MariENB Skyrim 2.7.1
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3024ce66bc
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4 changed files with 5 additions and 14 deletions
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@ -1 +1 @@
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2.7.0sk "Retro Retirement"
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2.7.1sk "Retro Retirement"
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@ -519,8 +519,8 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
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if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
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if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
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if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
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}
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}
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if ( lutenable ) res.rgb = GradingLUT(res.rgb);
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if ( techenable ) res.rgb = Technicolor(res.rgb);
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if ( techenable ) res.rgb = Technicolor(res.rgb);
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if ( lutenable ) res.rgb = GradingLUT(res.rgb);
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if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
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if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
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res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb;
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res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb;
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if ( dodither ) res.rgb = Dither(res.rgb,coord);
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if ( dodither ) res.rgb = Dither(res.rgb,coord);
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@ -4,17 +4,8 @@
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Part of MariENB, the personal ENB of Marisa.
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Part of MariENB, the personal ENB of Marisa.
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Released under the GNU GPLv3 (or later).
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Released under the GNU GPLv3 (or later).
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*/
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*/
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/*
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/* Paint filter */
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Paint filters:
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string str_paint = "Painting Filter";
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-1 : Disabled
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0 : Oil painting filter, mixes Kuwahara with median for a smooth result
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1 : "Van Gogh" filter, ported from https://www.shadertoy.com/view/MdGSDG
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with some small changes
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2 : "Watercolor" filter, ported from https://www.shadertoy.com/view/ltyGRV
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also with some small changes
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*/
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string str_paint = "Painting Filters";
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bool oilenable
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bool oilenable
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<
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<
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string UIName = "Enable Oil Filter";
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string UIName = "Enable Oil Filter";
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@ -322,10 +322,10 @@ float4 PS_EdgeFilters( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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{
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{
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float2 coord = IN.txcoord.xy;
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float2 coord = IN.txcoord.xy;
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float4 res = tex2D(SamplerColor,coord);
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float4 res = tex2D(SamplerColor,coord);
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if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
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if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
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if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
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if ( comenable ) res.rgb = EdgeDetect(res.rgb,coord);
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if ( comenable ) res.rgb = EdgeDetect(res.rgb,coord);
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if ( contenable ) res.rgb = LineView(res.rgb,coord);
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if ( contenable ) res.rgb = LineView(res.rgb,coord);
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if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
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return res;
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return res;
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}
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}
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/* Distant hot air refraction. Not very realistic, but does the job. */
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/* Distant hot air refraction. Not very realistic, but does the job. */
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