MariENB FO4 3.4.0
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d7c2c2ea85
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98d725388b
28 changed files with 2842 additions and 734 deletions
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@ -335,7 +335,7 @@ Texture2D RenderTarget256;
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Texture2D RenderTarget128;
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Texture2D RenderTarget64;
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Texture2D RenderTarget32;
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Texture2D RenderTargetRGBA64F;
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Texture2D RenderTarget16;
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SamplerState Sampler
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{
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@ -412,11 +412,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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return res;
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}
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/*
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progressive downsizing of textures, with interpolation.
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First downsample is unnecessary because both textures are the same size.
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*/
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/* progressive downsizing of textures, with interpolation. */
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float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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uniform Texture2D intex, uniform float insz ) : SV_Target
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{
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@ -445,7 +441,7 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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float4 Anamorphic( float2 coord, Texture2D intex, float insz )
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{
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float4 res = float4(0.0,0.0,0.0,0.0),
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base = RenderTargetRGBA64F.Sample(Sampler,coord);
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base = RenderTarget1024.Sample(Sampler,coord);
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int i;
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float sum = 0.0;
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float inc = flen/insz;
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@ -498,7 +494,7 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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float2 coord = IN.txcoord0.xy;
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float4 res = float4(0.0,0.0,0.0,0.0),
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base = RenderTargetRGBA64F.Sample(Sampler,coord);
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base = RenderTarget1024.Sample(Sampler,coord);
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int i;
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float sum = 0.0;
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float inc = bloomradiusy/insz;
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@ -525,12 +521,12 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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float2 coord = IN.txcoord0.xy;
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float4 res = bloommix1*RenderTarget1024.Sample(Sampler2,coord);
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res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
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res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
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res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
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res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
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res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
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float4 res = bloommix1*RenderTarget512.Sample(Sampler2,coord);
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res += bloommix2*RenderTarget256.Sample(Sampler2,coord);
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res += bloommix3*RenderTarget128.Sample(Sampler2,coord);
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res += bloommix4*RenderTarget64.Sample(Sampler2,coord);
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res += bloommix5*RenderTarget32.Sample(Sampler2,coord);
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res += bloommix6*RenderTarget16.Sample(Sampler2,coord);
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res.rgb /= 6.0;
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res.rgb = clamp(res.rgb,0.0,32768.0);
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res.a = 1.0;
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@ -540,13 +536,13 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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float2 coord = IN.txcoord0.xy;
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float4 res = bloommixs*RenderTarget128.Sample(Sampler2,coord);
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float4 res = bloommixs*RenderTarget64.Sample(Sampler2,coord);
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res.rgb = clamp(res.rgb,0.0,32768.0);
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res.a = 1.0;
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return res;
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}
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technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTargetRGBA64F";>
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technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTarget1024";>
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{
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pass p0
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{
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@ -554,15 +550,7 @@ technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string Render
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SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
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}
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}
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technique11 BloomSimplePass1 <string RenderTarget="RenderTarget1024";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
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}
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}
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technique11 BloomSimplePass2 <string RenderTarget="RenderTarget512";>
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technique11 BloomSimplePass1 <string RenderTarget="RenderTarget512";>
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{
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pass p0
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{
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@ -570,7 +558,7 @@ technique11 BloomSimplePass2 <string RenderTarget="RenderTarget512";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
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}
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}
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technique11 BloomSimplePass3 <string RenderTarget="RenderTarget256";>
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technique11 BloomSimplePass2 <string RenderTarget="RenderTarget256";>
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{
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pass p0
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{
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@ -578,7 +566,7 @@ technique11 BloomSimplePass3 <string RenderTarget="RenderTarget256";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
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}
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}
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technique11 BloomSimplePass4 <string RenderTarget="RenderTarget128";>
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technique11 BloomSimplePass3 <string RenderTarget="RenderTarget128";>
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{
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pass p0
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{
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@ -586,20 +574,28 @@ technique11 BloomSimplePass4 <string RenderTarget="RenderTarget128";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
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}
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}
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technique11 BloomSimplePass4 <string RenderTarget="RenderTarget64";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
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}
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}
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technique11 BloomSimplePass5
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
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}
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}
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technique11 BloomSimplePass6 <string RenderTarget="RenderTarget128";>
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technique11 BloomSimplePass6 <string RenderTarget="RenderTarget64";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
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}
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}
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technique11 BloomSimplePass7
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@ -611,7 +607,7 @@ technique11 BloomSimplePass7
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}
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}
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technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTargetRGBA64F";>
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technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTarget1024";>
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{
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pass p0
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{
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@ -619,15 +615,7 @@ technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget=
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SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
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}
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}
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technique11 BloomPass1 <string RenderTarget="RenderTarget1024";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
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}
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}
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technique11 BloomPass2 <string RenderTarget="RenderTarget512";>
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technique11 BloomPass1 <string RenderTarget="RenderTarget512";>
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{
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pass p0
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{
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@ -635,7 +623,7 @@ technique11 BloomPass2 <string RenderTarget="RenderTarget512";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
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}
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}
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technique11 BloomPass3 <string RenderTarget="RenderTarget256";>
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technique11 BloomPass2 <string RenderTarget="RenderTarget256";>
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{
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pass p0
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{
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@ -643,7 +631,7 @@ technique11 BloomPass3 <string RenderTarget="RenderTarget256";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
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}
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}
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technique11 BloomPass4 <string RenderTarget="RenderTarget128";>
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technique11 BloomPass3 <string RenderTarget="RenderTarget128";>
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{
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pass p0
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{
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@ -651,7 +639,7 @@ technique11 BloomPass4 <string RenderTarget="RenderTarget128";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
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}
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}
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technique11 BloomPass5 <string RenderTarget="RenderTarget64";>
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technique11 BloomPass4 <string RenderTarget="RenderTarget64";>
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{
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pass p0
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{
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@ -659,7 +647,7 @@ technique11 BloomPass5 <string RenderTarget="RenderTarget64";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
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}
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}
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technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
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technique11 BloomPass5 <string RenderTarget="RenderTarget32";>
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{
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pass p0
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{
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@ -667,23 +655,15 @@ technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
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}
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}
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technique11 BloomPass6 <string RenderTarget="RenderTarget16";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget32,32.0)));
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}
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}
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technique11 BloomPass7
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget1024,1024.0)));
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}
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}
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technique11 BloomPass8 <string RenderTarget="RenderTarget1024";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,1024.0,0.0)));
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}
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}
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technique11 BloomPass9
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{
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pass p0
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{
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@ -691,15 +671,15 @@ technique11 BloomPass9
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
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}
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}
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technique11 BloomPass10 <string RenderTarget="RenderTarget512";>
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technique11 BloomPass8 <string RenderTarget="RenderTarget512";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,1.0)));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,0.0)));
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}
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}
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technique11 BloomPass11
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technique11 BloomPass9
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{
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pass p0
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{
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@ -707,15 +687,15 @@ technique11 BloomPass11
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
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}
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}
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technique11 BloomPass12 <string RenderTarget="RenderTarget256";>
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technique11 BloomPass10 <string RenderTarget="RenderTarget256";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,2.0)));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,1.0)));
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}
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}
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technique11 BloomPass13
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technique11 BloomPass11
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{
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pass p0
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{
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@ -723,15 +703,15 @@ technique11 BloomPass13
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
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}
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}
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technique11 BloomPass14 <string RenderTarget="RenderTarget128";>
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technique11 BloomPass12 <string RenderTarget="RenderTarget128";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,2.0)));
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}
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}
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technique11 BloomPass15
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technique11 BloomPass13
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{
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pass p0
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{
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@ -739,15 +719,15 @@ technique11 BloomPass15
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
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}
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}
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technique11 BloomPass16 <string RenderTarget="RenderTarget64";>
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technique11 BloomPass14 <string RenderTarget="RenderTarget64";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,4.0)));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
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}
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}
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technique11 BloomPass17
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technique11 BloomPass15
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{
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pass p0
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{
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@ -755,12 +735,28 @@ technique11 BloomPass17
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
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}
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}
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technique11 BloomPass18 <string RenderTarget="RenderTarget32";>
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technique11 BloomPass16 <string RenderTarget="RenderTarget32";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,4.0)));
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}
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}
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technique11 BloomPass17
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget16,16.0)));
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}
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}
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technique11 BloomPass18 <string RenderTarget="RenderTarget16";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,16.0,5.0)));
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}
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}
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technique11 BloomPass19
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