coord = IN.txcoord.xy;
mdy += GY[0][1]*depths[0][1]; float4 res = tex2D(SamplerColor,coord);
mdy += GY[1][1]*depths[1][1]; if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
mdy += GY[2][1]*depths[2][1]; if ( edgeenable ) res.rgb = Edge(res.rgb,coord);
mdy += GY[0][2]*depths[0][2]; return res;
mdy += GY[1][2]*depths[1][2]; }
mdy += GY[2][2]*depths[2][2]; /* Crappy SSAO */
mud = pow(mdx*mdx+mdy*mdy,0.5); float3 pseudonormal( float dep, float2 coord )
float fade = 1.0-tex2D(SamplerDepth,coord).x; {
mud *= saturate(pow(fade,edgefadepow)*edgefademult); float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
mud = saturate(pow(mud,edgepow)*edgemult); float2 ofs1 = float2(0,1.0/bresl.y);
float4 res = tex2D(SamplerColor,coord); float2 ofs2 = float2(1.0/bresl.x,0);
if ( edgeview ) float dep1 = tex2D(SamplerDepth,coord+ofs1).x;
res.rgb = mud; float dep2 = tex2D(SamplerDepth,coord+ofs2).x;
else float3 p1 = float3(ofs1,dep1-dep);
res.rgb -= mud; float3 p2 = float3(ofs2,dep2-dep);
res.a = 1.0; float3 normal = cross(p1,p2);
return saturate(res); normal.z = -normal.z;
} return normalize(normal);
/* Crappy SSAO */ }
float3 pseudonormal( float dep, float2 coord ) float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{ {
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float2 coord = IN.txcoord.xy;
float2 ofs1 = float2(0,1.0/bresl.y); float4 res = tex2D(SamplerColor,coord);
float2 ofs2 = float2(1.0/bresl.x,0); float ssaofadepow = lerp(lerp(ssaofadepow_n,ssaofadepow_d,tod),
float dep1 = tex2D(SamplerDepth,coord+ofs1).x; lerp(ssaofadepow_in,ssaofadepow_id,tod),ind);
float dep2 = tex2D(SamplerDepth,coord+ofs2).x; float ssaofademult = lerp(lerp(ssaofademult_n,ssaofademult_d,tod),
float3 p1 = float3(ofs1,dep1-dep); lerp(ssaofademult_in,ssaofademult_id,tod),ind);
float3 p2 = float3(ofs2,dep2-dep); if ( !ssaoenable ) return res;
float3 normal = cross(p1,p2); float depth = tex2D(SamplerDepth,coord).x;
normal.z = -normal.z; float ldepth = depthlinear(coord);
return normalize(normal); if ( depth >= cutoff*0.000001 )
} {
float4 PS_SSAO( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR res.a = 1.0;
{ return res;
float2 coord = IN.txcoord.xy; }
float4 res = tex2D(SamplerColor,coord); float2 bresl;
if ( !ssaoenable ) if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
return res; else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bresl; float3 normal = pseudonormal(depth,coord);
if ( (fixedx > 0) && (fixedy > 0) ) float2 nc = coord*(bresl/256.0);
bresl = float2(fixedx,fixedy); float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
else float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x).xy;
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0;
float depth = tex2D(SamplerDepth,coord).x; rnormal.z = -abs(rnormal.z);
float3 normal = pseudonormal(depth,coord); normal = normalize(normal+rnormal*ssaonoise);
float2 nc = coord*(bresl/256.0); float occ = 0.0;
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius; int i;
float3 rnormal = tex2D(SamplerNoise3,nc).xyz*2.0-1.0; float3 sample;
normal = normalize(normal+rnormal*ssaonoise); float sdepth, rangecheck;
float occ = 0.0; float sclamp = ssaocfact/1000.0;
int i; int maxsmp;
float ldepth = depthlinear(coord); if ( ssaohq ) maxsmp = 64;
for ( i=0; i<16; i++ ) else maxsmp = 16;
{ for ( i=0; i<maxsmp; i++ )
float3 sample = reflect(ssao_samples[i],normal); {
float sampledepth = depthlinear(coord+sample.xy*bof); if ( ssaohq ) sample = reflect(ssao_hq[i],normal);
float diff = sampledepth-ldepth; else sample = reflect(ssao_lq[i],normal);
if ( ldepth < sampledepth ) sdepth = depthlinear(coord+sample.xy*bof);
occ += 1.0/(1.0+pow(diff,2)); if ( ldepth < sdepth ) occ += 1.0;
} else occ += saturate((abs(ldepth-sdepth)-sclamp)/sclamp);
float uocc = saturate(1.0-occ/16.0); }
float fade = 1.0-depth; float uocc = saturate(1.0-occ/float(maxsmp*2));
uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult); float fade = 1.0-depth;
uocc = saturate(pow(uocc,ssaopow)*ssaomult); uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult);
if ( depth >= 0.999999 ) uocc = saturate(pow(uocc,ssaopow)*ssaomult);
uocc = 0.0; res.a = saturate(1.0-(uocc*ssaoblend));
if ( ssaodebug == 1 ) return res;
return saturate(1.0-(uocc*ssaoblend)); }
if ( ssaodebug == 2 ) float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
return (float4(normal.x,normal.y,normal.z,1.0)+1.0)*0.5; {
res.a = saturate(1.0-(uocc*ssaoblend)); float2 coord = IN.txcoord.xy;
return res; float4 res = tex2D(SamplerColor,coord);
} if ( !ssaoenable ) return res;
float4 PS_SSAO_Post( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR if ( !ssaobenable ) return res;
{ float bresl = (fixedx>0)?fixedx:ScreenSize.x;
float2 coord = IN.txcoord.xy; float bof = (1.0/bresl)*ssaobradius;
float4 res = tex2D(SamplerColor,coord); float isd, sd, ds, sw, tw = 0;
if ( !ssaoenable ) res.a = 0.0;
return res; int i;
if ( !ssaobenable || (ssaodebug == 2) ) isd = tex2D(SamplerDepth,coord).x;
return res*res.a; for ( i=-15; i<=15; i++ )
float2 bresl; {
if ( (fixedx > 0) && (fixedy > 0) ) sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
bresl = float2(fixedx,fixedy); ds = abs(isd-sd)*ssaobfact+0.5;
else sw = 1.0/(ds+1.0);
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); sw *= gauss16[abs(i)];
float2 bof = float2(1.0/bresl.x,1.0/bresl.y); tw += sw;
res.a = gauss7[3][3]*tex2D(SamplerColor,coord+float2(-3,-3)*bof).a; res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*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 /= tw;
res.a += gauss7[0][3]*tex2D(SamplerColor,coord+float2(0,-3)*bof).a; return res;
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; float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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; float2 coord = IN.txcoord.xy;
res.a += gauss7[2][2]*tex2D(SamplerColor,coord+float2(-2,-2)*bof).a; float4 res = tex2D(SamplerColor,coord);
res.a += gauss7[1][2]*tex2D(SamplerColor,coord+float2(-1,-2)*bof).a; if ( !ssaoenable ) return res;
res.a += gauss7[0][2]*tex2D(SamplerColor,coord+float2(0,-2)*bof).a; if ( !ssaobenable )
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; if ( ssaodebug ) return saturate(res.a);
res.a += gauss7[3][2]*tex2D(SamplerColor,coord+float2(3,-2)*bof).a; return res*res.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; float bresl = (fixedy>0)?fixedy:(ScreenSize.x*ScreenSize.w);
res.a += gauss7[1][1]*tex2D(SamplerColor,coord+float2(-1,-1)*bof).a; float bof = (1.0/bresl)*ssaobradius;
res.a += gauss7[0][1]*tex2D(SamplerColor,coord+float2(0,-1)*bof).a; float isd, sd, ds, sw, tw = 0;
res.a += gauss7[1][1]*tex2D(SamplerColor,coord+float2(1,-1)*bof).a; res.a = 0.0;
res.a += gauss7[2][1]*tex2D(SamplerColor,coord+float2(2,-1)*bof).a; int i;
res.a += gauss7[3][1]*tex2D(SamplerColor,coord+float2(3,-1)*bof).a; isd = tex2D(SamplerDepth,coord).x;
res.a += gauss7[3][0]*tex2D(SamplerColor,coord+float2(-3,0)*bof).a; for ( i=-15; i<=15; i++ )
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; sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
res.a += gauss7[0][0]*tex2D(SamplerColor,coord+float2(0,0)*bof).a; ds = abs(isd-sd)*ssaobfact+0.5;
res.a += gauss7[1][0]*tex2D(SamplerColor,coord+float2(1,0)*bof).a; sw = 1.0/(ds+1.0);
res.a += gauss7[2][0]*tex2D(SamplerColor,coord+float2(2,0)*bof).a; sw *= gauss16[abs(i)];
res.a += gauss7[3][0]*tex2D(SamplerColor,coord+float2(3,0)*bof).a; tw += sw;
res.a += gauss7[3][1]*tex2D(SamplerColor,coord+float2(-3,1)*bof).a; res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*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 /= tw;
res.a += gauss7[0][1]*tex2D(SamplerColor,coord+float2(0,1)*bof).a; if ( ssaodebug ) return saturate(res.a);
res.a += gauss7[1][1]*tex2D(SamplerColor,coord+float2(1,1)*bof).a; res *= res.a;
res.a += gauss7[2][1]*tex2D(SamplerColor,coord+float2(2,1)*bof).a; return res;
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; /* Focus */
res.a += gauss7[2][2]*tex2D(SamplerColor,coord+float2(-2,2)*bof).a; float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
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; if ( dofdisable ) return 0.0;
res.a += gauss7[1][2]*tex2D(SamplerColor,coord+float2(1,2)*bof).a; float focusmax = lerp(lerp(focusmax_n,focusmax_d,tod),lerp(focusmax_in,
res.a += gauss7[2][2]*tex2D(SamplerColor,coord+float2(2,2)*bof).a; focusmax_id,tod),ind);
res.a += gauss7[3][2]*tex2D(SamplerColor,coord+float2(3,2)*bof).a; float cfocus = min(tex2D(SamplerDepth,0.5).x,focusmax*0.001);
if ( ssaodebug == 1 ) if ( !focuscircle ) return cfocus;
return res.a; float focusradius = lerp(lerp(focusradius_n,focusradius_d,tod),
res *= res.a; lerp(focusradius_in,focusradius_id,tod),ind);
return res; float focusmix = lerp(lerp(focusmix_n,focusmix_d,tod),lerp(focusmix_in,
} focusmix_id,tod),ind);
/* Focus */ float step = (1.0/3.0);
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR float mfocus;
{ float2 coord;
if ( dofdisable ) float2 bof = float2(1.0,ScreenSize.w)*focusradius*0.001;
return 0.0; coord.x = 0.5+sin(0.0)*bof.x;
float tod = ENightDayFactor; coord.y = 0.5+cos(0.0)*bof.y;
float ind = EInteriorFactor; mfocus = step*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
float focusmax = lerp(lerp(focusmax_n,focusmax_d,tod),lerp(focusmax_in, coord.x = 0.5+sin(2.0*pi*step)*bof.x;
focusmax_id,tod),ind); coord.y = 0.5+cos(2.0*pi*step)*bof.y;
float cfocus = min(tex2D(SamplerDepth,0.5),focusmax*0.001); mfocus += step*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
if ( !focuscircle ) coord.x = 0.5+sin(4.0*pi*step)*bof.x;
return cfocus; coord.y = 0.5+cos(4.0*pi*step)*bof.y;
float focusradius = lerp(lerp(focusradius_n,focusradius_d,tod), mfocus += step*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
lerp(focusradius_in,focusradius_id,tod),ind); cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus;
float focusmix = lerp(lerp(focusmix_n,focusmix_d,tod),lerp(focusmix_in, return cfocus;
focusmix_id,tod),ind); }
float step = (1.0/3.0); float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR
float mfocus; {
float2 coord; if ( dofdisable ) return 0.0;
float2 bof = float2(1.0,ScreenSize.w)*focusradius*0.001; return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x,
/* unrolled this too... *sigh* */ saturate(FadeFactor)),0.0);
coord.x = 0.5+sin(0.0)*bof.x; }
coord.y = 0.5+cos(0.0)*bof.y; /* Depth of Field */
mfocus = step*min(tex2D(SamplerDepth,coord),focusmax*0.001); float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
coord.x = 0.5+sin(2.0*pi*step)*bof.x; {
coord.y = 0.5+cos(2.0*pi*step)*bof.y; float2 coord = IN.txcoord.xy;
mfocus += step*min(tex2D(SamplerDepth,coord),focusmax*0.001); if ( dofdisable ) return tex2D(SamplerColor,coord);
coord.x = 0.5+sin(4.0*pi*step)*bof.x; float dofpow = lerp(lerp(dofpow_n,dofpow_d,tod),lerp(dofpow_in,
coord.y = 0.5+cos(4.0*pi*step)*bof.y; dofpow_id,tod),ind);
mfocus += step*min(tex2D(SamplerDepth,coord),focusmax*0.001); float dofmult = lerp(lerp(dofmult_n,dofmult_d,tod),lerp(dofmult_in,
cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus; dofmult_id,tod),ind);
return cfocus; float doffixedfocuspow = lerp(lerp(doffixedfocuspow_n,
} doffixedfocuspow_d,tod),lerp(doffixedfocuspow_in,
float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR doffixedfocuspow_id,tod),ind);
{ float doffixedfocusmult = lerp(lerp(doffixedfocusmult_n,
if ( dofdisable ) doffixedfocusmult_d,tod),lerp(doffixedfocusmult_in,
return 0.0; doffixedfocusmult_id,tod),ind);
return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x, float doffixedfocusblend = lerp(lerp(doffixedfocusblend_n,
saturate(FadeFactor)),0.0); doffixedfocusblend_d,tod),lerp(doffixedfocusblend_in,
} doffixedfocusblend_id,tod),ind);
/* Depth of Field */ float doffixedunfocuspow = lerp(lerp(doffixedunfocuspow_n,
float4 PS_DoF( VS_OUTPUT_POST IN, float2 vPos : VPOS, uniform int p ) : COLOR doffixedunfocuspow_d,tod),lerp(doffixedunfocuspow_in,
{ doffixedunfocuspow_id,tod),ind);
float2 coord = IN.txcoord.xy; float doffixedunfocusmult = lerp(lerp(doffixedunfocusmult_n,
if ( dofdisable || (!doftwopass && (p != 0)) ) doffixedunfocusmult_d,tod),lerp(doffixedunfocusmult_in,
return tex2D(SamplerColor,coord); doffixedunfocusmult_id,tod),ind);
float tod = ENightDayFactor; float doffixedunfocusblend = lerp(lerp(doffixedunfocusblend_n,
float ind = EInteriorFactor; doffixedunfocusblend_d,tod),lerp(doffixedunfocusblend_in,
float dofpow = lerp(lerp(dofpow_n,dofpow_d,tod),lerp(dofpow_in, doffixedunfocusblend_id,tod),ind);
dofpow_id,tod),ind); float2 bresl;
float dofmult = lerp(lerp(dofmult_n,dofmult_d,tod),lerp(dofmult_in, if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
dofmult_id,tod),ind); else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float doffixedfocuspow = lerp(lerp(doffixedfocuspow_n, float2 bof = float2(1.0/bresl.x,1.0/bresl.y);
doffixedfocuspow_d,tod),lerp(doffixedfocuspow_in, float dep = tex2D(SamplerDepth,coord).x;
doffixedfocuspow_id,tod),ind); float foc = tex2D(SamplerFocus,coord).x;
float doffixedfocusmult = lerp(lerp(doffixedfocusmult_n, float dfc = abs(dep-foc);
doffixedfocusmult_d,tod),lerp(doffixedfocusmult_in, float dff = abs(dep);
doffixedfocusmult_id,tod),ind); float dfu = dff;
float doffixedfocusblend = lerp(lerp(doffixedfocusblend_n, /*
doffixedfocusblend_d,tod),lerp(doffixedfocusblend_in, Change power of dof based on field of view. Works only in Skyrim,
doffixedfocusblend_id,tod),ind); Boris is just such a fucking assbutt that he doesn't update the
float doffixedunfocuspow = lerp(lerp(doffixedunfocuspow_n, FO3/FNV version to be feature-equal to this, inventing pathetic
doffixedunfocuspow_d,tod),lerp(doffixedunfocuspow_in, excuses.
doffixedunfocuspow_id,tod),ind); */
float doffixedunfocusmult = lerp(lerp(doffixedunfocusmult_n, if ( dofrelfov )
doffixedunfocusmult_d,tod),lerp(doffixedunfocusmult_in, {
doffixedunfocusmult_id,tod),ind); float relfovfactor = lerp(lerp(relfovfactor_n,relfovfactor_d,
float doffixedunfocusblend = lerp(lerp(doffixedunfocusblend_n, tod),lerp(relfovfactor_in,relfovfactor_id,tod),ind);
doffixedunfocusblend_d,tod),lerp(doffixedunfocusblend_in, float relfov = (FieldOfView-fovdefault)/fovdefault;
doffixedunfocusblend_id,tod),ind); dofpow = max(0,dofpow+relfov*relfovfactor);
float2 bresl; }
if ( (fixedx > 0) && (fixedy > 0) ) dfc = saturate(pow(dfc,dofpow)*dofmult);
bresl = float2(fixedx,fixedy); dff = saturate(pow(dff,doffixedfocuspow)*doffixedfocusmult);
else dfu = saturate(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult);
bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); dfc *= lerp(1.0,dff,doffixedfocusblend);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y); dfc += lerp(0.0,dfu,doffixedunfocusblend);
float dep; dfc = saturate(dfc);
if ( dofsmooth ) float4 res = tex2D(SamplerColor,coord);
{ res.a = dfc;
dep = gauss3[1][1]*tex2D(SamplerDepth,coord+float2(-1,-1)*bof); return res;
dep += gauss3[0][1]*tex2D(SamplerDepth,coord+float2(0,-1)*bof); }
dep += gauss3[1][1]*tex2D(SamplerDepth,coord+float2(1,-1)*bof); float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
dep += gauss3[1][0]*tex2D(SamplerDepth,coord+float2(-1,0)*bof); {
dep += gauss3[0][0]*tex2D(SamplerDepth,coord+float2(0,0)*bof); float2 coord = IN.txcoord.xy;
dep += gauss3[1][0]*tex2D(SamplerDepth,coord+float2(1,0)*bof); if ( dofdisable ) return tex2D(SamplerColor,coord);
dep += gauss3[1][1]*tex2D(SamplerDepth,coord+float2(-1,1)*bof); float dfc = tex2D(SamplerColor,coord).a;
dep += gauss3[0][1]*tex2D(SamplerDepth,coord+float2(0,1)*bof); if ( dofdebug ) return dfc;
dep += gauss3[1][1]*tex2D(SamplerDepth,coord+float2(1,1)*bof); float bresl = (fixedx>0)?fixedx:ScreenSize.x;
} float bof = (1.0/bresl)*dofbradius;
else float4 res = float4(0,0,0,0);
dep = tex2D(SamplerDepth,coord); if ( dfc <= 0.0 )
float foc = tex2D(SamplerFocus,coord).x; {
float dfc = abs(dep-foc); res = tex2D(SamplerColor,coord);
float dff = abs(dep); res.a = dfc;
float dfu = dff; return res;
dfc = saturate(pow(dfc,dofpow)*dofmult); }
dff = saturate(pow(dff,doffixedfocuspow)*doffixedfocusmult); int i;
dfu = saturate(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult); if ( dofbilateral )
dfc *= lerp(1.0,dff,doffixedfocusblend); {
dfc += lerp(0.0,dfu,doffixedunfocusblend); float isd, sd, ds, sw, tw = 0;
if ( dofcutoff && (dep >= 0.999999) ) isd = dfc;
dfc = 0.0; for ( i=-7; i<=7; i++ )
dfc = saturate(dfc); {
/* aaand another unrolled loop */ sd = tex2D(SamplerColor,coord+float2(i,0)*bof*dfc).a;
float4 res; ds = abs(isd-sd)*dofbfact+0.5;
bof *= pow(2,p); sw = 1.0/(ds+1.0);
res = gauss5[2][2]*tex2D(SamplerColor,coord+float2(-2,-2)*bof*dfc); sw *= gauss8[abs(i)];
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(-1,-2)*bof*dfc); tw += sw;
res += gauss5[0][2]*tex2D(SamplerColor,coord+float2(0,-2)*bof*dfc); res += sw*tex2D(SamplerColor,coord+float2(i,0)*bof
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(1,-2)*bof*dfc); *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 /= tw;
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(-1,-1)*bof*dfc); }
res += gauss5[0][1]*tex2D(SamplerColor,coord+float2(0,-1)*bof*dfc); else
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(1,-1)*bof*dfc); {
res += gauss5[2][1]*tex2D(SamplerColor,coord+float2(2,-1)*bof*dfc); for ( i=-7; i<=7; i++ )
res += gauss5[2][0]*tex2D(SamplerColor,coord+float2(-2,0)*bof*dfc); res += gauss8[abs(i)]*tex2D(SamplerColor,coord
res += gauss5[1][0]*tex2D(SamplerColor,coord+float2(-1,0)*bof*dfc); +float2(i,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.a = dfc;
res += gauss5[2][0]*tex2D(SamplerColor,coord+float2(2,0)*bof*dfc); return res;
res += gauss5[2][1]*tex2D(SamplerColor,coord+float2(-2,1)*bof*dfc); }
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(-1,1)*bof*dfc); float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
res += gauss5[0][1]*tex2D(SamplerColor,coord+float2(0,1)*bof*dfc); {
res += gauss5[1][1]*tex2D(SamplerColor,coord+float2(1,1)*bof*dfc); float2 coord = IN.txcoord.xy;
res += gauss5[2][1]*tex2D(SamplerColor,coord+float2(2,1)*bof*dfc); if ( dofdisable ) return tex2D(SamplerColor,coord);
res += gauss5[2][2]*tex2D(SamplerColor,coord+float2(-2,2)*bof*dfc); float dfc = tex2D(SamplerColor,coord).a;
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(-1,2)*bof*dfc); if ( dofdebug ) return dfc;
res += gauss5[0][2]*tex2D(SamplerColor,coord+float2(0,2)*bof*dfc); float bresl = (fixedy>0)?fixedy:(ScreenSize.x*ScreenSize.w);
res += gauss5[1][2]*tex2D(SamplerColor,coord+float2(1,2)*bof*dfc); float bof = (1.0/bresl)*dofbradius;
res += gauss5[2][2]*tex2D(SamplerColor,coord+float2(2,2)*bof*dfc); float4 res = float4(0,0,0,0);
if ( dofdebug == 1 ) if ( dfc <= 0.0 )
return dfc; {
else if ( dofdebug == 2 ) res = tex2D(SamplerColor,coord);
return tex2D(SamplerDepth,coord); res.a = dfc;
return res; return res;
} }
technique ReadFocus int i;
{ if ( dofbilateral )
pass p0 {
{ float isd, sd, ds, sw, tw = 0;
VertexShader = compile vs_3_0 VS_Pass(); isd = dfc;
PixelShader = compile ps_3_0 PS_ReadFocus(); for ( i=-7; i<=7; i++ )
ZENABLE = FALSE; {
CullMode = NONE; sd = tex2D(SamplerColor,coord+float2(0,i)*bof*dfc).a;
ALPHATESTENABLE = FALSE; ds = abs(isd-sd)*dofbfact+0.5;
SEPARATEALPHABLENDENABLE = FALSE; sw = 1.0/(ds+1.0);
AlphaBlendEnable = FALSE; sw *= gauss8[abs(i)];
FogEnable = FALSE; tw += sw;
SRGBWRITEENABLE = FALSE; res += sw*tex2D(SamplerColor,coord+float2(0,i)*bof
} *dfc);
} }
technique WriteFocus res /= tw;
{ }
pass p0 else
{ {
VertexShader = compile vs_3_0 VS_Pass(); for ( i=-7; i<=7; i++ )
PixelShader = compile ps_3_0 PS_WriteFocus(); res += gauss8[abs(i)]*tex2D(SamplerColor,coord
ZENABLE = FALSE; +float2(0,i)*bof*dfc);
CullMode = NONE; }
ALPHATESTENABLE = FALSE; res.a = 1.0;
SEPARATEALPHABLENDENABLE = FALSE; return res;
AlphaBlendEnable = FALSE; }
FogEnable = FALSE; technique ReadFocus
SRGBWRITEENABLE = FALSE; {
} pass p0
} {
technique PostProcess VertexShader = compile vs_3_0 VS_Pass();
{ PixelShader = compile ps_3_0 PS_ReadFocus();
pass p0 ZENABLE = FALSE;
{ CullMode = NONE;
VertexShader = compile vs_3_0 VS_Pass(); ALPHATESTENABLE = FALSE;
PixelShader = compile ps_3_0 PS_Edge(); SEPARATEALPHABLENDENABLE = FALSE;
DitherEnable = FALSE; AlphaBlendEnable = FALSE;
ZEnable = FALSE; FogEnable = FALSE;
CullMode = NONE; SRGBWRITEENABLE = FALSE;
ALPHATESTENABLE = FALSE; }
SEPARATEALPHABLENDENABLE = FALSE; }
AlphaBlendEnable = FALSE; technique WriteFocus
StencilEnable = FALSE; {
FogEnable = FALSE; pass p0
SRGBWRITEENABLE = FALSE; {
} VertexShader = compile vs_3_0 VS_Pass();
} PixelShader = compile ps_3_0 PS_WriteFocus();
technique PostProcess2 ZENABLE = FALSE;
{ CullMode = NONE;
pass p0 ALPHATESTENABLE = FALSE;
{ SEPARATEALPHABLENDENABLE = FALSE;
VertexShader = compile vs_3_0 VS_Pass(); AlphaBlendEnable = FALSE;
PixelShader = compile ps_3_0 PS_SSAO(); FogEnable = FALSE;
DitherEnable = FALSE; SRGBWRITEENABLE = FALSE;
ZEnable = FALSE; }
CullMode = NONE; }
ALPHATESTENABLE = FALSE; technique PostProcess
SEPARATEALPHABLENDENABLE = FALSE; {
AlphaBlendEnable = FALSE; pass p0
StencilEnable = FALSE; {
FogEnable = FALSE; VertexShader = compile vs_3_0 VS_Pass();
SRGBWRITEENABLE = FALSE; PixelShader = compile ps_3_0 PS_FirstPass();
} DitherEnable = FALSE;
} ZEnable = FALSE;
technique PostProcess3 CullMode = NONE;
{ ALPHATESTENABLE = FALSE;
pass p0 SEPARATEALPHABLENDENABLE = FALSE;
{ AlphaBlendEnable = FALSE;
VertexShader = compile vs_3_0 VS_Pass(); StencilEnable = FALSE;
PixelShader = compile ps_3_0 PS_SSAO_Post(); FogEnable = FALSE;
DitherEnable = FALSE; SRGBWRITEENABLE = FALSE;
ZEnable = FALSE; }
CullMode = NONE; }
ALPHATESTENABLE = FALSE; technique PostProcess2
SEPARATEALPHABLENDENABLE = FALSE; {
AlphaBlendEnable = FALSE; pass p0
StencilEnable = FALSE; {
FogEnable = FALSE; VertexShader = compile vs_3_0 VS_Pass();
SRGBWRITEENABLE = FALSE; PixelShader = compile ps_3_0 PS_SSAOPrepass();
} DitherEnable = FALSE;
} ZEnable = FALSE;
technique PostProcess4 CullMode = NONE;
{ ALPHATESTENABLE = FALSE;
pass p0 SEPARATEALPHABLENDENABLE = FALSE;
{ AlphaBlendEnable = FALSE;
VertexShader = compile vs_3_0 VS_Pass(); StencilEnable = FALSE;
PixelShader = compile ps_3_0 PS_DoF(0); FogEnable = FALSE;
DitherEnable = FALSE; SRGBWRITEENABLE = FALSE;
ZEnable = FALSE; }
CullMode = NONE; }
ALPHATESTENABLE = FALSE; technique PostProcess3
SEPARATEALPHABLENDENABLE = FALSE; {
AlphaBlendEnable = FALSE; pass p0
StencilEnable = FALSE; {
FogEnable = FALSE; VertexShader = compile vs_3_0 VS_Pass();
SRGBWRITEENABLE = FALSE; PixelShader = compile ps_3_0 PS_SSAOBlurH();
} DitherEnable = FALSE;
} ZEnable = FALSE;
technique PostProcess5 CullMode = NONE;
{ ALPHATESTENABLE = FALSE;
pass p0 SEPARATEALPHABLENDENABLE = FALSE;
{ AlphaBlendEnable = FALSE;
VertexShader = compile vs_3_0 VS_Pass(); StencilEnable = FALSE;
PixelShader = compile ps_3_0 PS_DoF(1); FogEnable = FALSE;
DitherEnable = FALSE; SRGBWRITEENABLE = FALSE;
ZEnable = FALSE; }
CullMode = NONE; }
ALPHATESTENABLE = FALSE; technique PostProcess4
SEPARATEALPHABLENDENABLE = FALSE; {
AlphaBlendEnable = FALSE; pass p0
StencilEnable = FALSE; {
FogEnable = FALSE; VertexShader = compile vs_3_0 VS_Pass();
SRGBWRITEENABLE = FALSE; PixelShader = compile ps_3_0 PS_SSAOBlurV();
} DitherEnable = FALSE;
} ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess5
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess6
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFBlurH();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess7
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFBlurV();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

View file

@ -1,151 +1,184 @@
/* /*
menbprepassinternals.fx : MariENB prepass internal variables. menbprepassinternals.fx : MariENB prepass internal variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* mathematical constants */ /* mathematical constants */
static const float pi = 3.1415926535898; static const float pi = 3.1415926535898;
/* edge detect factors */ /* edge detect factors */
static const float3x3 GX = static const float3x3 GX =
{ {
-1, 0, 1, -1, 0, 1,
-2, 0, 2, -2, 0, 2,
-1, 0, 1 -1, 0, 1
}; };
static const float3x3 GY = static const float3x3 GY =
{ {
1, 2, 1, 1, 2, 1,
0, 0, 0, 0, 0, 0,
-1,-2,-1 -1,-2,-1
}; };
/* gaussian blur matrices */ /* gaussian kernels */
static const float2x2 gauss3 = /* radius: 8, std dev: 3 */
{ static const float gauss8[8] =
0.16,0.12, {
0.12,0.09 0.134598, 0.127325, 0.107778, 0.081638,
}; 0.055335, 0.033562, 0.018216, 0.008847
static const float3x3 gauss5 = };
{ /* radius: 16, std dev: 6 */
0.0865051903114,0.0692041522491,0.0346020761246, static const float gauss16[16] =
0.0692041522491,0.0553633217993,0.0276816609, {
0.0346020761246,0.0276816609,0.01384083045 0.067142, 0.066216, 0.063513, 0.059252,
}; 0.053763, 0.047446, 0.040723, 0.033996,
static const float4x4 gauss7 = 0.027603, 0.021798, 0.016742, 0.012507,
{ 0.009087, 0.006421, 0.004413, 0.002950
0.0632507440209,0.0527089533508,0.0301194019147,0.011294775718,
0.0527089533508,0.0439241277923,0.0250995015956,0.00941231309835, };
0.0301194019147,0.0250995015956,0.01434257234,0.00537846462763, /* SSAO samples */
0.011294775718,0.00941231309835,0.00537846462763,0.00201692423536 static const float3 ssao_lq[16] =
}; {
/* SSAO sample sphere */ float3( 0.0174, 0.0599, 0.0037),float3(-0.0470,-0.1116,-0.0310),
static const float3 ssao_samples[16] = 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( 0.5381, 0.1856,-0.4319),float3( 0.1379, 0.2486, 0.4430), float3( 0.2177,-0.2827,-0.2531),float3(-0.3315,-0.2890, 0.2379),
float3( 0.3371, 0.5679,-0.0057),float3(-0.6999,-0.0451,-0.0019), float3( 0.1429,-0.5418, 0.0491),float3(-0.4260,-0.3304,-0.3162),
float3( 0.0689,-0.1598,-0.8547),float3( 0.0560, 0.0069,-0.1843), float3( 0.3721,-0.4619, 0.3477),float3(-0.4609,-0.0396,-0.5903),
float3(-0.0146, 0.1402, 0.0762),float3( 0.0100,-0.1924,-0.0344), float3(-0.6294, 0.1593,-0.4885),float3(-0.8068,-0.1182, 0.3173),
float3(-0.3577,-0.5301,-0.4358),float3(-0.3169, 0.1063, 0.0158), float3( 0.6586, 0.6182,-0.2510),float3( 0.2338,-0.9721, 0.0167)
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), static const float3 ssao_hq[64] =
float3( 0.0352,-0.0631, 0.5460),float3(-0.4776, 0.2847,-0.0271) {
}; float3( 0.0000,-0.0002, 0.0002),float3(-0.0005, 0.0006, 0.0006),
/* standard stuff */ float3(-0.0003,-0.0018,-0.0012),float3( 0.0025, 0.0001,-0.0030),
float4 ScreenSize; float3( 0.0032,-0.0031,-0.0042),float3(-0.0075, 0.0032, 0.0034),
float ENightDayFactor; float3(-0.0017, 0.0107, 0.0050),float3(-0.0113,-0.0022,-0.0106),
float EInteriorFactor; float3( 0.0113,-0.0000,-0.0162),float3(-0.0121,-0.0156,-0.0143),
float FadeFactor; float3( 0.0145,-0.0099, 0.0238),float3(-0.0041, 0.0258,-0.0236),
float4 Timer; float3( 0.0261,-0.0282,-0.0150),float3(-0.0392, 0.0259, 0.0093),
/* samplers and textures */ float3( 0.0079, 0.0122,-0.0530),float3(-0.0173, 0.0024,-0.0600),
texture2D texColor; float3( 0.0164,-0.0483,-0.0487),float3( 0.0253, 0.0749, 0.0030),
texture2D texDepth; float3( 0.0702,-0.0024, 0.0532),float3(-0.0587, 0.0343,-0.0701),
texture2D texNoise3 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),
string ResourceName = "menbnoise2.png"; 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),
texture2D texFocus; float3( 0.1226,-0.0478,-0.1577),float3( 0.1713, 0.1376,-0.0033),
texture2D texCurr; float3(-0.1098, 0.1317,-0.1601),float3( 0.0153, 0.0431,-0.2458),
texture2D texPrev; float3( 0.0413,-0.2602,-0.0358),float3( 0.1160, 0.2073,-0.1524),
sampler2D SamplerColor = sampler_state 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),
Texture = <texColor>; float3(-0.2076, 0.2990,-0.0735),float3(-0.3388,-0.1854,-0.0584),
MinFilter = LINEAR; float3(-0.2950, 0.2562, 0.1256),float3( 0.1245, 0.3253, 0.2533),
MagFilter = LINEAR; float3(-0.3334, 0.0732, 0.2954),float3(-0.0878,-0.0338, 0.4632),
MipFilter = NONE; float3( 0.3257,-0.1494, 0.3406),float3( 0.1496, 0.4734, 0.1426),
AddressU = Mirror; float3(-0.4816,-0.1498,-0.1911),float3(-0.4407,-0.2691,-0.2231),
AddressV = Mirror; float3(-0.5739,-0.0862,-0.0829),float3(-0.1811,-0.4338, 0.3893),
SRGBTexture = FALSE; float3(-0.4059, 0.2597,-0.4135),float3( 0.5669,-0.1450, 0.3057),
MaxMipLevel = 0; float3(-0.3459, 0.0907,-0.5852),float3(-0.0378,-0.4889,-0.5161),
MipMapLodBias = 0; 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),
sampler2D SamplerDepth = sampler_state 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),
Texture = <texDepth>; float3(-0.5309,-0.3378,-0.7369),float3(-0.7460, 0.2721,-0.6078)
MinFilter = LINEAR; };
MagFilter = LINEAR; /* standard stuff */
MipFilter = NONE; float4 ScreenSize;
AddressU = Clamp; float ENightDayFactor;
AddressV = Clamp; float EInteriorFactor;
SRGBTexture = FALSE; float FadeFactor;
MaxMipLevel = 0; float4 Timer;
MipMapLodBias = 0; float FieldOfView;
}; /* samplers and textures */
sampler2D SamplerNoise3 = sampler_state texture2D texColor;
{ texture2D texDepth;
Texture = <texNoise3>; texture2D texNoise3
MinFilter = LINEAR; <
MagFilter = LINEAR; string ResourceName = "menbnoise2.png";
MipFilter = NONE; >;
AddressU = Wrap; texture2D texFocus;
AddressV = Wrap; texture2D texCurr;
SRGBTexture = FALSE; texture2D texPrev;
MaxMipLevel = 0; sampler2D SamplerColor = sampler_state
MipMapLodBias = 0; {
}; Texture = <texColor>;
sampler2D SamplerFocus = sampler_state MinFilter = LINEAR;
{ MagFilter = LINEAR;
Texture = <texFocus>; MipFilter = NONE;
MinFilter = LINEAR; AddressU = Clamp;
MagFilter = LINEAR; AddressV = Clamp;
MipFilter = NONE; SRGBTexture = FALSE;
AddressU = Clamp; MaxMipLevel = 0;
AddressV = Clamp; MipMapLodBias = 0;
SRGBTexture = FALSE; };
MaxMipLevel = 0; sampler2D SamplerDepth = sampler_state
MipMapLodBias = 0; {
}; Texture = <texDepth>;
sampler2D SamplerCurr = sampler_state MinFilter = LINEAR;
{ MagFilter = LINEAR;
Texture = <texCurr>; MipFilter = NONE;
MinFilter = LINEAR; AddressU = Clamp;
MagFilter = LINEAR; AddressV = Clamp;
MipFilter = LINEAR; SRGBTexture = FALSE;
AddressU = Clamp; MaxMipLevel = 0;
AddressV = Clamp; MipMapLodBias = 0;
SRGBTexture = FALSE; };
MaxMipLevel = 0; sampler2D SamplerNoise3 = sampler_state
MipMapLodBias = 0; {
}; Texture = <texNoise3>;
sampler2D SamplerPrev = sampler_state MinFilter = LINEAR;
{ MagFilter = LINEAR;
Texture = <texPrev>; MipFilter = NONE;
MinFilter = LINEAR; AddressU = Wrap;
MagFilter = LINEAR; AddressV = Wrap;
MipFilter = NONE; SRGBTexture = FALSE;
AddressU = Clamp; MaxMipLevel = 0;
AddressV = Clamp; MipMapLodBias = 0;
SRGBTexture = FALSE; };
MaxMipLevel = 0; sampler2D SamplerFocus = sampler_state
MipMapLodBias = 0; {
}; Texture = <texFocus>;
/* whatever */ MinFilter = LINEAR;
struct VS_OUTPUT_POST MagFilter = LINEAR;
{ MipFilter = NONE;
float4 vpos : POSITION; AddressU = Clamp;
float2 txcoord : TEXCOORD0; AddressV = Clamp;
}; SRGBTexture = FALSE;
struct VS_INPUT_POST MaxMipLevel = 0;
{ MipMapLodBias = 0;
float3 pos : POSITION; };
float2 txcoord : TEXCOORD0; sampler2D SamplerCurr = sampler_state
}; {
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

View file

@ -1,411 +1,561 @@
/* /*
menbprepasssettings.fx : MariENB prepass user-tweakable variables. menbprepasssettings.fx : MariENB prepass user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team. (C)2013-2015 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa. Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL. Released under the GNU GPLv3 (or later).
*/ */
/* fixed resolution, keeps blur filters at a consistent internal resolution */ /* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx int fixedx
< <
string UIName = "_FixedResolutionX"; string UIName = "_FixedResolutionX";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
int UIMin = 0; int UIMin = 0;
> = {0}; > = {1920};
int fixedy int fixedy
< <
string UIName = "_FixedResolutionY"; string UIName = "_FixedResolutionY";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
int UIMin = 0; int UIMin = 0;
> = {0}; > = {1080};
/* circle (triangle, actually) average focus */ float cutoff
bool focuscircle <
< string UIName = "DepthCutoff";
string UIName = "FocusCircleEnable"; string UIWidget = "Spinner";
string UIWidget = "Checkbox"; float UIMin = 0.0;
> = {false}; float UIMax = 1000000.0;
/* radius of the focus point triangle */ > = {999949.0};
float focusradius_n /* circle (triangle, actually) average focus */
< bool focuscircle
string UIName = "FocusCircleRadiusNight"; <
string UIWidget = "Spinner"; string UIName = "FocusCircleEnable";
> = {12.5}; string UIWidget = "Checkbox";
float focusradius_d > = {true};
< /* radius of the focus point triangle */
string UIName = "FocusCircleRadiusDay"; float focusradius_n
string UIWidget = "Spinner"; <
> = {12.5}; string UIName = "FocusCircleRadiusNight";
float focusradius_in string UIWidget = "Spinner";
< > = {12.5};
string UIName = "FocusCircleRadiusInteriorNight"; float focusradius_d
string UIWidget = "Spinner"; <
> = {12.5}; string UIName = "FocusCircleRadiusDay";
float focusradius_id string UIWidget = "Spinner";
< > = {12.5};
string UIName = "FocusCircleRadiusInteriorDay"; float focusradius_in
string UIWidget = "Spinner"; <
> = {12.5}; string UIName = "FocusCircleRadiusInteriorNight";
/* mix factor with sample at screen center */ string UIWidget = "Spinner";
float focusmix_n > = {12.5};
< float focusradius_id
string UIName = "FocusCircleMixNight"; <
string UIWidget = "Spinner"; string UIName = "FocusCircleRadiusInteriorDay";
> = {0.25}; string UIWidget = "Spinner";
float focusmix_d > = {12.5};
< /* mix factor with sample at screen center */
string UIName = "FocusCircleMixDay"; float focusmix_n
string UIWidget = "Spinner"; <
> = {0.25}; string UIName = "FocusCircleMixNight";
float focusmix_in string UIWidget = "Spinner";
< > = {0.25};
string UIName = "FocusCircleMixInteriorNight"; float focusmix_d
string UIWidget = "Spinner"; <
> = {0.25}; string UIName = "FocusCircleMixDay";
float focusmix_id string UIWidget = "Spinner";
< > = {0.25};
string UIName = "FocusCircleMixInteriorDay"; float focusmix_in
string UIWidget = "Spinner"; <
> = {0.25}; string UIName = "FocusCircleMixInteriorNight";
/* maximum focus depth */ string UIWidget = "Spinner";
float focusmax_n > = {0.25};
< float focusmix_id
string UIName = "FocusMaxNight"; <
string UIWidget = "Spinner"; string UIName = "FocusCircleMixInteriorDay";
> = {1.0}; string UIWidget = "Spinner";
float focusmax_d > = {0.25};
< /* maximum focus depth */
string UIName = "FocusMaxDay"; float focusmax_n
string UIWidget = "Spinner"; <
> = {1.0}; string UIName = "FocusMaxNight";
float focusmax_in string UIWidget = "Spinner";
< > = {1.0};
string UIName = "FocusMaxInteriorNight"; float focusmax_d
string UIWidget = "Spinner"; <
> = {1.0}; string UIName = "FocusMaxDay";
float focusmax_id string UIWidget = "Spinner";
< > = {1.0};
string UIName = "FocusMaxInteriorDay"; float focusmax_in
string UIWidget = "Spinner"; <
> = {1.0}; string UIName = "FocusMaxInteriorNight";
/* dof filter */ string UIWidget = "Spinner";
/* dof multiplier (makes unfocused depths more blurry) */ > = {1.0};
float dofmult_n float focusmax_id
< <
string UIName = "DoFMultNight"; string UIName = "FocusMaxInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {1.0};
> = {1.0}; /* dof filter */
float dofmult_d /* dof multiplier (makes unfocused depths more blurry) */
< float dofmult_n
string UIName = "DoFMultDay"; <
string UIWidget = "Spinner"; string UIName = "DoFMultNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float dofmult_in > = {1000.0};
< float dofmult_d
string UIName = "DoFMultInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFMultDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float dofmult_id > = {1000.0};
< float dofmult_in
string UIName = "DoFMultInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFMultInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
/* dof power (falloff, kinda) */ > = {1000.0};
float dofpow_n float dofmult_id
< <
string UIName = "DoFPowNight"; string UIName = "DoFMultInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {1.0}; > = {1000.0};
float dofpow_d /* dof power (falloff, kinda) */
< float dofpow_n
string UIName = "DoFPowDay"; <
string UIWidget = "Spinner"; string UIName = "DoFPowNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float dofpow_in > = {4.0};
< float dofpow_d
string UIName = "DoFPowInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFPowDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float dofpow_id > = {4.0};
< float dofpow_in
string UIName = "DoFPowInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFPowInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
/* fixed focused depth factors */ > = {4.0};
float doffixedfocusmult_n float dofpow_id
< <
string UIName = "DoFFixedFocusedMultNight"; string UIName = "DoFPowInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {1.0}; > = {4.0};
float doffixedfocusmult_d /* fixed focused depth factors */
< float doffixedfocusmult_n
string UIName = "DoFFixedFocusedMultDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedMultNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedfocusmult_in > = {1.0};
< float doffixedfocusmult_d
string UIName = "DoFFixedFocusedMultInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedMultDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedfocusmult_id > = {1.0};
< float doffixedfocusmult_in
string UIName = "DoFFixedFocusedMultInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedMultInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedfocuspow_n > = {1.0};
< float doffixedfocusmult_id
string UIName = "DoFFixedFocusedPowNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedMultInteriorDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedfocuspow_d > = {1.0};
< float doffixedfocuspow_n
string UIName = "DoFFixedFocusedPowDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedPowNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedfocuspow_in > = {1.0};
< float doffixedfocuspow_d
string UIName = "DoFFixedFocusedPowInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedPowDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedfocuspow_id > = {1.0};
< float doffixedfocuspow_in
string UIName = "DoFFixedFocusedPowInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedPowInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedfocusblend_n > = {1.0};
< float doffixedfocuspow_id
string UIName = "DoFFixedFocusedBlendNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedPowInteriorDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
float doffixedfocusblend_d > = {1.0};
< float doffixedfocusblend_n
string UIName = "DoFFixedFocusedBlendDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedBlendNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
float doffixedfocusblend_in > = {0.0};
< float doffixedfocusblend_d
string UIName = "DoFFixedFocusedBlendInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedBlendDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
float doffixedfocusblend_id > = {0.0};
< float doffixedfocusblend_in
string UIName = "DoFFixedFocusedBlendInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedFocusedBlendInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
/* fixed unfocused depth factors */ > = {0.0};
float doffixedunfocusmult_n float doffixedfocusblend_id
< <
string UIName = "DoFFixedUnfocusedMultNight"; string UIName = "DoFFixedFocusedBlendInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {1.0}; > = {0.0};
float doffixedunfocusmult_d /* fixed unfocused depth factors */
< float doffixedunfocusmult_n
string UIName = "DoFFixedUnfocusedMultDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedMultNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedunfocusmult_in > = {1.0};
< float doffixedunfocusmult_d
string UIName = "DoFFixedUnfocusedMultInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedMultDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedunfocusmult_id > = {1.0};
< float doffixedunfocusmult_in
string UIName = "DoFFixedUnfocusedMultInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedMultInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedunfocuspow_n > = {1.0};
< float doffixedunfocusmult_id
string UIName = "DoFFixedUnfocusedPowNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedMultInteriorDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedunfocuspow_d > = {1.0};
< float doffixedunfocuspow_n
string UIName = "DoFFixedUnfocusedPowDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedPowNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedunfocuspow_in > = {1000.0};
< float doffixedunfocuspow_d
string UIName = "DoFFixedUnfocusedPowInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedPowDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedunfocuspow_id > = {1000.0};
< float doffixedunfocuspow_in
string UIName = "DoFFixedUnfocusedPowInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedPowInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
float doffixedunfocusblend_n > = {1000.0};
< float doffixedunfocuspow_id
string UIName = "DoFFixedUnfocusedBlendNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedPowInteriorDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
float doffixedunfocusblend_d > = {1000.0};
< float doffixedunfocusblend_n
string UIName = "DoFFixedUnfocusedBlendDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedBlendNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
float doffixedunfocusblend_in > = {0.0};
< float doffixedunfocusblend_d
string UIName = "DoFFixedUnfocusedBlendInteriorNight"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedBlendDay";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
float doffixedunfocusblend_id > = {0.0};
< float doffixedunfocusblend_in
string UIName = "DoFFixedUnfocusedBlendInteriorDay"; <
string UIWidget = "Spinner"; string UIName = "DoFFixedUnfocusedBlendInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {0.0}; float UIMin = 0.0;
/* display dof factors per pixel, or just the whole depth buffer */ > = {0.0};
int dofdebug float doffixedunfocusblend_id
< <
string UIName = "DoFDebug"; string UIName = "DoFFixedUnfocusedBlendInteriorDay";
string UIWidget = "Checkbox"; string UIWidget = "Spinner";
int UIMin = 0; float UIMin = 0.0;
int UIMax = 2; > = {0.0};
> = 0; /* disable depth of field */
/* two-pass blur, makes you shortsighted */ bool dofdisable
bool doftwopass <
< string UIName = "DoFDisable";
string UIName = "DoFTwoPass"; string UIWidget = "Checkbox";
string UIWidget = "Checkbox"; > = {false};
> = {false}; /* use bilateral filtering for sharper dof blurring */
/* disable depth of field, in case you want just the contour filter */ bool dofbilateral
bool dofdisable <
< string UIName = "DoFBilateral";
string UIName = "DoFDisable"; string UIWidget = "Checkbox";
string UIWidget = "Checkbox"; > = {true};
> = {false}; float dofbfact
/* enable depth of field smoothing (3x3 gaussian blur, slight fps loss) */ <
bool dofsmooth string UIName = "DoFBilateralFactor";
< string UIWidget = "Spinner";
string UIName = "DoFSmoothing"; > = {5.0};
string UIWidget = "Checkbox"; float dofbradius
> = {true}; <
/* enable depth of field sky cutoff (keeps sky sharp, but may look weird) */ string UIName = "DoFBlurRadius";
bool dofcutoff string UIWidget = "Spinner";
< float UIMin = 0.0;
string UIName = "DoFCutoff"; > = {1.0};
string UIWidget = "Checkbox"; bool dofrelfov
> = {false}; <
/* disable edge detect filters */ string UIName = "DoFRelativeToFoV";
bool noedge string UIWidget = "Checkbox";
< > = {false};
string UIName = "EdgeDisable"; float fovdefault
string UIWidget = "Checkbox"; <
> = {true}; string UIName = "DoFRelativeDefaultFOV";
/* use "edge vision" instead of contour filter (just because it looks fancy) */ string UIWidget = "Spinner";
bool edgeview float UIMin = 1.0;
< float UIMax = 180.0;
string UIName = "EdgeView"; > = {75.0};
string UIWidget = "Checkbox"; float relfovfactor_n
> = {false}; <
/* factors */ string UIName = "DoFRelativeFactorNight";
float edgefadepow string UIWidget = "Spinner";
< > = {0.0};
string UIName = "EdgeFadePower"; float relfovfactor_d
string UIWidget = "Spinner"; <
float UIMin = 0.0; string UIName = "DoFRelativeFactorDay";
> = {1.6}; string UIWidget = "Spinner";
float edgefademult > = {0.0};
< float relfovfactor_in
string UIName = "EdgeFadeMultiplier"; <
string UIWidget = "Spinner"; string UIName = "DoFRelativeFactorInteriorNight";
float UIMin = 0.0; string UIWidget = "Spinner";
> = {16.0}; > = {0.0};
float edgepow float relfovfactor_id
< <
string UIName = "EdgePower"; string UIName = "DoFRelativeFactorInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; > = {0.0};
> = {1.5}; bool dofdebug
float edgemult <
< string UIName = "DebugDepth";
string UIName = "EdgeMultiplier"; string UIWidget = "Checkbox";
string UIWidget = "Spinner"; > = {false};
float UIMin = 0.0; /* enable edge detect filters */
> = {32.0}; bool edgeenable
/* ssao filter */ <
bool ssaoenable string UIName = "EdgeEnable";
< string UIWidget = "Checkbox";
string UIName = "SSAOEnable"; > = {false};
string UIWidget = "Checkbox"; /* use "edge vision" instead of contour filter (just because it looks fancy) */
> = {false}; bool edgeview
int ssaodebug <
< string UIName = "EdgeView";
string UIName = "SSAODebug"; string UIWidget = "Checkbox";
string UIWidget = "Spinner"; > = {true};
int UIMin = 0; /* factors */
int UIMax = 2; float edgefadepow_n
> = 0; <
float ssaoradius string UIName = "EdgeFadePowerNight";
< string UIWidget = "Spinner";
string UIName = "SSAORadius"; float UIMin = 0.0;
string UIWidget = "Spinner"; > = {1.5};
> = {1.0}; float edgefadepow_d
float ssaonoise <
< string UIName = "EdgeFadePowerDay";
string UIName = "SSAONoise"; string UIWidget = "Spinner";
string UIWidget = "Spinner"; float UIMin = 0.0;
> = {0.5}; > = {1.5};
float ssaofadepow float edgefadepow_in
< <
string UIName = "SSAOFadePower"; string UIName = "EdgeFadePowerInteriorNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {1.5}; > = {1.5};
float ssaofademult float edgefadepow_id
< <
string UIName = "SSAOFadeMultiplier"; string UIName = "EdgeFadePowerInteriorDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {15.0}; > = {1.5};
float ssaomult float edgefademult_n
< <
string UIName = "SSAOMultiplier"; string UIName = "EdgeFadeMultiplierNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {1.0}; > = {5000.0};
float ssaopow float edgefademult_d
< <
string UIName = "SSAOPower"; string UIName = "EdgeFadeMultiplierDay";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {1.0}; > = {5000.0};
float ssaoblend float edgefademult_in
< <
string UIName = "SSAOBlend"; string UIName = "EdgeFadeMultiplierInteriorNight";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {1.0}; float UIMin = 0.0;
bool ssaobenable > = {5000.0};
< float edgefademult_id
string UIName = "SSAOBlurEnable"; <
string UIWidget = "Spinner"; string UIName = "EdgeFadeMultiplierInteriorDay";
> = {true}; 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};