MariENB Skyrim 2.2.7
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8 changed files with 109 additions and 80 deletions
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2.2.6-1 "Waifus And Lore"
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2.2.7-1 "Color by Technicolor"
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@ -5,14 +5,14 @@ Emulated Resolution Width=0.0
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Emulated Resolution Height=0.0
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Zoom Factor X=0.0
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Zoom Factor Y=0.0
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Palette Type=1
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Palette Type=3
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CGA Palette=0
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EGA Palette=0
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Dithering Pattern=2
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Contrast Modifier=0.9
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Saturation Modifier=1.5
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Dither Offset=0.0
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Dither Range=0.2
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Contrast Modifier=0.8
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Saturation Modifier=1.0
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Dither Offset=-0.05
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Dither Range=0.1
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Enable ASCII=false
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ASCII Monochrome=false
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ASCII Blend=0.0
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@ -13,9 +13,9 @@ Bloom Saturation Day=1.07
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Bloom Saturation Interior Night=1.05
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Bloom Saturation Interior Day=1.04
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Bloom Offset Night=-0.04
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Bloom Offset Day=-0.05
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Bloom Offset Interior Night=-0.04
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Bloom Offset Interior Day=-0.06
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Bloom Offset Day=-0.08
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Bloom Offset Interior Night=-0.05
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Bloom Offset Interior Day=-0.07
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Bloom Intensity Cap Night=10.0
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Bloom Intensity Cap Day=10.0
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Bloom Intensity Cap Interior Night=10.0
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@ -24,9 +24,9 @@ Adaptation Min Day=0.94
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Adaptation Min Interior Night=0.95
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Adaptation Min Interior Day=0.93
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Adaptation Max Night=1.17
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Adaptation Max Day=1.18
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Adaptation Max Day=1.39
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Adaptation Max Interior Night=1.18
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Adaptation Max Interior Day=1.21
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Adaptation Max Interior Day=1.28
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Enable Tonemapping=true
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Tonemap Shoulder Strength Night=0.87
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Tonemap Shoulder Strength Day=0.84
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@ -52,10 +52,10 @@ Tonemap Toe Denominator Night=0.99
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Tonemap Toe Denominator Day=0.9
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Tonemap Toe Denominator Interior Night=1.04
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Tonemap Toe Denominator Interior Day=1.04
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Tonemap Linear White Night=1.03
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Tonemap Linear White Day=1.07
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Tonemap Linear White Interior Night=1.04
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Tonemap Linear White Interior Day=1.04
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Tonemap Linear White Night=1.12
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Tonemap Linear White Day=1.26
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Tonemap Linear White Interior Night=1.11
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Tonemap Linear White Interior Day=1.21
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Tonemap Before Compensate=false
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Enable Compensate=false
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Compensate Factor Night=0.14
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@ -151,3 +151,5 @@ Enable Vanilla Imagespace=true
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Vanilla Vibrance Blend=1.0
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Vanilla Contrast Blend=1.0
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Use Lighten Blend=true
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Enable Technicolor=true
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Technicolor Blend=1.0
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@ -73,7 +73,7 @@ DOF Fixed Focus Blend Day=0.0
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DOF Fixed Focus Blend Interior Night=0.0
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DOF Fixed Focus Blend Interior Day=0.0
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DOF Fixed Unfocus Intensity Night=1.16
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DOF Fixed Unfocus Intensity Day=1.12
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DOF Fixed Unfocus Intensity Day=1.2
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DOF Fixed Unfocus Intensity Interior Night=1.18
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DOF Fixed Unfocus Intensity Interior Day=1.14
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DOF Fixed Unfocus Contrast Night=99.099998
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@ -97,8 +97,8 @@ DOF Relative to FOV=true
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Default FOV=75.0
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DOF Relative Factor Night=2.76
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DOF Relative Factor Day=2.9
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DOF Relative Factor Interior Night=2.65
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DOF Relative Factor Interior Day=2.73
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DOF Relative Factor Interior Night=2.8
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DOF Relative Factor Interior Day=2.93
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Debug Depth=false
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Debug Focus=false
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Enable Depth Edge Detect=false
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@ -364,6 +364,16 @@ float3 GradingPal( float3 res )
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palt.b = tex2D(_s7,coord).b;
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return lerp(res,palt,palblend);
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}
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/* I think this Technicolor implementation is correct... maybe */
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float3 Technicolor( float3 res )
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{
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res = clamp(res,0.0,1.0);
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float red = 1.0-(res.r-(res.g+res.b)*0.5);
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float green = 1.0-(res.g-(res.r+res.b)*0.5);
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float blue = 1.0-(res.b-(res.r+res.g)*0.5);
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float3 tint = float3(green*blue,red*blue,red*green)*res;
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return lerp(res,res+0.5*(tint-res),techblend);
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}
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/* post-pass dithering, something apparently only my ENB does */
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float3 Dither( float3 res, float2 coord )
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{
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@ -455,6 +465,7 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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else res.rgb += bcol;
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if ( lutenable ) res.rgb = GradingLUT(res.rgb);
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if ( palenable ) res.rgb = GradingPal(res.rgb);
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if ( techenable ) res.rgb = Technicolor(res.rgb);
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if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
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#ifdef FALLOUT
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res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
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@ -708,6 +708,22 @@ float palblend
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<
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string UIName = "Palette Blend";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {1.0};
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/* technicolor shader */
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string str_tech = "Technicolor";
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bool techenable
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<
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string UIName = "Enable Technicolor";
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string UIWidget = "Checkbox";
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> = {false};
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float techblend
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<
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string UIName = "Technicolor Blend";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {1.0};
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string str_dither = "Dithering";
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bool dodither
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