MariENB FO4 3.0.0a
BIN
Logo.png
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13
README.md
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||||
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This repo contains every single version of MariENB ever made.
|
||||
For the sake of neater organization, they are divided in specific branches:
|
||||
|
||||
- **historic**: Alpha versions of MariENB.
|
||||
- **legacy**: 1.x releases.
|
||||
- **twopoint-modular**: 2.0.x releases that used a modular packaging model.
|
||||
- **twopoint-dust**: 2.x releases for Fallout: DUST.
|
||||
- **twopoint-fnv**: 2.x releases for Fallout: New Vegas.
|
||||
- **twopoint-skyrim**: 2.x releases for Skyrim.
|
||||
- **threepoint-frost**: 3.x releases for Fallout: FROST.
|
||||
- **threepoint-fo4**: 3.x releases for Fallout 4.
|
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296
enbseries.ini
Normal file
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[GLOBAL]
|
||||
UseEffect=true
|
||||
|
||||
[EFFECT]
|
||||
UseOriginalObjectsProcessing=false
|
||||
UseOriginalPostProcessing=false
|
||||
UseOriginalColorFilter=false
|
||||
UseOriginalBloom=false
|
||||
UseOriginalAdaptation=false
|
||||
EnablePostPassShader=true
|
||||
EnableDithering=false
|
||||
EnableAdaptation=true
|
||||
EnableBloom=true
|
||||
EnableDepthOfField=true
|
||||
EnableLens=false
|
||||
EnableSSAO=false
|
||||
|
||||
[COLORCORRECTION]
|
||||
UseProceduralCorrection=true
|
||||
Brightness=1.0
|
||||
GammaCurve=1.0
|
||||
|
||||
[TIMEOFDAY]
|
||||
DawnDuration=2.0
|
||||
SunriseTime=7.0
|
||||
DayTime=13.0
|
||||
SunsetTime=19.0
|
||||
DuskDuration=2.0
|
||||
NightTime=1.0
|
||||
|
||||
[ADAPTATION]
|
||||
AdaptationSensitivity=0.65
|
||||
AdaptationTime=5.0
|
||||
ForceMinMaxValues=true
|
||||
AdaptationMin=0.15
|
||||
AdaptationMax=1.25
|
||||
|
||||
[DEPTHOFFIELD]
|
||||
FocusingTime=0.4
|
||||
ApertureTime=1.0
|
||||
|
||||
[BLOOM]
|
||||
IgnoreWeatherSystem=true
|
||||
AmountDawn=1.1
|
||||
AmountSunrise=1.2
|
||||
AmountDay=1.0
|
||||
AmountSunset=1.2
|
||||
AmountDusk=1.1
|
||||
AmountNight=1.0
|
||||
AmountInteriorDay=1.0
|
||||
AmountInteriorNight=1.0
|
||||
|
||||
[LENS]
|
||||
IgnoreWeatherSystem=true
|
||||
AmountDawn=1.0
|
||||
AmountSunrise=1.0
|
||||
AmountDay=1.0
|
||||
AmountSunset=1.0
|
||||
AmountDusk=1.0
|
||||
AmountNight=1.0
|
||||
AmountInteriorDay=1.0
|
||||
AmountInteriorNight=1.0
|
||||
|
||||
[SKY]
|
||||
IgnoreWeatherSystem=true
|
||||
Enable=true
|
||||
GradientIntensityDawn=0.81
|
||||
GradientIntensitySunrise=0.95
|
||||
GradientIntensityDay=1.0
|
||||
GradientIntensitySunset=0.96
|
||||
GradientIntensityDusk=0.84
|
||||
GradientIntensityNight=0.75
|
||||
GradientIntensityInteriorDay=1.0
|
||||
GradientIntensityInteriorNight=0.66
|
||||
GradientDesaturationDawn=0.0
|
||||
GradientDesaturationSunrise=0.0
|
||||
GradientDesaturationDay=0.0
|
||||
GradientDesaturationSunset=0.0
|
||||
GradientDesaturationDusk=0.0
|
||||
GradientDesaturationNight=0.0
|
||||
GradientDesaturationInteriorDay=0.0
|
||||
GradientDesaturationInteriorNight=0.0
|
||||
|
||||
GradientTopIntensityDawn=1.0
|
||||
GradientTopIntensitySunrise=1.0
|
||||
GradientTopIntensityDay=1.0
|
||||
GradientTopIntensitySunset=1.0
|
||||
GradientTopIntensityDusk=1.0
|
||||
GradientTopIntensityNight=1.0
|
||||
GradientTopIntensityInteriorDay=1.0
|
||||
GradientTopIntensityInteriorNight=1.0
|
||||
GradientTopCurveDawn=1.0
|
||||
GradientTopCurveSunrise=1.0
|
||||
GradientTopCurveDay=1.0
|
||||
GradientTopCurveSunset=1.0
|
||||
GradientTopCurveDusk=1.0
|
||||
GradientTopCurveNight=1.0
|
||||
GradientTopCurveInteriorDay=1.0
|
||||
GradientTopCurveInteriorNight=1.0
|
||||
GradientTopColorFilterDawn=1, 1, 1
|
||||
GradientTopColorFilterSunrise=1, 1, 1
|
||||
GradientTopColorFilterDay=1, 1, 1
|
||||
GradientTopColorFilterSunset=1, 1, 1
|
||||
GradientTopColorFilterDusk=1, 1, 1
|
||||
GradientTopColorFilterNight=1, 1, 1
|
||||
GradientTopColorFilterInteriorDay=1, 1, 1
|
||||
GradientTopColorFilterInteriorNight=1, 1, 1
|
||||
|
||||
GradientMiddleIntensityDawn=1.0
|
||||
GradientMiddleIntensitySunrise=1.0
|
||||
GradientMiddleIntensityDay=1.0
|
||||
GradientMiddleIntensitySunset=1.0
|
||||
GradientMiddleIntensityDusk=1.0
|
||||
GradientMiddleIntensityNight=1.0
|
||||
GradientMiddleIntensityInteriorDay=1.0
|
||||
GradientMiddleIntensityInteriorNight=1.0
|
||||
GradientMiddleCurveDawn=1.0
|
||||
GradientMiddleCurveSunrise=1.0
|
||||
GradientMiddleCurveDay=1.0
|
||||
GradientMiddleCurveSunset=1.0
|
||||
GradientMiddleCurveDusk=1.0
|
||||
GradientMiddleCurveNight=1.0
|
||||
GradientMiddleCurveInteriorDay=1.0
|
||||
GradientMiddleCurveInteriorNight=1.0
|
||||
GradientMiddleColorFilterDawn=1, 1, 1
|
||||
GradientMiddleColorFilterSunrise=1, 1, 1
|
||||
GradientMiddleColorFilterDay=1, 1, 1
|
||||
GradientMiddleColorFilterSunset=1, 1, 1
|
||||
GradientMiddleColorFilterDusk=1, 1, 1
|
||||
GradientMiddleColorFilterNight=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorDay=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorNight=1, 1, 1
|
||||
|
||||
GradientHorizonIntensityDawn=1.0
|
||||
GradientHorizonIntensitySunrise=1.0
|
||||
GradientHorizonIntensityDay=1.0
|
||||
GradientHorizonIntensitySunset=1.0
|
||||
GradientHorizonIntensityDusk=1.0
|
||||
GradientHorizonIntensityNight=1.0
|
||||
GradientHorizonIntensityInteriorDay=1.0
|
||||
GradientHorizonIntensityInteriorNight=1.0
|
||||
GradientHorizonCurveDawn=1.0
|
||||
GradientHorizonCurveSunrise=1.0
|
||||
GradientHorizonCurveDay=1.0
|
||||
GradientHorizonCurveSunset=1.0
|
||||
GradientHorizonCurveDusk=1.0
|
||||
GradientHorizonCurveNight=1.0
|
||||
GradientHorizonCurveInteriorDay=1.0
|
||||
GradientHorizonCurveInteriorNight=1.0
|
||||
GradientHorizonColorFilterDawn=1, 1, 1
|
||||
GradientHorizonColorFilterSunrise=1, 1, 1
|
||||
GradientHorizonColorFilterDay=1, 1, 1
|
||||
GradientHorizonColorFilterSunset=1, 1, 1
|
||||
GradientHorizonColorFilterDusk=1, 1, 1
|
||||
GradientHorizonColorFilterNight=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorDay=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorNight=1, 1, 1
|
||||
|
||||
CloudsIntensityDawn=0.5
|
||||
CloudsIntensitySunrise=0.75
|
||||
CloudsIntensityDay=1.0
|
||||
CloudsIntensitySunset=0.75
|
||||
CloudsIntensityDusk=0.5
|
||||
CloudsIntensityNight=0.25
|
||||
CloudsIntensityInteriorDay=1.0
|
||||
CloudsIntensityInteriorNight=1.0
|
||||
CloudsCurveDawn=1.0
|
||||
CloudsCurveSunrise=1.0
|
||||
CloudsCurveDay=1.0
|
||||
CloudsCurveSunset=1.0
|
||||
CloudsCurveDusk=1.0
|
||||
CloudsCurveNight=1.0
|
||||
CloudsCurveInteriorDay=1.0
|
||||
CloudsCurveInteriorNight=1.0
|
||||
CloudsDesaturationDawn=0.0
|
||||
CloudsDesaturationSunrise=0.0
|
||||
CloudsDesaturationDay=0.0
|
||||
CloudsDesaturationSunset=0.0
|
||||
CloudsDesaturationDusk=0.0
|
||||
CloudsDesaturationNight=0.0
|
||||
CloudsDesaturationInteriorDay=0.0
|
||||
CloudsDesaturationInteriorNight=0.0
|
||||
CloudsOpacityDawn=1.0
|
||||
CloudsOpacitySunrise=1.0
|
||||
CloudsOpacityDay=1.0
|
||||
CloudsOpacitySunset=1.0
|
||||
CloudsOpacityDusk=1.0
|
||||
CloudsOpacityNight=1.0
|
||||
CloudsOpacityInteriorDay=1.0
|
||||
CloudsOpacityInteriorNight=1.0
|
||||
CloudsColorFilterDawn=1, 1, 1
|
||||
CloudsColorFilterSunrise=1, 1, 1
|
||||
CloudsColorFilterDay=1, 1, 1
|
||||
CloudsColorFilterSunset=1, 1, 1
|
||||
CloudsColorFilterDusk=1, 1, 1
|
||||
CloudsColorFilterNight=1, 1, 1
|
||||
CloudsColorFilterInteriorDay=1, 1, 1
|
||||
CloudsColorFilterInteriorNight=1, 1, 1
|
||||
|
||||
SunIntensityDawn=4.0
|
||||
SunIntensitySunrise=4.0
|
||||
SunIntensityDay=4.0
|
||||
SunIntensitySunset=4.0
|
||||
SunIntensityDusk=4.0
|
||||
SunIntensityNight=4.0
|
||||
SunIntensityInteriorDay=4.0
|
||||
SunIntensityInteriorNight=4.0
|
||||
SunDesaturationDawn=0.0
|
||||
SunDesaturationSunrise=0.0
|
||||
SunDesaturationDay=0.0
|
||||
SunDesaturationSunset=0.0
|
||||
SunDesaturationDusk=0.0
|
||||
SunDesaturationNight=0.0
|
||||
SunDesaturationInteriorDay=0.0
|
||||
SunDesaturationInteriorNight=0.0
|
||||
SunColorFilterDawn=1, 1, 1
|
||||
SunColorFilterSunrise=1, 1, 1
|
||||
SunColorFilterDay=1, 1, 1
|
||||
SunColorFilterSunset=1, 1, 1
|
||||
SunColorFilterDusk=1, 1, 1
|
||||
SunColorFilterNight=1, 1, 1
|
||||
SunColorFilterInteriorDay=1, 1, 1
|
||||
SunColorFilterInteriorNight=1, 1, 1
|
||||
|
||||
MoonIntensityDawn=1.8
|
||||
MoonIntensitySunrise=1.4
|
||||
MoonIntensityDay=1.0
|
||||
MoonIntensitySunset=1.4
|
||||
MoonIntensityDusk=1.8
|
||||
MoonIntensityNight=2.0
|
||||
MoonIntensityInteriorDay=1.0
|
||||
MoonIntensityInteriorNight=2.0
|
||||
MoonDesaturationDawn=0.0
|
||||
MoonDesaturationSunrise=0.0
|
||||
MoonDesaturationDay=0.0
|
||||
MoonDesaturationSunset=0.0
|
||||
MoonDesaturationDusk=0.0
|
||||
MoonDesaturationNight=0.0
|
||||
MoonDesaturationInteriorDay=0.0
|
||||
MoonDesaturationInteriorNight=0.0
|
||||
MoonColorFilterDawn=1, 1, 1
|
||||
MoonColorFilterSunrise=1, 1, 1
|
||||
MoonColorFilterDay=1, 1, 1
|
||||
MoonColorFilterSunset=1, 1, 1
|
||||
MoonColorFilterDusk=1, 1, 1
|
||||
MoonColorFilterNight=1, 1, 1
|
||||
MoonColorFilterInteriorDay=1, 1, 1
|
||||
MoonColorFilterInteriorNight=1, 1, 1
|
||||
[ENVIRONMENT]
|
||||
IgnoreWeatherSystem=true
|
||||
DirectLightingIntensityDawn=1.02
|
||||
DirectLightingIntensitySunrise=1.3
|
||||
DirectLightingIntensityDay=1.12
|
||||
DirectLightingIntensitySunset=1.3
|
||||
DirectLightingIntensityDusk=0.98
|
||||
DirectLightingIntensityNight=0.8
|
||||
DirectLightingIntensityInteriorDay=1.03
|
||||
DirectLightingIntensityInteriorNight=0.82
|
||||
DirectLightingDesaturationDawn=0.0
|
||||
DirectLightingDesaturationSunrise=0.0
|
||||
DirectLightingDesaturationDay=0.0
|
||||
DirectLightingDesaturationSunset=0.0
|
||||
DirectLightingDesaturationDusk=0.0
|
||||
DirectLightingDesaturationNight=0.0
|
||||
DirectLightingDesaturationInteriorDay=0.0
|
||||
DirectLightingDesaturationInteriorNight=0.0
|
||||
DirectLightingColorFilterDawn=1, 1, 1
|
||||
DirectLightingColorFilterSunrise=1, 1, 1
|
||||
DirectLightingColorFilterDay=1, 1, 1
|
||||
DirectLightingColorFilterSunset=1, 1, 1
|
||||
DirectLightingColorFilterDusk=1, 1, 1
|
||||
DirectLightingColorFilterNight=1, 1, 1
|
||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
||||
DirectLightingColorFilterInteriorNight=1, 1, 1
|
||||
AmbientLightingIntensityDawn=0.63
|
||||
AmbientLightingIntensitySunrise=0.72
|
||||
AmbientLightingIntensityDay=0.94
|
||||
AmbientLightingIntensitySunset=0.77
|
||||
AmbientLightingIntensityDusk=0.65
|
||||
AmbientLightingIntensityNight=0.4
|
||||
AmbientLightingIntensityInteriorDay=0.62
|
||||
AmbientLightingIntensityInteriorNight=0.29
|
||||
[SSAO_SSIL]
|
||||
UseIndirectLighting=true
|
||||
ResolutionScale=0.5
|
||||
SourceTexturesScale=0.5
|
||||
SamplingQuality=2
|
||||
SamplingRange=0.15
|
||||
AOIntensity=2.5
|
||||
AOIntensityInterior=2.0
|
||||
AOAmount=1.5
|
||||
AOAmountInterior=1.2
|
||||
ILAmount=1.0
|
||||
ILAmountInterior=1.0
|
||||
AOMixingType=0
|
||||
AOMixingTypeInterior=0
|
||||
674
enbseries/COPYING
Normal file
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|
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|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
228
enbseries/_coldweather.ini
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
[BLOOM]
|
||||
AmountDawn=0.1
|
||||
AmountSunrise=0.1
|
||||
AmountDay=0.1
|
||||
AmountSunset=0.1
|
||||
AmountDusk=0.1
|
||||
AmountNight=0.1
|
||||
AmountInteriorDay=0.1
|
||||
AmountInteriorNight=0.1
|
||||
[LENS]
|
||||
AmountDawn=1.0
|
||||
AmountSunrise=1.0
|
||||
AmountDay=1.0
|
||||
AmountSunset=1.0
|
||||
AmountDusk=1.0
|
||||
AmountNight=1.0
|
||||
AmountInteriorDay=1.0
|
||||
AmountInteriorNight=1.0
|
||||
[SKY]
|
||||
GradientIntensityDawn=1.0
|
||||
GradientIntensitySunrise=1.0
|
||||
GradientIntensityDay=1.0
|
||||
GradientIntensitySunset=1.0
|
||||
GradientIntensityDusk=1.0
|
||||
GradientIntensityNight=1.0
|
||||
GradientIntensityInteriorDay=1.0
|
||||
GradientIntensityInteriorNight=1.0
|
||||
GradientDesaturationDawn=0.0
|
||||
GradientDesaturationSunrise=0.0
|
||||
GradientDesaturationDay=0.0
|
||||
GradientDesaturationSunset=0.0
|
||||
GradientDesaturationDusk=0.0
|
||||
GradientDesaturationNight=0.0
|
||||
GradientDesaturationInteriorDay=0.0
|
||||
GradientDesaturationInteriorNight=0.0
|
||||
GradientTopIntensityDawn=1.0
|
||||
GradientTopIntensitySunrise=1.0
|
||||
GradientTopIntensityDay=1.0
|
||||
GradientTopIntensitySunset=1.0
|
||||
GradientTopIntensityDusk=1.0
|
||||
GradientTopIntensityNight=1.0
|
||||
GradientTopIntensityInteriorDay=1.0
|
||||
GradientTopIntensityInteriorNight=1.0
|
||||
GradientTopCurveDawn=1.0
|
||||
GradientTopCurveSunrise=1.0
|
||||
GradientTopCurveDay=1.0
|
||||
GradientTopCurveSunset=1.0
|
||||
GradientTopCurveDusk=1.0
|
||||
GradientTopCurveNight=1.0
|
||||
GradientTopCurveInteriorDay=1.0
|
||||
GradientTopCurveInteriorNight=1.0
|
||||
GradientTopColorFilterDawn=1, 1, 1
|
||||
GradientTopColorFilterSunrise=1, 1, 1
|
||||
GradientTopColorFilterDay=1, 1, 1
|
||||
GradientTopColorFilterSunset=1, 1, 1
|
||||
GradientTopColorFilterDusk=1, 1, 1
|
||||
GradientTopColorFilterNight=1, 1, 1
|
||||
GradientTopColorFilterInteriorDay=1, 1, 1
|
||||
GradientTopColorFilterInteriorNight=1, 1, 1
|
||||
GradientMiddleIntensityDawn=1.0
|
||||
GradientMiddleIntensitySunrise=1.0
|
||||
GradientMiddleIntensityDay=1.0
|
||||
GradientMiddleIntensitySunset=1.0
|
||||
GradientMiddleIntensityDusk=1.0
|
||||
GradientMiddleIntensityNight=1.0
|
||||
GradientMiddleIntensityInteriorDay=1.0
|
||||
GradientMiddleIntensityInteriorNight=1.0
|
||||
GradientMiddleCurveDawn=1.0
|
||||
GradientMiddleCurveSunrise=1.0
|
||||
GradientMiddleCurveDay=1.0
|
||||
GradientMiddleCurveSunset=1.0
|
||||
GradientMiddleCurveDusk=1.0
|
||||
GradientMiddleCurveNight=1.0
|
||||
GradientMiddleCurveInteriorDay=1.0
|
||||
GradientMiddleCurveInteriorNight=1.0
|
||||
GradientMiddleColorFilterDawn=1, 1, 1
|
||||
GradientMiddleColorFilterSunrise=1, 1, 1
|
||||
GradientMiddleColorFilterDay=1, 1, 1
|
||||
GradientMiddleColorFilterSunset=1, 1, 1
|
||||
GradientMiddleColorFilterDusk=1, 1, 1
|
||||
GradientMiddleColorFilterNight=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorDay=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorNight=1, 1, 1
|
||||
GradientHorizonIntensityDawn=1.0
|
||||
GradientHorizonIntensitySunrise=1.0
|
||||
GradientHorizonIntensityDay=1.0
|
||||
GradientHorizonIntensitySunset=1.0
|
||||
GradientHorizonIntensityDusk=1.0
|
||||
GradientHorizonIntensityNight=1.0
|
||||
GradientHorizonIntensityInteriorDay=1.0
|
||||
GradientHorizonIntensityInteriorNight=1.0
|
||||
GradientHorizonCurveDawn=1.0
|
||||
GradientHorizonCurveSunrise=1.0
|
||||
GradientHorizonCurveDay=1.0
|
||||
GradientHorizonCurveSunset=1.0
|
||||
GradientHorizonCurveDusk=1.0
|
||||
GradientHorizonCurveNight=1.0
|
||||
GradientHorizonCurveInteriorDay=1.0
|
||||
GradientHorizonCurveInteriorNight=1.0
|
||||
GradientHorizonColorFilterDawn=1, 1, 1
|
||||
GradientHorizonColorFilterSunrise=1, 1, 1
|
||||
GradientHorizonColorFilterDay=1, 1, 1
|
||||
GradientHorizonColorFilterSunset=1, 1, 1
|
||||
GradientHorizonColorFilterDusk=1, 1, 1
|
||||
GradientHorizonColorFilterNight=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorDay=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorNight=1, 1, 1
|
||||
CloudsIntensityDawn=1.0
|
||||
CloudsIntensitySunrise=1.0
|
||||
CloudsIntensityDay=1.0
|
||||
CloudsIntensitySunset=1.0
|
||||
CloudsIntensityDusk=1.0
|
||||
CloudsIntensityNight=1.0
|
||||
CloudsIntensityInteriorDay=1.0
|
||||
CloudsIntensityInteriorNight=1.0
|
||||
CloudsCurveDawn=1.0
|
||||
CloudsCurveSunrise=1.0
|
||||
CloudsCurveDay=1.0
|
||||
CloudsCurveSunset=1.0
|
||||
CloudsCurveDusk=1.0
|
||||
CloudsCurveNight=1.0
|
||||
CloudsCurveInteriorDay=1.0
|
||||
CloudsCurveInteriorNight=1.0
|
||||
CloudsDesaturationDawn=0.0
|
||||
CloudsDesaturationSunrise=0.0
|
||||
CloudsDesaturationDay=0.0
|
||||
CloudsDesaturationSunset=0.0
|
||||
CloudsDesaturationDusk=0.0
|
||||
CloudsDesaturationNight=0.0
|
||||
CloudsDesaturationInteriorDay=0.0
|
||||
CloudsDesaturationInteriorNight=0.0
|
||||
CloudsOpacityDawn=1.0
|
||||
CloudsOpacitySunrise=1.0
|
||||
CloudsOpacityDay=1.0
|
||||
CloudsOpacitySunset=1.0
|
||||
CloudsOpacityDusk=1.0
|
||||
CloudsOpacityNight=1.0
|
||||
CloudsOpacityInteriorDay=1.0
|
||||
CloudsOpacityInteriorNight=1.0
|
||||
CloudsColorFilterDawn=1, 1, 1
|
||||
CloudsColorFilterSunrise=1, 1, 1
|
||||
CloudsColorFilterDay=1, 1, 1
|
||||
CloudsColorFilterSunset=1, 1, 1
|
||||
CloudsColorFilterDusk=1, 1, 1
|
||||
CloudsColorFilterNight=1, 1, 1
|
||||
CloudsColorFilterInteriorDay=1, 1, 1
|
||||
CloudsColorFilterInteriorNight=1, 1, 1
|
||||
SunIntensityDawn=1.0
|
||||
SunIntensitySunrise=1.0
|
||||
SunIntensityDay=1.0
|
||||
SunIntensitySunset=1.0
|
||||
SunIntensityDusk=1.0
|
||||
SunIntensityNight=1.0
|
||||
SunIntensityInteriorDay=1.0
|
||||
SunIntensityInteriorNight=1.0
|
||||
SunDesaturationDawn=0.0
|
||||
SunDesaturationSunrise=0.0
|
||||
SunDesaturationDay=0.0
|
||||
SunDesaturationSunset=0.0
|
||||
SunDesaturationDusk=0.0
|
||||
SunDesaturationNight=0.0
|
||||
SunDesaturationInteriorDay=0.0
|
||||
SunDesaturationInteriorNight=0.0
|
||||
SunColorFilterDawn=1, 1, 1
|
||||
SunColorFilterSunrise=1, 1, 1
|
||||
SunColorFilterDay=1, 1, 1
|
||||
SunColorFilterSunset=1, 1, 1
|
||||
SunColorFilterDusk=1, 1, 1
|
||||
SunColorFilterNight=1, 1, 1
|
||||
SunColorFilterInteriorDay=1, 1, 1
|
||||
SunColorFilterInteriorNight=1, 1, 1
|
||||
MoonIntensityDawn=1.0
|
||||
MoonIntensitySunrise=1.0
|
||||
MoonIntensityDay=1.0
|
||||
MoonIntensitySunset=1.0
|
||||
MoonIntensityDusk=1.0
|
||||
MoonIntensityNight=1.0
|
||||
MoonIntensityInteriorDay=1.0
|
||||
MoonIntensityInteriorNight=1.0
|
||||
MoonDesaturationDawn=0.0
|
||||
MoonDesaturationSunrise=0.0
|
||||
MoonDesaturationDay=0.0
|
||||
MoonDesaturationSunset=0.0
|
||||
MoonDesaturationDusk=0.0
|
||||
MoonDesaturationNight=0.0
|
||||
MoonDesaturationInteriorDay=0.0
|
||||
MoonDesaturationInteriorNight=0.0
|
||||
MoonColorFilterDawn=1, 1, 1
|
||||
MoonColorFilterSunrise=1, 1, 1
|
||||
MoonColorFilterDay=1, 1, 1
|
||||
MoonColorFilterSunset=1, 1, 1
|
||||
MoonColorFilterDusk=1, 1, 1
|
||||
MoonColorFilterNight=1, 1, 1
|
||||
MoonColorFilterInteriorDay=1, 1, 1
|
||||
MoonColorFilterInteriorNight=1, 1, 1
|
||||
[ENVIRONMENT]
|
||||
DirectLightingIntensityDawn=1.0
|
||||
DirectLightingIntensitySunrise=1.0
|
||||
DirectLightingIntensityDay=1.0
|
||||
DirectLightingIntensitySunset=1.0
|
||||
DirectLightingIntensityDusk=1.0
|
||||
DirectLightingIntensityNight=1.0
|
||||
DirectLightingIntensityInteriorDay=1.0
|
||||
DirectLightingIntensityInteriorNight=1.0
|
||||
DirectLightingDesaturationDawn=0.0
|
||||
DirectLightingDesaturationSunrise=0.0
|
||||
DirectLightingDesaturationDay=0.0
|
||||
DirectLightingDesaturationSunset=0.0
|
||||
DirectLightingDesaturationDusk=0.0
|
||||
DirectLightingDesaturationNight=0.0
|
||||
DirectLightingDesaturationInteriorDay=0.0
|
||||
DirectLightingDesaturationInteriorNight=0.0
|
||||
DirectLightingColorFilterDawn=1, 1, 1
|
||||
DirectLightingColorFilterSunrise=1, 1, 1
|
||||
DirectLightingColorFilterDay=1, 1, 1
|
||||
DirectLightingColorFilterSunset=1, 1, 1
|
||||
DirectLightingColorFilterDusk=1, 1, 1
|
||||
DirectLightingColorFilterNight=1, 1, 1
|
||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
||||
DirectLightingColorFilterInteriorNight=1, 1, 1
|
||||
AmbientLightingIntensityDawn=1.0
|
||||
AmbientLightingIntensitySunrise=1.0
|
||||
AmbientLightingIntensityDay=1.0
|
||||
AmbientLightingIntensitySunset=1.0
|
||||
AmbientLightingIntensityDusk=1.0
|
||||
AmbientLightingIntensityNight=1.0
|
||||
AmbientLightingIntensityInteriorDay=1.0
|
||||
AmbientLightingIntensityInteriorNight=1.0
|
||||
228
enbseries/_hotweather.ini
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
[BLOOM]
|
||||
AmountDawn=0.1
|
||||
AmountSunrise=0.1
|
||||
AmountDay=0.1
|
||||
AmountSunset=0.1
|
||||
AmountDusk=0.1
|
||||
AmountNight=0.1
|
||||
AmountInteriorDay=0.1
|
||||
AmountInteriorNight=0.1
|
||||
[LENS]
|
||||
AmountDawn=1.0
|
||||
AmountSunrise=1.0
|
||||
AmountDay=1.0
|
||||
AmountSunset=1.0
|
||||
AmountDusk=1.0
|
||||
AmountNight=1.0
|
||||
AmountInteriorDay=1.0
|
||||
AmountInteriorNight=1.0
|
||||
[SKY]
|
||||
GradientIntensityDawn=1.0
|
||||
GradientIntensitySunrise=1.0
|
||||
GradientIntensityDay=1.0
|
||||
GradientIntensitySunset=1.0
|
||||
GradientIntensityDusk=1.0
|
||||
GradientIntensityNight=1.0
|
||||
GradientIntensityInteriorDay=1.0
|
||||
GradientIntensityInteriorNight=1.0
|
||||
GradientDesaturationDawn=0.0
|
||||
GradientDesaturationSunrise=0.0
|
||||
GradientDesaturationDay=0.0
|
||||
GradientDesaturationSunset=0.0
|
||||
GradientDesaturationDusk=0.0
|
||||
GradientDesaturationNight=0.0
|
||||
GradientDesaturationInteriorDay=0.0
|
||||
GradientDesaturationInteriorNight=0.0
|
||||
GradientTopIntensityDawn=1.0
|
||||
GradientTopIntensitySunrise=1.0
|
||||
GradientTopIntensityDay=1.0
|
||||
GradientTopIntensitySunset=1.0
|
||||
GradientTopIntensityDusk=1.0
|
||||
GradientTopIntensityNight=1.0
|
||||
GradientTopIntensityInteriorDay=1.0
|
||||
GradientTopIntensityInteriorNight=1.0
|
||||
GradientTopCurveDawn=1.0
|
||||
GradientTopCurveSunrise=1.0
|
||||
GradientTopCurveDay=1.0
|
||||
GradientTopCurveSunset=1.0
|
||||
GradientTopCurveDusk=1.0
|
||||
GradientTopCurveNight=1.0
|
||||
GradientTopCurveInteriorDay=1.0
|
||||
GradientTopCurveInteriorNight=1.0
|
||||
GradientTopColorFilterDawn=1, 1, 1
|
||||
GradientTopColorFilterSunrise=1, 1, 1
|
||||
GradientTopColorFilterDay=1, 1, 1
|
||||
GradientTopColorFilterSunset=1, 1, 1
|
||||
GradientTopColorFilterDusk=1, 1, 1
|
||||
GradientTopColorFilterNight=1, 1, 1
|
||||
GradientTopColorFilterInteriorDay=1, 1, 1
|
||||
GradientTopColorFilterInteriorNight=1, 1, 1
|
||||
GradientMiddleIntensityDawn=1.0
|
||||
GradientMiddleIntensitySunrise=1.0
|
||||
GradientMiddleIntensityDay=1.0
|
||||
GradientMiddleIntensitySunset=1.0
|
||||
GradientMiddleIntensityDusk=1.0
|
||||
GradientMiddleIntensityNight=1.0
|
||||
GradientMiddleIntensityInteriorDay=1.0
|
||||
GradientMiddleIntensityInteriorNight=1.0
|
||||
GradientMiddleCurveDawn=1.0
|
||||
GradientMiddleCurveSunrise=1.0
|
||||
GradientMiddleCurveDay=1.0
|
||||
GradientMiddleCurveSunset=1.0
|
||||
GradientMiddleCurveDusk=1.0
|
||||
GradientMiddleCurveNight=1.0
|
||||
GradientMiddleCurveInteriorDay=1.0
|
||||
GradientMiddleCurveInteriorNight=1.0
|
||||
GradientMiddleColorFilterDawn=1, 1, 1
|
||||
GradientMiddleColorFilterSunrise=1, 1, 1
|
||||
GradientMiddleColorFilterDay=1, 1, 1
|
||||
GradientMiddleColorFilterSunset=1, 1, 1
|
||||
GradientMiddleColorFilterDusk=1, 1, 1
|
||||
GradientMiddleColorFilterNight=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorDay=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorNight=1, 1, 1
|
||||
GradientHorizonIntensityDawn=1.0
|
||||
GradientHorizonIntensitySunrise=1.0
|
||||
GradientHorizonIntensityDay=1.0
|
||||
GradientHorizonIntensitySunset=1.0
|
||||
GradientHorizonIntensityDusk=1.0
|
||||
GradientHorizonIntensityNight=1.0
|
||||
GradientHorizonIntensityInteriorDay=1.0
|
||||
GradientHorizonIntensityInteriorNight=1.0
|
||||
GradientHorizonCurveDawn=1.0
|
||||
GradientHorizonCurveSunrise=1.0
|
||||
GradientHorizonCurveDay=1.0
|
||||
GradientHorizonCurveSunset=1.0
|
||||
GradientHorizonCurveDusk=1.0
|
||||
GradientHorizonCurveNight=1.0
|
||||
GradientHorizonCurveInteriorDay=1.0
|
||||
GradientHorizonCurveInteriorNight=1.0
|
||||
GradientHorizonColorFilterDawn=1, 1, 1
|
||||
GradientHorizonColorFilterSunrise=1, 1, 1
|
||||
GradientHorizonColorFilterDay=1, 1, 1
|
||||
GradientHorizonColorFilterSunset=1, 1, 1
|
||||
GradientHorizonColorFilterDusk=1, 1, 1
|
||||
GradientHorizonColorFilterNight=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorDay=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorNight=1, 1, 1
|
||||
CloudsIntensityDawn=1.0
|
||||
CloudsIntensitySunrise=1.0
|
||||
CloudsIntensityDay=1.0
|
||||
CloudsIntensitySunset=1.0
|
||||
CloudsIntensityDusk=1.0
|
||||
CloudsIntensityNight=1.0
|
||||
CloudsIntensityInteriorDay=1.0
|
||||
CloudsIntensityInteriorNight=1.0
|
||||
CloudsCurveDawn=1.0
|
||||
CloudsCurveSunrise=1.0
|
||||
CloudsCurveDay=1.0
|
||||
CloudsCurveSunset=1.0
|
||||
CloudsCurveDusk=1.0
|
||||
CloudsCurveNight=1.0
|
||||
CloudsCurveInteriorDay=1.0
|
||||
CloudsCurveInteriorNight=1.0
|
||||
CloudsDesaturationDawn=0.0
|
||||
CloudsDesaturationSunrise=0.0
|
||||
CloudsDesaturationDay=0.0
|
||||
CloudsDesaturationSunset=0.0
|
||||
CloudsDesaturationDusk=0.0
|
||||
CloudsDesaturationNight=0.0
|
||||
CloudsDesaturationInteriorDay=0.0
|
||||
CloudsDesaturationInteriorNight=0.0
|
||||
CloudsOpacityDawn=1.0
|
||||
CloudsOpacitySunrise=1.0
|
||||
CloudsOpacityDay=1.0
|
||||
CloudsOpacitySunset=1.0
|
||||
CloudsOpacityDusk=1.0
|
||||
CloudsOpacityNight=1.0
|
||||
CloudsOpacityInteriorDay=1.0
|
||||
CloudsOpacityInteriorNight=1.0
|
||||
CloudsColorFilterDawn=1, 1, 1
|
||||
CloudsColorFilterSunrise=1, 1, 1
|
||||
CloudsColorFilterDay=1, 1, 1
|
||||
CloudsColorFilterSunset=1, 1, 1
|
||||
CloudsColorFilterDusk=1, 1, 1
|
||||
CloudsColorFilterNight=1, 1, 1
|
||||
CloudsColorFilterInteriorDay=1, 1, 1
|
||||
CloudsColorFilterInteriorNight=1, 1, 1
|
||||
SunIntensityDawn=1.0
|
||||
SunIntensitySunrise=1.0
|
||||
SunIntensityDay=1.0
|
||||
SunIntensitySunset=1.0
|
||||
SunIntensityDusk=1.0
|
||||
SunIntensityNight=1.0
|
||||
SunIntensityInteriorDay=1.0
|
||||
SunIntensityInteriorNight=1.0
|
||||
SunDesaturationDawn=0.0
|
||||
SunDesaturationSunrise=0.0
|
||||
SunDesaturationDay=0.0
|
||||
SunDesaturationSunset=0.0
|
||||
SunDesaturationDusk=0.0
|
||||
SunDesaturationNight=0.0
|
||||
SunDesaturationInteriorDay=0.0
|
||||
SunDesaturationInteriorNight=0.0
|
||||
SunColorFilterDawn=1, 1, 1
|
||||
SunColorFilterSunrise=1, 1, 1
|
||||
SunColorFilterDay=1, 1, 1
|
||||
SunColorFilterSunset=1, 1, 1
|
||||
SunColorFilterDusk=1, 1, 1
|
||||
SunColorFilterNight=1, 1, 1
|
||||
SunColorFilterInteriorDay=1, 1, 1
|
||||
SunColorFilterInteriorNight=1, 1, 1
|
||||
MoonIntensityDawn=1.0
|
||||
MoonIntensitySunrise=1.0
|
||||
MoonIntensityDay=1.0
|
||||
MoonIntensitySunset=1.0
|
||||
MoonIntensityDusk=1.0
|
||||
MoonIntensityNight=1.0
|
||||
MoonIntensityInteriorDay=1.0
|
||||
MoonIntensityInteriorNight=1.0
|
||||
MoonDesaturationDawn=0.0
|
||||
MoonDesaturationSunrise=0.0
|
||||
MoonDesaturationDay=0.0
|
||||
MoonDesaturationSunset=0.0
|
||||
MoonDesaturationDusk=0.0
|
||||
MoonDesaturationNight=0.0
|
||||
MoonDesaturationInteriorDay=0.0
|
||||
MoonDesaturationInteriorNight=0.0
|
||||
MoonColorFilterDawn=1, 1, 1
|
||||
MoonColorFilterSunrise=1, 1, 1
|
||||
MoonColorFilterDay=1, 1, 1
|
||||
MoonColorFilterSunset=1, 1, 1
|
||||
MoonColorFilterDusk=1, 1, 1
|
||||
MoonColorFilterNight=1, 1, 1
|
||||
MoonColorFilterInteriorDay=1, 1, 1
|
||||
MoonColorFilterInteriorNight=1, 1, 1
|
||||
[ENVIRONMENT]
|
||||
DirectLightingIntensityDawn=1.0
|
||||
DirectLightingIntensitySunrise=1.0
|
||||
DirectLightingIntensityDay=1.0
|
||||
DirectLightingIntensitySunset=1.0
|
||||
DirectLightingIntensityDusk=1.0
|
||||
DirectLightingIntensityNight=1.0
|
||||
DirectLightingIntensityInteriorDay=1.0
|
||||
DirectLightingIntensityInteriorNight=1.0
|
||||
DirectLightingDesaturationDawn=0.0
|
||||
DirectLightingDesaturationSunrise=0.0
|
||||
DirectLightingDesaturationDay=0.0
|
||||
DirectLightingDesaturationSunset=0.0
|
||||
DirectLightingDesaturationDusk=0.0
|
||||
DirectLightingDesaturationNight=0.0
|
||||
DirectLightingDesaturationInteriorDay=0.0
|
||||
DirectLightingDesaturationInteriorNight=0.0
|
||||
DirectLightingColorFilterDawn=1, 1, 1
|
||||
DirectLightingColorFilterSunrise=1, 1, 1
|
||||
DirectLightingColorFilterDay=1, 1, 1
|
||||
DirectLightingColorFilterSunset=1, 1, 1
|
||||
DirectLightingColorFilterDusk=1, 1, 1
|
||||
DirectLightingColorFilterNight=1, 1, 1
|
||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
||||
DirectLightingColorFilterInteriorNight=1, 1, 1
|
||||
AmbientLightingIntensityDawn=1.0
|
||||
AmbientLightingIntensitySunrise=1.0
|
||||
AmbientLightingIntensityDay=1.0
|
||||
AmbientLightingIntensitySunset=1.0
|
||||
AmbientLightingIntensityDusk=1.0
|
||||
AmbientLightingIntensityNight=1.0
|
||||
AmbientLightingIntensityInteriorDay=1.0
|
||||
AmbientLightingIntensityInteriorNight=1.0
|
||||
64
enbseries/_weatherlist.ini
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
[WEATHER001]
|
||||
FileName=_hotweather.ini
|
||||
WeatherIDs=15e, 2b52a, a1588, f1033, ff98f, 1256fb, 12a18e, 1a6994, 1bd481, 1c3d5e, 1d670e, 1eb2ff, 1f61fd, 211221, 216a98, 21a563, 21a564, 222394, 2385fd, 2392a3, 2392a4, 2392a6, 23ab9c, 2486a4, 74c6, 247b6, 45f6f, 56638
|
||||
[WEATHER002]
|
||||
FileName=_coldweather.ini
|
||||
WeatherIDs=10f781, 1209af, 1c3473, 1ca7e4, 1cd096, 2115d7, 22239a, 225922, 2392a2, 2486a5, 74f2, 74f5, 74fa, 7fba, 427eb, 5d0c4, 859, 85a, 862, 864, 865
|
||||
[WEATHER003]
|
||||
FileName=
|
||||
[WEATHER004]
|
||||
FileName=
|
||||
[WEATHER005]
|
||||
FileName=
|
||||
[WEATHER006]
|
||||
FileName=
|
||||
[WEATHER007]
|
||||
FileName=
|
||||
[WEATHER008]
|
||||
FileName=
|
||||
[WEATHER009]
|
||||
FileName=
|
||||
[WEATHER010]
|
||||
FileName=
|
||||
[WEATHER011]
|
||||
FileName=
|
||||
[WEATHER012]
|
||||
FileName=
|
||||
[WEATHER013]
|
||||
FileName=
|
||||
[WEATHER014]
|
||||
FileName=
|
||||
[WEATHER015]
|
||||
FileName=
|
||||
[WEATHER016]
|
||||
FileName=
|
||||
[WEATHER017]
|
||||
FileName=
|
||||
[WEATHER018]
|
||||
FileName=
|
||||
[WEATHER019]
|
||||
FileName=
|
||||
[WEATHER020]
|
||||
FileName=
|
||||
[WEATHER021]
|
||||
FileName=
|
||||
[WEATHER022]
|
||||
FileName=
|
||||
[WEATHER023]
|
||||
FileName=
|
||||
[WEATHER024]
|
||||
FileName=
|
||||
[WEATHER025]
|
||||
FileName=
|
||||
[WEATHER026]
|
||||
FileName=
|
||||
[WEATHER027]
|
||||
FileName=
|
||||
[WEATHER028]
|
||||
FileName=
|
||||
[WEATHER029]
|
||||
FileName=
|
||||
[WEATHER030]
|
||||
FileName=
|
||||
[WEATHER031]
|
||||
FileName=
|
||||
111
enbseries/enbadaptation.fx
Normal file
|
|
@ -0,0 +1,111 @@
|
|||
/* This shader intentionally left unchanged */
|
||||
float4 AdaptationParameters;
|
||||
Texture2D TextureCurrent;
|
||||
Texture2D TexturePrevious;
|
||||
SamplerState Sampler0
|
||||
{
|
||||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN,
|
||||
uniform float sizeX, uniform float sizeY)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
float4 pos;
|
||||
pos.xyz = IN.pos.xyz;
|
||||
pos.w = 1.0;
|
||||
OUT.pos = pos;
|
||||
float2 offset;
|
||||
offset.x = sizeX;
|
||||
offset.y = sizeY;
|
||||
OUT.txcoord0.xy = IN.txcoord.xy+offset.xy;
|
||||
return OUT;
|
||||
}
|
||||
float4 PS_Downsample(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
|
||||
{
|
||||
float4 res;
|
||||
float2 pos, coord;
|
||||
float4 curr = 0.0, currmax = 0.0;
|
||||
const float scale = 1.0/16.0, step = 1.0/16.0, halfstep = 0.5/16.0;
|
||||
pos.x = -0.5+halfstep;
|
||||
for (int x=0; x<16; x++)
|
||||
{
|
||||
pos.y = -0.5+halfstep;
|
||||
for (int y=0; y<16; y++)
|
||||
{
|
||||
coord = pos.xy*scale;
|
||||
float4 tempcurr = TextureCurrent.Sample(Sampler0,
|
||||
IN.txcoord0.xy+coord.xy);
|
||||
currmax = max(currmax,tempcurr);
|
||||
curr += tempcurr;
|
||||
pos.y += step;
|
||||
}
|
||||
pos.x += step;
|
||||
}
|
||||
curr /= 256.0;
|
||||
res = curr;
|
||||
res = max(res.x,max(res.y,res.z));
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
|
||||
{
|
||||
float4 res;
|
||||
float prev = TexturePrevious.Sample(Sampler0,IN.txcoord0.xy).x;
|
||||
float2 pos;
|
||||
float curr = 0.0, currmax = 0.0;
|
||||
const float step = 1.0/16.0, halfstep = 0.5/16.0;
|
||||
pos.x = halfstep;
|
||||
for (int x=0; x<16; x++)
|
||||
{
|
||||
pos.y = halfstep;
|
||||
for (int y=0; y<16; y++)
|
||||
{
|
||||
float tempcurr = TextureCurrent.Sample(Sampler0,
|
||||
IN.txcoord0.xy+pos.xy).x;
|
||||
currmax = max(currmax,tempcurr);
|
||||
curr += tempcurr;
|
||||
pos.y += step;
|
||||
}
|
||||
pos.x += step;
|
||||
}
|
||||
curr /= 256.0;
|
||||
curr = lerp(curr,currmax,AdaptationParameters.z);
|
||||
res = lerp(prev,curr,AdaptationParameters.w);
|
||||
res = max(res,0.001);
|
||||
res = min(res,16384.0);
|
||||
float valmax, valcut;
|
||||
valmax = max(res.x,max(res.y,res.z));
|
||||
valcut = max(valmax,AdaptationParameters.x);
|
||||
valcut = min(valcut,AdaptationParameters.y);
|
||||
res *= valcut/(valmax+0.000000001);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
technique11 Downsample
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad(0.0,0.0)));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsample()));
|
||||
}
|
||||
}
|
||||
technique11 Draw
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad(0.0,0.0)));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Adaptation()));
|
||||
}
|
||||
}
|
||||
2
enbseries/enbadaptation.fx.ini
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[ENBADAPTATION.FX]
|
||||
TECHNIQUE=0
|
||||
834
enbseries/enbbloom.fx
Normal file
|
|
@ -0,0 +1,834 @@
|
|||
/*
|
||||
enbbloom.fx : MariENB3 bloom shader.
|
||||
(C)2016 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
string str_bloompre = "Bloom Prepass";
|
||||
/* bloom intensity */
|
||||
float bloomintensity_n
|
||||
<
|
||||
string UIName = "Bloom Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomintensity_d
|
||||
<
|
||||
string UIName = "Bloom Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomintensity_i
|
||||
<
|
||||
string UIName = "Bloom Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom power (contrast) */
|
||||
float bloompower_n
|
||||
<
|
||||
string UIName = "Bloom Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloompower_d
|
||||
<
|
||||
string UIName = "Bloom Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloompower_i
|
||||
<
|
||||
string UIName = "Bloom Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom saturation */
|
||||
float bloomsaturation_n
|
||||
<
|
||||
string UIName = "Bloom Saturation Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloomsaturation_d
|
||||
<
|
||||
string UIName = "Bloom Saturation Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloomsaturation_i
|
||||
<
|
||||
string UIName = "Bloom Saturation Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
/* bloom offset (negative values keep dark areas from muddying up) */
|
||||
float bloombump_n
|
||||
<
|
||||
string UIName = "Bloom Offset Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
float bloombump_d
|
||||
<
|
||||
string UIName = "Bloom Offset Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
float bloombump_i
|
||||
<
|
||||
string UIName = "Bloom Offset Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
/* bloom cap (maximum brightness samples can have) */
|
||||
float bloomcap_n
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
float bloomcap_d
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
float bloomcap_i
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
string str_bloomper = "Bloom Per-pass";
|
||||
/* bloom blur radius */
|
||||
float bloomradiusx
|
||||
<
|
||||
string UIName = "Bloom Blur Radius X";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomradiusy
|
||||
<
|
||||
string UIName = "Bloom Blur Radius Y";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom tint/blueshift parameters */
|
||||
float3 blu_n
|
||||
<
|
||||
string UIName = "Blue Shift Night";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float3 blu_d
|
||||
<
|
||||
string UIName = "Blue Shift Day";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float3 blu_i
|
||||
<
|
||||
string UIName = "Blue Shift Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float bsi_n
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bsi_d
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bsi_i
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bslp
|
||||
<
|
||||
string UIName = "Blue Shift Luminance Factor Per-pass";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.22};
|
||||
float bsbp
|
||||
<
|
||||
string UIName = "Blue Shift Color Factor Per-pass";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.33};
|
||||
/* anamorphic bloom (very intensive) */
|
||||
string str_bloomalf = "Anamorphic Bloom";
|
||||
bool alfenable
|
||||
<
|
||||
string UIName = "Enable Anamorphic Bloom";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
float fbl_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float fbl_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float fbl_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float3 flu_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Night";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float3 flu_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Day";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float3 flu_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float fsi_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fsi_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fsi_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float flen
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Radius Multiplier";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {4.0};
|
||||
string str_bloompost = "Bloom Post-pass";
|
||||
/* bloom mix factors */
|
||||
float bloommix1
|
||||
<
|
||||
string UIName = "Bloom Pass 1 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloommix2
|
||||
<
|
||||
string UIName = "Bloom Pass 2 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.8};
|
||||
float bloommix3
|
||||
<
|
||||
string UIName = "Bloom Pass 3 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.85};
|
||||
float bloommix4
|
||||
<
|
||||
string UIName = "Bloom Pass 4 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.9};
|
||||
float bloommix5
|
||||
<
|
||||
string UIName = "Bloom Pass 5 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.95};
|
||||
float bloommix6
|
||||
<
|
||||
string UIName = "Bloom Pass 6 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
string str_bloomdirt = "Lens Dirt";
|
||||
bool dirtenable
|
||||
<
|
||||
string UIName = "Enable Lens Dirt";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float dirtmix1
|
||||
<
|
||||
string UIName = "Dirt Pass 1 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float dirtmix2
|
||||
<
|
||||
string UIName = "Dirt Pass 2 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.1};
|
||||
float dirtmix3
|
||||
<
|
||||
string UIName = "Dirt Pass 3 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.2};
|
||||
float dirtmix4
|
||||
<
|
||||
string UIName = "Dirt Pass 4 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float dirtmix5
|
||||
<
|
||||
string UIName = "Dirt Pass 5 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.25};
|
||||
float dirtmix6
|
||||
<
|
||||
string UIName = "Dirt Pass 6 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.1};
|
||||
float ldirtpow
|
||||
<
|
||||
string UIName = "Dirt Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.25};
|
||||
float ldirtfactor
|
||||
<
|
||||
string UIName = "Dirt Factor";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.5};
|
||||
|
||||
/* gaussian blur matrices */
|
||||
/* radius: 4, std dev: 1.5 */
|
||||
/*static const float gauss4[4] =
|
||||
{
|
||||
0.270682, 0.216745, 0.111281, 0.036633
|
||||
};*/
|
||||
/* radius: 8, std dev: 3 */
|
||||
static const float gauss8[8] =
|
||||
{
|
||||
0.134598, 0.127325, 0.107778, 0.081638,
|
||||
0.055335, 0.033562, 0.018216, 0.008847
|
||||
};
|
||||
/* radius: 40, std dev: 15 */
|
||||
static const float gauss40[40] =
|
||||
{
|
||||
0.026823, 0.026763, 0.026585, 0.026291,
|
||||
0.025886, 0.025373, 0.024760, 0.024055,
|
||||
0.023267, 0.022404, 0.021478, 0.020499,
|
||||
0.019477, 0.018425, 0.017352, 0.016269,
|
||||
0.015186, 0.014112, 0.013056, 0.012025,
|
||||
0.011027, 0.010067, 0.009149, 0.008279,
|
||||
0.007458, 0.006688, 0.005972, 0.005308,
|
||||
0.004697, 0.004139, 0.003630, 0.003170,
|
||||
0.002756, 0.002385, 0.002055, 0.001763,
|
||||
0.001506, 0.001280, 0.001084, 0.000913
|
||||
};
|
||||
/* radius: 80, std dev: 30 */
|
||||
/*static const float gauss80[80] =
|
||||
{
|
||||
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
|
||||
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
|
||||
0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
|
||||
0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
|
||||
0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
|
||||
0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
|
||||
0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
|
||||
0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
|
||||
0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
|
||||
0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
|
||||
0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
|
||||
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
|
||||
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
|
||||
0.000456, 0.000418
|
||||
};*/
|
||||
|
||||
float4 ScreenSize;
|
||||
float ENightDayFactor;
|
||||
float EInteriorFactor;
|
||||
float4 TimeOfDay1;
|
||||
float4 TimeOfDay2;
|
||||
|
||||
Texture2D TextureDownsampled;
|
||||
Texture2D TextureColor;
|
||||
|
||||
Texture2D RenderTarget1024;
|
||||
Texture2D RenderTarget512;
|
||||
Texture2D RenderTarget256;
|
||||
Texture2D RenderTarget128;
|
||||
Texture2D RenderTarget64;
|
||||
Texture2D RenderTarget32;
|
||||
Texture2D RenderTargetRGBA64F;
|
||||
|
||||
Texture2D TextureLens
|
||||
<
|
||||
#ifdef LENSDIRT_DDS
|
||||
string ResourceName = "menblens.dds";
|
||||
#else
|
||||
string ResourceName = "menblens.png";
|
||||
#endif
|
||||
>;
|
||||
|
||||
SamplerState Sampler
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Border;
|
||||
AddressV = Border;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
|
||||
SamplerState SamplerLens
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Mirror;
|
||||
AddressV = Mirror;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
|
||||
/* pre-pass bloom texture preparation */
|
||||
float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float bloomcap = tod_ind(bloomcap);
|
||||
float bloombump = tod_ind(bloombump);
|
||||
float bloompower = tod_ind(bloompower);
|
||||
float bloomsaturation = tod_ind(bloomsaturation);
|
||||
float bloomintensity = tod_ind(bloomintensity);
|
||||
float4 res = TextureDownsampled.Sample(Sampler,coord);
|
||||
float3 hsv = rgb2hsv(res.rgb);
|
||||
if ( hsv.z > bloomcap ) hsv.z = bloomcap;
|
||||
res.rgb = hsv2rgb(hsv);
|
||||
res = max(res+bloombump,0.0);
|
||||
hsv = rgb2hsv(res.rgb);
|
||||
hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0);
|
||||
hsv.z = pow(hsv.z,bloompower);
|
||||
res.rgb = hsv2rgb(hsv)*bloomintensity;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/*
|
||||
progressive downsizing of textures, uses a method taken from GeDoSaTo to
|
||||
preserve bright spots.
|
||||
|
||||
First downsample is unnecessary because both textures are the same size.
|
||||
*/
|
||||
float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float2 ssz;
|
||||
if ( insz > 0.0 ) ssz = float2(1.0/insz,1.0/insz);
|
||||
else return intex.Sample(Sampler,coord);
|
||||
float4 res = max(intex.Sample(Sampler,coord),
|
||||
max(intex.Sample(Sampler,coord+float2(ssz.x,0.0)),
|
||||
max(intex.Sample(Sampler,coord+float2(0.0,ssz.y)),
|
||||
intex.Sample(Sampler,coord+float2(ssz.x,ssz.y)))));
|
||||
return res;
|
||||
}
|
||||
|
||||
/*
|
||||
Anamorphic bloom step. Secondary bloom stretched along an axis.
|
||||
Currently horizontal only, but directional options will be added eventually.
|
||||
|
||||
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
|
||||
they call "anamorphic lens flare", which has an ass-backwards-retarded
|
||||
implementation, which serves to showcase their incompetence. Rather than use
|
||||
a single-axis massive-scale blur like I do, they simply awkwardly stretch
|
||||
sampling coordinates along one axis, which doesn't even have the same effect
|
||||
as it just makes it so bright areas ONLY at the very middle of the screen
|
||||
produces sharp bright lines extending towards the sides.
|
||||
*/
|
||||
float4 PS_Anamorphic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
if ( !alfenable ) return intex.Sample(Sampler,coord);
|
||||
float4 res = float4(0.0,0.0,0.0,0.0),
|
||||
base = RenderTargetRGBA64F.Sample(Sampler,coord);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float2 pp;
|
||||
[unroll] for ( i=-39; i<=39; i++ )
|
||||
{
|
||||
pp = coord+(float2(i,0.0)/insz)*flen;
|
||||
res += gauss40[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss40[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
float3 flu = tod_ind(flu);
|
||||
float fsi = tod_ind(fsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
|
||||
lm = lm/(1.0+lm);
|
||||
res.rgb *= lerp(1.0,flu,lm);
|
||||
float fbl = tod_ind(fbl);
|
||||
float fpw = tod_ind(fpw);
|
||||
res.rgb = pow(res.rgb,fpw)*fbl;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* Horizontal blur step goes here */
|
||||
float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float2 pp;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
pp = coord+float2(i*bloomradiusx,0.0)/(insz*ScreenSize.z);
|
||||
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
if ( alfenable ) res += TextureColor.Sample(Sampler,coord);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* This is the vertical step */
|
||||
float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz,
|
||||
uniform float bpass ) : SV_Target
|
||||
{
|
||||
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0),
|
||||
base = RenderTargetRGBA64F.Sample(Sampler,coord);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float2 pp;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
pp = coord+float2(0.0,i*bloomradiusy)/insz;
|
||||
res += gauss8[abs(i)]*TextureColor.Sample(Sampler,pp);
|
||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
float3 blu = tod_ind(blu);
|
||||
float bsi = tod_ind(bsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
|
||||
lm = lm/(1.0+lm);
|
||||
lm *= 1.0-saturate(bpass*bslp);
|
||||
blu = saturate(blu+bpass*bsbp);
|
||||
res.rgb *= lerp(1.0,blu,lm);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* end pass, mix it all up */
|
||||
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0);
|
||||
res += bloommix1*RenderTarget1024.Sample(Sampler,coord);
|
||||
res += bloommix2*RenderTarget512.Sample(Sampler,coord);
|
||||
res += bloommix3*RenderTarget256.Sample(Sampler,coord);
|
||||
res += bloommix4*RenderTarget128.Sample(Sampler,coord);
|
||||
res += bloommix5*RenderTarget64.Sample(Sampler,coord);
|
||||
res += bloommix6*RenderTarget32.Sample(Sampler,coord);
|
||||
res.rgb /= 6.0;
|
||||
res.rgb = clamp(res.rgb,0.0,32768.0);
|
||||
res.a = 1.0;
|
||||
if ( !dirtenable ) return res;
|
||||
/* crappy lens filter, useful when playing characters with glasses */
|
||||
float4 mud = float4(0.0,0.0,0.0,0.0);
|
||||
float2 ccoord = coord;
|
||||
#ifdef ASPECT_LENSDIRT
|
||||
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
|
||||
#endif
|
||||
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
|
||||
mud += dirtmix1*RenderTarget1024.Sample(Sampler,coord);
|
||||
mud += dirtmix2*RenderTarget512.Sample(Sampler,coord);
|
||||
mud += dirtmix3*RenderTarget256.Sample(Sampler,coord);
|
||||
mud += dirtmix4*RenderTarget128.Sample(Sampler,coord);
|
||||
mud += dirtmix5*RenderTarget64.Sample(Sampler,coord);
|
||||
mud += dirtmix6*RenderTarget32.Sample(Sampler,coord);
|
||||
mud.rgb /= 6.0;
|
||||
mud.rgb = clamp(mud.rgb,0.0,32768.0);
|
||||
float mudmax = luminance(mud.rgb);
|
||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
||||
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
||||
mud.rgb *= mudn*ldirtfactor*crap.rgb;
|
||||
res += max(mud,0.0);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
technique11 BloomPass <string UIName="MariENB Bloom"; string RenderTarget="RenderTargetRGBA64F";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass1 <string RenderTarget="RenderTarget1024";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass2 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass3 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass4 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass5 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass8
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass9 <string RenderTarget="RenderTarget1024";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget1024,1024.0,0.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass10
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass11
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass12 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget512,512.0,1.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass13
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass14
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass15 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget256,256.0,2.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass16
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass17
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass18 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget128,128.0,3.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass19
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass20
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass21 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget64,64.0,4.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass22
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget32,32.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass23
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass24 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget32,32.0,5.0)));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass25
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
|
||||
}
|
||||
}
|
||||
99
enbseries/enbbloom.fx.ini
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
[ENBBLOOM.FX]
|
||||
TECHNIQUE=1
|
||||
Bloom Intensity Night=1.32
|
||||
Bloom Intensity Day=1.15
|
||||
Bloom Intensity Interior=1.22
|
||||
Bloom Contrast Night=0.69
|
||||
Bloom Contrast Day=0.76
|
||||
Bloom Contrast Interior=0.76
|
||||
Bloom Saturation Night=0.82
|
||||
Bloom Saturation Day=0.61
|
||||
Bloom Saturation Interior=0.75
|
||||
Bloom Offset Night=-0.49
|
||||
Bloom Offset Day=-0.82
|
||||
Bloom Offset Interior=-0.68
|
||||
Bloom Intensity Cap Night=100.0
|
||||
Bloom Intensity Cap Day=100.0
|
||||
Bloom Intensity Cap Interior=100.0
|
||||
Bloom Blur Radius=1.0
|
||||
Blue Shift Night=0.2, 0.6, 1
|
||||
Blue Shift Day=0.2, 0.6, 1
|
||||
Blue Shift Interior=0.2, 0.6, 1
|
||||
Blue Shift Intensity Night=0.49
|
||||
Blue Shift Intensity Day=0.32
|
||||
Blue Shift Intensity Interior=0.48
|
||||
Blue Shift Luminance Factor Per-pass=0.23
|
||||
Blue Shift Color Factor Per-pass=0.34
|
||||
Enable Anamorphic Bloom=true
|
||||
Anamorphic Bloom Blend Night=0.73
|
||||
Anamorphic Bloom Blend Day=0.63
|
||||
Anamorphic Bloom Blend Interior=0.63
|
||||
Anamorphic Bloom Blue Shift Night=0.4, 0.1, 1
|
||||
Anamorphic Bloom Blue Shift Day=0.4, 0.1, 1
|
||||
Anamorphic Bloom Blue Shift Interior=0.4, 0.1, 1
|
||||
Anamorphic Bloom Blue Shift Intensity Night=2.71
|
||||
Anamorphic Bloom Blue Shift Intensity Day=1.590001
|
||||
Anamorphic Bloom Blue Shift Intensity Interior=1.86
|
||||
Anamorphic Bloom Contrast Night=1.17
|
||||
Anamorphic Bloom Contrast Day=1.3
|
||||
Anamorphic Bloom Contrast Interior=1.22
|
||||
Anamorphic Bloom Radius Multiplier=1.0
|
||||
Bloom Intensity Interior Night=1.33
|
||||
Bloom Intensity Interior Day=1.26
|
||||
Bloom Contrast Interior Night=0.73
|
||||
Bloom Contrast Interior Day=0.75
|
||||
Bloom Saturation Interior Night=0.81
|
||||
Bloom Saturation Interior Day=0.75
|
||||
Bloom Offset Interior Night=-0.43
|
||||
Bloom Offset Interior Day=-0.42
|
||||
Bloom Intensity Cap Interior Night=100.0
|
||||
Bloom Intensity Cap Interior Day=100.0
|
||||
Blue Shift Night Red=0.2
|
||||
Blue Shift Night Green=0.6
|
||||
Blue Shift Night Blue=1.0
|
||||
Blue Shift Day Red=0.2
|
||||
Blue Shift Day Green=0.6
|
||||
Blue Shift Day Blue=1.0
|
||||
Blue Shift Interior Night Red=0.2
|
||||
Blue Shift Interior Night Green=0.6
|
||||
Blue Shift Interior Night Blue=1.0
|
||||
Blue Shift Interior Day Red=0.2
|
||||
Blue Shift Interior Day Green=0.6
|
||||
Blue Shift Interior Day Blue=1.0
|
||||
Blue Shift Intensity Interior Night=0.59
|
||||
Blue Shift Intensity Interior Day=0.48
|
||||
Anamorphic Bloom Blend Interior Night=0.69
|
||||
Anamorphic Bloom Blend Interior Day=0.63
|
||||
Anamorphic Bloom Blue Shift Night Red=0.4
|
||||
Anamorphic Bloom Blue Shift Night Green=0.1
|
||||
Anamorphic Bloom Blue Shift Night Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Day Red=0.5
|
||||
Anamorphic Bloom Blue Shift Day Green=0.1
|
||||
Anamorphic Bloom Blue Shift Day Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Interior Night Red=0.5
|
||||
Anamorphic Bloom Blue Shift Interior Night Green=0.1
|
||||
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Interior Day Red=0.5
|
||||
Anamorphic Bloom Blue Shift Interior Day Green=0.1
|
||||
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
|
||||
Anamorphic Bloom Blue Shift Interior Night=1.86
|
||||
Anamorphic Bloom Blue Shift Interior Day=1.86
|
||||
Anamorphic Bloom Contrast Interior Night=1.12
|
||||
Anamorphic Bloom Contrast Interior Day=1.22
|
||||
Bloom Pass 1 Blend=0.12
|
||||
Bloom Pass 2 Blend=0.26
|
||||
Bloom Pass 3 Blend=0.37
|
||||
Bloom Pass 4 Blend=0.45
|
||||
Bloom Pass 5 Blend=0.68
|
||||
Bloom Pass 6 Blend=0.92
|
||||
Enable Lens Dirt=true
|
||||
Dirt Pass 1 Blend=0.15
|
||||
Dirt Pass 2 Blend=0.33
|
||||
Dirt Pass 3 Blend=0.77
|
||||
Dirt Pass 4 Blend=1.36
|
||||
Dirt Pass 5 Blend=2.31
|
||||
Dirt Pass 6 Blend=3.66
|
||||
Dirt Contrast=0.85
|
||||
Dirt Factor=2.33
|
||||
Bloom Blur Radius X=1.92
|
||||
Bloom Blur Radius Y=1.08
|
||||
1565
enbseries/enbdepthoffield.fx
Normal file
184
enbseries/enbdepthoffield.fx.ini
Normal file
|
|
@ -0,0 +1,184 @@
|
|||
[ENBDEPTHOFFIELD.FX]
|
||||
TECHNIQUE=1
|
||||
Fixed Resolution Width=1920
|
||||
Fixed Resolution Height=1080
|
||||
Depth Cutoff=999998.0
|
||||
Near Z=0.05
|
||||
Far Z=3098.0
|
||||
Distortion Chromatic Aberration=27.4
|
||||
Enable Underwater=true
|
||||
Underwater Frequency=2.36, 3.39, 2.72
|
||||
Underwater Speed=24.3, 21.9, 26.5
|
||||
Underwater Amplitude=0.1, 0.11, 0.07
|
||||
Underwater Zoom=0.15
|
||||
Always Underwater=false
|
||||
Enable Hot Air Refraction=true
|
||||
Heat Texture Size=6.4
|
||||
Heat Speed=0.45
|
||||
Heat Fade Contrast=235.0
|
||||
Heat Fade Intensity=1.1
|
||||
Heat Fade Offset=-0.59
|
||||
Heat Intensity=0.6
|
||||
Heat Contrast=0.95
|
||||
Heat Time-of-day Contrast=0.5
|
||||
Heat Always Enable=true
|
||||
Enable Screen Frost=true
|
||||
Frost Contrast=1.1
|
||||
Frost Strength=0.05
|
||||
Frost Radial Contrast=0.8
|
||||
Frost Radial Intensity=1.2
|
||||
Frost Radial Offset=-0.9
|
||||
Frost Texture Blend=3.8
|
||||
Frost Texture Blend Contrast=4.5
|
||||
Frost Texture Size=1.0
|
||||
Frost Indoor Factor=0.0
|
||||
Frost Night Factor=0.0
|
||||
Frost Always Enable=true
|
||||
Enable Focus Triangle=true
|
||||
Display Focus Points=false
|
||||
Enable Manual Focus=false
|
||||
Manual Focus Depth=0.8
|
||||
Focus Point Center=0.5, 0.48, 0
|
||||
Focus Triangle Angle=0.5
|
||||
Focus Triangle Radius Night=7.0
|
||||
Focus Triangle Radius Day=12.0
|
||||
Focus Triangle Radius Interior=9.0
|
||||
Focus Triangle Blending Night=0.6
|
||||
Focus Triangle Blending Day=0.7
|
||||
Focus Triangle Blending Interior=0.6
|
||||
Focus Maximum Depth Night=990.0
|
||||
Focus Maximum Depth Day=994.0
|
||||
Focus Maximum Depth Interior=988.0
|
||||
DOF Intensity Night=280.0
|
||||
DOF Intensity Day=250.0
|
||||
DOF Intensity Interior=280.0
|
||||
DOF Contrast Night=3.0
|
||||
DOF Contrast Day=3.7
|
||||
DOF Contrast Interior=3.6
|
||||
DOF Shift Night=0.0
|
||||
DOF Shift Day=0.0
|
||||
DOF Shift Interior=0.0
|
||||
DOF Fixed Focus Intensity Night=1.0
|
||||
DOF Fixed Focus Intensity Day=1.0
|
||||
DOF Fixed Focus Intensity Interior=1.0
|
||||
DOF Fixed Focus Contrast Night=1.0
|
||||
DOF Fixed Focus Contrast Day=1.0
|
||||
DOF Fixed Focus Contrast Interior=1.0
|
||||
DOF Fixed Focus Shift Night=-0.01
|
||||
DOF Fixed Focus Shift Day=-0.01
|
||||
DOF Fixed Focus Shift Interior=-0.01
|
||||
DOF Fixed Focus Blend Night=1.0
|
||||
DOF Fixed Focus Blend Day=1.0
|
||||
DOF Fixed Focus Blend Interior=1.0
|
||||
DOF Fixed Unfocus Intensity Night=1.6
|
||||
DOF Fixed Unfocus Intensity Day=1.4
|
||||
DOF Fixed Unfocus Intensity Interior=1.5
|
||||
DOF Fixed Unfocus Contrast Night=220.0
|
||||
DOF Fixed Unfocus Contrast Day=240.0
|
||||
DOF Fixed Unfocus Contrast Interior=250.0
|
||||
DOF Fixed Unfocus Shift Night=-1.05
|
||||
DOF Fixed Unfocus Shift Day=-0.9
|
||||
DOF Fixed Unfocus Shift Interior=-1.03
|
||||
DOF Fixed Unfocus Blend Night=0.0
|
||||
DOF Fixed Unfocus Blend Day=0.0
|
||||
DOF Fixed Unfocus Blend Interior=0.0
|
||||
DOF Fixed Use Cutoff=true
|
||||
Disable DOF=false
|
||||
DOF Gather Blur Radius=8.0
|
||||
Debug Depth=false
|
||||
Debug Focus=false
|
||||
Enable Edgevision=false
|
||||
Edgevision Fade Contrast Night=2.0
|
||||
Edgevision Fade Contrast Day=2.0
|
||||
Edgevision Fade Contrast Interior=2.0
|
||||
Edgevision Fade Intensity Night=700.0
|
||||
Edgevision Fade Intensity Day=800.0
|
||||
Edgevision Fade Intensity Interior=600.0
|
||||
Edgevision Contrast=0.25
|
||||
Edgevision Intensity=1.0
|
||||
Edgevision Radius=1.0
|
||||
Enable SSAO=true
|
||||
SSAO Radius=0.15
|
||||
SSAO Noise=0
|
||||
SSAO Fade Contrast Night=0.9
|
||||
SSAO Fade Contrast Day=0.8
|
||||
SSAO Fade Contrast Interior=0.85
|
||||
SSAO Fade Intensity Night=10.5
|
||||
SSAO Fade Intensity Day=12.5
|
||||
SSAO Fade Intensity Interior=11.5
|
||||
SSAO Intensity=1.2
|
||||
SSAO Contrast=0.75
|
||||
SSAO Blending=0.8
|
||||
SSAO Blur=true
|
||||
SSAO Bilateral Factor=1500.0
|
||||
SSAO Range=20.0
|
||||
SSAO Range Min=0.0
|
||||
SSAO Blur Radius=1.0
|
||||
Debug SSAO=false
|
||||
SSAO Use Less Samples=true
|
||||
SSAO Blur Use Less Samples=true
|
||||
Focus Circle Discard Center Depth=0.01
|
||||
Underwater Frequency 1=2.36
|
||||
Underwater Frequency 2=3.39
|
||||
Underwater Frequency 3=2.72
|
||||
Underwater Speed 1=24.309999
|
||||
Underwater Speed 2=21.9
|
||||
Underwater Speed 3=26.549999
|
||||
Underwater Amplitude 1=0.1
|
||||
Underwater Amplitude 2=0.11
|
||||
Underwater Amplitude 3=0.07
|
||||
Focus Point Center X=0.5
|
||||
Focus Point Center Y=0.48
|
||||
Focus Triangle Radius Interior Night=5.0
|
||||
Focus Triangle Radius Interior Day=7.0
|
||||
Focus Triangle Blending Interior Night=0.5
|
||||
Focus Triangle Blending Interior Day=0.6
|
||||
Focus Maximum Depth Interior Night=984.0
|
||||
Focus Maximum Depth Interior Day=988.0
|
||||
DOF Intensity Interior Night=300.0
|
||||
DOF Intensity Interior Day=280.0
|
||||
DOF Contrast Interior Night=3.45
|
||||
DOF Contrast Interior Day=3.6
|
||||
DOF Shift Interior Night=0.0
|
||||
DOF Shift Interior Day=0.0
|
||||
DOF Fixed Focus Intensity Interior Night=1.0
|
||||
DOF Fixed Focus Intensity Interior Day=1.0
|
||||
DOF Fixed Focus Contrast Interior Night=1.0
|
||||
DOF Fixed Focus Contrast Interior Day=1.0
|
||||
DOF Fixed Focus Shift Interior Night=-0.01
|
||||
DOF Fixed Focus Shift Interior Day=-0.01
|
||||
DOF Fixed Focus Blend Interior Night=1.0
|
||||
DOF Fixed Focus Blend Interior Day=1.0
|
||||
DOF Fixed Unfocus Intensity Interior Night=1.5
|
||||
DOF Fixed Unfocus Intensity Interior Day=1.5
|
||||
DOF Fixed Unfocus Contrast Interior Night=230.0
|
||||
DOF Fixed Unfocus Contrast Interior Day=250.0
|
||||
DOF Fixed Unfocus Shift Interior Night=-0.98
|
||||
DOF Fixed Unfocus Shift Interior Day=-1.03
|
||||
DOF Fixed Unfocus Blend Interior Night=1.0
|
||||
DOF Fixed Unfocus Blend Interior Day=1.0
|
||||
Edgevision Fade Contrast Interior Night=2.0
|
||||
Edgevision Fade Contrast Interior Day=2.0
|
||||
Edgevision Fade Intensity Interior Night=500.0
|
||||
Edgevision Fade Intensity Interior Day=600.0
|
||||
SSAO Fade Contrast Interior Night=0.75
|
||||
SSAO Fade Contrast Interior Day=0.85
|
||||
SSAO Fade Intensity Interior Night=12.0
|
||||
SSAO Fade Intensity Interior Day=11.5
|
||||
Fixed ResolutionX=1920
|
||||
Fixed ResolutionY=1080
|
||||
DOF Minimum Blur=0.01
|
||||
Heat Factor Dawn=0.15
|
||||
Heat Factor Sunrise=0.59
|
||||
Heat Factor Day=0.89
|
||||
Heat Factor Sunset=0.67
|
||||
Heat Factor Dusk=0.13
|
||||
Heat Factor Night=0.0
|
||||
Heat Factor Interior=0.0
|
||||
Frost Factor Dawn=0.0
|
||||
Frost Factor Sunrise=0.0
|
||||
Frost Factor Day=0.0
|
||||
Frost Factor Sunset=0.0
|
||||
Frost Factor Dusk=0.0
|
||||
Frost Factor Night=0.28
|
||||
Frost Factor Interior=0.0
|
||||
838
enbseries/enbeffect.fx
Normal file
|
|
@ -0,0 +1,838 @@
|
|||
/*
|
||||
enbeffect.fx : MariENB3 base shader.
|
||||
(C)2016 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
string str_noise = "Film Grain";
|
||||
bool ne
|
||||
<
|
||||
string UIName = "Enable Grain";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* speed of grain */
|
||||
float nf
|
||||
<
|
||||
string UIName = "Grain Speed";
|
||||
string UIWidget = "Spinner";
|
||||
> = {2500.0};
|
||||
/* intensity of grain */
|
||||
float ni
|
||||
<
|
||||
string UIName = "Grain Intensity";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.05};
|
||||
/* saturation of grain */
|
||||
float ns
|
||||
<
|
||||
string UIName = "Grain Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
/* use two-pass grain (double the texture fetches, but looks less uniform) */
|
||||
bool np
|
||||
<
|
||||
string UIName = "Grain Two-Pass";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
/*
|
||||
blending mode for grain:
|
||||
0 -> normal
|
||||
1 -> add
|
||||
2 -> overlay
|
||||
3 -> "dark mask", a personal invention
|
||||
*/
|
||||
int nb
|
||||
<
|
||||
string UIName = "Grain Blending Mode";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 3;
|
||||
> = {1};
|
||||
/* dark mask blend mode contrast for mask image */
|
||||
float bnp
|
||||
<
|
||||
string UIName = "Grain Dark Mask Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {2.5};
|
||||
/* two-pass distortion factor (0 = look just like one-pass grain) */
|
||||
float nk
|
||||
<
|
||||
string UIName = "Grain Two-Pass Factor";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.04};
|
||||
/* zoom factors for each component of each noise texture */
|
||||
float3 nm
|
||||
<
|
||||
string UIName = "Grain Magnification";
|
||||
string UIWidget = "Vector";
|
||||
> = {13.25,19.64,17.35};
|
||||
float3 nm1
|
||||
<
|
||||
string UIName = "Grain Pass 1 Magnification";
|
||||
string UIWidget = "Vector";
|
||||
> = {2.05,3.11,2.22};
|
||||
float3 nm2
|
||||
<
|
||||
string UIName = "Grain Pass 2 Magnification";
|
||||
string UIWidget = "Vector";
|
||||
> = {4.25,0.42,6.29};
|
||||
/* contrast of grain */
|
||||
float nj
|
||||
<
|
||||
string UIName = "Grain Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {2.0};
|
||||
/* tone mapping */
|
||||
string str_tonemap = "Filmic Tone Mapping";
|
||||
bool tmapenable
|
||||
<
|
||||
string UIName = "Enable Tonemapping";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float unA_n
|
||||
<
|
||||
string UIName = "Tonemap Shoulder Strength Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float unA_d
|
||||
<
|
||||
string UIName = "Tonemap Shoulder Strength Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float unA_i
|
||||
<
|
||||
string UIName = "Tonemap Shoulder Strength Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.5};
|
||||
float unB_n
|
||||
<
|
||||
string UIName = "Tonemap Linear Strength Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float unB_d
|
||||
<
|
||||
string UIName = "Tonemap Linear Strength Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float unB_i
|
||||
<
|
||||
string UIName = "Tonemap Linear Strength Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float unC_n
|
||||
<
|
||||
string UIName = "Tonemap Linear Angle Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.2};
|
||||
float unC_d
|
||||
<
|
||||
string UIName = "Tonemap Linear Angle Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.2};
|
||||
float unC_i
|
||||
<
|
||||
string UIName = "Tonemap Linear Angle Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.2};
|
||||
float unD_n
|
||||
<
|
||||
string UIName = "Tonemap Toe Strength Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float unD_d
|
||||
<
|
||||
string UIName = "Tonemap Toe Strength Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float unD_i
|
||||
<
|
||||
string UIName = "Tonemap Toe Strength Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float unE_n
|
||||
<
|
||||
string UIName = "Tonemap Toe Numerator Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.02};
|
||||
float unE_d
|
||||
<
|
||||
string UIName = "Tonemap Toe Numerator Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.02};
|
||||
float unE_i
|
||||
<
|
||||
string UIName = "Tonemap Toe Numerator Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.02};
|
||||
float unF_n
|
||||
<
|
||||
string UIName = "Tonemap Toe Denominator Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.30};
|
||||
float unF_d
|
||||
<
|
||||
string UIName = "Tonemap Toe Denominator Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.30};
|
||||
float unF_i
|
||||
<
|
||||
string UIName = "Tonemap Toe Denominator Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.30};
|
||||
float unW_n
|
||||
<
|
||||
string UIName = "Tonemap Linear White Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
float unW_d
|
||||
<
|
||||
string UIName = "Tonemap Linear White Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
float unW_i
|
||||
<
|
||||
string UIName = "Tonemap Linear White Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
/* Color grading */
|
||||
string str_grade = "Color Grading Suite";
|
||||
bool gradeenable1
|
||||
<
|
||||
string UIName = "Enable RGB Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* color component multipliers */
|
||||
float3 grademul_n
|
||||
<
|
||||
string UIName = "Grading Intensity Night";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 grademul_d
|
||||
<
|
||||
string UIName = "Grading Intensity Day";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 grademul_i
|
||||
<
|
||||
string UIName = "Grading Intensity Interior";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
/* color component contrasts */
|
||||
float3 gradepow_n
|
||||
<
|
||||
string UIName = "Grading Contrast Night";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradepow_d
|
||||
<
|
||||
string UIName = "Grading Contrast Day";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradepow_i
|
||||
<
|
||||
string UIName = "Grading Contrast Interior";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
/* colorization factors */
|
||||
bool gradeenable2
|
||||
<
|
||||
string UIName = "Enable Vibrance Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float3 gradecol_n
|
||||
<
|
||||
string UIName = "Grading Color Night";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradecol_d
|
||||
<
|
||||
string UIName = "Grading Color Day";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
float3 gradecol_i
|
||||
<
|
||||
string UIName = "Grading Color Interior";
|
||||
string UIWidget = "Vector";
|
||||
> = {1.0,1.0,1.0};
|
||||
/* blend factor for colorization (negative values are quite fancy) */
|
||||
float gradecolfact_n
|
||||
<
|
||||
string UIName = "Grading Color Factor Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float gradecolfact_d
|
||||
<
|
||||
string UIName = "Grading Color Factor Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float gradecolfact_i
|
||||
<
|
||||
string UIName = "Grading Color Factor Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
/* HSV grading */
|
||||
bool gradeenable3
|
||||
<
|
||||
string UIName = "Enable HSV Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* saturation multiplier */
|
||||
float gradesatmul_n
|
||||
<
|
||||
string UIName = "Grading Saturation Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatmul_d
|
||||
<
|
||||
string UIName = "Grading Saturation Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatmul_i
|
||||
<
|
||||
string UIName = "Grading Saturation Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
/* saturation power */
|
||||
float gradesatpow_n
|
||||
<
|
||||
string UIName = "Grading Saturation Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatpow_d
|
||||
<
|
||||
string UIName = "Grading Saturation Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradesatpow_i
|
||||
<
|
||||
string UIName = "Grading Saturation Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
/* value multiplier */
|
||||
float gradevalmul_n
|
||||
<
|
||||
string UIName = "Grading Value Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalmul_d
|
||||
<
|
||||
string UIName = "Grading Value Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalmul_i
|
||||
<
|
||||
string UIName = "Grading Value Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
/* value power */
|
||||
float gradevalpow_n
|
||||
<
|
||||
string UIName = "Grading Value Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalpow_d
|
||||
<
|
||||
string UIName = "Grading Value Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float gradevalpow_i
|
||||
<
|
||||
string UIName = "Grading Value Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
bool colorizeafterhsv
|
||||
<
|
||||
string UIName = "Colorize After HSV";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};/* LUT grading */
|
||||
string str_lut = "RGB Lookup Table Grading";
|
||||
bool lutenable
|
||||
<
|
||||
string UIName = "Enable LUT Grading";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float lutblend_n
|
||||
<
|
||||
string UIName = "LUT Blend Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float lutblend_d
|
||||
<
|
||||
string UIName = "LUT Blend Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float lutblend_i
|
||||
<
|
||||
string UIName = "LUT Blend Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
#ifdef LUTMODE_LEGACY
|
||||
int clut
|
||||
<
|
||||
string UIName = "LUT Preset";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 63;
|
||||
> = {1};
|
||||
#endif
|
||||
string str_dither = "Dithering";
|
||||
bool dodither
|
||||
<
|
||||
string UIName = "Enable Post Dither";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
int dither
|
||||
<
|
||||
string UIName = "Dither Pattern";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 4;
|
||||
> = {4};
|
||||
string str_debug = "Debugging";
|
||||
bool bloomdebug
|
||||
<
|
||||
string UIName = "Display Bloom";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
|
||||
|
||||
/*
|
||||
dithering threshold maps
|
||||
don't touch unless you know what you're doing
|
||||
*/
|
||||
static const float checkers[4] =
|
||||
{
|
||||
1.0,0.0,
|
||||
0.0,1.0
|
||||
};
|
||||
#define d(x) x/4.0
|
||||
static const float ordered2[4] =
|
||||
{
|
||||
d(0),d(2),
|
||||
d(4),d(2)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/9.0
|
||||
static const float ordered3[9] =
|
||||
{
|
||||
d(2),d(6),d(3),
|
||||
d(5),d(0),d(8),
|
||||
d(1),d(7),d(4)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/16.0
|
||||
static const float ordered4[16] =
|
||||
{
|
||||
d( 0),d( 8),d( 2),d(10),
|
||||
d(12),d( 4),d(14),d( 6),
|
||||
d( 3),d(11),d( 1),d( 9),
|
||||
d(15),d( 7),d(13),d( 5)
|
||||
};
|
||||
#undef d
|
||||
#define d(x) x/64.0
|
||||
static const float ordered8[64] =
|
||||
{
|
||||
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
|
||||
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
|
||||
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
|
||||
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
|
||||
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
|
||||
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
|
||||
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
|
||||
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
||||
};
|
||||
#undef d
|
||||
|
||||
float4 Timer;
|
||||
float4 ScreenSize;
|
||||
float ENightDayFactor;
|
||||
float EInteriorFactor;
|
||||
float4 TimeOfDay1;
|
||||
float4 TimeOfDay2;
|
||||
|
||||
float4 Params01[6];
|
||||
float4 ENBParams01;
|
||||
Texture2D TextureColor;
|
||||
Texture2D TextureBloom;
|
||||
Texture2D TextureAdaptation;
|
||||
|
||||
Texture2D TextureNoise2
|
||||
<
|
||||
string ResourceName = "menbnoise1.png";
|
||||
>;
|
||||
Texture2D TextureNoise3
|
||||
<
|
||||
string ResourceName = "menbnoise2.png";
|
||||
>;
|
||||
Texture2D TextureLUT
|
||||
<
|
||||
#ifdef LUTMODE_LEGACY
|
||||
string ResourceName = "menblutpreset.png";
|
||||
#endif
|
||||
#ifdef LUTMODE_16
|
||||
string ResourceName = "menblut16.png";
|
||||
#endif
|
||||
#ifdef LUTMODE_64
|
||||
string ResourceName = "menblut64.png";
|
||||
#endif
|
||||
>;
|
||||
|
||||
SamplerState Sampler0
|
||||
{
|
||||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState Sampler1
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerLUT
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerNoise2
|
||||
{
|
||||
Filter = MIN_LINEAR_MAG_MIP_POINT;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerNoise3
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_Draw( VS_INPUT_POST IN )
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
/* overlay blend */
|
||||
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
|
||||
/* "dark mask" blending is something I came up with and can't really explain */
|
||||
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
|
||||
/* "uncharted 2" filmic tone mapping */
|
||||
float3 Uch( float3 res )
|
||||
{
|
||||
float A = tod_ind(unA);
|
||||
float B = tod_ind(unB);
|
||||
float C = tod_ind(unC);
|
||||
float D = tod_ind(unD);
|
||||
float E = tod_ind(unE);
|
||||
float F = tod_ind(unF);
|
||||
return ((res*(A*res+C*B)+D*E)/(res*(A*res+B)+D*F))-E/F;
|
||||
}
|
||||
float3 Tonemap( float3 res )
|
||||
{
|
||||
float W = tod_ind(unW);
|
||||
float3 ucol = Uch(res);
|
||||
float3 uwhite = Uch(W);
|
||||
return max(ucol/uwhite,0.0);
|
||||
}
|
||||
/* colour grading passes */
|
||||
float3 GradingRGB( float3 res )
|
||||
{
|
||||
float3 grademul = tod_ind(grademul);
|
||||
float3 gradepow = tod_ind(gradepow);
|
||||
return pow(res,gradepow)*grademul;
|
||||
}
|
||||
float3 GradingColorize( float3 res )
|
||||
{
|
||||
float gradecolfact = tod_ind(gradecolfact);
|
||||
float3 gradecol = tod_ind(gradecol);
|
||||
float tonev = luminance(res);
|
||||
float3 tonecolor = gradecol*tonev;
|
||||
return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
|
||||
}
|
||||
float3 GradingHSV( float3 res )
|
||||
{
|
||||
float gradesatmul = tod_ind(gradesatmul);
|
||||
float gradesatpow = tod_ind(gradesatpow);
|
||||
float gradevalmul = tod_ind(gradevalmul);
|
||||
float gradevalpow = tod_ind(gradevalpow);
|
||||
float3 hsv = rgb2hsv(res);
|
||||
hsv.y = clamp(pow(hsv.y,gradesatpow)*gradesatmul,0.0,1.0);
|
||||
hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
|
||||
return hsv2rgb(hsv);
|
||||
}
|
||||
/* LUT colour grading */
|
||||
float3 GradingLUT( float3 res )
|
||||
{
|
||||
/*
|
||||
gross hacks were needed to "fix" the way direct3d interpolates on
|
||||
sampling, and to manually interpolate on the blue channel
|
||||
|
||||
this could be alleviated if I could have all the LUTs as volume
|
||||
maps, but I think ENB can't load them.
|
||||
*/
|
||||
float3 tcol = clamp(res,0.0001,0.9999);
|
||||
tcol.rg = tcol.rg*0.5+0.25;
|
||||
#ifdef LUTMODE_LEGACY
|
||||
float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0
|
||||
+clut/64.0);
|
||||
float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
|
||||
+clut/64.0);
|
||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
||||
#endif
|
||||
#ifdef LUTMODE_16
|
||||
float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0);
|
||||
float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0);
|
||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
||||
#endif
|
||||
#ifdef LUTMODE_64
|
||||
float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0);
|
||||
float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
|
||||
float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
|
||||
#endif
|
||||
float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1);
|
||||
float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2);
|
||||
tcol = lerp(tcl1,tcl2,dec);
|
||||
float lutblend = tod_ind(lutblend);
|
||||
return lerp(res,tcol,lutblend);
|
||||
}
|
||||
/* post-pass dithering, something apparently only my ENB does */
|
||||
float3 Dither( float3 res, float2 coord )
|
||||
{
|
||||
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float3 col = res;
|
||||
float dml = (1.0/256.0);
|
||||
if ( dither == 1 )
|
||||
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
||||
else if ( dither == 2 )
|
||||
col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
|
||||
else if ( dither == 3 )
|
||||
col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
|
||||
else if ( dither == 4 )
|
||||
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
|
||||
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
||||
col = (trunc(col*256.0)/256.0);
|
||||
return col;
|
||||
}
|
||||
/* Fuzzy */
|
||||
float3 FilmGrain( float3 res, float2 coord )
|
||||
{
|
||||
float ts = Timer.x*nf;
|
||||
float2 tcs = coord.xy;
|
||||
float2 s1 = tcs+float2(0,ts);
|
||||
float2 s2 = tcs+float2(ts,0);
|
||||
float2 s3 = tcs+float2(ts,ts);
|
||||
float n1, n2, n3;
|
||||
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
|
||||
/*
|
||||
There are two methods of making noise here:
|
||||
1. two-pass algorithm that produces a particular fuzz complete with
|
||||
a soft horizontal tear, reminiscent of old TV static.
|
||||
2. simple version that has very noticeable tiling and visible
|
||||
scrolling at low speeds
|
||||
*/
|
||||
if ( np )
|
||||
{
|
||||
n1 = TextureNoise2.Sample(SamplerNoise2,s1*nm1.x*nr).r;
|
||||
n2 = TextureNoise2.Sample(SamplerNoise2,s2*nm1.y*nr).g;
|
||||
n3 = TextureNoise2.Sample(SamplerNoise2,s3*nm1.z*nr).b;
|
||||
s1 = tcs+float2(ts+n1*nk,n2*nk);
|
||||
s2 = tcs+float2(n2,ts+n3*nk);
|
||||
s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
|
||||
n1 = TextureNoise2.Sample(SamplerNoise2,s1*nm2.x*nr).r;
|
||||
n2 = TextureNoise2.Sample(SamplerNoise2,s2*nm2.y*nr).g;
|
||||
n3 = TextureNoise2.Sample(SamplerNoise2,s3*nm2.z*nr).b;
|
||||
}
|
||||
else
|
||||
{
|
||||
n1 = TextureNoise3.Sample(SamplerNoise3,s1*nm.x*nr).r;
|
||||
n2 = TextureNoise3.Sample(SamplerNoise3,s2*nm.y*nr).g;
|
||||
n3 = TextureNoise3.Sample(SamplerNoise3,s3*nm.z*nr).b;
|
||||
}
|
||||
float n4 = (n1+n2+n3)/3;
|
||||
float3 ng = float3(n4,n4,n4);
|
||||
float3 nc = float3(n1,n2,n3);
|
||||
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
|
||||
if ( nb == 1 ) return res+nt*ni;
|
||||
if ( nb == 2 ) return overlay(res,(nt*ni));
|
||||
if ( nb == 3 )
|
||||
{
|
||||
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
|
||||
bn = pow(bn,bnp);
|
||||
float3 nn = saturate(nt*bn);
|
||||
return darkmask(res,(nn*ni));
|
||||
}
|
||||
return lerp(res,nt,ni);
|
||||
}
|
||||
|
||||
float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float4 res;
|
||||
float4 color;
|
||||
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
||||
float4 r0, r1, r2, r3;
|
||||
r0.xyz = color.xyz;
|
||||
r1.xy = Params01[4].zw*IN.txcoord0.xy;
|
||||
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz*ENBParams01.x;
|
||||
r0.w = TextureAdaptation.Sample(Sampler0,IN.txcoord0.xy).x;
|
||||
r1.w = Params01[1].z/(0.001+r0.w);
|
||||
r2.x = r1.w<Params01[1].y;
|
||||
r1.w = r2.x?Params01[1].y:r1.w;
|
||||
r2.x = Params01[1].x<r1.w;
|
||||
r1.w = r2.x?Params01[1].x:r1.w;
|
||||
r0.xyz = r1.xyz+r0.xyz;
|
||||
r0.xyz = r0.xyz*r1.w;
|
||||
r1.xyz = r0.xyz+r0.xyz;
|
||||
r2.xyz = r0.xyz*0.3+0.05;
|
||||
r3.xy = float2(0.2,3.333333)*Params01[1].w;
|
||||
r2.xyz = r1.xyz*r2.xyz+r3.x;
|
||||
r0.xyz = r0.xyz*0.3+0.5;
|
||||
r0.xyz = r1.xyz*r0.xyz+0.06;
|
||||
r0.xyz = r2.xyz/r0.xyz;
|
||||
r0.xyz = -Params01[1].w*3.333333+r0.xyz;
|
||||
r1.x = Params01[1].w*0.2+19.376;
|
||||
r1.x = r1.x*0.0408564-r3.y;
|
||||
r1.xyz = r0.xyz/r1.x;
|
||||
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
|
||||
r1.xyz = r1.xyz-r0.x;
|
||||
r1.xyz = Params01[2].x * r1.xyz+r0.x;
|
||||
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
|
||||
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
||||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
color.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
color.xyz = saturate(color);
|
||||
color.xyz = pow(color.xyz,1.0/2.2);
|
||||
res.xyz = max(0,color.xyz);
|
||||
res.w = 1.0;
|
||||
/* Insert MariENB filters here */
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,Params01[4].zw
|
||||
*IN.txcoord0.xy)*ENBParams01.x;
|
||||
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
||||
if ( colorizeafterhsv )
|
||||
{
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
}
|
||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||
if ( dodither ) res.rgb = Dither(res.rgb,coord);
|
||||
res.rgb = max(0,res.rgb);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float4 res;
|
||||
float4 color;
|
||||
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
|
||||
float4 r0, r1, r2, r3;
|
||||
r0.xyz = color.xyz;
|
||||
r1.xy = Params01[4].zw*IN.txcoord0.xy;
|
||||
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
|
||||
r0.w = TextureAdaptation.Sample(Sampler0,IN.txcoord0.xy).x;
|
||||
r1.w = Params01[1].z/(0.001+r0.w);
|
||||
r2.x = r1.w<Params01[1].y;
|
||||
r1.w = r2.x?Params01[1].y:r1.w;
|
||||
r2.x = Params01[1].x < r1.w;
|
||||
r1.w = r2.x?Params01[1].x:r1.w;
|
||||
r0.xyz = r1.xyz+r0.xyz;
|
||||
r0.xyz = r0.xyz*r1.w;
|
||||
r1.xyz = r0.xyz+r0.xyz;
|
||||
r2.xyz = r0.xyz*0.3+0.05;
|
||||
r3.xy = float2(0.2,3.333333)*Params01[1].w;
|
||||
r2.xyz = r1.xyz*r2.xyz+r3.x;
|
||||
r0.xyz = r0.xyz*0.3+0.5;
|
||||
r0.xyz = r1.xyz*r0.xyz+0.06;
|
||||
r0.xyz = r2.xyz/r0.xyz;
|
||||
r0.xyz = -Params01[1].w*3.333333+r0.xyz;
|
||||
r1.x = Params01[1].w*0.2+19.376;
|
||||
r1.x = r1.x*0.0408564-r3.y;
|
||||
r1.xyz = r0.xyz/r1.x;
|
||||
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
|
||||
r1.xyz = r1.xyz-r0.x;
|
||||
r1.xyz = Params01[2].x*r1.xyz+r0.x;
|
||||
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
|
||||
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
||||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
res.xyz = pow(res.xyz,1.0/2.2);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
technique11 Draw <string UIName="MariENB";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
|
||||
SetPixelShader(CompileShader(ps_5_0, PS_Draw()));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 ORIGINALPOSTPROCESS <string UIName="Vanilla";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
|
||||
SetPixelShader(CompileShader(ps_5_0, PS_DrawOriginal()));
|
||||
}
|
||||
}
|
||||
142
enbseries/enbeffect.fx.ini
Normal file
|
|
@ -0,0 +1,142 @@
|
|||
[ENBEFFECT.FX]
|
||||
TECHNIQUE=1
|
||||
Enable Grain=true
|
||||
Grain Speed=2500.0
|
||||
Grain Intensity=0.02
|
||||
Grain Saturation=-0.23
|
||||
Grain Two-Pass=true
|
||||
Grain Blending Mode=3
|
||||
Grain Dark Mask Contrast=2.43
|
||||
Grain Two-Pass Factor=0.04
|
||||
Grain Magnification=13.3, 19.6, 17.4
|
||||
Grain Pass 1 Magnification=2.05, 3.11, 2.22
|
||||
Grain Pass 2 Magnification=4.25, 0.42, 6.29
|
||||
Grain Contrast=4.73
|
||||
Enable Tonemapping=true
|
||||
Tonemap Shoulder Strength Night=1.12
|
||||
Tonemap Shoulder Strength Day=1.22
|
||||
Tonemap Shoulder Strength Interior=1.14
|
||||
Tonemap Linear Strength Night=0.7
|
||||
Tonemap Linear Strength Day=0.87
|
||||
Tonemap Linear Strength Interior=0.92
|
||||
Tonemap Linear Angle Night=0.76
|
||||
Tonemap Linear Angle Day=0.73
|
||||
Tonemap Linear Angle Interior=0.58
|
||||
Tonemap Toe Strength Night=0.91
|
||||
Tonemap Toe Strength Day=0.81
|
||||
Tonemap Toe Strength Interior=0.69
|
||||
Tonemap Toe Numerator Night=3.73
|
||||
Tonemap Toe Numerator Day=3.93
|
||||
Tonemap Toe Numerator Interior=2.72
|
||||
Tonemap Toe Denominator Night=1.34
|
||||
Tonemap Toe Denominator Day=1.14
|
||||
Tonemap Toe Denominator Interior=1.07
|
||||
Tonemap Linear White Night=1.29
|
||||
Tonemap Linear White Day=1.39
|
||||
Tonemap Linear White Interior=1.37
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.04, 1.08, 1.07
|
||||
Grading Intensity Day=1.09, 1.04, 1.01
|
||||
Grading Intensity Interior=1.1, 1.05, 1.02
|
||||
Grading Contrast Night=0.97, 0.94, 0.96
|
||||
Grading Contrast Day=0.89, 0.99, 0.97
|
||||
Grading Contrast Interior=0.94, 0.96, 0.99
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.91, -0.62, -0.94
|
||||
Grading Color Day=-0.81, -0.15, -0.47
|
||||
Grading Color Interior=-0.47, -0.12, -0.14
|
||||
Grading Color Factor Night=-0.15
|
||||
Grading Color Factor Day=-0.07
|
||||
Grading Color Factor Interior=-0.09
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.42
|
||||
Grading Saturation Intensity Day=1.54
|
||||
Grading Saturation Intensity Interior=1.46
|
||||
Grading Saturation Contrast Night=1.22
|
||||
Grading Saturation Contrast Day=1.19
|
||||
Grading Saturation Contrast Interior=1.1
|
||||
Grading Value Intensity Night=1.03
|
||||
Grading Value Intensity Day=1.03
|
||||
Grading Value Intensity Interior=1.09
|
||||
Grading Value Contrast Night=1.58
|
||||
Grading Value Contrast Day=1.74
|
||||
Grading Value Contrast Interior=1.62
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.44
|
||||
LUT Blend Day=0.77
|
||||
LUT Blend Interior=0.45
|
||||
Enable Post Dither=true
|
||||
Dither Pattern=4
|
||||
Display Bloom=false
|
||||
Grain Magnification 1=13.25
|
||||
Grain Magnification 2=19.639999
|
||||
Grain Magnification 3=17.35
|
||||
Grain Pass 1 Magnification 1=2.05
|
||||
Grain Pass 1 Magnification 2=3.11
|
||||
Grain Pass 1 Magnification 3=2.22
|
||||
Grain Pass 2 Magnification 1=4.25
|
||||
Grain Pass 2 Magnification 2=0.42
|
||||
Grain Pass 2 Magnification 3=6.29
|
||||
Tonemap Shoulder Strength Interior Night=1.13
|
||||
Tonemap Shoulder Strength Interior Day=1.14
|
||||
Tonemap Linear Strength Interior Night=0.88
|
||||
Tonemap Linear Strength Interior Day=0.92
|
||||
Tonemap Linear Angle Interior Night=0.68
|
||||
Tonemap Linear Angle Interior Day=0.58
|
||||
Tonemap Toe Strength Interior Night=0.79
|
||||
Tonemap Toe Strength Interior Day=0.69
|
||||
Tonemap Toe Numerator Interior Night=2.5
|
||||
Tonemap Toe Numerator Interior Day=2.72
|
||||
Tonemap Toe Denominator Interior Night=1.25
|
||||
Tonemap Toe Denominator Interior Day=1.07
|
||||
Tonemap Linear White Interior Night=1.33
|
||||
Tonemap Linear White Interior Day=1.37
|
||||
Grading Intensity Night Red=1.04
|
||||
Grading Intensity Night Green=1.08
|
||||
Grading Intensity Night Blue=1.07
|
||||
Grading Intensity Day Red=1.11
|
||||
Grading Intensity Day Green=1.08
|
||||
Grading Intensity Day Blue=1.04
|
||||
Grading Intensity Interior Night Red=1.07
|
||||
Grading Intensity Interior Night Green=1.03
|
||||
Grading Intensity Interior Night Blue=1.01
|
||||
Grading Intensity Interior Day Red=1.1
|
||||
Grading Intensity Interior Day Green=1.05
|
||||
Grading Intensity Interior Day Blue=1.02
|
||||
Grading Contrast Night Red=0.97
|
||||
Grading Contrast Night Green=0.94
|
||||
Grading Contrast Night Blue=0.96
|
||||
Grading Contrast Day Red=0.94
|
||||
Grading Contrast Day Green=0.99
|
||||
Grading Contrast Day Blue=0.98
|
||||
Grading Contrast Interior Night Red=0.96
|
||||
Grading Contrast Interior Night Green=0.98
|
||||
Grading Contrast Interior Night Blue=0.95
|
||||
Grading Contrast Interior Day Red=0.94
|
||||
Grading Contrast Interior Day Green=0.96
|
||||
Grading Contrast Interior Day Blue=0.99
|
||||
Grading Color Night Red=-0.91
|
||||
Grading Color Night Green=-0.62
|
||||
Grading Color Night Blue=-0.94
|
||||
Grading Color Day Red=-0.48
|
||||
Grading Color Day Green=-0.11
|
||||
Grading Color Day Blue=-0.65
|
||||
Grading Color Interior Night Red=-0.28
|
||||
Grading Color Interior Night Green=-0.12
|
||||
Grading Color Interior Night Blue=-0.06
|
||||
Grading Color Interior Day Red=-0.47
|
||||
Grading Color Interior Day Green=-0.12
|
||||
Grading Color Interior Day Blue=-0.14
|
||||
Grading Color Factor Interior Night=-0.11
|
||||
Grading Color Factor Interior Day=-0.09
|
||||
Grading Saturation Intensity Interior Night=1.43
|
||||
Grading Saturation Intensity Interior Day=1.46
|
||||
Grading Saturation Contrast Interior Night=1.19
|
||||
Grading Saturation Contrast Interior Day=1.1
|
||||
Grading Value Intensity Interior Night=1.03
|
||||
Grading Value Intensity Interior Day=1.09
|
||||
Grading Value Contrast Interior Night=1.42
|
||||
Grading Value Contrast Interior Day=1.62
|
||||
LUT Blend Interior Night=0.39
|
||||
LUT Blend Interior Day=0.45
|
||||
1066
enbseries/enbeffectpostpass.fx
Normal file
47
enbseries/enbeffectpostpass.fx.ini
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
[ENBEFFECTPOSTPASS.FX]
|
||||
TECHNIQUE=1
|
||||
Enable Block GFX=false
|
||||
Emulated Resolution=0, 0, 0
|
||||
Zoom Factor=0, 0, 0
|
||||
Palette Type=6
|
||||
CGA Palette=1
|
||||
EGA Palette=0
|
||||
Dithering Pattern=4
|
||||
Contrast Modifier=1.3
|
||||
Saturation Modifier=1.2
|
||||
Dither Offset=-0.15
|
||||
Dither Range=0.25
|
||||
Enable ASCII=false
|
||||
ASCII Monochrome=true
|
||||
ASCII Blend=0.0
|
||||
Enable Chroma Key=false
|
||||
Chroma Key Color=0.0, 1.0, 0.0
|
||||
Chroma Key Depth=0.92
|
||||
Enable Dot Matrix=false
|
||||
Dot Size=1
|
||||
Dot Blend=0.4
|
||||
Dot Intensity=1.0
|
||||
Dot Contrast=1.0
|
||||
Enable Curvature=false
|
||||
Curve Chromatic Aberration=0.64
|
||||
Curve Zooming=50.240002
|
||||
Curve Distortion=0.0
|
||||
Curve Sampling Soften=0.0
|
||||
Enable Blur=false
|
||||
Blur Sampling Range=0.15
|
||||
Enable Sharp=false
|
||||
Sharp Sampling Range=0.75
|
||||
Sharpening Amount=3.0
|
||||
Enable Shift=false
|
||||
Shift Sampling Range=0.65
|
||||
Luma Sharpen Enable=true
|
||||
Luma Sharpen Radius=0.8
|
||||
Luma Sharpen Clamp=0.1
|
||||
Luma Sharpen Blending=6.0
|
||||
Emulated Resolution Width=0.0
|
||||
Emulated Resolution Height=0.0
|
||||
Zoom Factor X=0.0
|
||||
Zoom Factor Y=0.0
|
||||
Chroma Key Red=0, 1, 0
|
||||
Chroma Key Green=1.0
|
||||
Chroma Key Blue=0.0
|
||||
33
enbseries/enblens.fx
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
/* This shader intentionally left blank */
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
float4 pos;
|
||||
pos.xyz = IN.pos.xyz;
|
||||
pos.w = 1.0;
|
||||
OUT.pos = pos;
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
float4 PS_Nothing(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
|
||||
{
|
||||
return float4(0.0,0.0,0.0,1.0);
|
||||
}
|
||||
technique11 Nothing
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Nothing()));
|
||||
}
|
||||
}
|
||||
2
enbseries/enblens.fx.ini
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[ENBLENS.FX]
|
||||
TECHNIQUE=0
|
||||
BIN
enbseries/menbdoomlut.png
Normal file
|
After Width: | Height: | Size: 24 KiB |
BIN
enbseries/menbdots.png
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
enbseries/menbfrost.png
Normal file
|
After Width: | Height: | Size: 737 KiB |
BIN
enbseries/menbfrostbump.png
Normal file
|
After Width: | Height: | Size: 2.2 MiB |
57
enbseries/menbglobaldefs.fx
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
/*
|
||||
menbglobaldefs.fx : MariENB3 global shared code.
|
||||
(C)2016 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
/* time of day and interior interpolation */
|
||||
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
|
||||
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
|
||||
#define tod_ind(a) lerp(lerp(a##_n,a##_d,ndfact),a##_i,EInteriorFactor)
|
||||
#define todx_ind(a) lerp(a##_dw*TimeOfDay1.x+a##_sr*TimeOfDay1.y+a##_dy\
|
||||
*TimeOfDay1.z+a##_ss*TimeOfDay1.w+a##_ds*TimeOfDay2.x+a##_nt\
|
||||
*TimeOfDay2.y,a##_i,EInteriorFactor)
|
||||
/* weather macros (not very useful yet) */
|
||||
#define WT_TEMPERATE 0.0
|
||||
#define WT_HOT 1.0
|
||||
#define WT_COLD 2.0
|
||||
#define weatherfactor(id) ((Weather.x==id)?(Weather.y==id)?(1.0):(Weather.z)\
|
||||
:(Weather.y==id)?(1.0-Weather.z):(0.0))
|
||||
/*
|
||||
Explanation of macro, because some of the people reading this likely don't
|
||||
know what a ternary conditional is:
|
||||
|
||||
(WeatherAndTime.x==id) -> transitioning to wanted weather?
|
||||
?(WeatherAndTime.y==id) -> coming from wanted weather?
|
||||
?(1.0) -> if so, always 1
|
||||
:(WeatherAndTime.z) -> if not, return transition
|
||||
:(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
|
||||
?(1.0-WeatherAndTime.z) -> return inverse transition
|
||||
:(0.0) -> otherwise return 0
|
||||
*/
|
||||
/* asset definitions */
|
||||
/* ascii art font */
|
||||
#define FONT_WIDTH 8
|
||||
#define FONT_HEIGHT 4096
|
||||
#define GLYPH_WIDTH 8
|
||||
#define GLYPH_HEIGHT 16
|
||||
#define FONT_LEVELS 255
|
||||
/*
|
||||
aspect correction for certain overlays
|
||||
uncommented : the textures are 1:1 and must be corrected
|
||||
commented : the textures are 16:9 or whatever ratio you use
|
||||
*/
|
||||
//#define ASPECT_LENSDIRT
|
||||
/* texture sizes */
|
||||
#define NOISESIZE 256.0
|
||||
#define HEATSIZE 1024.0
|
||||
#define FROSTSIZE 1024.0
|
||||
/* LUT mode (use only one) - The 256px option was discarded for size reasons */
|
||||
//#define LUTMODE_LEGACY
|
||||
//#define LUTMODE_16
|
||||
#define LUTMODE_64
|
||||
/* some textures can be provided as DDS rather than PNG to save space */
|
||||
//#define HEAT_DDS
|
||||
//#define LENSDIRT_DDS
|
||||
//#define FROST_DDS
|
||||
//#define FROSTBUMP_DDS
|
||||
BIN
enbseries/menbheat.png
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
BIN
enbseries/menblens.png
Normal file
|
After Width: | Height: | Size: 9.6 MiB |
BIN
enbseries/menblut64.png
Normal file
|
After Width: | Height: | Size: 187 KiB |
BIN
enbseries/menbnoise1.png
Normal file
|
After Width: | Height: | Size: 108 KiB |
BIN
enbseries/menbnoise2.png
Normal file
|
After Width: | Height: | Size: 192 KiB |
BIN
enbseries/menbquakelut.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
enbseries/menbvgaluma.png
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
BIN
enbseries/menbvgalut.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
98
enbseries/menbweatherinfo.txt
Normal file
|
|
@ -0,0 +1,98 @@
|
|||
Fallout4
|
||||
|
||||
15E DefaultWeather WARM
|
||||
116B FXDiamondSunlightBounce .
|
||||
116D DiamondWeather .
|
||||
116E DiamondWeatherPastel .
|
||||
16EC IstWeather .
|
||||
29BB8 FXWthrSunlightOffAtNight .
|
||||
2B52A CommonwealthClear WARM
|
||||
6ED5A FXWthrInvertDayNight .
|
||||
747C8 FXConcord01 .
|
||||
7548F FXWthrSunlight .
|
||||
75491 FXWthrSunlightWhite .
|
||||
76A58 FXConcord01OffatNight .
|
||||
777CF FXWthrInvertDayNightWarm .
|
||||
88C57 FXWthrMoonlightOnly .
|
||||
96C61 FXWthrMorningOnly .
|
||||
A1588 NeutralWeather WARM
|
||||
A6858 WorldMapWeather .
|
||||
DB2A1 MQ203Weather .
|
||||
F1033 CommonwealthGSOvercast WARM
|
||||
FF98F PrewarPlayerHouseInteriorWeather WARM
|
||||
108640 FXInstituteDayNightCycle .
|
||||
10D573 FXInstituteDayNightCycleKey .
|
||||
10E3D4 EditorCloudPreview .
|
||||
10F781 TCommonwealthMarshOvercast COLD
|
||||
115C64 GoodneighborWeatherBase .
|
||||
1209AF NeutralOvercast COLD
|
||||
1256FB FXNukeWeather WARM
|
||||
12A18E CommonwealthSanctuaryClear WARM
|
||||
141AB4 FXWthrSunlightWhiteBounce .
|
||||
171621 DefaultInteriorWeatherNoLUT .
|
||||
171636 FXWthrSunlightOffAtNightGlass .
|
||||
191647 FXWthrInvertDayNightGS .
|
||||
1A65E5 ConcMuseumWeather .
|
||||
1A65F0 DefaultInteriorWeather .
|
||||
1A6994 CommonwealthSanctuaryClearNukeFog WARM
|
||||
1BD481 CommonwealthGSFoggy WARM
|
||||
1C3473 CommonwealthFoggy COLD
|
||||
1C3D5E CommonwealthGSRadstorm WARM
|
||||
1C8556 CommonwealthOvercast .
|
||||
1CA7E4 CommonwealthRain COLD
|
||||
1CC186 CommonwealthMisty .
|
||||
1CD096 CommonwealthMistyRainy COLD
|
||||
1D1CEC FXWthrSunlightOffAtNightBlack .
|
||||
1D670E CommonwealthClearestSkies WARM
|
||||
1E5E60 CommonwealthDarkSkies .
|
||||
1EB2FF CommonwealthPolluted WARM
|
||||
1F2529 CommOvercastTest2 .
|
||||
1F61A1 CommonwealthDusty .
|
||||
1F61FD CGPrewarNukeFXWeather WARM
|
||||
20F46C CommonwealthOvercastBackup .
|
||||
211221 VideoVaultExit WARM
|
||||
2115D7 CommonwealthMistyRainyBackup COLD
|
||||
216A98 CommonwealthClearBackup WARM
|
||||
21A563 CommonwealthClearTrailer1 WARM
|
||||
21A564 CommonwealthClearTrailer2 WARM
|
||||
222394 CommonwealthGSRadstormOld WARM
|
||||
22239A CommonwealthRainBackup COLD
|
||||
225922 CommonwealthSanctuaryClearNoAttach COLD
|
||||
226448 CommonwealthDarkSkies3 .
|
||||
2385FB CommonwealthDarkSkies2 .
|
||||
2385FD CommonwealthClear2 WARM
|
||||
2392A2 CommonwealthFoggyBackup COLD
|
||||
2392A3 CommonwealthGSRadstormBackup WARM
|
||||
2392A4 CommonwealthGSFoggyBackup WARM
|
||||
2392A5 CommonwealthMistyBackup .
|
||||
2392A6 CommonwealthSanctuaryClearBackup WARM
|
||||
23AB9C CommonwealthClearBackup2 WARM
|
||||
2486A4 CommonwealthClear_VBFog WARM
|
||||
2486A5 CommonwealthOvercast_VBFog COLD
|
||||
|
||||
DLCCoast
|
||||
|
||||
74C6 DLC03_RadStorm WARM
|
||||
74F2 DLC03_UNUSEDMistyFogWeather COLD
|
||||
74F3 DLC03_TestMistyWeather .
|
||||
74F5 DLC03_RadMistWeather COLD
|
||||
74FA DLC03_RainWeather COLD
|
||||
7FBA DLC03_RadFogWeather COLD
|
||||
9962 DLC03_ClearWeather .
|
||||
23A97 DLC03VirtualWeather01 .
|
||||
247B6 DLC03AtomM01_RadStorm WARM
|
||||
31416 DLC03VirtualWeather01Original .
|
||||
427EB DLC03_RadMistWeatherBeforeGrantMessedItUp COLD
|
||||
45F6F DLC03_ClearWeatherFast WARM
|
||||
54132 DLC03VirtualWeather01OriginalFog .
|
||||
56378 FXWthrWindowNoGlow01 .
|
||||
56638 DLC03_ClearWeatherFastBackup WARM
|
||||
5D0C4 dlc03_radmistweatherFast COLD
|
||||
|
||||
TrueStormsFO4
|
||||
|
||||
859 TrueStormsRadStormRainHeavy COLD
|
||||
85A TrueStormsRadStormRainLight COLD
|
||||
862 TrueStormsRainLight COLD
|
||||
864 TrueStormsMistyRainyLight COLD
|
||||
865 TrueStormsFoggyLight COLD
|
||||