MariENB FO4 3.0.6a
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9 changed files with 210 additions and 208 deletions
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@ -532,9 +532,9 @@ float3 hsv2rgb( float3 c )
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/* prepass */
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float4 ReducePrepass( in float4 col, in float2 coord )
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{
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float3 hsv = rgb2hsv(col);
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float3 hsv = rgb2hsv(col.rgb);
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hsv.y = clamp(hsv.y*bsaturation,0.0,1.0);
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hsv.z = pow(hsv.z,bgamma);
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hsv.z = pow(max(0,hsv.z),bgamma);
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col.rgb = hsv2rgb(saturate(hsv));
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if ( dither == 0 )
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col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
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@ -852,7 +852,7 @@ float4 PS_DotMatrix( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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moire patterns when using the default size of 2x2.
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*/
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float4 dots = TextureDots.Sample(SamplerDots,coord*bresl)*dac;
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float3 tcol = pow((dots.rgb+dots.a),dotpow)*dotmult;
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float3 tcol = pow(max(0,dots.rgb+dots.a),dotpow)*dotmult;
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res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
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return res;
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}
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@ -982,7 +982,7 @@ float4 PS_LumaSharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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crawling += TextureColor.Sample(Sampler,coord+float2(0,1)*bof);
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crawling *= 0.25;
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float4 inmyskin = res-crawling;
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float thesewounds = luminance(inmyskin);
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float thesewounds = luminance(inmyskin.rgb);
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thesewounds = clamp(thesewounds,-lsharpclamp*0.01,lsharpclamp*0.01);
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float4 theywillnotheal = res+thesewounds*lsharpblend;
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return theywillnotheal;
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