diff --git a/Logo.png b/Logo.png
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index 0000000..dba3d72
Binary files /dev/null and b/Logo.png differ
diff --git a/README.md b/README.md
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--- /dev/null
+++ b/README.md
@@ -0,0 +1,13 @@
+
+
+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.
\ No newline at end of file
diff --git a/enbseries.ini b/enbseries.ini
deleted file mode 100644
index 9a9b750..0000000
--- a/enbseries.ini
+++ /dev/null
@@ -1,152 +0,0 @@
-[GLOBAL]
-UseEffect=true
-[EFFECT]
-UseOriginalPostProcessing=false
-UseOriginalObjectsProcessing=false
-EnableBloom=true
-EnableLens=false
-EnableAdaptation=true
-EnableDepthOfField=true
-EnableAmbientOcclusion=true
-EnableDetailedShadow=false
-EnableSunRays=true
-EnableSunGlare=false
-[COLORCORRECTION]
-UsePaletteTexture=true
-UseProceduralCorrection=false
-Brightness=1.0
-GammaCurve=1.0
-[NIGHTDAY]
-DetectorDefaultDay=false
-DetectorLevelDay=0.8
-DetectorLevelNight=0.4
-DetectorLevelCurve=2.0
-[ADAPTATION]
-ForceMinMaxValues=false
-AdaptationSensitivity=0.2
-AdaptationTime=0.65
-AdaptationMin=0.0
-AdaptationMax=1.0
-[BLOOM]
-Quality=0
-AmountDay=1.0
-AmountNight=1.0
-AmountInterior=1.0
-BlueShiftAmountDay=1.0
-BlueShiftAmountNight=1.0
-BlueShiftAmountInterior=1.0
-[LENS]
-LenzReflectionIntensityDay=1.0
-LenzReflectionIntensityNight=1.0
-LenzReflectionIntensityInterior=1.0
-LenzReflectionPowerDay=1.0
-LenzReflectionPowerNight=1.0
-LenzReflectionPowerInterior=1.0
-LenzDirtIntensityDay=1.0
-LenzDirtIntensityNight=1.0
-LenzDirtIntensityInterior=1.0
-LenzDirtPowerDay=1.0
-LenzDirtPowerNight=1.0
-LenzDirtPowerInterior=1.0
-[SSAO_SSIL]
-EnableSupersampling=true
-UseIndirectLighting=true
-SamplingQuality=0
-SamplingPrecision=0
-SamplingRange=0.25
-FadeFogRangeDay=3.0
-FadeFogRangeNight=3.0
-SizeScale=0.5
-SourceTexturesScale=0.5
-FilterQuality=0
-AOAmount=1.42
-AOAmountInterior=1.25
-ILAmount=2.31
-ILAmountInterior=2.12
-AOIntensity=1.55
-AOIntensityInterior=1.39
-AOType=0
-AOMixingType=2
-AOMixingTypeInterior=2
-EnableDenoiser=true
-[ENVIRONMENT]
-LightingIntensityDay=1.17
-LightingIntensityNight=1.15
-LightingIntensityInterior=1.1
-LightingCurveDay=1.18
-LightingCurveNight=1.07
-LightingCurveInterior=1.06
-LightingDesaturationDay=0.0
-LightingDesaturationNight=0.0
-LightingDesaturationInterior=0.0
-AmbientLightingIntensityDay=0.57
-AmbientLightingIntensityNight=0.51
-AmbientLightingIntensityInterior=0.56
-AmbientLightingCurveDay=1.12
-AmbientLightingCurveNight=1.1
-AmbientLightingCurveInterior=1.01
-AmbientLightingDesaturationDay=0.1
-AmbientLightingDesaturationNight=0.14
-AmbientLightingDesaturationInterior=0.2
-FogColorMultiplierDay=1.02
-FogColorMultiplierNight=0.92
-FogColorMultiplierInterior=0.95
-FogColorCurveDay=1.11
-FogColorCurveNight=1.04
-FogColorCurveInterior=1.07
-[SKY]
-Enable=true
-StarsIntensity=1.27
-StarsCurve=1.08
-CloudsIntensityDay=1.02
-CloudsIntensityNight=0.89
-CloudsCurveDay=0.98
-CloudsCurveNight=0.92
-CloudsDesaturationDay=0.0
-CloudsDesaturationNight=0.0
-CloudsEdgeClamp=0.5
-CloudsEdgeIntensity=1.0
-GradientIntensityDay=1.11
-GradientIntensityNight=0.96
-GradientDesaturationDay=0.0
-GradientDesaturationNight=0.0
-GradientTopIntensityDay=1.08
-GradientTopIntensityNight=0.98
-GradientTopCurveDay=0.81
-GradientTopCurveNight=1.13
-GradientMiddleIntensityDay=1.07
-GradientMiddleIntensityNight=1.11
-GradientMiddleCurveDay=1.08
-GradientMiddleCurveNight=1.23
-GradientHorizonIntensityDay=1.22
-GradientHorizonIntensityNight=1.36
-GradientHorizonCurveDay=1.19
-GradientHorizonCurveNight=1.24
-SunIntensity=3.23
-SunDesaturation=0.0
-SunCoronaIntensity=0.001
-SunCoronaCurve=1.0
-SunCoronaDesaturation=0.0
-MoonIntensity=0.63
-MoonCurve=0.94
-MoonDesaturation=0.0
-MoonCoronaIntensity=3.751
-[DEPTHOFFIELD]
-FadeTime=0.4
-[SHADOW]
-DetailedShadowQuality=1
-ShadowDesaturation=0.0
-[RAYS]
-SunRaysMultiplier=0.36
-[PARTICLES]
-ParticlesIntensityDay=1.05
-ParticlesIntensityNight=0.75
-ParticlesIntensityInterior=0.97
-[FIRE]
-FireIntensityDay=1.14
-FireIntensityNight=1.27
-FireIntensityInterior=1.21
-[LIGHTEMITTERS]
-LightEmittersIntensityDay=1.11
-LightEmittersIntensityNight=1.41
-LightEmittersIntensityInterior=1.22
diff --git a/enbseries/COPYING b/enbseries/COPYING
deleted file mode 100644
index 94a9ed0..0000000
--- a/enbseries/COPYING
+++ /dev/null
@@ -1,674 +0,0 @@
- GNU GENERAL PUBLIC LICENSE
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-sale, or importing the Program or any portion of it.
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- 11. Patents.
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-License of the Program or a work on which the Program is based. The
-work thus licensed is called the contributor's "contributor version".
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-(such as an express permission to practice a patent or covenant not to
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-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
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- If, pursuant to or in connection with a single transaction or
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-covered work, and grant a patent license to some of the parties
-receiving the covered work authorizing them to use, propagate, modify
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-you grant is automatically extended to all recipients of the covered
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- 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
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-to the third party based on the extent of your activity of conveying
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-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.
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- 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
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-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
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-section 13, concerning interaction through a network will apply to the
-combination as such.
-
- 14. Revised Versions of this License.
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- 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
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-version or of any later version published by the Free Software
-Foundation. If the Program does not specify a version number of the
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- If the Program specifies that a proxy can decide which future
-versions of the GNU General Public License can be used, that proxy's
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-to choose that version for the Program.
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-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.
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- END OF TERMS AND CONDITIONS
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-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.
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-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.
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- Copyright (C)
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- 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 .
-
-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:
-
- Copyright (C)
- 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".
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- 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
-.
-
- 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
-.
diff --git a/enbseries/VERSION b/enbseries/VERSION
deleted file mode 100644
index 24d01ad..0000000
--- a/enbseries/VERSION
+++ /dev/null
@@ -1 +0,0 @@
-2.7.0nv "A Kick in the Head"
diff --git a/enbseries/effect.txt b/enbseries/effect.txt
deleted file mode 100644
index 52a611a..0000000
--- a/enbseries/effect.txt
+++ /dev/null
@@ -1,11 +0,0 @@
-/*
- effect.txt : MariENB extra shader.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* separate for easier maintenance */
-#include "menbglobaldefs.fx"
-#include "menbextrasettings.fx"
-#include "menbextrainternals.fx"
-#include "menbextrafilters.fx"
diff --git a/enbseries/effect.txt.ini b/enbseries/effect.txt.ini
deleted file mode 100644
index 4f16069..0000000
--- a/enbseries/effect.txt.ini
+++ /dev/null
@@ -1,40 +0,0 @@
-[EFFECT.TXT]
-TECHNIQUE=0
-Enable Oil Filter=false
-Enable FXAA=false
-FXAA Span Max=4.0
-FXAA Reduce Mul=16.0
-FXAA Reduce Min=128.0
-Enable Chroma Key=false
-Chroma Key Red=0.0
-Chroma Key Green=0.5
-Chroma Key Blue=0.0
-Chroma Key Depth=0.99
-Chroma Key Depth Horizontal Tilt Center=0.5
-Chroma Key Depth Vertical Tilt Center=0.5
-Chroma Key Depth Horizontal Tilt=0.0
-Chroma Key Depth Vertical Tilt=0.0
-Enable Blur=true
-Blur Sampling Range=0.18
-Enable Sharp=true
-Sharp Sampling Range=0.51
-Sharpening Amount=1.26
-Enable Shift=true
-Shift Sampling Range=0.5
-Enable Black Bars=false
-Box Horizontal Ratio=2.39
-Box Vertical Ratio=1.0
-Enable Vignette=false
-Enable Border Blur=false
-Vignette Shape=2
-Vignette Blending Mode=2
-Vignette Contrast=14.299999
-Vignette Intensity=0.93
-Vignette Shift=0.0
-Vignette Color Red=-0.04
-Vignette Color Green=-0.07
-Vignette Color Blue=-0.12
-Border Blur Contrast=2.24
-Border Blur Intensity=1.64
-Border Blur Shift=0.0
-Border Blur Radius=1.0
diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx
deleted file mode 100644
index 7063e72..0000000
--- a/enbseries/enbbloom.fx
+++ /dev/null
@@ -1,11 +0,0 @@
-/*
- enbbloom.fx : MariENB bloom filter.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* separate for easier maintenance */
-#include "menbglobaldefs.fx"
-#include "menbbloomsettings.fx"
-#include "menbbloominternals.fx"
-#include "menbbloomfilters.fx"
diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini
deleted file mode 100644
index ec9fa95..0000000
--- a/enbseries/enbbloom.fx.ini
+++ /dev/null
@@ -1,61 +0,0 @@
-[ENBBLOOM.FX]
-TECHNIQUE=0
-Bloom Intensity Night=0.33
-Bloom Intensity Day=0.27
-Bloom Intensity Interior=0.3
-Bloom Contrast Night=1.02
-Bloom Contrast Day=1.03
-Bloom Contrast Interior=1.01
-Bloom Saturation Night=1.09
-Bloom Saturation Day=1.06
-Bloom Saturation Interior=1.13
-Bloom Offset Night=-0.2
-Bloom Offset Day=-0.26
-Bloom Offset Interior=-0.23
-Bloom Intensity Cap Night=25.0
-Bloom Intensity Cap Day=25.0
-Bloom Intensity Cap Interior=25.0
-Bloom Blur Radius X=1.0
-Bloom Blur Radius Y=1.0
-Blue Shift Night Red=0.7
-Blue Shift Night Green=0.4
-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 Red=0.6
-Blue Shift Interior Green=0.3
-Blue Shift Interior Blue=1.0
-Blue Shift Intensity Night=0.31
-Blue Shift Intensity Day=0.22
-Blue Shift Intensity Interior=0.38
-Blue Shift Luminance Factor Per-pass=0.41
-Blue Shift Color Factor Per-pass=0.9
-Enable Anamorphic Bloom=true
-Anamorphic Bloom Blend Night=0.42
-Anamorphic Bloom Blend Day=0.31
-Anamorphic Bloom Blend Interior=0.46
-Anamorphic Bloom Blue Shift Night Red=0.35
-Anamorphic Bloom Blue Shift Night Green=0.08
-Anamorphic Bloom Blue Shift Night Blue=1.0
-Anamorphic Bloom Blue Shift Day Red=0.35
-Anamorphic Bloom Blue Shift Day Green=0.57
-Anamorphic Bloom Blue Shift Day Blue=1.0
-Anamorphic Bloom Blue Shift Interior Red=0.42
-Anamorphic Bloom Blue Shift Interior Green=0.21
-Anamorphic Bloom Blue Shift Interior Blue=1.0
-Anamorphic Bloom Blue Shift Intensity Night=0.89
-Anamorphic Bloom Blue Shift Intensity Day=0.83
-Anamorphic Bloom Blue Shift Intensity Interior=0.96
-Anamorphic Bloom Contrast Night=1.22
-Anamorphic Bloom Contrast Day=1.34
-Anamorphic Bloom Contrast Interior=1.28
-Anamorphic Bloom Radius Multiplier=1.0
-Bloom Pass 1 Blend=0.33
-Bloom Pass 2 Blend=0.45
-Bloom Pass 3 Blend=0.57
-Bloom Pass 4 Blend=0.74
-Bloom Pass 7 Blend=0.85
-Bloom Pass 8 Blend=1.05
-Bloom Prepass Blend=0.0
-Bloom Base Blend=0.0
diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx
deleted file mode 100644
index 1935de6..0000000
--- a/enbseries/enbeffect.fx
+++ /dev/null
@@ -1,13 +0,0 @@
-/*
- enbeffect.fx : MariENB base shader.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* do not touch this! */
-#define E_SHADER_3_0
-/* separate for easier maintenance */
-#include "menbglobaldefs.fx"
-#include "menbeffectsettings.fx"
-#include "menbeffectinternals.fx"
-#include "menbeffectfilters.fx"
diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini
deleted file mode 100644
index 5c7c6b2..0000000
--- a/enbseries/enbeffect.fx.ini
+++ /dev/null
@@ -1,139 +0,0 @@
-[ENBEFFECT.FX]
-TECHNIQUE=0
-Fixed Resolution Width=1920
-Fixed Resolution Height=1080
-Distortion Chromatic Aberration=0.0
-Enable Screen Frost=false
-Frost Contrast=1.0
-Frost Strength=0.0
-Frost Radial Contrast=1.0
-Frost Radial Intensity=1.0
-Frost Radial Offset=0.0
-Frost Texture Blend=0.0
-Frost Texture Blend Contrast=1.0
-Frost Texture Size=1.0
-Frost Factor Night=1.0
-Frost Factor Day=1.0
-Frost Factor Interior=1.0
-Enable Grain=true
-Grain Speed=15.0
-Grain Intensity=0.030001
-Grain Saturation=-0.49
-Grain Two-Pass=true
-Grain Blending Mode=3
-Grain Dark Mask Contrast=23.380001
-Grain Two-Pass Factor=0.04
-Grain Magnification 1=15.13
-Grain Magnification 2=15.3
-Grain Magnification 3=13.15
-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=9.42
-Grain Pass 2 Magnification 3=6.29
-Grain Contrast=3.0
-Apply Grain Before Tone Mapping=true
-Enable Dirt=false
-Dirt Coord Factor=0.1
-Dirt Luminance Factor=0.0
-Dirt Coord Zoom=3.0
-Dirt Luminance Zoom=1.0
-Enable Adaptation=true
-Adaptation Min Night=0.58
-Adaptation Min Day=0.85
-Adaptation Min Interior=0.6
-Adaptation Max Night=1.53
-Adaptation Max Day=1.86
-Adaptation Max Interior=1.43
-Tonemapping Method=2
-Tonemap Exposure Night=1.76
-Tonemap Exposure Day=1.849999
-Tonemap Exposure Interior=1.66
-Tonemap Blend Night=1.0
-Tonemap Blend Day=1.0
-Tonemap Blend Interior=1.0
-Uncharted2 Shoulder Strength Night=0.22
-Uncharted2 Shoulder Strength Day=0.25
-Uncharted2 Shoulder Strength Interior=0.21
-Uncharted2 Linear Strength Night=1.68
-Uncharted2 Linear Strength Day=1.72
-Uncharted2 Linear Strength Interior=1.63
-Uncharted2 Linear Angle Night=0.7
-Uncharted2 Linear Angle Day=0.74
-Uncharted2 Linear Angle Interior=0.72
-Uncharted2 Toe Strength Night=1.2
-Uncharted2 Toe Strength Day=1.22
-Uncharted2 Toe Strength Interior=1.26
-Uncharted2 Toe Numerator Night=4.21
-Uncharted2 Toe Numerator Day=4.25
-Uncharted2 Toe Numerator Interior=4.28
-Uncharted2 Toe Denominator Night=1.32
-Uncharted2 Toe Denominator Day=1.34
-Uncharted2 Toe Denominator Interior=1.39
-Uncharted2 Linear White Night=14.51
-Uncharted2 Linear White Day=12.29
-Uncharted2 Linear White Interior=19.4
-Enable RGB Grading=true
-Grading Intensity Night Red=1.03
-Grading Intensity Night Green=1.01
-Grading Intensity Night Blue=1.06
-Grading Intensity Day Red=1.01
-Grading Intensity Day Green=1.0
-Grading Intensity Day Blue=1.03
-Grading Intensity Interior Red=1.0
-Grading Intensity Interior Green=1.05
-Grading Intensity Interior Blue=1.01
-Grading Contrast Night Red=0.98
-Grading Contrast Night Green=0.99
-Grading Contrast Night Blue=0.93
-Grading Contrast Day Red=0.94
-Grading Contrast Day Green=0.99
-Grading Contrast Day Blue=0.91
-Grading Contrast Interior Red=0.95
-Grading Contrast Interior Green=0.99
-Grading Contrast Interior Blue=0.96
-Enable Vibrance Grading=true
-Grading Color Night Red=-0.61
-Grading Color Night Green=-0.12
-Grading Color Night Blue=-0.85
-Grading Color Day Red=-0.77
-Grading Color Day Green=-0.07
-Grading Color Day Blue=-0.24
-Grading Color Interior Red=-0.21
-Grading Color Interior Green=-0.05
-Grading Color Interior Blue=-0.79
-Grading Color Factor Night=-0.16
-Grading Color Factor Day=-0.09
-Grading Color Factor Interior=-0.1
-Enable HSV Grading=true
-Grading Saturation Intensity Night=1.23
-Grading Saturation Intensity Day=1.17
-Grading Saturation Intensity Interior=1.16
-Grading Saturation Contrast Night=1.14
-Grading Saturation Contrast Day=1.04
-Grading Saturation Contrast Interior=1.05
-Grading Value Intensity Night=0.98
-Grading Value Intensity Day=0.97
-Grading Value Intensity Interior=0.96
-Grading Value Contrast Night=1.12
-Grading Value Contrast Day=1.06
-Grading Value Contrast Interior=1.08
-Colorize After HSV=true
-Enable Vanilla Imagespace=true
-Vanilla Tint Blend=0.96
-Vanilla Vibrance Blend=0.9
-Vanilla Contrast Blend=0.84
-Vanilla Tint Contrast=1.14
-Vanilla Tint Strength=1.0
-Vanilla Vibrance Contrast=1.08
-Vanilla Vibrance Strength=1.0
-Enable LUT Grading=true
-LUT Blend Night=0.67
-LUT Blend Day=0.61
-LUT Blend Interior=0.76
-Enable Technicolor=true
-Technicolor Blend=0.5
-Enable Post Dither=true
-Dither Pattern=2
-Display Bloom=false
diff --git a/enbseries/enbeffectprepass.fx b/enbseries/enbeffectprepass.fx
deleted file mode 100644
index 19d8c55..0000000
--- a/enbseries/enbeffectprepass.fx
+++ /dev/null
@@ -1,11 +0,0 @@
-/*
- enbeffectprepass.fx : MariENB pre-pass filters.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* separate for easier maintenance */
-#include "menbglobaldefs.fx"
-#include "menbprepasssettings.fx"
-#include "menbprepassinternals.fx"
-#include "menbprepassfilters.fx"
diff --git a/enbseries/enbeffectprepass.fx.ini b/enbseries/enbeffectprepass.fx.ini
deleted file mode 100644
index 97ed66a..0000000
--- a/enbseries/enbeffectprepass.fx.ini
+++ /dev/null
@@ -1,211 +0,0 @@
-[ENBEFFECTPREPASS.FX]
-TECHNIQUE=0
-Fixed Resolution Width=1920
-Fixed Resolution Height=1080
-Depth Cutoff=999999.0
-Near Z=0.05
-Far Z=3098.0
-Distortion Chromatic Aberration=27.469999
-Enable Hot Air Refraction=true
-Heat Texture Size=8.16
-Heat Speed=0.36
-Heat Fade Contrast=231.910004
-Heat Fade Intensity=0.72
-Heat Fade Offset=-0.63
-Heat Intensity=0.64
-Heat Contrast=1.18
-Heat Factor Night=-0.98
-Heat Factor Day=1.37
-Heat Factor Interior=0.0
-Focus Mode=1
-Display Focus Points=false
-Manual Focus Depth=1.0
-Focus Point Center X=50.0
-Focus Point Center Y=50.0
-Focus Triangle Angle=0.5
-Focus Triangle Radius Night=6.0
-Focus Triangle Radius Day=10.0
-Focus Triangle Radius Interior=4.0
-Focus Triangle Blending Night=0.4
-Focus Triangle Blending Day=0.3
-Focus Triangle Blending Interior=0.5
-Focus Maximum Depth Night=990.349976
-Focus Maximum Depth Day=994.340027
-Focus Maximum Depth Interior=984.919983
-DOF Intensity Night=481.829987
-DOF Intensity Day=449.019989
-DOF Intensity Interior=496.119995
-DOF Contrast Night=2.93
-DOF Contrast Day=3.33
-DOF Contrast Interior=3.08
-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=0.0
-DOF Fixed Focus Shift Day=0.0
-DOF Fixed Focus Shift Interior=0.0
-DOF Fixed Focus Blend Night=0.0
-DOF Fixed Focus Blend Day=0.0
-DOF Fixed Focus Blend Interior=0.0
-DOF Fixed Focus Depth=0.0
-DOF Fixed Focus Cap=1.0
-DOF Fixed Unfocus Intensity Night=1.13
-DOF Fixed Unfocus Intensity Day=1.08
-DOF Fixed Unfocus Intensity Interior=1.02
-DOF Fixed Unfocus Contrast Night=229.100006
-DOF Fixed Unfocus Contrast Day=324.540009
-DOF Fixed Unfocus Contrast Interior=188.509995
-DOF Fixed Unfocus Shift Night=-1.09
-DOF Fixed Unfocus Shift Day=-1.13
-DOF Fixed Unfocus Shift Interior=-1.18
-DOF Fixed Unfocus Blend Night=1.0
-DOF Fixed Unfocus Blend Day=1.0
-DOF Fixed Unfocus Blend Interior=1.0
-DOF Fixed Unfocus Depth=0.0
-DOF Fixed Use Cutoff=true
-Disable DOF=false
-Use Only Fixed DOF=false
-DOF Gather Blur Radius=8.0
-Enable DOF Post-Blur=true
-DOF Post-Blur Radius=1.0
-DOF Blur Chromatic Aberration=2.34
-Enable DOF Highlights=true
-DOF Highlight Threshold=0.53
-DOF Highlight Gain=2.32
-DOF Bokeh Blur Radius=1.79
-DOF Bokeh Edge Bias=0.63
-DOF Bokeh Fuzz=0.05
-Focus Plane Horizontal Tilt Center=0.5
-Focus Plane Vertical Tilt Center=0.5
-Focus Plane Horizontal Tilt=0.0
-Focus Plane Vertical Tilt=0.0
-DOF Minimum Blur=0.01
-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=500.0
-Edgevision Fade Intensity Day=500.0
-Edgevision Fade Intensity Interior=500.0
-Edgevision Contrast=0.25
-Edgevision Intensity=4.0
-Edgevision Radius=1.0
-Invert Edgevision=false
-Blend Edgevision=false
-Enable Edge Detect=false
-Edge Detect Contrast=1.0
-Edge Detect Intensity=1.0
-Edge Detect Radius=1.0
-Invert Edge Detect=false
-Blend Edge Detect=false
-Enable Linevision=false
-Linevision Fade Contrast Night=1.5
-Linevision Fade Contrast Day=1.5
-Linevision Fade Contrast Interior=1.5
-Linevision Fade Intensity Night=500.0
-Linevision Fade Intensity Day=500.0
-Linevision Fade Intensity Interior=500.0
-Linevision Contrast=1.0
-Linevision Intensity=1.0
-Linevision Radius=1.0
-Linevision Threshold=0.25
-Invert Linevision=false
-Blend Linevision=false
-Enable Custom Fog=false
-Fog Contrast=1.0
-Fog Intensity=1.0
-Fog Shift=0.0
-Fog ColorX=1.0
-Fog ColorY=1.0
-Fog ColorZ=1.0
-Limbo Mode=false
-Enable SSAO=false
-SSAO Radius=0.05
-SSAO Noise=0
-SSAO Fade Contrast Night=0.53
-SSAO Fade Contrast Day=0.47
-SSAO Fade Contrast Interior=0.43
-SSAO Fade Intensity Night=14.083
-SSAO Fade Intensity Day=14.84
-SSAO Fade Intensity Interior=16.68
-SSAO Intensity=1.25
-SSAO Contrast=0.65
-SSAO Shift=-0.5
-SSAO Blending=0.8
-SSAO Blur=true
-SSAO Bilateral Factor=1500.0
-SSAO Range=40.0
-SSAO Range Min=0.0
-SSAO Blur Radius=1.0
-Debug SSAO=false
-Sharpen Enable=true
-Sharpen Radius=0.8
-Sharpen Clamp=0.05
-Sharpen Blending=8.0
-Depth Grading Center Depth=0.0
-Depth Grading Contrast Night=126.330002
-Depth Grading Contrast Day=155.559998
-Depth Grading Contrast Interior=169.070007
-Depth Grading Intensity Night=1.27
-Depth Grading Intensity Day=1.15
-Depth Grading Intensity Interior=1.29
-Depth Grading Shift Night=-0.64
-Depth Grading Shift Day=-0.73
-Depth Grading Shift Interior=-0.9
-Depth Grading Blend Night=1.0
-Depth Grading Blend Day=1.0
-Depth Grading Blend Interior=1.0
-Enable RGB Grading=true
-Grading Intensity Night Red=1.0
-Grading Intensity Night Green=0.96
-Grading Intensity Night Blue=0.88
-Grading Intensity Day Red=1.0
-Grading Intensity Day Green=0.96
-Grading Intensity Day Blue=0.91
-Grading Intensity Interior Red=1.0
-Grading Intensity Interior Green=0.95
-Grading Intensity Interior Blue=0.89
-Grading Contrast Night Red=1.0
-Grading Contrast Night Green=0.92
-Grading Contrast Night Blue=0.83
-Grading Contrast Day Red=1.0
-Grading Contrast Day Green=0.91
-Grading Contrast Day Blue=0.81
-Grading Contrast Interior Red=1.0
-Grading Contrast Interior Green=0.92
-Grading Contrast Interior Blue=0.81
-Enable Vibrance Grading=true
-Grading Color Night Red=-0.14
-Grading Color Night Green=-0.58
-Grading Color Night Blue=-1.38
-Grading Color Day Red=-0.16
-Grading Color Day Green=-0.39
-Grading Color Day Blue=-1.04
-Grading Color Interior Red=-0.16
-Grading Color Interior Green=-0.39
-Grading Color Interior Blue=-1.38
-Grading Color Factor Night=-0.2
-Grading Color Factor Day=-0.24
-Grading Color Factor Interior=-0.27
-Enable HSV Grading=true
-Grading Saturation Intensity Night=1.28
-Grading Saturation Intensity Day=1.31
-Grading Saturation Intensity Interior=1.26
-Grading Saturation Contrast Night=1.19
-Grading Saturation Contrast Day=1.12
-Grading Saturation Contrast Interior=1.24
-Grading Value Intensity Night=0.42
-Grading Value Intensity Day=0.97
-Grading Value Intensity Interior=0.63
-Grading Value Contrast Night=0.6
-Grading Value Contrast Day=0.43
-Grading Value Contrast Interior=0.57
-Colorize After HSV=true
diff --git a/enbseries/enblens.fx b/enbseries/enblens.fx
deleted file mode 100644
index b9e0349..0000000
--- a/enbseries/enblens.fx
+++ /dev/null
@@ -1,57 +0,0 @@
-/*
- enblens.fx : MariENB Lens filters.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord0.xy = IN.txcoord0.xy;
- return OUT;
-}
-float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR
-{
- return 0.0;
-}
-technique Draw
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Dummy();
- PixelShader = compile ps_3_0 PS_Dummy();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SeparateAlphaBlendEnable = FALSE;
- SRGBWriteEnable = FALSE;
- }
-}
-technique LensPostPass
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Dummy();
- PixelShader = compile ps_3_0 PS_Dummy();
- AlphaBlendEnable = TRUE;
- SrcBlend = ONE;
- DestBlend = ONE;
- ColorWriteEnable = RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaTestEnable = FALSE;
- SeparateAlphaBlendEnable = FALSE;
- SRGBWriteEnable = FALSE;
- }
-}
diff --git a/enbseries/enblens.fx.ini b/enbseries/enblens.fx.ini
deleted file mode 100644
index d1938c1..0000000
--- a/enbseries/enblens.fx.ini
+++ /dev/null
@@ -1,2 +0,0 @@
-[ENBLENS.FX]
-TECHNIQUE=0
diff --git a/enbseries/enbpalette.bmp b/enbseries/enbpalette.bmp
deleted file mode 100644
index 7298fcf..0000000
Binary files a/enbseries/enbpalette.bmp and /dev/null differ
diff --git a/enbseries/enbraindrops.tga b/enbseries/enbraindrops.tga
deleted file mode 100644
index 38062ef..0000000
Binary files a/enbseries/enbraindrops.tga and /dev/null differ
diff --git a/enbseries/enbsunsprite.fx b/enbseries/enbsunsprite.fx
deleted file mode 100644
index 20f86fe..0000000
--- a/enbseries/enbsunsprite.fx
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
- enbsunsprite.fx : MariENB sun sprite filters.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* This shader intentionally does nothing */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.vpos = pos;
- OUT.txcoord.xy = IN.txcoord.xy;
- return OUT;
-}
-float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- return 0.0;
-}
-technique Draw
-{
- pass P0
- {
- VertexShader = compile vs_3_0 VS_Dummy();
- PixelShader = compile ps_3_0 PS_Dummy();
- AlphaBlendEnable = TRUE;
- SrcBlend = ONE;
- DestBlend = ONE;
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/enbsunsprite.fx.ini b/enbseries/enbsunsprite.fx.ini
deleted file mode 100644
index cf7763b..0000000
--- a/enbseries/enbsunsprite.fx.ini
+++ /dev/null
@@ -1,2 +0,0 @@
-[ENBSUNSPRITE.FX]
-TECHNIQUE=0
diff --git a/enbseries/menbbloomfilters.fx b/enbseries/menbbloomfilters.fx
deleted file mode 100644
index 84b9a9c..0000000
--- a/enbseries/menbbloomfilters.fx
+++ /dev/null
@@ -1,236 +0,0 @@
-/*
- menbbloomfilters.fx : MariENB bloom shader routines.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
-{
- VS_OUTPUT_POST OUT;
- float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1);
- OUT.vpos = pos;
- OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.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 bloomcap ) hsv.z = bloomcap;
- res.rgb = hsv2rgb(hsv);
- res = max(res+bloombump,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;
-}
-/* Horizontal blur step goes here */
-float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
-{
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0);
- int i;
- float sum = 0;
- float inc = TempParameters.z*bloomradiusx;
- float2 pp;
- [unroll] for ( i=-7; i<=7; i++ )
- {
- pp = coord+float2(i,0)*inc;
- res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
- sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0;
- }
- res *= 1.0/sum;
- res.a = 1.0;
- return res;
-}
-/* This is the vertical step */
-float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
-{
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
- int i;
- float sum = 0;
- float inc = TempParameters.z*bloomradiusy;
- float2 pp;
- [unroll] for ( i=-7; i<=7; i++ )
- {
- pp = coord+float2(0,i)*inc;
- res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
- sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0;
- }
- res *= 1.0/sum;
- /* blue shift */
- float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
- float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
- float3 blu_i = float3(blu_i_r,blu_i_g,blu_i_b);
- float3 blu = tod_ind(blu);
- float bsi = tod_ind(bsi);
- float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*bsi;
- lm = lm/(1.0+lm);
- lm *= 1.0-saturate((TempParameters.w-1.0)*bslp);
- blu = saturate(blu+(TempParameters.w-1.0)*bsbp);
- res.rgb *= lerp(1.0,blu,lm);
- res.a = 1.0;
- return res;
-}
-/*
- Horizontal anamorphic bloom step. This is somewhat realistic except that
- most lenses (e.g.: glasses, both convex and concave) cause VERTICAL
- anamorphic bloom due to their curvature. However since ENB doesn't let me
- switch the order of the blurring, it's impossible to do so. I don't really
- have a problem with that, this also looks nice.
-
- 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_AnamPass(VS_OUTPUT_POST In) : COLOR
-{
- if ( !alfenable ) return float4(0,0,0,1);
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
- int i;
- float sum = 0;
- float inc = TempParameters.z*bloomradiusx*flen;
- float2 pp;
- [unroll] for ( i=-79; i<=79; i++ )
- {
- pp = coord+float2(i,0)*inc;
- res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
- sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
- }
- res *= 1.0/sum;
- /* blue shift */
- float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
- float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
- float3 flu_i = float3(flu_i_r,flu_i_g,flu_i_b);
- float3 flu = tod_ind(flu);
- float fsi = tod_ind(fsi);
- float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*fsi;
- lm = lm/(1.0+lm);
- float fbl = tod_ind(fbl);
- float fpw = tod_ind(fpw);
- res.rgb *= lerp(1.0,flu,lm);
- res.rgb = pow(max(0,res.rgb),fpw)*fbl;
- res.a = 1.0;
- return res;
-}
-/* end pass, mix it all up */
-float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
-{
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0);
- res += bloommix1*tex2D(SamplerBloomC1,coord); // P1
- res += bloommix2*tex2D(SamplerBloomC2,coord); // P2
- res += bloommix3*tex2D(SamplerBloomC3,coord); // P3
- res += bloommix4*tex2D(SamplerBloomC4,coord); // P4
- res += bloommix5*tex2D(SamplerBloomC5,coord); // Prepass
- res += bloommix6*tex2D(SamplerBloomC6,coord); // Base
- res += bloommix7*tex2D(SamplerBloomC7,coord); // P5
- res += bloommix8*tex2D(SamplerBloomC8,coord); // P6
- res.rgb /= 6.0;
- res.rgb = clamp(res.rgb,0,32768);
- res.a = 1.0;
- return res;
-}
-/* techniques */
-technique BloomPrePass
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomPrePass();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique BloomTexture1
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomTexture1();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
- pass p1
- {
- AlphaBlendEnable = true;
- SrcBlend = One;
- DestBlend = One;
- PixelShader = compile ps_3_0 PS_AnamPass();
- }
-}
-technique BloomTexture2
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomTexture2();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique BloomPostPass
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomPostPass();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/menbbloominternals.fx b/enbseries/menbbloominternals.fx
deleted file mode 100644
index 4fd370c..0000000
--- a/enbseries/menbbloominternals.fx
+++ /dev/null
@@ -1,270 +0,0 @@
-/*
- menbbloominternals.fx : MariENB bloom internal variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* mathematical constants */
-static const float pi = 3.1415926535898;
-/* 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
-};
-/* standard stuff */
-float4 ScreenSize;
-float4 TempParameters;
-float4 BloomParameters;
-float ENightDayFactor;
-float EInteriorFactor;
-/* samplers and textures */
-texture2D texBloom1;
-texture2D texBloom2;
-texture2D texBloom3;
-texture2D texBloom4;
-texture2D texBloom5;
-texture2D texBloom6;
-texture2D texBloom7;
-texture2D texBloom8;
-sampler2D SamplerBloom1 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom4 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom5 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom6 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom7 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom8 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC1 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC4 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC5 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC6 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC7 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC8 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
diff --git a/enbseries/menbbloomsettings.fx b/enbseries/menbbloomsettings.fx
deleted file mode 100644
index bd0ea8e..0000000
--- a/enbseries/menbbloomsettings.fx
+++ /dev/null
@@ -1,337 +0,0 @@
-/*
- menbbloomsettings.fx : MariENB bloom user-tweakable variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-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 */
-float blu_n_r
-<
- string UIName = "Blue Shift Night Red";
- string UIWidget = "Spinner";
-> = {0.2};
-float blu_n_g
-<
- string UIName = "Blue Shift Night Green";
- string UIWidget = "Spinner";
-> = {0.6};
-float blu_n_b
-<
- string UIName = "Blue Shift Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float blu_d_r
-<
- string UIName = "Blue Shift Day Red";
- string UIWidget = "Spinner";
-> = {0.2};
-float blu_d_g
-<
- string UIName = "Blue Shift Day Green";
- string UIWidget = "Spinner";
-> = {0.6};
-float blu_d_b
-<
- string UIName = "Blue Shift Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float blu_i_r
-<
- string UIName = "Blue Shift Interior Red";
- string UIWidget = "Spinner";
-> = {0.2};
-float blu_i_g
-<
- string UIName = "Blue Shift Interior Green";
- string UIWidget = "Spinner";
-> = {0.6};
-float blu_i_b
-<
- string UIName = "Blue Shift Interior Blue";
- string UIWidget = "Spinner";
-> = {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};
-float flu_n_r
-<
- string UIName = "Anamorphic Bloom Blue Shift Night Red";
- string UIWidget = "Spinner";
-> = {0.4};
-float flu_n_g
-<
- string UIName = "Anamorphic Bloom Blue Shift Night Green";
- string UIWidget = "Spinner";
-> = {0.1};
-float flu_n_b
-<
- string UIName = "Anamorphic Bloom Blue Shift Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float flu_d_r
-<
- string UIName = "Anamorphic Bloom Blue Shift Day Red";
- string UIWidget = "Spinner";
-> = {0.5};
-float flu_d_g
-<
- string UIName = "Anamorphic Bloom Blue Shift Day Green";
- string UIWidget = "Spinner";
-> = {0.1};
-float flu_d_b
-<
- string UIName = "Anamorphic Bloom Blue Shift Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float flu_i_r
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Red";
- string UIWidget = "Spinner";
-> = {0.5};
-float flu_i_g
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Green";
- string UIWidget = "Spinner";
-> = {0.1};
-float flu_i_b
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Blue";
- string UIWidget = "Spinner";
-> = {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 bloommix7
-<
- string UIName = "Bloom Pass 7 Blend";
- string UIWidget = "Spinner";
-> = {0.95};
-float bloommix8
-<
- string UIName = "Bloom Pass 8 Blend";
- string UIWidget = "Spinner";
-> = {1.0};
-float bloommix5
-<
- string UIName = "Bloom Prepass Blend";
- string UIWidget = "Spinner";
-> = {0.0};
-float bloommix6
-<
- string UIName = "Bloom Base Blend";
- string UIWidget = "Spinner";
-> = {0.0};
diff --git a/enbseries/menbeffectfilters.fx b/enbseries/menbeffectfilters.fx
deleted file mode 100644
index 961fa81..0000000
--- a/enbseries/menbeffectfilters.fx
+++ /dev/null
@@ -1,473 +0,0 @@
-/*
- menbeffectfilters.fx : MariENB base shader routines.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord0.xy = IN.txcoord0.xy;
- return OUT;
-}
-float4 _c1 : register(c1);
-float4 _c2 : register(c2);
-float4 _c19 : register(c19);
-float4 _c20 : register(c20);
-float4 _c22 : register(c22);
-#define _r1 _c1
-#define _r2 _c2
-#define _r3 _c19
-#define _r4 _c20
-#define _r5 _c22
-/*
- FALLOUT REGISTERS
-
- r1 (c1): r2 (c2): r3 (c19):
- x -> adapt max x -> unused x -> vibrance
- y -> unused y -> unused y -> balancer
- z -> unused z -> bloom mix z -> multiplier 1
- w -> unused w -> unused w -> multiplier 2
-
- r4 (c20): r5 (c22):
- x -> tint red x -> fade red
- y -> tint green y -> fade green
- z -> tint blue z -> fade blue
- w -> tint value w -> fade value
-*/
-/* 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 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
- float2 ofs = tex2D(SamplerFrost,nc).xy;
- ofs = (ofs-0.5)*2.0;
- ofs *= pow(length(ofs),frostpow)*froststrength;
- ofs *= max(0.0,tod_ind(frostfactor));
- float dist = distance(coord,float2(0.5,0.5))*2.0;
- ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0);
- return coord+ofs;
-}
-/* Old MariENB 0.x screen dirt filter, updated */
-float3 ScreenDirt( float3 res, float2 coord )
-{
- float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
- float3 ncolc = tex2D(SamplerNoise1,coord*dirtmc*nr).rgb;
- float2 ds = float2(res.r+res.g,res.g+res.b)/2.0;
- float3 ncoll = tex2D(SamplerNoise1,ds*dirtml).rgb;
- res = lerp(res,(ncolc.r+1.0)*res,dirtcfactor
- *saturate(1.0-(ds.x+ds.y)*0.25));
- res = lerp(res,(ncoll.r+1.0)*res,dirtlfactor
- *saturate(1.0-(ds.x+ds.y)*0.25));
- return res;
-}
-/* MariENB shader */
-float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord0.xy;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float4 res;
- float3 bcol;
- if ( frostenable )
- {
- float2 ofs = ScreenFrost(coord);
- ofs -= coord;
- if ( (distcha != 0.0) && (length(ofs) != 0.0) )
- {
- float2 ofr, ofg, ofb;
- ofr = ofs*(1.0-distcha*0.01);
- ofg = ofs;
- ofb = ofs*(1.0+distcha*0.01);
- res = float4(tex2D(_s0,coord+ofr).r,
- tex2D(_s0,coord+ofg).g,
- tex2D(_s0,coord+ofb).b,1.0);
- bcol = float3(tex2D(_s3,coord+ofr).r,
- tex2D(_s3,coord+ofg).g,
- tex2D(_s3,coord+ofb).b)*EBloomAmount;
- }
- else
- {
- res = tex2D(_s0,coord+ofs);
- bcol = tex2D(_s3,coord+ofs).rgb*EBloomAmount;
- }
- float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
- float bmp = pow(max(0,tex2D(SamplerFrost,nc).z),frostbpow);
- float dist = distance(coord,float2(0.5,0.5))*2.0;
- dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
- 1.0)*frostblend;
- dist *= max(0.0,tod_ind(frostfactor));
- res.rgb *= 1.0+bmp*dist;
- }
- else
- {
- res = tex2D(_s0,coord);
- bcol = tex2D(_s3,coord).rgb*EBloomAmount;
- }
- res.rgb = pow(max(res.rgb,0.0),2.2);
- if ( bloomdebug ) res.rgb *= 0;
- res.rgb += bcol;
- if ( aenable ) res.rgb = Adaptation(res.rgb);
- if ( nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
- if ( dirtenable ) res.rgb = ScreenDirt(res.rgb,coord);
- res.rgb = Tonemap(res.rgb);
- if ( vgradeenable ) res.rgb = GradingGame(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 ( techenable ) res.rgb = Technicolor(res.rgb);
- if ( lutenable ) res.rgb = GradingLUT(res.rgb);
- if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
- res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
- if ( dodither ) res.rgb = Dither(res.rgb,coord);
- res.rgb = max(0,res.rgb);
- res.a = 1.0;
- return res;
-}
-/*
- So... let me get this straight... rather than simply switching techniques,
- Boris just compiles the program twice with and without this macro, then
- toggling "UseEffect" switches between each variation? Wat?
-*/
-#ifndef ENB_FLIPTECHNIQUE
-technique Shader_C1DAE3F7
-#else
-technique Shader_ORIGINALPOSTPROCESS
-#endif
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Mari();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- ZEnable = FALSE;
- ZWriteEnable = FALSE;
- CullMode = NONE;
- AlphaTestEnable = FALSE;
- AlphaBlendEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-#ifndef ENB_FLIPTECHNIQUE
-technique Shader_ORIGINALPOSTPROCESS
-#else
-technique Shader_C1DAE3F7
-#endif
-{
- pass p0
- {
- VertexShader = asm
- {
- vs_1_1
- def c3,2,-2,0,0
- dcl_position v0
- dcl_texcoord v1
- mov r0.xy,c0
- mad oPos.xy,r0,-c3,v0
- add oT0.xy,v1,c1
- add oT1.xy,v1,c2
- mov oPos.zw,v0
- };
- /* >inline assembly */
- PixelShader = asm
- {
- ps_2_x
- def c0,0.5,0,0,0
- def c3,0.298999995,0.587000012,0.114,0
- dcl t0.xy
- dcl t1.xy
- dcl_2d s0
- dcl_2d s1
- texld r0,t1,s1
- texld r1,t0,s0
- max r0.w,r1.w,c1.x
- rcp r0.w,r0.w
- mul r1.w,r0.w,c0.x
- mul r0.w,r0.w,c1.x
- mul r1.xyz,r1,r1.w
- max r2.xyz,r1,c0.y
- mad r0.xyz,r0.w,r0,r2
- dp3 r0.w,r0,c3
- lrp r1.xyz,c19.x,r0,r0.w
- mad r0.xyz,r0.w,c20,-r1
- mad r0.xyz,c20.w,r0,r1
- mad r0.xyz,c19.w,r0,-c19.y
- mad r0.xyz,c19.z,r0,c19.y
- lrp r1.xyz,c22.w,c22,r0
- mov r1.w,c2.z
- mov oC0,r1
- };
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- ZEnable = FALSE;
- ZWriteEnable = FALSE;
- CullMode = NONE;
- AlphaTestEnable = FALSE;
- AlphaBlendEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/menbeffectinternals.fx b/enbseries/menbeffectinternals.fx
deleted file mode 100644
index 82a9fa1..0000000
--- a/enbseries/menbeffectinternals.fx
+++ /dev/null
@@ -1,266 +0,0 @@
-/*
- menbeffectinternals.fx : MariENB base internal variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/*
- 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/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
-
-/* standard stuff */
-float4 ScreenSize;
-float4 Timer;
-float ENightDayFactor;
-float EInteriorFactor;
-float EBloomAmount;
-/* samplers and textures */
-texture2D texs0;
-texture2D texs1;
-texture2D texs2;
-texture2D texs3;
-texture2D texs4;
-texture2D texs7;
-texture2D texNoise1
-<
- string ResourceName = "menbnoise1.png";
->;
-texture2D texNoise2
-<
- string ResourceName = "menbnoise2.png";
->;
-texture2D texNoise3
-<
- string ResourceName = "menbnoise3.png";
->;
-texture3D texLUTN
-<
- string ResourceName = "menblut_night.dds";
->;
-texture3D texLUTD
-<
- string ResourceName = "menblut_day.dds";
->;
-texture3D texLUTI
-<
- string ResourceName = "menblut_interior.dds";
->;
-texture2D texTonemap
-<
- string ResourceName = "menbfilmlut.png";
->;
-texture2D texFrost
-<
-#ifdef FROST_DDS
- string ResourceName = "menbfrost.dds";
-#else
- string ResourceName = "menbfrost.png";
-#endif
->;
-sampler2D _s0 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s1 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s4 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s7 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};sampler2D SamplerNoise1 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerNoise2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerNoise3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler3D SamplerLUTN = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- AddressW = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler3D SamplerLUTD = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- AddressW = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler3D SamplerLUTI = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- AddressW = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerTonemap = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerFrost = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
diff --git a/enbseries/menbeffectsettings.fx b/enbseries/menbeffectsettings.fx
deleted file mode 100644
index e98aa3a..0000000
--- a/enbseries/menbeffectsettings.fx
+++ /dev/null
@@ -1,793 +0,0 @@
-/*
- menbeffectsettings.fx : MariENB base user-tweakable variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-string str_misc = "Miscellaneous";
-/* fixed resolution, keeps blur filters at a consistent internal resolution */
-int fixedx
-<
- string UIName = "Fixed Resolution Width";
- string UIWidget = "Spinner";
- int UIMin = 0;
-> = {1920};
-int fixedy
-<
- string UIName = "Fixed Resolution Height";
- string UIWidget = "Spinner";
- int UIMin = 0;
-> = {1080};
-string str_dist = "Frost Overlay";
-float distcha
-<
- string UIName = "Distortion Chromatic Aberration";
- string UIWidget = "Spinner";
-> = {10.0};
-bool frostenable
-<
- string UIName = "Enable Screen Frost";
- string UIWidget = "Checkbox";
-> = {false};
-float frostpow
-<
- string UIName = "Frost Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float froststrength
-<
- string UIName = "Frost Strength";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostrpow
-<
- string UIName = "Frost Radial Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostrmult
-<
- string UIName = "Frost Radial Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostrbump
-<
- string UIName = "Frost Radial Offset";
- string UIWidget = "Spinner";
-> = {0.0};
-float frostblend
-<
- string UIName = "Frost Texture Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostbpow
-<
- string UIName = "Frost Texture Blend Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostsize
-<
- string UIName = "Frost Texture Size";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostfactor_n
-<
- string UIName = "Frost Factor Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float frostfactor_d
-<
- string UIName = "Frost Factor Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float frostfactor_i
-<
- string UIName = "Frost Factor Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-/* film grain */
-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 */
-float nm1
-<
- string UIName = "Grain Magnification 1";
- string UIWidget = "Spinner";
-> = {13.25};
-float nm2
-<
- string UIName = "Grain Magnification 2";
- string UIWidget = "Spinner";
-> = {19.64};
-float nm3
-<
- string UIName = "Grain Magnification 3";
- string UIWidget = "Spinner";
-> = {17.35};
-float nm11
-<
- string UIName = "Grain Pass 1 Magnification 1";
- string UIWidget = "Spinner";
-> = {2.05};
-float nm12
-<
- string UIName = "Grain Pass 1 Magnification 2";
- string UIWidget = "Spinner";
-> = {3.11};
-float nm13
-<
- string UIName = "Grain Pass 1 Magnification 3";
- string UIWidget = "Spinner";
-> = {2.22};
-float nm21
-<
- string UIName = "Grain Pass 2 Magnification 1";
- string UIWidget = "Spinner";
-> = {4.25};
-float nm22
-<
- string UIName = "Grain Pass 2 Magnification 2";
- string UIWidget = "Spinner";
-> = {0.42};
-float nm23
-<
- string UIName = "Grain Pass 2 Magnification 3";
- string UIWidget = "Spinner";
-> = {6.29};
-/* contrast of grain */
-float nj
-<
- string UIName = "Grain Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-bool nbt
-<
- string UIName = "Apply Grain Before Tone Mapping";
- string UIWidget = "Checkbox";
-> = {true};
-/* old dirt filter */
-string str_dirt = "Screen Dirt";
-bool dirtenable
-<
- string UIName = "Enable Dirt";
- string UIWidget = "Checkbox";
-> = {false};
-float dirtcfactor
-<
- string UIName = "Dirt Coord Factor";
- string UIWidget = "Spinner";
-> = {0.1};
-float dirtlfactor
-<
- string UIName = "Dirt Luminance Factor";
- string UIWidget = "Spinner";
-> = {0.0};
-float dirtmc
-<
- string UIName = "Dirt Coord Zoom";
- string UIWidget = "Spinner";
-> = {3.0};
-float dirtml
-<
- string UIName = "Dirt Luminance Zoom";
- string UIWidget = "Spinner";
-> = {1.0};
-/* "adaptation" factors */
-string str_adaptation = "Eye Adaptation";
-bool aenable
-<
- string UIName = "Enable Adaptation";
- string UIWidget = "Checkbox";
-> = {false};
-float amin_n
-<
- string UIName = "Adaptation Min Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float amin_d
-<
- string UIName = "Adaptation Min Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float amin_i
-<
- string UIName = "Adaptation Min Interior";
- string UIWidget = "Spinner";
-> = {0.0};
-float amax_n
-<
- string UIName = "Adaptation Max Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float amax_d
-<
- string UIName = "Adaptation Max Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float amax_i
-<
- string UIName = "Adaptation Max Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-/* tone mapping */
-string str_tonemap = "Tone Mapping";
-/*
- algorithms:
- -1 : Disabled
- 0 : Linear
- 1 : Reinhard
- 2 : Uncharted 2
- 3 : Hejl Dawson
- 4 : Haarm-Peter Duiker
-*/
-int tmapenable
-<
- string UIName = "Tonemapping Method";
- string UIWidget = "Spinner";
- int UIMin = -1;
- int UIMax = 4;
-> = {2};
-float tmapexposure_n
-<
- string UIName = "Tonemap Exposure Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float tmapexposure_d
-<
- string UIName = "Tonemap Exposure Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float tmapexposure_i
-<
- string UIName = "Tonemap Exposure Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float tmapblend_n
-<
- string UIName = "Tonemap Blend Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float tmapblend_d
-<
- string UIName = "Tonemap Blend Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float tmapblend_i
-<
- string UIName = "Tonemap Blend Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float unA_n
-<
- string UIName = "Uncharted2 Shoulder Strength Night";
- string UIWidget = "Spinner";
-> = {0.5};
-float unA_d
-<
- string UIName = "Uncharted2 Shoulder Strength Day";
- string UIWidget = "Spinner";
-> = {0.5};
-float unA_i
-<
- string UIName = "Uncharted2 Shoulder Strength Interior";
- string UIWidget = "Spinner";
-> = {0.5};
-float unB_n
-<
- string UIName = "Uncharted2 Linear Strength Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float unB_d
-<
- string UIName = "Uncharted2 Linear Strength Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float unB_i
-<
- string UIName = "Uncharted2 Linear Strength Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-float unC_n
-<
- string UIName = "Uncharted2 Linear Angle Night";
- string UIWidget = "Spinner";
-> = {0.2};
-float unC_d
-<
- string UIName = "Uncharted2 Linear Angle Day";
- string UIWidget = "Spinner";
-> = {0.2};
-float unC_i
-<
- string UIName = "Uncharted2 Linear Angle Interior";
- string UIWidget = "Spinner";
-> = {0.2};
-float unD_n
-<
- string UIName = "Uncharted2 Toe Strength Night";
- string UIWidget = "Spinner";
-> = {0.75};
-float unD_d
-<
- string UIName = "Uncharted2 Toe Strength Day";
- string UIWidget = "Spinner";
-> = {0.75};
-float unD_i
-<
- string UIName = "Uncharted2 Toe Strength Interior";
- string UIWidget = "Spinner";
-> = {0.75};
-float unE_n
-<
- string UIName = "Uncharted2 Toe Numerator Night";
- string UIWidget = "Spinner";
-> = {0.02};
-float unE_d
-<
- string UIName = "Uncharted2 Toe Numerator Day";
- string UIWidget = "Spinner";
-> = {0.02};
-float unE_i
-<
- string UIName = "Uncharted2 Toe Numerator Interior";
- string UIWidget = "Spinner";
-> = {0.02};
-float unF_n
-<
- string UIName = "Uncharted2 Toe Denominator Night";
- string UIWidget = "Spinner";
-> = {0.30};
-float unF_d
-<
- string UIName = "Uncharted2 Toe Denominator Day";
- string UIWidget = "Spinner";
-> = {0.30};
-float unF_i
-<
- string UIName = "Uncharted2 Toe Denominator Interior";
- string UIWidget = "Spinner";
-> = {0.30};
-float unW_n
-<
- string UIName = "Uncharted2 Linear White Night";
- string UIWidget = "Spinner";
-> = {10.0};
-float unW_d
-<
- string UIName = "Uncharted2 Linear White Day";
- string UIWidget = "Spinner";
-> = {10.0};
-float unW_i
-<
- string UIName = "Uncharted2 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 */
-float grademul_r_n
-<
- string UIName = "Grading Intensity Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_g_n
-<
- string UIName = "Grading Intensity Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_b_n
-<
- string UIName = "Grading Intensity Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_r_d
-<
- string UIName = "Grading Intensity Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_g_d
-<
- string UIName = "Grading Intensity Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_b_d
-<
- string UIName = "Grading Intensity Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_r_i
-<
- string UIName = "Grading Intensity Interior Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_g_i
-<
- string UIName = "Grading Intensity Interior Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_b_i
-<
- string UIName = "Grading Intensity Interior Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-/* color component contrasts */
-float gradepow_r_n
-<
- string UIName = "Grading Contrast Night Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_g_n
-<
- string UIName = "Grading Contrast Night Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_b_n
-<
- string UIName = "Grading Contrast Night Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_r_d
-<
- string UIName = "Grading Contrast Day Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_g_d
-<
- string UIName = "Grading Contrast Day Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_b_d
-<
- string UIName = "Grading Contrast Day Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_r_i
-<
- string UIName = "Grading Contrast Interior Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_g_i
-<
- string UIName = "Grading Contrast Interior Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_b_i
-<
- string UIName = "Grading Contrast Interior Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-/* colorization factors */
-bool gradeenable2
-<
- string UIName = "Enable Vibrance Grading";
- string UIWidget = "Checkbox";
-> = {false};
-float gradecol_r_n
-<
- string UIName = "Grading Color Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_g_n
-<
- string UIName = "Grading Color Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_b_n
-<
- string UIName = "Grading Color Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_r_d
-<
- string UIName = "Grading Color Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_g_d
-<
- string UIName = "Grading Color Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_b_d
-<
- string UIName = "Grading Color Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_r_i
-<
- string UIName = "Grading Color Interior Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_g_i
-<
- string UIName = "Grading Color Interior Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_b_i
-<
- string UIName = "Grading Color Interior Blue";
- string UIWidget = "Spinner";
-> = {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};
-/* game imagespace support */
-string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
-/* vanilla grading */
-bool vgradeenable
-<
- string UIName = "Enable Vanilla Imagespace";
- string UIWidget = "Checkbox";
-> = {true};
-float vtintblend
-<
- string UIName = "Vanilla Tint Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float vsatblend
-<
- string UIName = "Vanilla Vibrance Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float vconblend
-<
- string UIName = "Vanilla Contrast Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float vtintpow
-<
- string UIName = "Vanilla Tint Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float vtintmul
-<
- string UIName = "Vanilla Tint Strength";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float vsatpow
-<
- string UIName = "Vanilla Vibrance Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float vsatmul
-<
- string UIName = "Vanilla Vibrance Strength";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-/* 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};
-/* technicolor shader */
-string str_tech = "Technicolor";
-bool techenable
-<
- string UIName = "Enable Technicolor";
- string UIWidget = "Checkbox";
-> = {false};
-float techblend
-<
- string UIName = "Technicolor Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-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 = 2;
-> = {2};
-string str_debug = "Debugging";
-bool bloomdebug
-<
- string UIName = "Display Bloom";
- string UIWidget = "Checkbox";
-> = {false};
diff --git a/enbseries/menbextrafilters.fx b/enbseries/menbextrafilters.fx
deleted file mode 100644
index b4a853f..0000000
--- a/enbseries/menbextrafilters.fx
+++ /dev/null
@@ -1,418 +0,0 @@
-/*
- menbextrafilters.fx : MariENB extra shader routines.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord.xy = IN.txcoord.xy;
- return OUT;
-}
-/* helpers */
-/* 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 msd )
- return float4(maskr,maskg,maskb,1.0);
- return res;
-}
-/* Why am I doing this */
-float4 PS_Blur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !bssblurenable ) return res;
- float2 ofs[16] =
- {
- float2(1.0,1.0), float2(-1.0,-1.0),
- float2(-1.0,1.0), float2(1.0,-1.0),
-
- float2(1.0,0.0), float2(-1.0,0.0),
- float2(0.0,1.0), float2(0.0,-1.0),
-
- float2(1.41,0.0), float2(-1.41,0.0),
- float2(0.0,1.41), float2(0.0,-1.41),
-
- float2(1.41,1.41), float2(-1.41,-1.41),
- float2(-1.41,1.41), float2(1.41,-1.41)
- };
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*bssblurradius;
- int i;
- [unroll] for ( i=0; i<16; i++ )
- res += tex2D(SamplerColor,coord+ofs[i]*bof);
- res /= 17.0;
- res.a = 1.0;
- return res;
-}
-float4 PS_Sharp( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !bsssharpenable ) return res;
- float2 ofs[8] =
- {
- float2(1.0,1.0), float2(-1.0,-1.0),
- float2(-1.0,1.0), float2(1.0,-1.0),
-
- float2(1.41,1.41), float2(-1.41,-1.41),
- float2(-1.41,1.41), float2(1.41,-1.41)
- };
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*bsssharpradius;
- float4 tcol = res;
- int i;
- [unroll] for ( i=0; i<8; i++ )
- tcol += tex2D(SamplerColor,coord+ofs[i]*bof);
- tcol /= 9.0;
- float4 orig = res;
- res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount);
- float rg = clamp(pow(orig.b,3.0),0.0,1.0);
- res = lerp(res,orig,rg);
- res.a = 1.0;
- return res;
-}
-float4 PS_Shift( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !bssshiftenable ) return res;
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*bssshiftradius;
- res.g = tex2D(SamplerColor,coord).g;
- res.r = tex2D(SamplerColor,coord+float2(0,-bof.y)).r;
- res.b = tex2D(SamplerColor,coord+float2(0,bof.y)).b;
- res.a = 1.0;
- return res;
-}
-/* vignette filtering */
-float4 PS_Vignette( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- float4 vigdata = float4(0,0,0,0);
- if ( vigshape == 0 )
- {
- /* circular vignette */
- float2 uv = ((coord-0.5)*float2(1.0,ScreenSize.w))*2.0;
- vigdata.a = dot(uv,uv);
- vigdata.a = clamp(pow(vigdata.a,vigpow)*vigmul+vigbump,
- 0.0,1.0);
- vigdata.rgb = float3(vigcolor_r,vigcolor_g,vigcolor_b);
- }
- else if ( vigshape == 1 )
- {
- /* box vignette */
- float2 uv = coord.xy*(1.0-coord.yx)*4.0;
- vigdata.a = 1.0-(uv.x*uv.y);
- vigdata.a = clamp(pow(max(vigdata.a,0.0),vigpow)*vigmul
- +vigbump,0.0,1.0);
- vigdata.rgb = float3(vigcolor_r,vigcolor_g,vigcolor_b);
- }
- else
- {
- /* textured vignette (rgb = color, alpha = blend) */
- vigdata = tex2D(SamplerVignette,coord);
- }
- /* apply blur */
- if ( bblurenable )
- {
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float bfact = clamp(pow(max(vigdata.a,0.0),bblurpow)*bblurmul
- +bblurbump,0.0,1.0);
- float2 bof = (1.0/bresl)*bblurradius*bfact;
- res.rgb *= 0;
- int i,j;
- [unroll] for ( i=-3; i<4; i++ ) [unroll] for ( j=-3; j<4; j++ )
- res.rgb += gauss4[abs(i)]*gauss4[abs(j)]
- *tex2D(SamplerColor,coord+float2(i,j)*bof);
- }
- /* apply color */
- if ( vigenable )
- {
- float3 outcol;
- if ( vigmode == 0 )
- outcol = vigdata.rgb;
- else if ( vigmode == 1 )
- outcol = res.rgb+vigdata.rgb;
- else if ( vigmode == 2 )
- outcol = res.rgb*vigdata.rgb;
- res.rgb = lerp(res.rgb,outcol,vigdata.a);
- }
- return clamp(res,0.0,1.0);
-}
-/* paint filter */
-float4 PS_Kuwahara( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !oilenable ) return res;
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = 1.0/bresl;
- float n = 16.0;
- float3 m[4] =
- {
- float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0)
- }, s[4] =
- {
- float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0)
- }, c;
- int i, j;
- [loop] for ( i=-3; i<=0; i++ ) [loop] for ( j=-3; j<=0; j++ )
- {
- c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
- m[0] += c;
- s[0] += c*c;
- }
- [loop] for ( i=-3; i<=0; i++ ) [loop] for ( j=0; j<=3; j++ )
- {
- c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
- m[1] += c;
- s[1] += c*c;
- }
- [loop] for ( i=0; i<=3; i++ ) [loop] for ( j=-3; j<=0; j++ )
- {
- c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
- m[2] += c;
- s[2] += c*c;
- }
- [loop] for ( i=0; i<=3; i++ ) [loop] for ( j=0; j<=3; j++ )
- {
- c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
- m[3] += c;
- s[3] += c*c;
- }
- float min_sigma2 = 1e+2, sigma2;
- [unroll] for ( i=0; i<4; i++ )
- {
- m[i] /= n;
- s[i] = abs(s[i]/n-m[i]*m[i]);
- sigma2 = s[i].r+s[i].g+s[i].b;
- if ( sigma2 >= min_sigma2 ) continue;
- min_sigma2 = sigma2;
- res.rgb = m[i];
- }
- return res;
-}
-/* ultimate super-cinematic immersive black bars */
-float4 PS_Cinematic( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !boxenable ) return res;
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float sar = bresl.x/bresl.y;
- float tar = boxh/boxv;
- float2 box = (sar lumaMax) ) res.rgb = rgbA;
- else res.rgb = rgbB;
- res.a = 1.0;
- return res;
-}
-technique PostProcess
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Kuwahara();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess2
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_FXAA();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess3
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Blur();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess4
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Sharp();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess5
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Shift();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess6
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_ChromaKey();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess7
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Vignette();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess8
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Cinematic();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/menbextrainternals.fx b/enbseries/menbextrainternals.fx
deleted file mode 100644
index 0af77ed..0000000
--- a/enbseries/menbextrainternals.fx
+++ /dev/null
@@ -1,87 +0,0 @@
-/*
- menbextrainternals.fx : MariENB extra internal variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* gaussian blur matrices */
-/* radius: 4, std dev: 1.5 */
-static const float gauss4[4] =
-{
- 0.270682, 0.216745, 0.111281, 0.036633
-};
-/* standard stuff */
-float4 ScreenSize;
-float ENightDayFactor;
-float EInteriorFactor;
-float4 Timer;
-/* samplers and textures */
-texture2D texColor;
-texture2D texDepth;
-texture2D texVignette
-<
-#ifdef VIGNETTE_DDS
- string ResourceName = "menbvignette.dds";
-#else
- string ResourceName = "menbvignette.png";
-#endif
->;
-sampler2D SamplerColor = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerColorb = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerDepth = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerVignette = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
diff --git a/enbseries/menbextrasettings.fx b/enbseries/menbextrasettings.fx
deleted file mode 100644
index 13fe80e..0000000
--- a/enbseries/menbextrasettings.fx
+++ /dev/null
@@ -1,238 +0,0 @@
-/*
- menbextrasettings.fx : MariENB extra user-tweakable variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* Paint filter */
-string str_paint = "Painting Filter";
-bool oilenable
-<
- string UIName = "Enable Oil Filter";
- string UIWidget = "Checkbox";
-> = {false};
-/* legacy FXAA filter */
-string str_fxaa = "FXAA";
-bool fxaaenable
-<
- string UIName = "Enable FXAA";
- string UIWidget = "Checkbox";
-> = {false};
-float fxaaspanmax
-<
- string UIName = "FXAA Span Max";
- string UIWidget = "Checkbox";
-> = {4.0};
-float fxaareducemul
-<
- string UIName = "FXAA Reduce Mul";
- string UIWidget = "Checkbox";
-> = {16.0};
-float fxaareducemin
-<
- string UIName = "FXAA Reduce Min";
- string UIWidget = "Checkbox";
-> = {128.0};
-/* Depth-cutting chroma key */
-string str_mask = "Depth Chroma Key";
-bool maskenable
-<
- string UIName = "Enable Chroma Key";
- string UIWidget = "Checkbox";
-> = {false};
-float maskr
-<
- string UIName = "Chroma Key Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-float maskg
-<
- string UIName = "Chroma Key Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float maskb
-<
- string UIName = "Chroma Key Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-float maskd
-<
- string UIName = "Chroma Key Depth";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.5};
-/* tilting */
-float masktiltxcenter
-<
- string UIName = "Chroma Key Depth Horizontal Tilt Center";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.5};
-float masktiltycenter
-<
- string UIName = "Chroma Key Depth Vertical Tilt Center";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.5};
-float masktiltx
-<
- string UIName = "Chroma Key Depth Horizontal Tilt";
- string UIWidget = "Spinner";
-> = {0.0};
-float masktilty
-<
- string UIName = "Chroma Key Depth Vertical Tilt";
- string UIWidget = "Spinner";
-> = {0.0};
-/* BlurSharpShift, some people are obsessed with this nonsense */
-string str_bss = "BlurSharpShift";
-bool bssblurenable
-<
- string UIName = "Enable Blur";
- string UIWidget = "Checkbox";
-> = {false};
-float bssblurradius
-<
- string UIName = "Blur Sampling Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.25};
-bool bsssharpenable
-<
- string UIName = "Enable Sharp";
- string UIWidget = "Checkbox";
-> = {false};
-float bsssharpradius
-<
- string UIName = "Sharp Sampling Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bsssharpamount
-<
- string UIName = "Sharpening Amount";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {6.0};
-bool bssshiftenable
-<
- string UIName = "Enable Shift";
- string UIWidget = "Checkbox";
-> = {false};
-float bssshiftradius
-<
- string UIName = "Shift Sampling Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.75};
-/* very cinematic black bars */
-string str_box = "Black Bars";
-bool boxenable
-<
- string UIName = "Enable Black Bars";
- string UIWidget = "Checkbox";
-> = {false};
-float boxh
-<
- string UIName = "Box Horizontal Ratio";
- string UIWidget = "Spinner";
- float UIMin = 1.0;
-> = {2.39};
-float boxv
-<
- string UIName = "Box Vertical Ratio";
- string UIWidget = "Spinner";
- float UIMin = 1.0;
-> = {1.0};
-/* vignette */
-string str_vignette = "Vignette with border blur";
-bool vigenable
-<
- string UIName = "Enable Vignette";
- string UIWidget = "Checkbox";
-> = {false};
-bool bblurenable
-<
- string UIName = "Enable Border Blur";
- string UIWidget = "Checkbox";
-> = {false};
-/* 0 = circle, 1 = box, 2 = texture */
-int vigshape
-<
- string UIName = "Vignette Shape";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 2;
-> = {0};
-/* 0 = overwrite, 1 = add, 2 = multiply */
-int vigmode
-<
- string UIName = "Vignette Blending Mode";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 2;
-> = {0};
-float vigpow
-<
- string UIName = "Vignette Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float vigmul
-<
- string UIName = "Vignette Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float vigbump
-<
- string UIName = "Vignette Shift";
- string UIWidget = "Spinner";
-> = {0.0};
-float vigcolor_r
-<
- string UIName = "Vignette Color Red";
- string UIWidget = "Spinner";
-> = {0.0};
-float vigcolor_g
-<
- string UIName = "Vignette Color Green";
- string UIWidget = "Spinner";
-> = {0.0};
-float vigcolor_b
-<
- string UIName = "Vignette Color Blue";
- string UIWidget = "Spinner";
-> = {0.0};
-float bblurpow
-<
- string UIName = "Border Blur Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bblurmul
-<
- string UIName = "Border Blur Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bblurbump
-<
- string UIName = "Border Blur Shift";
- string UIWidget = "Spinner";
-> = {0.0};
-float bblurradius
-<
- string UIName = "Border Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
\ No newline at end of file
diff --git a/enbseries/menbfilmlut.png b/enbseries/menbfilmlut.png
deleted file mode 100644
index fec04d6..0000000
Binary files a/enbseries/menbfilmlut.png and /dev/null differ
diff --git a/enbseries/menbfrost.png b/enbseries/menbfrost.png
deleted file mode 100644
index 78e8f9e..0000000
Binary files a/enbseries/menbfrost.png and /dev/null differ
diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx
deleted file mode 100644
index f7bf1d2..0000000
--- a/enbseries/menbglobaldefs.fx
+++ /dev/null
@@ -1,20 +0,0 @@
-/*
- menbglobaldefs.fx : MariENB global shared code.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* do not touch this! */
-#define E_SHADER_3_0
-/* time of day and interior interpolation */
-#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),x##_i,\
- EInteriorFactor)
-/* asset definitions */
-/* texture sizes */
-#define NOISESIZE 256.0
-#define HEATSIZE 1024.0
-#define FROSTSIZE 1024.0
-/* some textures can be provided as DDS rather than PNG to save space */
-//#define HEAT_DDS
-//#define FROST_DDS
-//#define VIGNETTE_DDS
\ No newline at end of file
diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png
deleted file mode 100644
index 5b8205f..0000000
Binary files a/enbseries/menbheat.png and /dev/null differ
diff --git a/enbseries/menblut_day.dds b/enbseries/menblut_day.dds
deleted file mode 100644
index 98ed12d..0000000
Binary files a/enbseries/menblut_day.dds and /dev/null differ
diff --git a/enbseries/menblut_interior.dds b/enbseries/menblut_interior.dds
deleted file mode 100644
index 9908b42..0000000
Binary files a/enbseries/menblut_interior.dds and /dev/null differ
diff --git a/enbseries/menblut_night.dds b/enbseries/menblut_night.dds
deleted file mode 100644
index 15334f9..0000000
Binary files a/enbseries/menblut_night.dds and /dev/null differ
diff --git a/enbseries/menbnoise1.png b/enbseries/menbnoise1.png
deleted file mode 100644
index 2d794f5..0000000
Binary files a/enbseries/menbnoise1.png and /dev/null differ
diff --git a/enbseries/menbnoise2.png b/enbseries/menbnoise2.png
deleted file mode 100644
index 3e915eb..0000000
Binary files a/enbseries/menbnoise2.png and /dev/null differ
diff --git a/enbseries/menbnoise3.png b/enbseries/menbnoise3.png
deleted file mode 100644
index 450769f..0000000
Binary files a/enbseries/menbnoise3.png and /dev/null differ
diff --git a/enbseries/menbprepassfilters.fx b/enbseries/menbprepassfilters.fx
deleted file mode 100644
index c5d26bc..0000000
--- a/enbseries/menbprepassfilters.fx
+++ /dev/null
@@ -1,806 +0,0 @@
-/*
- menbprepassfilters.fx : MariENB prepass shader routines.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord.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.g0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius;
- float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof);
- crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof);
- crawling += tex2D(SamplerColor,coord+float2(1,0)*bof);
- crawling += tex2D(SamplerColor,coord+float2(0,1)*bof);
- crawling *= 0.25;
- float3 inmyskin = res-crawling.rgb;
- float thesewounds = luminance(inmyskin);
- thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01);
- float3 theywillnotheal = res+thesewounds*sharpblend;
- return theywillnotheal;
-}
-/* old Edgevision mode */
-float3 EdgeView( float3 res, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- if ( fixedx>0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float edgevfadepow = tod_ind(edgevfadepow);
- float edgevfademult = tod_ind(edgevfademult);
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius;
- float mdx = 0, mdy = 0, mud = 0;
- /* this reduces texture fetches by half, big difference */
- float3x3 depths;
- depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
- depths[0][1] = depthlinear(coord+float2( 0,-1)*bof);
- depths[0][2] = depthlinear(coord+float2( 1,-1)*bof);
- depths[1][0] = depthlinear(coord+float2(-1, 0)*bof);
- depths[1][1] = depthlinear(coord+float2( 0, 0)*bof);
- depths[1][2] = depthlinear(coord+float2( 1, 0)*bof);
- depths[2][0] = depthlinear(coord+float2(-1, 1)*bof);
- depths[2][1] = depthlinear(coord+float2( 0, 1)*bof);
- depths[2][2] = depthlinear(coord+float2( 1, 1)*bof);
- mdx += GX[0][0]*depths[0][0];
- mdx += GX[0][1]*depths[0][1];
- mdx += GX[0][2]*depths[0][2];
- mdx += GX[1][0]*depths[1][0];
- mdx += GX[1][1]*depths[1][1];
- mdx += GX[1][2]*depths[1][2];
- mdx += GX[2][0]*depths[2][0];
- mdx += GX[2][1]*depths[2][1];
- mdx += GX[2][2]*depths[2][2];
- mdy += GY[0][0]*depths[0][0];
- mdy += GY[0][1]*depths[0][1];
- mdy += GY[0][2]*depths[0][2];
- mdy += GY[1][0]*depths[1][0];
- mdy += GY[1][1]*depths[1][1];
- mdy += GY[1][2]*depths[1][2];
- mdy += GY[2][0]*depths[2][0];
- mdy += GY[2][1]*depths[2][1];
- mdy += GY[2][2]*depths[2][2];
- mud = pow(mdx*mdx+mdy*mdy,0.5);
- float fade = 1.0-tex2D(SamplerDepth,coord).x;
- mud *= clamp(pow(max(0.0,fade),edgevfadepow)*edgevfademult,0.0,1.0);
- mud = clamp(pow(max(0.0,mud),edgevpow)*edgevmult,0.0,1.0);
- if ( edgevblend ) return res-(edgevinv?1.0-mud:mud);
- return edgevinv?1.0-mud:mud;
-}
-/* luminance edge detection */
-float3 EdgeDetect( float3 res, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- if ( fixedx>0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*comradius;
- float mdx = 0, mdy = 0, mud = 0;
- float3x3 lums;
- float3 col = tex2D(SamplerColor,coord+float2(-1,-1)*bof).rgb;
- lums[0][0] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(0,-1)*bof).rgb;
- lums[0][1] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(1,-1)*bof).rgb;
- lums[0][2] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(-1,0)*bof).rgb;
- lums[1][0] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(0,0)*bof).rgb;
- lums[1][1] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(1,0)*bof).rgb;
- lums[1][2] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(-1,1)*bof).rgb;
- lums[2][0] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(0,1)*bof).rgb;
- lums[2][1] = luminance(col);
- col = tex2D(SamplerColor,coord+float2(1,1)*bof).rgb;
- lums[2][2] = luminance(col);
- mdx += GX[0][0]*lums[0][0];
- mdx += GX[0][1]*lums[0][1];
- mdx += GX[0][2]*lums[0][2];
- mdx += GX[1][0]*lums[1][0];
- mdx += GX[1][1]*lums[1][1];
- mdx += GX[1][2]*lums[1][2];
- mdx += GX[2][0]*lums[2][0];
- mdx += GX[2][1]*lums[2][1];
- mdx += GX[2][2]*lums[2][2];
- mdy += GY[0][0]*lums[0][0];
- mdy += GY[0][1]*lums[0][1];
- mdy += GY[0][2]*lums[0][2];
- mdy += GY[1][0]*lums[1][0];
- mdy += GY[1][1]*lums[1][1];
- mdy += GY[1][2]*lums[1][2];
- mdy += GY[2][0]*lums[2][0];
- mdy += GY[2][1]*lums[2][1];
- mdy += GY[2][2]*lums[2][2];
- mud = pow(max(mdx*mdx+mdy*mdy,0.0),0.5);
- mud = clamp(pow(max(mud,0.0),compow)*commult,0.0,1.0);
- if ( comblend ) return res-(cominv?1.0-mud:mud);
- return cominv?1.0-mud:mud;
-}
-/* linevision filter */
-float3 LineView( float3 res, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- if ( fixedx>0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float contfadepow = tod_ind(contfadepow);
- float contfademult = tod_ind(contfademult);
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*contradius;
- float dep = depthlinear(coord);
- float cont = depthlinear(coord+float2(-1,-1)*bof);
- cont += depthlinear(coord+float2(0,-1)*bof);
- cont += depthlinear(coord+float2(1,-1)*bof);
- cont += depthlinear(coord+float2(-1,0)*bof);
- cont += depthlinear(coord+float2(1,0)*bof);
- cont += depthlinear(coord+float2(-1,1)*bof);
- cont += depthlinear(coord+float2(0,1)*bof);
- cont += depthlinear(coord+float2(1,1)*bof);
- cont /= 8.0;
- float mud = 0.0;
- if ( abs(cont-dep) > (contthreshold*0.00001) ) mud = 1.0;
- float fade = 1.0-tex2D(SamplerDepth,coord).x;
- mud *= clamp(pow(max(0.0,fade),contfadepow)*contfademult,0.0,1.0);
- mud = clamp(pow(max(0.0,mud),contpow)*contmult,0.0,1.0);
- if ( contblend ) return res-(continv?1.0-mud:mud);
- return continv?1.0-mud:mud;
-}
-/* fog filter */
-float3 Limbo( float3 res, float2 coord )
-{
- float mud = clamp(pow(max(0.0,depthlinear(coord)),fogpow)*fogmult
- +fogbump,0.0,1.0);
- if ( foglimbo ) return fogcolor*mud;
- return lerp(res,fogcolor,mud);
-}
-float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
- res.rgb = DepthGrade(res.rgb,coord);
- if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
- if ( comenable ) res.rgb = EdgeDetect(res.rgb,coord);
- if ( contenable ) res.rgb = LineView(res.rgb,coord);
- if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
- return res;
-}
-/* Distant hot air refraction. Not very realistic, but does the job. */
-float2 DistantHeat( float2 coord )
-{
- float2 bresl;
- float dep, odep;
- dep = tex2D(SamplerDepth,coord).x;
- float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
- +heatfadebump,0.0,1.0);
- if ( distfade <= 0.0 ) return coord;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 nc = coord*(bresl/HEATSIZE)*heatsize;
- float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
- float2 ofs = tex2D(SamplerHeat,nc+ts).xy;
- ofs = (ofs-0.5)*2.0;
- ofs *= pow(length(ofs),heatpow);
- ofs *= max(tod_ind(heatfactor),0.0);
- odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
- float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
- +heatfadebump,0.0,1.0);
- if ( odistfade <= 0.0 ) return coord;
- return coord+ofs*heatstrength*distfade*0.01;
-}
-/* Screen distortion filters */
-float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 ofs = coord;
- if ( heatenable ) ofs = DistantHeat(ofs);
- ofs -= coord;
- float4 res;
- if ( (distcha == 0.0) || (length(ofs) == 0) )
- return tex2D(SamplerColor,coord+ofs);
- float2 ofr, ofg, ofb;
- ofr = ofs*(1.0-distcha*0.01);
- ofg = ofs;
- ofb = ofs*(1.0+distcha*0.01);
- res = float4(tex2D(SamplerColor,coord+ofr).r,
- tex2D(SamplerColor,coord+ofg).g,
- tex2D(SamplerColor,coord+ofb).b,
- tex2D(SamplerColor,coord+ofs).a);
- return res;
-}
-/* Focus */
-float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
-{
- if ( dofdisable ) return 0.0;
- if ( focuscircle < 0 ) return focusmanualvalue*0.001;
- float focusmax = tod_ind(focusmax);
- float2 fcenter = float2(focuscenter_x*0.01,focuscenter_y*0.01);
- float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
- if ( focuscircle == 0 ) return cfocus;
- if ( focuscircle == 2 )
- {
- int i, j;
- float mfocus = 0.0;
- float2 px;
- [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
- {
- px = float2((i+0.5)/8.0,(j+0.5)/8.0);
- mfocus += min(tex2D(SamplerDepth,px).x,focusmax*0.001);
- }
- return mfocus/64.0;
- }
- /* using polygons inscribed into a circle, in this case a triangle */
- float focusradius = tod_ind(focusradius);
- float focusmix = tod_ind(focusmix);
- float cstep = (1.0/3.0);
- float mfocus;
- float2 coord;
- float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
- float fan = focuscircleangle*2.0*pi;
- coord.x = fcenter.x+sin(fan)*bof.x;
- coord.y = fcenter.y+cos(fan)*bof.y;
- mfocus = cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
- coord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
- coord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
- mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
- coord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
- coord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
- mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
- cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus;
- return cfocus;
-}
-float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR
-{
- if ( dofdisable ) return 0.0;
- return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x,
- saturate(FadeFactor)),0.0);
-}
-/* Depth of Field */
-float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- if ( dofdisable ) return tex2D(SamplerColor,coord);
- float dofpow = tod_ind(dofpow);
- float dofmult = tod_ind(dofmult);
- float dofbump = tod_ind(dofbump);
- float doffixedfocuspow = tod_ind(doffixedfocuspow);
- float doffixedfocusmult = tod_ind(doffixedfocusmult);
- float doffixedfocusbump = tod_ind(doffixedfocusbump);
- float doffixedfocusblend = tod_ind(doffixedunfocusblend);
- float doffixedunfocuspow = tod_ind(doffixedunfocuspow);
- float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
- float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
- float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
- float dep = tex2D(SamplerDepth,coord).x;
- float foc = tex2D(SamplerFocus,coord).x;
- /* cheap tilt */
- foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
- +0.01*doftilty*(doftiltycenter-coord.y);
- float dff = abs(dep-doffixedfocusdepth);
- dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
- +doffixedfocusbump,0.0,1.0);
- if ( dep > doffixedfocuscap ) dff = 1.0;
- float dfu = abs(dep-doffixedunfocusdepth);
- dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
- +doffixedunfocusbump,0.0,1.0);
- if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
- float dfc = abs(dep-foc);
- dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
- if ( doffixedonly ) dfc *= 0;
- dfc += lerp(0.0,dfu,doffixedunfocusblend);
- dfc *= lerp(1.0,dff,doffixedfocusblend);
- dfc = saturate(dfc);
- float4 res = tex2D(SamplerColor,coord);
- res.a = dfc;
- return res;
-}
-/* helper code for simplifying these */
-#define gcircle(x) float2(cos(x),sin(x))
-float4 dofsample( float2 coord, float2 bsz, float blur, out float4 deps,
- out float4 dfcs )
-{
- float4 res;
- float cstep = 2.0*pi*(1.0/3.0);
- float ang = 0.5*pi;
- res.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).r;
- deps.r = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
- dfcs.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
- ang += cstep;
- res.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).g;
- deps.g = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
- dfcs.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
- ang += cstep;
- res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
- deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
- dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
- float l = luminance(res.rgb);
- float threshold = max((l-dofbthreshold)*dofbgain,0.0);
- res += lerp(0,res,threshold*blur);
- res.a = tex2D(SamplerColor,coord).a;
- deps.a = tex2D(SamplerDepth,coord).x;
- dfcs.a = res.a;
- return res;
-}
-/* gather blur pass */
-float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- if ( dofdisable ) return tex2D(SamplerColor,coord);
- float dfc = tex2D(SamplerColor,coord).a;
- if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
- if ( dfcdebug ) return dfc;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = 1.0/bresl;
- /*
- Skip blurring areas that are perfectly in focus. The performance
- gain is negligible in most cases, though.
- */
- if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
- float4 res = float4(0,0,0,0);
- float dep = tex2D(SamplerDepth,coord).x;
- float2 bsz = bof*dofpradius*dfc;
- float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
- [unroll] for ( int i=0; i<32; i++ )
- {
- sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,ds,sd);
- sw.r = (ds.r>dep)?1.0:sd.r;
- sw.g = (ds.g>dep)?1.0:sd.g;
- sw.b = (ds.b>dep)?1.0:sd.b;
- sw.a = (ds.a>dep)?1.0:sd.a;
- tw += sw;
- res += sc*sw;
- }
- res /= tw;
- res.a = dfc;
- return res;
-}
-/* "bokeh" blur pass */
-float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- if ( dofdisable ) return tex2D(SamplerColor,coord);
- float dfc = tex2D(SamplerColor,coord).a;
- if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
- if ( dfcdebug ) return dfc;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = 1.0/bresl;
- float4 res = tex2D(SamplerColor,coord);
- res.a = 0.0;
- /*
- Skip blurring areas that are perfectly in focus. The performance
- gain is negligible in most cases, though.
- */
- if ( dfc <= dofminblur ) return res;
- float dep = tex2D(SamplerDepth,coord).x;
- float2 sf = bof+(tex2D(SamplerNoise3,coord*(bresl/256.0)).xy*2.0-1.0)
- *dofbnoise*0.001;
- float2 sr = sf*dofbradius*dfc;
- int rsamples;
- float bstep, bw;
- float4 sc, ds, sd, sw, tw = float4(1,1,1,1);
- float2 rcoord;
- #define dofbrings 7
- #define dofbsamples 3
- [unroll] for ( int i=1; i<=dofbrings; i++ )
- {
- rsamples = i*dofbsamples;
- [unroll] for ( int j=0; jdep)?1.0:sd.r;
- sw.g = (ds.g>dep)?1.0:sd.g;
- sw.b = (ds.b>dep)?1.0:sd.b;
- sw.a = (ds.a>dep)?1.0:sd.a;
- res += sc*sw*bw;
- tw += sw*bw;
- }
- }
- res /= tw;
- res.a = dfc;
- return res;
-}
-float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- if ( dofdisable ) return tex2D(SamplerColor,coord);
- float dfc = tex2D(SamplerColor,coord).a;
- if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
- if ( dfcdebug ) return dfc;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*dofpbradius;
- float2 ofs[16] =
- {
- float2(1.0,1.0), float2(-1.0,-1.0),
- float2(-1.0,1.0), float2(1.0,-1.0),
-
- float2(1.0,0.0), float2(-1.0,0.0),
- float2(0.0,1.0), float2(0.0,-1.0),
-
- float2(1.41,0.0), float2(-1.41,0.0),
- float2(0.0,1.41), float2(0.0,-1.41),
-
- float2(1.41,1.41), float2(-1.41,-1.41),
- float2(-1.41,1.41), float2(1.41,-1.41)
- };
- float4 res = tex2D(SamplerColor,coord);
- int i;
- [unroll] for ( i=0; i<16; i++ )
- res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc);
- res /= 17.0;
- res.a = 1.0;
- return res;
-}
-/* focus point debug */
-float4 PS_FocusDebug( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !focusdisplay || (focuscircle < 0) ) return res;
- if ( focuscircle == 2 )
- {
- int i, j;
- float2 px;
- [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
- {
- px = float2((i+0.5)/8.0,(j+0.5)/8.0);
- if ( distance(coord,px) < 0.005 )
- res.rgb = float3(1,0,0);
- }
- return res;
- }
- float2 fcenter = float2(focuscenter_x*0.01,focuscenter_y*0.01);
- if ( distance(coord,fcenter) < 0.005 ) res.rgb = float3(1,0,0);
- if ( focuscircle == 0 ) return res;
- float cstep = (1.0/3.0);
- float2 tcoord;
- float focusradius = tod_ind(focusradius);
- float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
- float fan = focuscircleangle*2.0*pi;
- tcoord.x = fcenter.x+sin(fan)*bof.x;
- tcoord.y = fcenter.y+cos(fan)*bof.y;
- if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
- tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
- tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
- if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
- tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
- tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
- if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
- return res;
-}
-technique ReadFocus
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_ReadFocus();
- ZENABLE = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique WriteFocus
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_WriteFocus();
- ZENABLE = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_MiscPrepass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess2
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Distortion();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess3
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFPrepass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess4
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFGather();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess5
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFPostBlur();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess6
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_FocusDebug();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-
-technique PostProcessB
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_MiscPrepass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcessB2
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Distortion();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcessB3
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFPrepass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcessB4
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFBorkeh();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcessB5
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFPostBlur();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcessB6
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_FocusDebug();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
\ No newline at end of file
diff --git a/enbseries/menbprepassinternals.fx b/enbseries/menbprepassinternals.fx
deleted file mode 100644
index 5261c1f..0000000
--- a/enbseries/menbprepassinternals.fx
+++ /dev/null
@@ -1,166 +0,0 @@
-/*
- menbprepassinternals.fx : MariENB prepass internal variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* mathematical constants */
-static const float pi = 3.1415926535898;
-/* edge detect factors */
-static const float3x3 GX =
-{
- -1, 0, 1,
- -2, 0, 2,
- -1, 0, 1
-};
-static const float3x3 GY =
-{
- 1, 2, 1,
- 0, 0, 0,
- -1,-2,-1
-};
-/* 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
-};
-/* For high quality DOF */
-static const float2 poisson32[32] =
-{
- float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
- float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
- float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
- float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
- float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
- float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
- float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
- float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
- float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
- float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
- float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
- float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
- float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
- float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
- float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
- float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
-};
-/* standard stuff */
-float4 ScreenSize;
-float ENightDayFactor;
-float EInteriorFactor;
-float FadeFactor;
-float4 Timer;
-/* samplers and textures */
-texture2D texColor;
-texture2D texDepth;
-texture2D texNoise3
-<
- string ResourceName = "menbnoise3.png";
->;
-texture2D texHeat
-<
-#ifdef HEAT_DDS
- string ResourceName = "menbheat.dds";
-#else
- string ResourceName = "menbheat.png";
-#endif
->;
-texture2D texFocus;
-texture2D texCurr;
-texture2D texPrev;
-sampler2D SamplerColor = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerDepth = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerNoise3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerHeat = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerFocus = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerCurr = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerPrev = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
diff --git a/enbseries/menbprepasssettings.fx b/enbseries/menbprepasssettings.fx
deleted file mode 100644
index 7e6c6e4..0000000
--- a/enbseries/menbprepasssettings.fx
+++ /dev/null
@@ -1,1103 +0,0 @@
-/*
- menbprepasssettings.fx : MariENB prepass user-tweakable variables.
- (C)2013-2017 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-string str_misc = "Miscellaneous";
-/* fixed resolution, keeps blur filters at a consistent internal resolution */
-int fixedx
-<
- string UIName = "Fixed Resolution Width";
- string UIWidget = "Spinner";
- int UIMin = 0;
-> = {1920};
-int fixedy
-<
- string UIName = "Fixed Resolution Height";
- string UIWidget = "Spinner";
- int UIMin = 0;
-> = {1080};
-float cutoff
-<
- string UIName = "Depth Cutoff";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1000000.0;
-> = {999949.0};
-float zNear
-<
- string UIName = "Near Z";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-float zFar
-<
- string UIName = "Far Z";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {3098.0};
-string str_dist = "Distortion Filters";
-float distcha
-<
- string UIName = "Distortion Chromatic Aberration";
- string UIWidget = "Spinner";
-> = {10.0};
-bool heatenable
-<
- string UIName = "Enable Hot Air Refraction";
- string UIWidget = "Checkbox";
-> = {false};
-float heatsize
-<
- string UIName = "Heat Texture Size";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {3.5};
-float heatspeed
-<
- string UIName = "Heat Speed";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.5};
-float heatfadepow
-<
- string UIName = "Heat Fade Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {200.0};
-float heatfademul
-<
- string UIName = "Heat Fade Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float heatfadebump
-<
- string UIName = "Heat Fade Offset";
- string UIWidget = "Spinner";
-> = {0.0};
-float heatstrength
-<
- string UIName = "Heat Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.25};
-float heatpow
-<
- string UIName = "Heat Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.2};
-float heatfactor_n
-<
- string UIName = "Heat Factor Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float heatfactor_d
-<
- string UIName = "Heat Factor Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float heatfactor_i
-<
- string UIName = "Heat Factor Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-string str_focus = "Focusing Parameters";
-/*
- focus modes:
- -1 : manual
- 0 : center spot
- 1 : center + triangle
- 2 : 8x8 grid average
- TODO
- 3 : 8x8 grid average of 8 closest points
- 4 : 8x8 grid average of 8 farthest points
-*/
-int focuscircle
-<
- string UIName = "Focus Mode";
- string UIWidget = "Checkbox";
- int UIMin = -1;
- int UIMax = 2;
-> = {1};
-bool focusdisplay
-<
- string UIName = "Display Focus Points";
- string UIWidget = "Checkbox";
-> = {false};
-float focusmanualvalue
-<
- string UIName = "Manual Focus Depth";
- string UIWidget = "Checkbox";
- float UIMin = 0.0;
- float UIMax = 1000.0;
-> = {500.0};
-/* center point of focus */
-float focuscenter_x
-<
- string UIName = "Focus Point Center X";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 100.0;
-> = {50.0};
-float focuscenter_y
-<
- string UIName = "Focus Point Center Y";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 100.0;
-> = {50.0};
-float focuscircleangle
-<
- string UIName = "Focus Triangle Angle";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-/* radius of the focus point triangle */
-float focusradius_n
-<
- string UIName = "Focus Triangle Radius Night";
- string UIWidget = "Spinner";
-> = {20.0};
-float focusradius_d
-<
- string UIName = "Focus Triangle Radius Day";
- string UIWidget = "Spinner";
-> = {20.0};
-float focusradius_i
-<
- string UIName = "Focus Triangle Radius Interior";
- string UIWidget = "Spinner";
-> = {20.0};
-/* mix factor with sample at screen center */
-float focusmix_n
-<
- string UIName = "Focus Triangle Blending Night";
- string UIWidget = "Spinner";
-> = {0.5};
-float focusmix_d
-<
- string UIName = "Focus Triangle Blending Day";
- string UIWidget = "Spinner";
-> = {0.5};
-float focusmix_i
-<
- string UIName = "Focus Triangle Blending Interior";
- string UIWidget = "Spinner";
-> = {0.5};
-/* maximum focus depth */
-float focusmax_n
-<
- string UIName = "Focus Maximum Depth Night";
- string UIWidget = "Spinner";
-> = {1000.0};
-float focusmax_d
-<
- string UIName = "Focus Maximum Depth Day";
- string UIWidget = "Spinner";
-> = {1000.0};
-float focusmax_i
-<
- string UIName = "Focus Maximum Depth Interior";
- string UIWidget = "Spinner";
-> = {1000.0};
-/* dof filter */
-string str_dof = "Depth Of Field";
-/* dof multiplier (makes unfocused depths more blurry) */
-float dofmult_n
-<
- string UIName = "DOF Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float dofmult_d
-<
- string UIName = "DOF Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float dofmult_i
-<
- string UIName = "DOF Intensity Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-/* dof power (the higher it is, the wider the focused area gets) */
-float dofpow_n
-<
- string UIName = "DOF Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-float dofpow_d
-<
- string UIName = "DOF Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-float dofpow_i
-<
- string UIName = "DOF Contrast Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-/* dof bump (negative shift increases the area in complete focus) */
-float dofbump_n
-<
- string UIName = "DOF Shift Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float dofbump_d
-<
- string UIName = "DOF Shift Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float dofbump_i
-<
- string UIName = "DOF Shift Interior";
- string UIWidget = "Spinner";
-> = {0.0};
-/* fixed focused depth factors */
-float doffixedfocusmult_n
-<
- string UIName = "DOF Fixed Focus Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocusmult_d
-<
- string UIName = "DOF Fixed Focus Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocusmult_i
-<
- string UIName = "DOF Fixed Focus Intensity Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocuspow_n
-<
- string UIName = "DOF Fixed Focus Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocuspow_d
-<
- string UIName = "DOF Fixed Focus Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocuspow_i
-<
- string UIName = "DOF Fixed Focus Contrast Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocusbump_n
-<
- string UIName = "DOF Fixed Focus Shift Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedfocusbump_d
-<
- string UIName = "DOF Fixed Focus Shift Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedfocusbump_i
-<
- string UIName = "DOF Fixed Focus Shift Interior";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedfocusblend_n
-<
- string UIName = "DOF Fixed Focus Blend Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedfocusblend_d
-<
- string UIName = "DOF Fixed Focus Blend Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedfocusblend_i
-<
- string UIName = "DOF Fixed Focus Blend Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedfocusdepth
-<
- string UIName = "DOF Fixed Focus Depth";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-float doffixedfocuscap
-<
- string UIName = "DOF Fixed Focus Cap";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-/* fixed unfocused depth factors */
-float doffixedunfocusmult_n
-<
- string UIName = "DOF Fixed Unfocus Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float doffixedunfocusmult_d
-<
- string UIName = "DOF Fixed Unfocus Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float doffixedunfocusmult_i
-<
- string UIName = "DOF Fixed Unfocus Intensity Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float doffixedunfocuspow_n
-<
- string UIName = "DOF Fixed Unfocus Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1000.0};
-float doffixedunfocuspow_d
-<
- string UIName = "DOF Fixed Unfocus Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1000.0};
-float doffixedunfocuspow_i
-<
- string UIName = "DOF Fixed Unfocus Contrast Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1000.0};
-float doffixedunfocusbump_n
-<
- string UIName = "DOF Fixed Unfocus Shift Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedunfocusbump_d
-<
- string UIName = "DOF Fixed Unfocus Shift Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedunfocusbump_i
-<
- string UIName = "DOF Fixed Unfocus Shift Interior";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedunfocusblend_n
-<
- string UIName = "DOF Fixed Unfocus Blend Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedunfocusblend_d
-<
- string UIName = "DOF Fixed Unfocus Blend Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedunfocusblend_i
-<
- string UIName = "DOF Fixed Unfocus Blend Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedunfocusdepth
-<
- string UIName = "DOF Fixed Unfocus Depth";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-/* prevents fixed dof from blurring the skybox */
-bool doffixedcut
-<
- string UIName = "DOF Fixed Use Cutoff";
- string UIWidget = "Checkbox";
-> = {true};
-/* disable depth of field */
-bool dofdisable
-<
- string UIName = "Disable DOF";
- string UIWidget = "Checkbox";
-> = {false};
-bool doffixedonly
-<
- string UIName = "Use Only Fixed DOF";
- string UIWidget = "Checkbox";
-> = {false};
-float dofpradius
-<
- string UIName = "DOF Gather Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {6.0};
-float dofpbradius
-<
- string UIName = "DOF Post-Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dofpcha
-<
- string UIName = "DOF Blur Chromatic Aberration";
- string UIWidget = "Spinner";
-> = {0.0};
-float dofbthreshold
-<
- string UIName = "DOF Highlight Threshold";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float dofbgain
-<
- string UIName = "DOF Highlight Gain";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float dofbradius
-<
- string UIName = "DOF Bokeh Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dofbbias
-<
- string UIName = "DOF Bokeh Edge Bias";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float dofbnoise
-<
- string UIName = "DOF Bokeh Fuzz";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.01};
-/* tilting */
-float doftiltxcenter
-<
- string UIName = "Focus Plane Horizontal Tilt Center";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.5};
-float doftiltycenter
-<
- string UIName = "Focus Plane Vertical Tilt Center";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.5};
-float doftiltx
-<
- string UIName = "Focus Plane Horizontal Tilt";
- string UIWidget = "Spinner";
-> = {0.0};
-float doftilty
-<
- string UIName = "Focus Plane Vertical Tilt";
- string UIWidget = "Spinner";
-> = {0.0};
-/* cheap performance option */
-float dofminblur
-<
- string UIName = "DOF Minimum Blur";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-bool dofdebug
-<
- string UIName = "Debug Depth";
- string UIWidget = "Checkbox";
-> = {false};
-bool dfcdebug
-<
- string UIName = "Debug Focus";
- string UIWidget = "Checkbox";
-> = {false};
-/* use "edge vision" filter */
-string str_view = "Edgevision";
-bool edgevenable
-<
- string UIName = "Enable Edgevision";
- string UIWidget = "Checkbox";
-> = {false};
-/* factors */
-float edgevfadepow_n
-<
- string UIName = "Edgevision Fade Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgevfadepow_d
-<
- string UIName = "Edgevision Fade Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgevfadepow_i
-<
- string UIName = "Edgevision Fade Contrast Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgevfademult_n
-<
- string UIName = "Edgevision Fade Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgevfademult_d
-<
- string UIName = "Edgevision Fade Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgevfademult_i
-<
- string UIName = "Edgevision Fade Intensity Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgevpow
-<
- string UIName = "Edgevision Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.25};
-float edgevmult
-<
- string UIName = "Edgevision Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-float edgevradius
-<
- string UIName = "Edgevision Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-bool edgevinv
-<
- string UIName = "Invert Edgevision";
- string UIWidget = "Checkbox";
-> = {false};
-bool edgevblend
-<
- string UIName = "Blend Edgevision";
- string UIWidget = "Checkbox";
-> = {false};
-/* use luma edge detection filter */
-string str_com = "Edge Detect";
-bool comenable
-<
- string UIName = "Enable Edge Detect";
- string UIWidget = "Checkbox";
-> = {false};
-float compow
-<
- string UIName = "Edge Detect Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float commult
-<
- string UIName = "Edge Detect Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float comradius
-<
- string UIName = "Edge Detect Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-bool cominv
-<
- string UIName = "Invert Edge Detect";
- string UIWidget = "Checkbox";
-> = {false};
-bool comblend
-<
- string UIName = "Blend Edge Detect";
- string UIWidget = "Checkbox";
-> = {false};
-/* use edge threshold filter aka "linevision" */
-string str_cont = "Linevision";
-bool contenable
-<
- string UIName = "Enable Linevision";
- string UIWidget = "Checkbox";
-> = {false};
-/* factors */
-float contfadepow_n
-<
- string UIName = "Linevision Fade Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float contfadepow_d
-<
- string UIName = "Linevision Fade Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float contfadepow_i
-<
- string UIName = "Linevision Fade Contrast Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float contfademult_n
-<
- string UIName = "Linevision Fade Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float contfademult_d
-<
- string UIName = "Linevision Fade Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float contfademult_i
-<
- string UIName = "Linevision Fade Intensity Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float contpow
-<
- string UIName = "Linevision Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float contmult
-<
- string UIName = "Linevision Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float contradius
-<
- string UIName = "Linevision Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float contthreshold
-<
- string UIName = "Linevision Threshold";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-bool continv
-<
- string UIName = "Invert Linevision";
- string UIWidget = "Checkbox";
-> = {false};
-bool contblend
-<
- string UIName = "Blend Linevision";
- string UIWidget = "Checkbox";
-> = {false};
-/* fog filter */
-string str_fog = "Custom Fog Filter";
-bool fogenable
-<
- string UIName = "Enable Custom Fog";
- string UIWidget = "Checkbox";
-> = {false};
-float fogpow
-<
- string UIName = "Fog Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float fogmult
-<
- string UIName = "Fog Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float fogbump
-<
- string UIName = "Fog Shift";
- string UIWidget = "Spinner";
-> = {0.0};
-float3 fogcolor
-<
- string UIName = "Fog Color";
- string UIWidget = "Spinner";
-> = {1.0,1.0,1.0};
-bool foglimbo
-<
- string UIName = "Limbo Mode";
- string UIWidget = "Checkbox";
-> = {false};
-/* luma sharpen because of reasons */
-string str_sharp = "Luma Sharpen";
-bool sharpenable
-<
- string UIName = "Sharpen Enable";
- string UIWidget = "Checkbox";
-> = {false};
-float sharpradius
-<
- string UIName = "Sharpen Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.8};
-float sharpclamp
-<
- string UIName = "Sharpen Clamp";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.02};
-float sharpblend
-<
- string UIName = "Sharpen Blending";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.2};
-/* depth-based colour grading suite */
-string str_grade = "Depth Color Grading Suite";
-float dgradedfoc
-<
- string UIName = "Depth Grading Center Depth";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1000.0;
-> = {500.0};
-float dgradedpow_n
-<
- string UIName = "Depth Grading Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradedpow_d
-<
- string UIName = "Depth Grading Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradedpow_i
-<
- string UIName = "Depth Grading Contrast Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradedmul_n
-<
- string UIName = "Depth Grading Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradedmul_d
-<
- string UIName = "Depth Grading Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradedmul_i
-<
- string UIName = "Depth Grading Intensity Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradedbump_n
-<
- string UIName = "Depth Grading Shift Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float dgradedbump_d
-<
- string UIName = "Depth Grading Shift Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float dgradedbump_i
-<
- string UIName = "Depth Grading Shift Interior";
- string UIWidget = "Spinner";
-> = {0.0};
-float dgradedblend_n
-<
- string UIName = "Depth Grading Blend Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float dgradedblend_d
-<
- string UIName = "Depth Grading Blend Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float dgradedblend_i
-<
- string UIName = "Depth Grading Blend Interior";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-bool dgradeenable1
-<
- string UIName = "Enable RGB Grading";
- string UIWidget = "Checkbox";
-> = {false};
-/* color component multipliers */
-float dgrademul_r_n
-<
- string UIName = "Grading Intensity Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_g_n
-<
- string UIName = "Grading Intensity Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_b_n
-<
- string UIName = "Grading Intensity Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_r_d
-<
- string UIName = "Grading Intensity Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_g_d
-<
- string UIName = "Grading Intensity Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_b_d
-<
- string UIName = "Grading Intensity Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_r_i
-<
- string UIName = "Grading Intensity Interior Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_g_i
-<
- string UIName = "Grading Intensity Interior Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgrademul_b_i
-<
- string UIName = "Grading Intensity Interior Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-/* color component contrasts */
-float dgradepow_r_n
-<
- string UIName = "Grading Contrast Night Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_g_n
-<
- string UIName = "Grading Contrast Night Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_b_n
-<
- string UIName = "Grading Contrast Night Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_r_d
-<
- string UIName = "Grading Contrast Day Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_g_d
-<
- string UIName = "Grading Contrast Day Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_b_d
-<
- string UIName = "Grading Contrast Day Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_r_i
-<
- string UIName = "Grading Contrast Interior Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_g_i
-<
- string UIName = "Grading Contrast Interior Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dgradepow_b_i
-<
- string UIName = "Grading Contrast Interior Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-/* colorization factors */
-bool dgradeenable2
-<
- string UIName = "Enable Vibrance Grading";
- string UIWidget = "Checkbox";
-> = {false};
-float dgradecol_r_n
-<
- string UIName = "Grading Color Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_g_n
-<
- string UIName = "Grading Color Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_b_n
-<
- string UIName = "Grading Color Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_r_d
-<
- string UIName = "Grading Color Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_g_d
-<
- string UIName = "Grading Color Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_b_d
-<
- string UIName = "Grading Color Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_r_i
-<
- string UIName = "Grading Color Interior Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_g_i
-<
- string UIName = "Grading Color Interior Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradecol_b_i
-<
- string UIName = "Grading Color Interior Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-/* blend factor for colorization (negative values are quite fancy) */
-float dgradecolfact_n
-<
- string UIName = "Grading Color Factor Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float dgradecolfact_d
-<
- string UIName = "Grading Color Factor Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float dgradecolfact_i
-<
- string UIName = "Grading Color Factor Interior";
- string UIWidget = "Spinner";
-> = {0.0};
-/* HSV grading */
-bool dgradeenable3
-<
- string UIName = "Enable HSV Grading";
- string UIWidget = "Checkbox";
-> = {false};
-/* saturation multiplier */
-float dgradesatmul_n
-<
- string UIName = "Grading Saturation Intensity Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradesatmul_d
-<
- string UIName = "Grading Saturation Intensity Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradesatmul_i
-<
- string UIName = "Grading Saturation Intensity Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-/* saturation power */
-float dgradesatpow_n
-<
- string UIName = "Grading Saturation Contrast Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradesatpow_d
-<
- string UIName = "Grading Saturation Contrast Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradesatpow_i
-<
- string UIName = "Grading Saturation Contrast Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-/* value multiplier */
-float dgradevalmul_n
-<
- string UIName = "Grading Value Intensity Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradevalmul_d
-<
- string UIName = "Grading Value Intensity Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradevalmul_i
-<
- string UIName = "Grading Value Intensity Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-/* value power */
-float dgradevalpow_n
-<
- string UIName = "Grading Value Contrast Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradevalpow_d
-<
- string UIName = "Grading Value Contrast Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float dgradevalpow_i
-<
- string UIName = "Grading Value Contrast Interior";
- string UIWidget = "Spinner";
-> = {1.0};
-bool dcolorizeafterhsv
-<
- string UIName = "Colorize After HSV";
- string UIWidget = "Checkbox";
-> = {true};
\ No newline at end of file
diff --git a/enbseries/menbvignette.png b/enbseries/menbvignette.png
deleted file mode 100644
index a05f8fc..0000000
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