diff --git a/Logo.png b/Logo.png deleted file mode 100644 index dba3d72..0000000 Binary files a/Logo.png and /dev/null differ diff --git a/README.md b/README.md deleted file mode 100644 index 56118da..0000000 --- a/README.md +++ /dev/null @@ -1,13 +0,0 @@ -![logo](Logo.png) - -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/assets/enbpalette.bmp b/assets/enbpalette.bmp new file mode 100644 index 0000000..03a8f6d Binary files /dev/null and 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c2_battery_park_streets +08 c2_black_control +09 c2_centralpark +10 c2_centralstation_streets +11 c2_collided_buildings +12 c2_collided_hotel +13 c2_convoy +14 c2_cxp_360 +15 c2_cxp_pc +16 c2_desaturate +17 c2_downtown2 +18 c2_downtown_streets +19 c2_flash_blindness +20 c2_hive_ab3_crater +21 c2_liberty_test11 +22 c2_madisonsquare_rapids +23 c2_pier_2 +24 c2_pier_3 +25 c2_pier_sunset +26 c2_pier +27 c2_pipeline +28 c2_rooftops_inside +29 c2_rooftops_outside +30 c2_rooftops +31 c2_roosevelt_park +32 c2_spear_streets_spore2 +33 c2_spear_streets_spore +34 c2_spear_streets +35 c2_terminal_5 +36 c2_timesquare_blackout +37 c2_timesquare_global +38 cold +39 dry +40 neutral +41 riddick2 +42 sepia +43 udk_ce2 +44 udk_dawn02 +45 udk_day05 +46 udk_dm_deck01 +47 udk_dm_deck02 +48 udk_dm_deck03 +49 udk_necropolis01 +50 udk_night03 +51 udk_stormy +52 warm + +marienb + +53 mk_dust_1 +54 mk_dust_2 +55 mk_red +56 mk_blue +57 mk_brown +58 mk_flame +59 mk_golden +60 mk_dust_3 +61 mk_dust_4 +62 mk_desat_1 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It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + 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". + + 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/code/effect.txt b/code/effect.txt new file mode 100644 index 0000000..a339967 --- /dev/null +++ b/code/effect.txt @@ -0,0 +1,11 @@ +/* + effect.txt : MariENB extra shader. + (C)2013-2016 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/code/enbbloom.fx b/code/enbbloom.fx new file mode 100644 index 0000000..821798a --- /dev/null +++ b/code/enbbloom.fx @@ -0,0 +1,11 @@ +/* + enbbloom.fx : MariENB bloom filter. + (C)2013-2016 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/code/enbeffect.fx b/code/enbeffect.fx new file mode 100644 index 0000000..19d293d --- /dev/null +++ b/code/enbeffect.fx @@ -0,0 +1,13 @@ +/* + enbeffect.fx : MariENB base shader. + (C)2013-2016 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/code/enbeffectprepass.fx b/code/enbeffectprepass.fx new file mode 100644 index 0000000..e091db3 --- /dev/null +++ b/code/enbeffectprepass.fx @@ -0,0 +1,11 @@ +/* + enbeffectprepass.fx : MariENB pre-pass filters. + (C)2013-2016 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/code/enblens.fx b/code/enblens.fx new file mode 100644 index 0000000..91de7a8 --- /dev/null +++ b/code/enblens.fx @@ -0,0 +1,57 @@ +/* + enblens.fx : MariENB Lens filters. + (C)2013-2016 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/code/enbsunsprite.fx b/code/enbsunsprite.fx new file mode 100644 index 0000000..382e85c --- /dev/null +++ b/code/enbsunsprite.fx @@ -0,0 +1,49 @@ +/* + enbsunsprite.fx : MariENB sun sprite filters. + (C)2013-2016 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/code/menbbloomfilters.fx b/code/menbbloomfilters.fx new file mode 100644 index 0000000..41a1873 --- /dev/null +++ b/code/menbbloomfilters.fx @@ -0,0 +1,272 @@ +/* + menbbloomfilters.fx : MariENB bloom shader routines. + (C)2013-2016 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; + float2 pp; + [unroll] for ( i=-7; i<=7; i++ ) + { + pp = coord+float2(i,0)*TempParameters.z*bloomradius; + 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; + float2 pp; + [unroll] for ( i=-7; i<=7; i++ ) + { + pp = coord+float2(0,i)*TempParameters.z*bloomradius; + 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_in = float3(blu_in_r,blu_in_g,blu_in_b); + float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b); + float3 blu = tod_ind(blu); + float bsi = tod_ind(bsi); + float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi; + lm = lm/(1.0+lm); + lm *= 1.0-saturate((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; + float2 pp; + [unroll] for ( i=-79; i<=79; i++ ) + { + pp = coord+float2(i,0)*TempParameters.z*bloomradius*flen; + 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_in = float3(flu_in_r,flu_in_g,flu_in_b); + float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b); + float3 flu = tod_ind(flu); + float fsi = tod_ind(fsi); + float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi; + lm = lm/(1.0+lm); + float fbl = tod_ind(fbl); + float fpw = tod_ind(fpw); + res.rgb *= lerp(1.0,flu,lm); + res.rgb = pow(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; + if ( alfenable ) res.rgb *= 0.5; + res.rgb = clamp(res.rgb,0,32768); + res.a = 1.0; + return res; +} +/* crappy lens filter, useful when playing characters with glasses */ +float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR +{ + float4 mud = float4(0,0,0,0); + if ( !dirtenable ) return mud; + float2 coord = In.txcoord0.xy; + float2 ccoord = coord; +#ifdef ASPECT_LENSDIRT + ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5; +#endif + float4 crap = tex2D(SamplerLens,ccoord); + mud += dirtmix1*tex2D(SamplerBloomC1,coord); // P1 + mud += dirtmix2*tex2D(SamplerBloomC2,coord); // P2 + mud += dirtmix3*tex2D(SamplerBloomC3,coord); // P3 + mud += dirtmix4*tex2D(SamplerBloomC4,coord); // P4 + mud += dirtmix5*tex2D(SamplerBloomC5,coord); // Prepass + mud += dirtmix6*tex2D(SamplerBloomC6,coord); // Base + mud += dirtmix7*tex2D(SamplerBloomC7,coord); // P5 + mud += dirtmix8*tex2D(SamplerBloomC8,coord); // P6 + mud.rgb /= 6.0; + if ( alfenable ) mud.rgb *= 0.5; + mud.rgb = clamp(mud.rgb,0,32768); + float mudmax = luminance(mud.rgb); + float mudn = max(mudmax/(1.0+mudmax),0.0); + mudn = pow(mudn,max(ldirtpow-crap.a,0.0)); + mud.rgb *= mudn*ldirtfactor*crap.rgb; + mud.a = 1.0; + return mud; +} +/* 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; + } + pass p1 + { + AlphaBlendEnable = true; + SrcBlend = One; + DestBlend = One; + PixelShader = compile ps_3_0 PS_LensDirtPass(); + } +} diff --git a/code/menbbloominternals.fx b/code/menbbloominternals.fx new file mode 100644 index 0000000..7b9a2e1 --- /dev/null +++ b/code/menbbloominternals.fx @@ -0,0 +1,283 @@ +/* + menbbloominternals.fx : MariENB bloom internal variables. + (C)2013-2016 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: 3, std dev: 0.7014 */ +/*static const float gauss3[3] = {0.568780, 0.205851, 0.009759};*/ +/* 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: 36, std dev: 32 */ +/*static const float gauss36[36] = +{ + 0.017014, 0.017006, 0.016981, 0.016939, 0.016881, 0.016807, + 0.016717, 0.016612, 0.016490, 0.016354, 0.016203, 0.016038, + 0.015859, 0.015666, 0.015461, 0.015244, 0.015015, 0.014775, + 0.014524, 0.014264, 0.013995, 0.013718, 0.013433, 0.013141, + 0.012843, 0.012539, 0.012231, 0.011918, 0.011602, 0.011284, + 0.010964, 0.010642, 0.010319, 0.009997, 0.009675, 0.009355 +};*/ +/* 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; +texture2D texLens +< +#ifdef LENSDIRT_DDS + string ResourceName = "menblens.dds"; +#else + string ResourceName = "menblens.png"; +#endif +>; +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; +}; +sampler2D SamplerLens = 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/code/menbbloomsettings.fx b/code/menbbloomsettings.fx new file mode 100644 index 0000000..60a30c7 --- /dev/null +++ b/code/menbbloomsettings.fx @@ -0,0 +1,468 @@ +/* + menbbloomsettings.fx : MariENB bloom user-tweakable variables. + (C)2013-2016 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_in +< + string UIName = "Bloom Intensity Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloomintensity_id +< + string UIName = "Bloom Intensity Interior Day"; + 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_in +< + string UIName = "Bloom Contrast Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float bloompower_id +< + string UIName = "Bloom Contrast Interior Day"; + 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_in +< + string UIName = "Bloom Saturation Interior Night"; + string UIWidget = "Spinner"; +> = {0.75}; +float bloomsaturation_id +< + string UIName = "Bloom Saturation Interior Day"; + 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_in +< + string UIName = "Bloom Offset Interior Night"; + string UIWidget = "Spinner"; +> = {-0.5}; +float bloombump_id +< + string UIName = "Bloom Offset Interior Day"; + 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_in +< + string UIName = "Bloom Intensity Cap Interior Night"; + string UIWidget = "Spinner"; +> = {20.0}; +float bloomcap_id +< + string UIName = "Bloom Intensity Cap Interior Day"; + string UIWidget = "Spinner"; +> = {20.0}; +string str_bloomper = "Bloom Per-pass"; +/* bloom blur radius */ +float bloomradius +< + string UIName = "Bloom Blur Radius"; + 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_in_r +< + string UIName = "Blue Shift Interior Night Red"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_in_g +< + string UIName = "Blue Shift Interior Night Green"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_in_b +< + string UIName = "Blue Shift Interior Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float blu_id_r +< + string UIName = "Blue Shift Interior Day Red"; + string UIWidget = "Spinner"; +> = {0.2}; +float blu_id_g +< + string UIName = "Blue Shift Interior Day Green"; + string UIWidget = "Spinner"; +> = {0.6}; +float blu_id_b +< + string UIName = "Blue Shift Interior Day 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_in +< + string UIName = "Blue Shift Intensity Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bsi_id +< + string UIName = "Blue Shift Intensity Interior Day"; + 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_in +< + string UIName = "Anamorphic Bloom Blend Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.75}; +float fbl_id +< + string UIName = "Anamorphic Bloom Blend Interior Day"; + 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_in_r +< + string UIName = "Anamorphic Bloom Blue Shift Interior Night Red"; + string UIWidget = "Spinner"; +> = {0.5}; +float flu_in_g +< + string UIName = "Anamorphic Bloom Blue Shift Interior Night Green"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_in_b +< + string UIName = "Anamorphic Bloom Blue Shift Interior Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float flu_id_r +< + string UIName = "Anamorphic Bloom Blue Shift Interior Day Red"; + string UIWidget = "Spinner"; +> = {0.5}; +float flu_id_g +< + string UIName = "Anamorphic Bloom Blue Shift Interior Day Green"; + string UIWidget = "Spinner"; +> = {0.1}; +float flu_id_b +< + string UIName = "Anamorphic Bloom Blue Shift Interior Day 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_in +< + string UIName = "Anamorphic Bloom Blue Shift Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fsi_id +< + string UIName = "Anamorphic Bloom Blue Shift Interior Day"; + 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_in +< + string UIName = "Anamorphic Bloom Contrast Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float fpw_id +< + string UIName = "Anamorphic Bloom Contrast Interior Day"; + 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}; +string str_bloomdirt = "Lens Dirt"; +bool dirtenable +< + string UIName = "Enable Lens Dirt"; + string UIWidget = "Checkbox"; +> = {false}; +float dirtmix1 +< + string UIName = "Dirt Pass 1 Blend"; + string UIWidget = "Spinner"; +> = {0.0}; +float dirtmix2 +< + string UIName = "Dirt Pass 2 Blend"; + string UIWidget = "Spinner"; +> = {0.1}; +float dirtmix3 +< + string UIName = "Dirt Pass 3 Blend"; + string UIWidget = "Spinner"; +> = {1.2}; +float dirtmix4 +< + string UIName = "Dirt Pass 4 Blend"; + string UIWidget = "Spinner"; +> = {0.5}; +float dirtmix7 +< + string UIName = "Dirt Pass 7 Blend"; + string UIWidget = "Spinner"; +> = {1.0}; +float dirtmix8 +< + string UIName = "Dirt Pass 8 Blend"; + string UIWidget = "Spinner"; +> = {3.0}; +float dirtmix5 +< + string UIName = "Dirt Prepass Blend"; + string UIWidget = "Spinner"; +> = {0.0}; +float dirtmix6 +< + string UIName = "Dirt Base Blend"; + string UIWidget = "Spinner"; +> = {0.0}; +float ldirtpow +< + string UIName = "Dirt Contrast"; + string UIWidget = "Spinner"; +> = {1.25}; +float ldirtfactor +< + string UIName = "Dirt Factor"; + string UIWidget = "Spinner"; +> = {1.5}; diff --git a/code/menbeffectfilters.fx b/code/menbeffectfilters.fx new file mode 100644 index 0000000..2228432 --- /dev/null +++ b/code/menbeffectfilters.fx @@ -0,0 +1,599 @@ +/* + menbeffectfilters.fx : MariENB base shader routines. + (C)2013-2016 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; +} +#ifdef FALLOUT +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 +*/ +#else +float4 _c1 : register(c1); +float4 _c2 : register(c2); +float4 _c3 : register(c3); +float4 _c4 : register(c4); +float4 _c5 : register(c5); +#define _r1 _c1 +#define _r2 _c2 +#define _r3 _c3 +#define _r4 _c4 +#define _r5 _c5 +/* + SKYRIM REGISTERS + + r1 (c1): r2 (c2): r3 (c3): + x -> adapt max x -> bloom bump (?) x -> vibrance + y -> adapt min y -> bloom mult (?) y -> unused + z -> unused z -> unused z -> multiplier 1 + w -> unused w -> unused w -> multiplier 2 + + r4 (c4): r5 (c5): + x -> tint red x -> fade red + y -> tint green y -> fade green + z -> tint blue z -> fade blue + w -> tint value w -> fade value +*/ +#endif +/* 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 0 0 0 + c7 -> 0.2125 0.7154 0.0721 1 + c6 is used in a cmp instruction + c7 xyz is in a dot product, so we can assume it's a + luminance calculation + c7 w is used in some mad instructions as the "add" + component, I wonder why + s0 is diffuse + s1 is bloom + s2 is adaptation + + code + + rcp r0.x,c2.y + r0.x now contains 1.0/c2.y (this is one of the bloom params) + texld r1, v0, s2 + r1 contains the adaptation texture now + mul r0.yz, r1.xxyw, c1.y + r0.yz for some reason contains adaptation's xxyw (wat) + multiplied by adapt min + rcp r0.w, r0.y + r0.w is now 1.0/r0.y (again, I don't know what's going on) + mul r0.z, r0.w, r0.z + r0.z *= r0.w, really don't know where this is going since + I SERIOUSLY have no idea what all the adaptation texture + channels do + + this is where adaptation ends and bloom stuff starts + + results: + r0.x is 1.0/c2.y + r0.y is ... I don't even know anymore, what the heck + r0.z is ... I'm at a loss here too + r0.w is 1.0/r0.y and I don't even know what r0.y is anyway + r1 still contains the adaptation texture + + texld r1, v0, s1 + oh, here the bloom texture is loaded to r1 + mul r1.xyz,r1,c1.y + multiplies bloom rgb by adaptation min + dp3 r0.w, c7, r1 + r0.w contains the luminance of bloom + mul r1.w, r0.w, r0.z + multiplies the luminance by whatever was calculated from + all the adaptation stuff + mad r0.z, r0.z, r0.w, c7.w + r0.z now contains r0.z multiplied by the original luminance + plus one + rcp r0.z, r0.z + r0.z is now 1.0/r0.z + mad r0.x, r1.w, r0.x, c7.w + r0.x is now r1.w * r0.x + 1 + r0.x previously contained 1.0/c2.y, so this would be + r1.w*(1.0/c2.y)+1 (no idea) + mul r0.x,r0.x,r1.w + r0.x changes again by multiplying it by r1.w (luminance?) + mul r0.x,r0.z,r0.x + here it gets multiplied by r0.z, which I HAVE NO IDEA what + it is + cmp r0.x,-r0.w,c6.x,r0.x + r0.x contains c6.x if -r0.w >= 0, otherwise it's unchanged + I'm only getting more confused at this point + rcp r0.z,r0.w + great, now we get the inverse of luminance to r0.z + mul r0.z,r0.z,r0.x + r0.z is multiplied by r0.x + add_sat r0.x,-r0.x,c2.x + r0.x now contains c2.x-r0.x, all of this is saturated + I seriously don't know where this is going + + now it finally loads the diffuse + + results: + r0.x is some sort of brightness modifier (?) + r0.y never changed, and I still have no clue what it does + r0.z is the inverse of bloom texture luminance + r0.w is the bloom luminance + r1 contains the bloom texture and something luminance-related + on the alpha channel + + texld r2, v0, s0 + loads diffuse onto r2 + mul r2.xyz, r2, c1.y + adjusts diffuse by adaptation min + mul r2.xyz, r0.x, r2 + adjusts the brightness again from the bloom "section" + mad r1.xyz, r1, r0.z, r2 + adds the bloom into diffuse using r0.z as the opacity, + r1 now contains the blend, goodbye adaptation texture + dp3 r0.x, r1, c7 + calculates the luminance of the diffuse+bloom, put in r0.x + mov r1.w, c7.w + r1.w is set to one + lrp r2, c3.x, r1, r0.x + r2 contains lerp(r0.x,r1,c3.x) + c3.x is a vibrance/saturation factor + OK this is at least very simple + mad r1, r0.x, c4, -r2 + r1 is r0.x*c4-r2 + first instruction of tint filter + mad r1, c4.w, r1, r2 + r1 is now c4.w*r1+r2 + second instruction of tint filter + combining the two, we get + r1 = c4.w*(r0.x*c4-r2)+r2 + I thought tinting was a simple lerp, but nope + mad r1, c3.w, r1, -r0.y + r1 is c3.w*r1-r0.y + this is one of the contrast instructions, and it's where the + whole adaptation mess comes from, since I have NO IDEA + what r0.y contains + mad r0, c3.z, r1, r0.y + r0 is now c3.z*r1+r0.y + the second contrast instruction, really at a loss here + whole thing would be + r0 = c3.z*(c3.w*r1-r0.y)+r0.y + add r1, -r0, c5 + r1 contains c5-r0 + c5 is the fade parameters + mad oC0, c5.w, r1, r0 + the final output color is c5.w*r1+r0 + so... oC0 = c5.w*(c5-r0)+r0 + I'm confused, this is also not a simple lerp, oh well? + + verdict: I HAVE NO IDEA WHAT r0.y CONTAINS, DAMN IT +*/ +/* LUT colour grading */ +float3 GradingLUT( float3 res ) +{ + /* + gross hacks were needed to "fix" the way direct3d interpolates on + sampling, and to manually interpolate on the blue channel + + this could be alleviated if I could have all the LUTs as 64 separate + volume maps, but PS 3.0 has a limit of 16 samplers and I think ENB + can't load volume maps anyway. + */ + float3 tcol = clamp(res,0.0001,0.9999); + tcol.rg = tcol.rg*0.5+0.25; +#ifdef LUTMODE_LEGACY + float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0 + +clut/64.0); + float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0 + +clut/64.0); + float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0); +#endif +#ifdef LUTMODE_16 + float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0); + float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0); + float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0); +#endif +#ifdef LUTMODE_64 + float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0); + float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0); + float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0); +#endif + float3 tcl1 = tex2D(SamplerLUT,lc1); + float3 tcl2 = tex2D(SamplerLUT,lc2); + tcol = lerp(tcl1,tcl2,dec); + float lutblend = tod_ind(lutblend); + return lerp(res,tcol,lutblend); +} +/* classic ENB palette colour grading, seems to kill dark and light values */ +float3 GradingPal( float3 res ) +{ + float4 adapt = tex2D(_s4,0.5); + adapt = adapt/(adapt+1.0); + float adapts = max(adapt.r,max(adapt.g,adapt.b)); + float3 palt; + float2 coord; + coord.y = adapts; + coord.x = res.r; + palt.r = tex2D(_s7,coord).r; + coord.x = res.g; + palt.g = tex2D(_s7,coord).g; + coord.x = res.b; + palt.b = tex2D(_s7,coord).b; + return lerp(res,palt,palblend); +} +/* post-pass dithering, something apparently only my ENB does */ +float3 Dither( float3 res, float2 coord ) +{ + float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float3 col = res; + float dml = (1.0/256.0); + if ( dither == 1 ) + col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml; + else if ( dither == 2 ) + col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml; + else if ( dither == 3 ) + col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml; + else if ( dither == 4 ) + col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml; + else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml; + col = (trunc(col*256.0)/256.0); + return col; +} +/* Fuzzy */ +float3 FilmGrain( float3 res, float2 coord ) +{ + float ts = Timer.x*nf; + float2 tcs = coord.xy; + float2 s1 = tcs+float2(0,ts); + float2 s2 = tcs+float2(ts,0); + float2 s3 = tcs+float2(ts,ts); + float n1, n2, n3; + float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0; + /* + There are two methods of making noise here: + 1. two-pass algorithm that produces a particular fuzz complete with + a soft horizontal tear, reminiscent of old TV static. + 2. simple version that has very noticeable tiling and visible + scrolling at low speeds + */ + if ( np ) + { + n1 = tex2D(SamplerNoise2,s1*nm11*nr).r; + n2 = tex2D(SamplerNoise2,s2*nm12*nr).g; + n3 = tex2D(SamplerNoise2,s3*nm13*nr).b; + s1 = tcs+float2(ts+n1*nk,n2*nk); + s2 = tcs+float2(n2,ts+n3*nk); + s3 = tcs+float2(ts+n3*nk,ts+n1*nk); + n1 = tex2D(SamplerNoise2,s1*nm21*nr).r; + n2 = tex2D(SamplerNoise2,s2*nm22*nr).g; + n3 = tex2D(SamplerNoise2,s3*nm23*nr).b; + } + else + { + n1 = tex2D(SamplerNoise3,s1*nm1*nr).r; + n2 = tex2D(SamplerNoise3,s2*nm2*nr).g; + n3 = tex2D(SamplerNoise3,s3*nm3*nr).b; + } + float n4 = (n1+n2+n3)/3; + float3 ng = float3(n4,n4,n4); + float3 nc = float3(n1,n2,n3); + float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj); + if ( nb == 1 ) return res+nt*ni; + if ( nb == 2 ) return overlay(res,(nt*ni)); + if ( nb == 3 ) + { + float bn = 1.0-saturate((res.r+res.g+res.b)/3.0); + bn = pow(bn,bnp); + float3 nn = saturate(nt*bn); + return darkmask(res,(nn*ni)); + } + return lerp(res,nt,ni); +} +/* MariENB shader */ +float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord0.xy; + float4 res = tex2D(_s0,coord); + if ( aenable ) res.rgb = Adaptation(res.rgb); + if ( tmapenable ) res.rgb = Tonemap(res.rgb); + if ( bloomdebug ) res.rgb *= 0; + res.rgb += tex2D(_s3,coord).rgb*EBloomAmount; + 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 ( lutenable ) res.rgb = GradingLUT(res.rgb); + if ( palenable ) res.rgb = GradingPal(res.rgb); + if ( ne ) res.rgb = FilmGrain(res.rgb,coord); +#ifdef FALLOUT + res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a); +#else + res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb; +#endif + 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 +#ifdef FALLOUT +technique Shader_C1DAE3F7 +#else +technique Shader_D6EC7DD1 +#endif +#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 +#ifdef FALLOUT +technique Shader_C1DAE3F7 +#else +technique Shader_D6EC7DD1 +#endif +#endif +{ + pass p0 + { +#ifdef FALLOUT + 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 + }; +#else + VertexShader = compile vs_3_0 VS_Pass(); +#endif + /* >inline assembly */ + PixelShader = asm + { +#ifdef FALLOUT + 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 +#else + ps_3_0 + def c6,0,0,0,0 + def c7,0.212500006,0.715399981,0.0720999986,1 + dcl_texcoord v0.xy + dcl_2d s0 + dcl_2d s1 + dcl_2d s2 + rcp r0.x,c2.y + texld r1,v0,s2 + mul r0.yz,r1.xxyw,c1.y + rcp r0.w,r0.y + mul r0.z,r0.w,r0.z + texld r1,v0,s1 + mul r1.xyz,r1,c1.y + dp3 r0.w,c7,r1 + mul r1.w,r0.w,r0.z + mad r0.z,r0.z,r0.w,c7.w + rcp r0.z,r0.z + mad r0.x,r1.w,r0.x,c7.w + mul r0.x,r0.x,r1.w + mul r0.x,r0.z,r0.x + cmp r0.x,-r0.w,c6.x,r0.x + rcp r0.z,r0.w + mul r0.z,r0.z,r0.x + add_sat r0.x,-r0.x,c2.x + texld r2,v0,s0 + mul r2.xyz,r2,c1.y + mul r2.xyz,r0.x,r2 + mad r1.xyz,r1,r0.z,r2 + dp3 r0.x,r1,c7 + mov r1.w,c7.w + lrp r2,c3.x,r1,r0.x + mad r1,r0.x,c4,-r2 + mad r1,c4.w,r1,r2 + mad r1,c3.w,r1,-r0.y + mad r0,c3.z,r1,r0.y + add r1,-r0,c5 + mad oC0,c5.w,r1,r0 +#endif + }; + ColorWriteEnable = ALPHA|RED|GREEN|BLUE; + ZEnable = FALSE; + ZWriteEnable = FALSE; + CullMode = NONE; + AlphaTestEnable = FALSE; + AlphaBlendEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} diff --git a/code/menbeffectinternals.fx b/code/menbeffectinternals.fx new file mode 100644 index 0000000..f9dc0de --- /dev/null +++ b/code/menbeffectinternals.fx @@ -0,0 +1,204 @@ +/* + menbeffectinternals.fx : MariENB base internal variables. + (C)2013-2016 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/9.0 +static const float ordered3[9] = +{ + d(2),d(6),d(3), + d(5),d(0),d(8), + d(1),d(7),d(4) +}; +#undef d +#define d(x) x/16.0 +static const float ordered4[16] = +{ + d( 0),d( 8),d( 2),d(10), + d(12),d( 4),d(14),d( 6), + d( 3),d(11),d( 1),d( 9), + d(15),d( 7),d(13),d( 5) +}; +#undef d +#define d(x) x/64.0 +static const float ordered8[64] = +{ + d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63), + d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31), + d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55), + d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23), + d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61), + d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29), + d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53), + d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21) +}; +#undef d +/* 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 texNoise2 +< + string ResourceName = "menbnoise1.png"; +>; +texture2D texNoise3 +< + string ResourceName = "menbnoise2.png"; +>; +texture2D texLUT +< +#ifdef LUTMODE_LEGACY + string ResourceName = "menblutpreset.png"; +#endif +#ifdef LUTMODE_16 + string ResourceName = "menblut16.png"; +#endif +#ifdef LUTMODE_64 + string ResourceName = "menblut64.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 SamplerNoise2 = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = POINT; + 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; +}; +sampler2D SamplerLUT = 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/code/menbeffectsettings.fx b/code/menbeffectsettings.fx new file mode 100644 index 0000000..2c52430 --- /dev/null +++ b/code/menbeffectsettings.fx @@ -0,0 +1,730 @@ +/* + menbeffectsettings.fx : MariENB base user-tweakable variables. + (C)2013-2016 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* 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}; +/* "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_in +< + string UIName = "Adaptation Min Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float amin_id +< + string UIName = "Adaptation Min Interior Day"; + 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_in +< + string UIName = "Adaptation Max Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float amax_id +< + string UIName = "Adaptation Max Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +/* tone mapping */ +string str_tonemap = "Filmic Tone Mapping"; +bool tmapenable +< + string UIName = "Enable Tonemapping"; + string UIWidget = "Checkbox"; +> = {false}; +float unA_n +< + string UIName = "Tonemap Shoulder Strength Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_d +< + string UIName = "Tonemap Shoulder Strength Day"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_in +< + string UIName = "Tonemap Shoulder Strength Interior Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float unA_id +< + string UIName = "Tonemap Shoulder Strength Interior Day"; + string UIWidget = "Spinner"; +> = {0.5}; +float unB_n +< + string UIName = "Tonemap Linear Strength Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_d +< + string UIName = "Tonemap Linear Strength Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_in +< + string UIName = "Tonemap Linear Strength Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float unB_id +< + string UIName = "Tonemap Linear Strength Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +float unC_n +< + string UIName = "Tonemap Linear Angle Night"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_d +< + string UIName = "Tonemap Linear Angle Day"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_in +< + string UIName = "Tonemap Linear Angle Interior Night"; + string UIWidget = "Spinner"; +> = {0.2}; +float unC_id +< + string UIName = "Tonemap Linear Angle Interior Day"; + string UIWidget = "Spinner"; +> = {0.2}; +float unD_n +< + string UIName = "Tonemap Toe Strength Night"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_d +< + string UIName = "Tonemap Toe Strength Day"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_in +< + string UIName = "Tonemap Toe Strength Interior Night"; + string UIWidget = "Spinner"; +> = {0.75}; +float unD_id +< + string UIName = "Tonemap Toe Strength Interior Day"; + string UIWidget = "Spinner"; +> = {0.75}; +float unE_n +< + string UIName = "Tonemap Toe Numerator Night"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_d +< + string UIName = "Tonemap Toe Numerator Day"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_in +< + string UIName = "Tonemap Toe Numerator Interior Night"; + string UIWidget = "Spinner"; +> = {0.02}; +float unE_id +< + string UIName = "Tonemap Toe Numerator Interior Day"; + string UIWidget = "Spinner"; +> = {0.02}; +float unF_n +< + string UIName = "Tonemap Toe Denominator Night"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_d +< + string UIName = "Tonemap Toe Denominator Day"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_in +< + string UIName = "Tonemap Toe Denominator Interior Night"; + string UIWidget = "Spinner"; +> = {0.30}; +float unF_id +< + string UIName = "Tonemap Toe Denominator Interior Day"; + string UIWidget = "Spinner"; +> = {0.30}; +float unW_n +< + string UIName = "Tonemap Linear White Night"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_d +< + string UIName = "Tonemap Linear White Day"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_in +< + string UIName = "Tonemap Linear White Interior Night"; + string UIWidget = "Spinner"; +> = {10.0}; +float unW_id +< + string UIName = "Tonemap Linear White Interior Day"; + 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_in +< + string UIName = "Grading Intensity Interior Night Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_in +< + string UIName = "Grading Intensity Interior Night Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_in +< + string UIName = "Grading Intensity Interior Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_r_id +< + string UIName = "Grading Intensity Interior Day Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_g_id +< + string UIName = "Grading Intensity Interior Day Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float grademul_b_id +< + string UIName = "Grading Intensity Interior Day 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_in +< + string UIName = "Grading Contrast Interior Night Red"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_in +< + string UIName = "Grading Contrast Interior Night Green"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_in +< + string UIName = "Grading Contrast Interior Night Blue"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_r_id +< + string UIName = "Grading Contrast Interior Day Red"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_g_id +< + string UIName = "Grading Contrast Interior Day Green"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float gradepow_b_id +< + string UIName = "Grading Contrast Interior Day 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_in +< + string UIName = "Grading Color Interior Night Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_in +< + string UIName = "Grading Color Interior Night Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_in +< + string UIName = "Grading Color Interior Night Blue"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_r_id +< + string UIName = "Grading Color Interior Day Red"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_g_id +< + string UIName = "Grading Color Interior Day Green"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradecol_b_id +< + string UIName = "Grading Color Interior Day 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_in +< + string UIName = "Grading Color Factor Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float gradecolfact_id +< + string UIName = "Grading Color Factor Interior Day"; + 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_in +< + string UIName = "Grading Saturation Intensity Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatmul_id +< + string UIName = "Grading Saturation Intensity Interior Day"; + 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_in +< + string UIName = "Grading Saturation Contrast Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradesatpow_id +< + string UIName = "Grading Saturation Contrast Interior Day"; + 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_in +< + string UIName = "Grading Value Intensity Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalmul_id +< + string UIName = "Grading Value Intensity Interior Day"; + 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_in +< + string UIName = "Grading Value Contrast Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float gradevalpow_id +< + string UIName = "Grading Value Contrast Interior Day"; + 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}; +/* 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_in +< + string UIName = "LUT Blend Interior Night"; + string UIWidget = "Spinner"; +> = {1.0}; +float lutblend_id +< + string UIName = "LUT Blend Interior Day"; + string UIWidget = "Spinner"; +> = {1.0}; +#ifdef LUTMODE_LEGACY +int clut +< + string UIName = "LUT Preset"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 63; +> = {1}; +#endif +/* not using ENB's own variables, sorry */ +string str_enbpal = "ENB Palette"; +bool palenable +< + string UIName = "Enable ENB Palette"; + string UIWidget = "Checkbox"; +> = {false}; +float palblend +< + string UIName = "Palette Blend"; + string UIWidget = "Spinner"; +> = {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 = 4; +> = {4}; +string str_debug = "Debugging"; +bool bloomdebug +< + string UIName = "Display Bloom"; + string UIWidget = "Checkbox"; +> = {false}; diff --git a/code/menbextrafilters.fx b/code/menbextrafilters.fx new file mode 100644 index 0000000..7362c67 --- /dev/null +++ b/code/menbextrafilters.fx @@ -0,0 +1,601 @@ +/* + menbextrafilters.fx : MariENB extra shader routines. + (C)2013-2016 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.g0.5); + } + float dist = 2.0; + int idx = 0; + if ( cgapal == 1 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga1l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga1l[i]); + } + color.rgb = cga1l[idx]; + } + else if ( cgapal == 2 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga1h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga1h[i]); + } + color.rgb = cga1h[idx]; + } + else if ( cgapal == 3 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga2l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga2l[i]); + } + color.rgb = cga2l[idx]; + } + else if ( cgapal == 4 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga2h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga2h[i]); + } + color.rgb = cga2h[idx]; + } + else if ( cgapal == 5 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga3l[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga3l[i]); + } + color.rgb = cga3l[idx]; + } + else if ( cgapal == 6 ) + { + [unroll] for ( int i=0; i<4; i++ ) + if ( distance(dac.rgb,cga3h[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,cga3h[i]); + } + color.rgb = cga3h[idx]; + } + return color; +} +/* + EGA technically only had the 320x200 16-colour graphic mode, but when VGA + came out, it was possible to tweak the DAC, allowing for custom palettes. + AOS EGA is a palette based on my terminal colour scheme on Linux, which I + also use for AliceOS. +*/ +float4 ReduceEGA( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + float dist = 2.0; + int idx = 0; + if ( egapal == 0 ) + { + [unroll] for ( int i=0; i<16; i++ ) + if ( distance(dac.rgb,stdega[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,stdega[i]); + } + color.rgb = stdega[idx]; + } + else + { + [unroll] for ( int i=0; i<16; i++ ) + if ( distance(dac.rgb,aosega[i]) < dist ) + { + idx = i; + dist = distance(dac.rgb,aosega[i]); + } + color.rgb = aosega[idx]; + } + return color; +} +/* A two bits per channel mode that can usually fit VGA mode 13h and mode x */ +float4 ReduceRGB2( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*4.0)/4.0; + return color; +} +/* Effectively has 256 colours, with a magenta tint due to precision loss */ +float4 ReduceRGB323( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0); + return color; +} +/* 4096 colours, no actual graphics hardware existed that used 4bpc, though */ +float4 ReduceRGB4( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*16.0)/16.0; + return color; +} +/* + The classic 16-bit colour mode everyone from my generation would remember, + especially that subtle green tint and the banding due to lack of dithering + in most games and GPUs at that time. +*/ +float4 ReduceRGB565( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*float3(32.0,64.0,32.0)) + /float3(32.0,64.0,32.0); + return color; +} +/* + If you see no difference when using this, then it could be because your + own screen is already 6bpc. This is the case for a lot of LCDs, both old + and modern. 8bpc tends to be the norm on IPS, though. 10bpc is the next + step, but for now it's only used internally in video codecs for more + efficient compression with lower quality loss. I seem to recall that in + most *nix systems such as Linux it's possible to have 10bpc already with + NVIDIA, but it causes compatibility issues with a lot of programs. +*/ +float4 ReduceRGB6( in float4 color, in float2 coord ) +{ + float4 dac = ReducePrepass(color,coord); + color.rgb = trunc(dac.rgb*64.0)/64.0; + return color; +} +/* Various VGA 256-colour palettes: Doom, Quake I, and the standard. */ +float4 ReduceDoom( in float4 color, in float2 coord ) +{ + float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995); + float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0); + return tex2D(SamplerDoom,lc); +} +float4 ReduceQuake( in float4 color, in float2 coord ) +{ + float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995); + float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0); + return tex2D(SamplerQuake,lc); +} +float4 ReduceVGA( in float4 color, in float2 coord ) +{ + float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995); + float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0); + return tex2D(SamplerVGA,lc); +} +/* Retro rockets */ +float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !useblock ) return res; + float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float4 tcol; + float2 bresl = rresl; + float2 sresl = float2(sresx,sresy); + if ( bresx <= 0 || bresy <= 0 ) bresl = rresl; + else + { + if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx; + else bresl.x = bresx; + if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy; + else bresl.y = bresy; + } + if ( sresl.x <= 0 ) sresl.x = rresl.x/bresl.x; + if ( sresl.y <= 0 ) sresl.y = rresl.y/bresl.y; + float2 ncoord = coord*(rresl/bresl); + ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5; + ncoord = floor(ncoord*bresl)/bresl; + if ( bresx <= 0 || bresy <= 0 ) ncoord = coord; + tcol = tex2D(SamplerColor,ncoord); + if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl); + else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl); + else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl); + else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl); + else if ( paltype == 4 ) res = ReduceVGA(tcol,(coord*rresl)/sresl); + else if ( paltype == 5 ) res = ReduceDoom(tcol,(coord*rresl)/sresl); + else if ( paltype == 6 ) res = ReduceQuake(tcol,(coord*rresl)/sresl); + else if ( paltype == 7 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl); + else if ( paltype == 8 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl); + else if ( paltype == 9 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl); + else res = tcol; + if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 ) + res *= 0; + res.a = 1.0; + return res; +} +/* ASCII art (more like CP437 art) */ +float4 PS_ASCII( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !asciienable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT); + float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT); + float2 bscl = floor(bresl/cresl); + /* + Here I use the "cheap" method, based on the overall luminance of each + glyph, rather than attempt to search for the best fitting glyph for + each cell. If you want to know why, take a look at the ASCII filter + bundled with the Dolphin emulator, and be prepared for the resulting + seconds per frame it runs at. The calculations needed for such a filter + are completely insane even for the highest-end GPUs. + */ + float3 col = tex2D(SamplerColor,floor(bscl*coord)/bscl).rgb; + int lum = clamp(luminance(col)*FONT_LEVELS,0,FONT_LEVELS); + float2 itx = floor(coord*bresl); + float2 blk = floor(itx/cresl)*cresl; + float2 ofs = itx-blk; + ofs.y += lum*cresl.y; + ofs /= fresl; + float gch = tex2D(SamplerFont,ofs).x; + if ( gch < 0.5 ) res.rgb = res.rgb*asciiblend; + else + { + if ( asciimono ) res.rgb = 1.0; + else res.rgb = col; + } + return res; +} +float4 PS_ChromaKey( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !maskenable ) return res; + if ( tex2D(SamplerDepth,coord).x > maskd ) + return float4(maskr,maskg,maskb,1.0); + return res; +} +/* 2x2 RGBI dot matrix, not even close to anything that exists IRL but meh */ +float4 PS_DotMatrix( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !dotenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + bresl.xy *= 1.0/(dotsize*2.0); + float4 dac = float4(res.r*0.5,res.g*0.5,res.b*0.5, + (res.r+res.g+res.b)/6.0); + /* + There are two types of CRTs: aperture grille and shadow mask. + The former is blurry and has scanlines (rather big ones, even), but + is cheap to emulate; while the latter is the one most known for its + crisp, square pixels with minimal distortion. Most individuals into + this whole "retro graphics" stuff prefer aperture grille, which + looks like shit, then again, that's the sort of visual quality they + want. The main issue with shadow mask CRTs is that it's impossible + to accurately emulate them unless done on a screen with a HUGE + resolution. After all, the subpixels need to be clearly visible, and + if on top of it you add curvature distortion, you need to reduce + moire patterns that will inevitably show up at low resolutions. + + It would be more desirable to eventually have flat panels that can + display arbitrary resolutions using a form of scaling that preserves + square pixels with unnoticeable distortion (typically, with nearest + neighbour you'd get some pixels that are bigger/smaller than others + if the upscale resolution isn't an integer multiple of the real + resolution. + + This 2x2 RGBI thing is a rather naïve filter I made many years ago, + it looks unlike any real CRT, but scales well. Its only problem is + moire patterns when using the default size of 2x2. + */ + float4 dots = tex2D(SamplerDots,coord*bresl)*dac; + float3 tcol = pow((dots.rgb+dots.a),dotpow)*dotmult; + res.rgb = res.rgb*(1-dotblend)+tcol*dotblend; + return res; +} +/* that's right, CRT curvature */ +float4 PS_Curvature( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !curveenable ) return res; + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 bof = (1.0/bresl)*curvesoft; + float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab + *0.003); + float2 center = float2(coord.x-0.5,coord.y-0.5); + float zfact = 100.0/lenszoom; + float r2 = center.x*center.x+center.y*center.y; + float f = 1+r2*lensdist*0.01; + float x = f*zfact*center.x+0.5; + float y = f*zfact*center.y+0.5; + float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5; + float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5; + float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5; + int i,j; + float4 idist = float4(0,0,0,0); + /* + sticking a 5x5 gaussian blur with a tweakable radius in here to + attempt to reduce moire patterns in some cases. Supersampling would + be more useful for that, but ENB sucks ass through a crazy straw in + that aspect, so it would be more desirable to use GeDoSaTo (I sure + hope I can port all my stuff to it one day, at least the damn thing + is FOSS). + */ + [unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ ) + { + idist += gauss3[abs(i)]*gauss3[abs(j)] + *float4(tex2D(SamplerColorb,rcoord+bof*float2(i,j)).r, + tex2D(SamplerColorb,gcoord+bof*float2(i,j)).g, + tex2D(SamplerColorb,bcoord+bof*float2(i,j)).b, + tex2D(SamplerColorb,float2(x,y)+bof*float2(i,j)).a); + } + res.rgb = idist.rgb; + 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; +} +technique PostProcess +{ + 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 PostProcess2 +{ + 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 PostProcess3 +{ + 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 PostProcess4 +{ + 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 PostProcess5 +{ + pass p0 + { + VertexShader = compile vs_3_0 VS_Pass(); + PixelShader = compile ps_3_0 PS_Retro(); + 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_ASCII(); + 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_DotMatrix(); + 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_Curvature(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} diff --git a/code/menbextrainternals.fx b/code/menbextrainternals.fx new file mode 100644 index 0000000..404f9a5 --- /dev/null +++ b/code/menbextrainternals.fx @@ -0,0 +1,279 @@ +/* + menbextrainternals.fx : MariENB extra internal variables. + (C)2013-2016 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/9.0 +static const float ordered3[9] = +{ + d(2),d(6),d(3), + d(5),d(0),d(8), + d(1),d(7),d(4) +}; +#undef d +#define d(x) x/16.0 +static const float ordered4[16] = +{ + d( 0),d( 8),d( 2),d(10), + d(12),d( 4),d(14),d( 6), + d( 3),d(11),d( 1),d( 9), + d(15),d( 7),d(13),d( 5) +}; +#undef d +#define d(x) x/64.0 +static const float ordered8[64] = +{ + d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63), + d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31), + d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55), + d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23), + d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61), + d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29), + d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53), + d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21) +}; +#undef d +/* + palettes + don't touch unless you know what you're doing +*/ +#define d(x) x/3.0 +static const float3 cga1l[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(0),d(2),d(2)), + float3(d(2),d(0),d(2)), + float3(d(2),d(2),d(2)) +}; +static const float3 cga1h[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(1),d(3),d(3)), + float3(d(3),d(1),d(3)), + float3(d(3),d(3),d(3)) +}; +static const float3 cga2l[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(0),d(2),d(0)), + float3(d(2),d(0),d(0)), + float3(d(2),d(1),d(0)) +}; +static const float3 cga2h[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(1),d(3),d(1)), + float3(d(3),d(1),d(1)), + float3(d(3),d(2),d(1)) +}; +static const float3 cga3l[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(0),d(2),d(2)), + float3(d(2),d(0),d(0)), + float3(d(2),d(2),d(2)) +}; +static const float3 cga3h[4] = +{ + float3(d(0),d(0),d(0)), + float3(d(1),d(3),d(3)), + float3(d(3),d(1),d(1)), + float3(d(3),d(3),d(3)) +}; +static const float3 stdega[16] = +{ + float3(d(0),d(0),d(0)), + float3(d(2),d(0),d(0)), + float3(d(0),d(2),d(0)), + float3(d(2),d(1),d(0)), + float3(d(0),d(0),d(2)), + float3(d(2),d(0),d(2)), + float3(d(0),d(2),d(2)), + float3(d(2),d(2),d(2)), + float3(d(1),d(1),d(1)), + float3(d(3),d(1),d(1)), + float3(d(1),d(3),d(1)), + float3(d(3),d(3),d(1)), + float3(d(1),d(1),d(3)), + float3(d(3),d(1),d(3)), + float3(d(1),d(3),d(3)), + float3(d(3),d(3),d(3)) +}; +#undef d +#define d(x) x/256.0 +static const float3 aosega[16] = +{ + float3(d( 0),d( 0),d( 0)), + float3(d(128),d( 0),d( 0)), + float3(d( 32),d(128),d( 0)), + float3(d(160),d( 64),d( 32)), + float3(d( 0),d( 32),d( 88)), + float3(d( 60),d( 0),d( 88)), + float3(d( 16),d(160),d(208)), + float3(d( 88),d( 88),d( 88)), + float3(d( 32),d( 32),d( 32)), + float3(d(256),d( 64),d( 64)), + float3(d( 72),d(256),d( 64)), + float3(d(256),d(224),d( 60)), + float3(d( 48),d(128),d(256)), + float3(d(192),d( 48),d(256)), + float3(d( 72),d(224),d(256)), + float3(d(256),d(256),d(256)), +}; +#undef d +/* gauss stuff */ +float gauss3[3] = +{ + 0.444814, 0.239936, 0.037657 +}; +/* standard stuff */ +float4 ScreenSize; +float ENightDayFactor; +float EInteriorFactor; +/* samplers and textures */ +texture2D texColor; +texture2D texDepth; +texture2D texFont +< + string ResourceName = "menbvgaluma.png"; +>; +texture2D texDots +< + string ResourceName = "menbdots.png"; +>; +texture2D texDoom +< + string ResourceName = "menbdoomlut.png"; +>; +texture2D texQuake +< + string ResourceName = "menbquakelut.png"; +>; +texture2D texVGA +< + string ResourceName = "menbvgalut.png"; +>; +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 SamplerFont = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerDots = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerDoom = sampler_state +{ + Texture = ; + MinFilter = POINT; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerQuake = sampler_state +{ + Texture = ; + MinFilter = POINT; + MagFilter = POINT; + MipFilter = NONE; + AddressU = Clamp; + AddressV = Clamp; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerVGA = sampler_state +{ + Texture = ; + MinFilter = POINT; + MagFilter = POINT; + 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/code/menbextrasettings.fx b/code/menbextrasettings.fx new file mode 100644 index 0000000..ea816a2 --- /dev/null +++ b/code/menbextrasettings.fx @@ -0,0 +1,289 @@ +/* + menbextrasettings.fx : MariENB extra user-tweakable variables. + (C)2013-2016 Marisa Kirisame, UnSX Team. + Part of MariENB, the personal ENB of Marisa. + Released under the GNU GPLv3 (or later). +*/ +/* BlockGFX filter, I'm proud of it */ +string str_block = "BlockGFX Suite"; +bool useblock +< + string UIName = "Enable Block GFX"; + string UIWidget = "Checkbox"; +> = {false}; +/* + emulated resolution: + 0 or 1 : real resolution + <1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution) + >1 : this resolution (e.g.: 320x200 is good ol' Mode 13h) +*/ +float bresx +< + string UIName = "Emulated Resolution Width"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float bresy +< + string UIName = "Emulated Resolution Height"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +/* zooming factors (<=0 for stretch) */ +float sresx +< + string UIName = "Zoom Factor X"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float sresy +< + string UIName = "Zoom Factor Y"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +/* + palette type: + -2 : Standard VGA 256-color palette + -1 : disable + 0 : CGA (320x200 4-color, or 640x200 monochrome) + 1 : EGA (320x200, 16 colors) + 2 : RGB2 (64-color quarter VGA palette, used in AOS) + 3 : RGB323 (8-bit RGB, I don't think this was a real thing) + 4 : VGA (256 colors, standard palette) + 5 : Doom (256 colors, does not cover a lot) + 6 : Quake I (256 colors, covers even less) + 7 : RGB4 (4bpc, I also don't think this was ever used in real hardware) + 8 : RGB565 (ol' 16-bit "true color") + 9 : RGB6 (typical screens incapable of 8bpc) +*/ +int paltype +< + string UIName = "Palette Type"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 9; +> = {1}; +/* + CGA palette to use: + 0 : black, white. + 1 : black, cyan, magenta, white. low contrast + 2 : black, cyan, magenta, white. high contrast + 3 : black, green, red, brown. low contrast + 4 : black, green, red, brown. high contrast + 5 : black, cyan, red, white. low contrast + 6 : black, cyan, red, white. high contrast +*/ +int cgapal +< + string UIName = "CGA Palette"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 6; +> = {1}; +/* + EGA palette to use: + 0 : Standard EGA + 1 : AOS EGA (it's designed for text, but looks well on images too) +*/ +int egapal +< + string UIName = "EGA Palette"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 1; +> = {0}; +/* + Dithering mode: + -1 : No dithering, just raw banding + 0 : 2x2 checkerboard dithering, looks like ass + 1 : 2x2 ordered dithering + 2 : 3x3 ordered dithering + 3 : 4x4 ordered dithering + 4 : 8x8 ordered dithering +*/ +int dither +< + string UIName = "Dithering Pattern"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 4; +> = {4}; +/* gamma modifier for base color, lower values raise midtones and viceversa */ +float bgamma +< + string UIName = "Contrast Modifier"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.35}; +/* saturation modifier for base color, helps with limited palettes */ +float bsaturation +< + string UIName = "Saturation Modifier"; + string UIWidget = "Spinner"; +> = {1.1}; +/* base brightness bump for the dither grid */ +float bdbump +< + string UIName = "Dither Offset"; + string UIWidget = "Spinner"; +> = {-0.1}; +/* range multiplier for the dither grid */ +float bdmult +< + string UIName = "Dither Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +/* ASCII art filter */ +string str_ascii = "Luma ASCII Art Filter"; +bool asciienable +< + string UIName = "Enable ASCII"; + string UIWidget = "Checkbox"; +> = {false}; +bool asciimono +< + string UIName = "ASCII Monochrome"; + string UIWidget = "Checkbox"; +> = {true}; +float asciiblend +< + string UIName = "ASCII Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +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}; +string str_dot = "RGBI Dot Matrix"; +bool dotenable +< + string UIName = "Enable Dot Matrix"; + string UIWidget = "Checkbox"; +> = {false}; +int dotsize +< + string UIName = "Dot Size"; + string UIWidget = "Spinner"; + int UIMin = 1; +> = {1}; +float dotblend +< + string UIName = "Dot Blend"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.4}; +float dotmult +< + string UIName = "Dot Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float dotpow +< + string UIName = "Dot Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +string str_curve = "Lens Curvature"; +bool curveenable +< + string UIName = "Enable Curvature"; + string UIWidget = "Checkbox"; +> = {false}; +float chromaab +< + string UIName = "Curve Chromatic Aberration"; + string UIWidget = "Spinner"; +> = {0.0}; +float lenszoom +< + string UIName = "Curve Zooming"; + string UIWidget = "Spinner"; +> = {50.0}; +float lensdist +< + string UIName = "Curve Distortion"; + string UIWidget = "Spinner"; +> = {0.0}; +float curvesoft +< + string UIName = "Curve Sampling Soften"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {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}; diff --git a/code/menbglobaldefs.fx b/code/menbglobaldefs.fx new file mode 100644 index 0000000..8a76b27 --- /dev/null +++ b/code/menbglobaldefs.fx @@ -0,0 +1,66 @@ +/* + menbglobaldefs.fx : MariENB global shared code. + (C)2013-2016 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 +/* are we running on fallout 3 / new vegas or on skyrim? */ +//#define FALLOUT +/* time of day and interior interpolation */ +#ifdef FALLOUT +#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\ + (x##_in+x##_id)*0.5,EInteriorFactor) +#else +#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\ + lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor) +#endif +/* weather macros */ +#define WT_TEMPERATE 0.0 +#define WT_HOT 1.0 +#define WT_COLD 2.0 +#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\ + ?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\ + ?(1.0-WeatherAndTime.z):(0.0)) +/* + Explanation of macro, because some of the people reading this likely don't + know what a ternary conditional is: + + (WeatherAndTime.x==id) -> transitioning to wanted weather? + ?(WeatherAndTime.y==id) -> coming from wanted weather? + ?(1.0) -> if so, always 1 + :(WeatherAndTime.z) -> if not, return transition + :(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather? + ?(1.0-WeatherAndTime.z) -> return inverse transition + :(0.0) -> otherwise return 0 +*/ +/* asset definitions */ +/* ascii art font */ +#define FONT_WIDTH 8 +#define FONT_HEIGHT 4096 +#define GLYPH_WIDTH 8 +#define GLYPH_HEIGHT 16 +#define FONT_LEVELS 255 +/* + aspect correction for certain overlays + uncommented : the textures are 1:1 and must be corrected + commented : the textures are 16:9 or whatever ratio you use +*/ +#define ASPECT_LENSDIRT +/* texture sizes */ +#define NOISESIZE 256.0 +#define HEATSIZE 1024.0 +#define FROSTSIZE 1024.0 +/* LUT mode (use only one) - The 256px option was discarded for size reasons */ +//#define LUTMODE_LEGACY +//#define LUTMODE_16 +#define LUTMODE_64 +/* some textures can be provided as DDS rather than PNG to save space */ +//#define HEAT_DDS +//#define LENSDIRT_DDS +//#define FROST_DDS +//#define FROSTBUMP_DDS +/* experimental features (TODO) */ +#define USE_BOKEH +//#define MULTIPASS_RMAO diff --git a/code/menbprepassfilters.fx b/code/menbprepassfilters.fx new file mode 100644 index 0000000..252f2e4 --- /dev/null +++ b/code/menbprepassfilters.fx @@ -0,0 +1,760 @@ +/* + menbprepassfilters.fx : MariENB prepass shader routines. + (C)2013-2016 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)) +/* these are znear/zfar values for Skyrim, but MAY match Fallout too */ +float depthlinear( float2 coord ) +{ + float z = tex2D(SamplerDepth,coord).x; + return (2*zNear)/(zFar+zNear-z*(zFar-zNear)); +} +/* That "luma sharpen" thingy, added just because someone might want it */ +float3 Sharpen( 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)*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 *= saturate(pow(fade,edgevfadepow)*edgevfademult); + mud = saturate(pow(mud,edgevpow)*edgevmult); + return mud; +} +/* + Thank you Boris for not providing access to a normal buffer. Guesswork using + the depth buffer results in imprecise normals that aren't smoothed. Plus + there is no way to get the normal data from textures either. Also, three + texture fetches are needed instead of one (great!) +*/ +float3 pseudonormal( float dep, float2 coord ) +{ + float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float2 ofs1 = float2(0,1.0/bresl.y); + float2 ofs2 = float2(1.0/bresl.x,0); + float dep1 = tex2D(SamplerDepth,coord+ofs1).x; + float dep2 = tex2D(SamplerDepth,coord+ofs2).x; + float3 p1 = float3(ofs1,dep1-dep); + float3 p2 = float3(ofs2,dep2-dep); + float3 normal = cross(p1,p2); + normal.z = -normal.z; + return normalize(normal); +} +/* Squeezed in are Edgevision and Sharpen and ssao prepass */ +float4 PS_EdgePlusSSAOPrepass( 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); + if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord); + /* get occlusion using single-step Ray Marching with 64 samples */ + float ssaofadepow = tod_ind(ssaofadepow); + float ssaofademult = tod_ind(ssaofademult); + if ( !ssaoenable ) return res; + float depth = tex2D(SamplerDepth,coord).x; + float ldepth = depthlinear(coord); + if ( depth >= cutoff*0.000001 ) + { + res.a = 1.0; + return res; + } + float2 bresl; + if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); + else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); + float3 normal = pseudonormal(depth,coord); + float2 nc = coord*(bresl/256.0); + float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius; + float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x*ssaonoise).xy; + float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0; + rnormal = normalize(rnormal); + float occ = 0.0; + int i; + float3 sample; + float sdepth, so, delta; + float sclamp = ssaoclamp/100000.0; + float sclampmin = ssaoclampmin/100000.0; + if ( ssaoquarter ) [unroll] for ( i=0; i<16; i++ ) + { + sample = reflect(ssao_samples_lq[i],rnormal); + sample *= sign(dot(normal,sample)); + so = ldepth-sample.z*bof; + sdepth = depthlinear(coord+bof*sample.xy/ldepth); + delta = saturate(so-sdepth); + delta *= 1.0-smoothstep(0.0,sclamp,delta); + if ( (delta > sclampmin) && (delta < sclamp) ) + occ += 1.0-delta; + } + else [unroll] for ( i=0; i<64; i++ ) + { + sample = reflect(ssao_samples_hq[i],rnormal); + sample *= sign(dot(normal,sample)); + so = ldepth-sample.z*bof; + sdepth = depthlinear(coord+bof*sample.xy/ldepth); + delta = saturate(so-sdepth); + delta *= 1.0-smoothstep(0.0,sclamp,delta); + if ( (delta > sclampmin) && (delta < sclamp) ) + occ += 1.0-delta; + } + float uocc = saturate(occ/(ssaoquarter?16.0:64.0)); + float fade = 1.0-depth; + uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult); + uocc = saturate(pow(uocc,ssaopow)*ssaomult); + res.a = saturate(1.0-(uocc*ssaoblend)); + return res; +} +/* + Underwater distortion, which currently has no real use due to Boris being + lazy. fWaterLevel doesn't yet provide any usable values. +*/ +float2 UnderwaterDistort( float2 coord ) +{ + if ( !wateralways ) return coord; + float2 ofs = float2(0.0,0.0); + float siny = sin(pi*2.0*(coord.y*uwm1+Timer.x*uwf1*100.0))*uws1; + ofs.y = siny+sin(pi*2.0*(coord.x*uwm2+Timer.x*uwf2*100.0))*uws2; + ofs.x = siny+sin(pi*2.0*(coord.x*uwm3+Timer.x*uwf3*100.0))*uws3; + ofs -= (coord-0.5)*2.0*uwz; + return coord+ofs*0.01; +} +/* 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(dep,heatfadepow)*heatfademul+heatfadebump, + 0.0,1.0); + if ( distfade <= 0.0 ) return coord; + float todpow = pow(ENightDayFactor*(1.0-EInteriorFactor),heattodpow); + if ( !heatalways && (todpow <= 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); + if ( !heatalways ) ofs *= todpow +#ifndef FALLOUT + *weatherfactor(WT_HOT) +#endif + ; + odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x; + float odistfade = clamp(pow(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 ( waterenable ) ofs = UnderwaterDistort(ofs); + if ( heatenable ) ofs = DistantHeat(ofs); + ofs -= coord; + float4 res; + if ( (distcha != 0.0) && (length(ofs) != 0) ) + { + 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); + } + else res = tex2D(SamplerColor,coord+ofs); + return res; +} +/* + The blur passes use bilateral filtering to mostly preserve borders. + An additional factor using difference of normals was tested, but the + performance decrease was too much, so it's gone forever. +*/ +float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !ssaoenable ) return res; + if ( !ssaobenable ) return res; + float bresl = ScreenSize.x; + float bof = (1.0/bresl)*ssaobradius; + float isd, sd, ds, sw, tw = 0; + res.a = 0.0; + int i; + isd = tex2D(SamplerDepth,coord).x; + if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss8[abs(i)]; + tw += sw; + res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a; + } + else [unroll] for ( i=-15; i<=15; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss16[abs(i)]; + tw += sw; + res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a; + } + res.a /= tw; + return res; +} +float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR +{ + float2 coord = IN.txcoord.xy; + float4 res = tex2D(SamplerColor,coord); + if ( !ssaoenable ) return res; + if ( !ssaobenable ) + { + if ( ssaodebug ) return saturate(res.a); + return res*res.a; + } + float bresl = ScreenSize.x*ScreenSize.w; + float bof = (1.0/bresl)*ssaobradius; + float isd, sd, ds, sw, tw = 0; + res.a = 0.0; + int i; + isd = tex2D(SamplerDepth,coord).x; + if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss8[abs(i)]; + tw += sw; + res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a; + } + else [unroll] for ( i=-15; i<=15; i++ ) + { + sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x; + ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); + sw = ds; + sw *= gauss16[abs(i)]; + tw += sw; + res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a; + } + res.a /= tw; + if ( ssaodebug ) return saturate(res.a); + res *= res.a; + return res; +} +/* Focus */ +float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR +{ + if ( dofdisable ) return 0.0; + if ( focusmanual ) return focusmanualvalue; + float focusmax = tod_ind(focusmax); + float2 fcenter = float2(focuscenter_x,focuscenter_y); + float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001); + if ( !focuscircle ) return cfocus; + /* 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; + float dfc = abs(dep-foc); + float dff = abs(dep); + float dfu = dff; + if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0; + /* + Change power of dof based on field of view. Works only in Skyrim. + The FieldOfView variable seems to hold bogus values in Fallout + completely unrelated to actual FOV (yes, I checked if it's in + radians, and no, it isn't). The value appears to be 1.134452. Who + could I blame for this mess? Boris? Bethesda? Hell if I know. + */ +#ifndef FALLOUT + if ( dofrelfov ) + { + float relfovfactor = tod_ind(relfovfactor); + float relfov = (FieldOfView-fovdefault)/fovdefault; + dofpow = max(0,dofpow+relfov*relfovfactor); + } +#endif + dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0); + dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult + +doffixedfocusbump,0.0,1.0); + dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult + +doffixedunfocusbump,0.0,1.0); + dfc *= lerp(1.0,dff,doffixedfocusblend); + dfc += lerp(0.0,dfu,doffixedunfocusblend); + dfc = saturate(dfc); + float4 res = tex2D(SamplerColor,coord); + res.a = dfc; + return res; +} +/* + This method skips blurring areas that are perfectly in focus. The + performance gain is negligible in most cases, though. +*/ +#ifdef USE_BOKEH +/* gather blur pass */ +float4 PS_DoFBlurH( 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); + float4 ccol = res; + if ( dfc > 0.0 ) + { + res *= 0; + float dep = tex2D(SamplerDepth,coord).x; + float sd, ds, sw, tw = 0; + float2 bsz = bof*dofpradius*dfc; + float4 sc; + [unroll] for ( int i=0; i<32; i++ ) + { + sc = tex2Dlod(SamplerColor,float4(coord.x + +poisson32[i].x*bsz.x,coord.y+poisson32[i].y + *bsz.y,0.0,dfc)); + ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x; + sd = tex2D(SamplerColor,coord+poisson32[i]*bsz).a; + sw = (ds>dep)?1.0:sd; + tw += sw; + res += sc*sw; + } + res /= tw; + } + res.a = dfc; + return res; +} +/* nobody here, only one pass is really needed */ +float4 PS_DoFBlurV( 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; + float4 res = tex2D(SamplerColor,coord); + res.a = 1.0; + return res; +} +#else +float4 PS_DoFBlurH( 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; + float bresl = (fixedx>0)?fixedx:ScreenSize.x; + float bof = (1.0/bresl)*dofbradius; + float4 res = float4(0,0,0,0); + if ( dfc <= 0.0 ) + { + res = tex2D(SamplerColor,coord); + res.a = dfc; + return res; + } + int i; + float isd, sd, ds, sw, tw = 0; + isd = dfc; + [unroll] for ( i=-7; i<=7; i++ ) + { + sd = tex2D(SamplerColor,coord+float2(i,0)*bof*dfc).a; + ds = abs(isd-sd)*dofbfact+0.5; + sw = 1.0/(ds+1.0); + sw *= gauss8[abs(i)]; + tw += sw; + res += sw*tex2D(SamplerColor,coord+float2(i,0)*bof*dfc); + } + res /= tw; + res.a = dfc; + return res; +} +float4 PS_DoFBlurV( 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; + float bresl = (fixedy>0)?fixedy:(ScreenSize.x*ScreenSize.w); + float bof = (1.0/bresl)*dofbradius; + float4 res = float4(0,0,0,0); + if ( dfc <= 0.0 ) + { + res = tex2D(SamplerColor,coord); + res.a = dfc; + return res; + } + int i; + float isd, sd, ds, sw, tw = 0; + isd = dfc; + [unroll] for ( i=-7; i<=7; i++ ) + { + sd = tex2D(SamplerColor,coord+float2(0,i)*bof*dfc).a; + ds = abs(isd-sd)*dofbfact+0.5; + sw = 1.0/(ds+1.0); + sw *= gauss8[abs(i)]; + tw += sw; + res += sw*tex2D(SamplerColor,coord+float2(0,i)*bof*dfc); + } + res /= tw; + res.a = 1.0; + return res; +} +#endif +/* Screen frost shader. Not very realistic either, but looks fine too. */ +float2 ScreenFrost( float2 coord ) +{ + float2 bresl; + if ( (fixedx > 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(SamplerFrostBump,nc).xy; + ofs = (ofs-0.5)*2.0; + ofs *= pow(length(ofs),frostpow)*froststrength; + if ( !frostalways ) ofs *= +#ifndef FALLOUT + weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))* +#endif + (1.0-ENightDayFactor)*frostnight; + if ( EInteriorFactor == 1.0 ) ofs *= frostind; + 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; +} +/* screen frost overlay */ +float4 PS_FrostPass( 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 ( frostenable ) ofs = ScreenFrost(ofs); + ofs -= coord; + float4 res; + 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(SamplerColor,coord+ofr).r, + tex2D(SamplerColor,coord+ofg).g, + tex2D(SamplerColor,coord+ofb).b,1.0); + } + else res = tex2D(SamplerColor,coord+ofs); + if ( frostenable ) + { + float2 nc = coord*(bresl/FROSTSIZE)*frostsize; + float bmp = pow(tex2D(SamplerFrost,nc).x,frostbpow); + float dist = distance(coord,float2(0.5,0.5))*2.0; + dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0, + 1.0)*frostblend; + if ( !frostalways ) dist *= +#ifndef FALLOUT + weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))* +#endif + (1.0-ENightDayFactor)*frostnight; + if ( EInteriorFactor == 1.0 ) dist *= frostind; + res.rgb *= 1.0+bmp*dist; + } + if ( !focusdisplay ) return res; + float2 fcenter = float2(focuscenter_x,focuscenter_y); + if ( distance(coord,fcenter) < 0.01 ) res.rgb = float3(1,0,0); + 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) < 0.01 ) 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) < 0.01 ) 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) < 0.01 ) 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_EdgePlusSSAOPrepass(); + 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_SSAOBlurH(); + 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_SSAOBlurV(); + 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_DoFPrepass(); + 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_DoFBlurH(); + 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_DoFBlurV(); + 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_FrostPass(); + DitherEnable = FALSE; + ZEnable = FALSE; + CullMode = NONE; + ALPHATESTENABLE = FALSE; + SEPARATEALPHABLENDENABLE = FALSE; + AlphaBlendEnable = FALSE; + StencilEnable = FALSE; + FogEnable = FALSE; + SRGBWRITEENABLE = FALSE; + } +} diff --git a/code/menbprepassinternals.fx b/code/menbprepassinternals.fx new file mode 100644 index 0000000..ae1b880 --- /dev/null +++ b/code/menbprepassinternals.fx @@ -0,0 +1,267 @@ +/* + menbprepassinternals.fx : MariENB prepass internal variables. + (C)2013-2016 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: 6 */ +static const float gauss8[8] = +{ + 0.084247, 0.083085, 0.079694, 0.074348, + 0.067460, 0.059533, 0.051099, 0.042657 +}; +/* radius: 16, std dev: 13 */ +static const float gauss16[16] = +{ + 0.040012, 0.039893, 0.039541, 0.038960, + 0.038162, 0.037159, 0.035969, 0.034612, + 0.033109, 0.031485, 0.029764, 0.027971, + 0.026131, 0.024268, 0.022405, 0.020563 +}; +/* SSAO samples */ +static const float3 ssao_samples_lq[16] = +{ + float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014), + float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026), + float3(-0.0097, 0.0275,-0.0092),float3(-0.0178,-0.0072, 0.0491), + float3( 0.0227,-0.0431,-0.0681),float3( 0.1052, 0.0332,-0.0588), + float3( 0.0997, 0.0056, 0.1473),float3(-0.1252, 0.2019, 0.0564), + float3(-0.1054,-0.2072, 0.2271),float3(-0.0542, 0.3096, 0.2814), + float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260), + float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497) +}; +static const float3 ssao_samples_hq[64] = +{ + float3( 0.0000,-0.0000,-0.0000),float3( 0.0000, 0.0000,-0.0000), + float3( 0.0001,-0.0000,-0.0000),float3( 0.0002, 0.0001,-0.0001), + float3(-0.0000,-0.0005, 0.0000),float3( 0.0004,-0.0004,-0.0006), + float3( 0.0005,-0.0011,-0.0004),float3(-0.0000, 0.0013,-0.0014), + float3( 0.0024, 0.0006, 0.0013),float3(-0.0017,-0.0017, 0.0030), + float3(-0.0037, 0.0033,-0.0011),float3( 0.0010, 0.0018,-0.0063), + float3( 0.0059, 0.0056,-0.0020),float3(-0.0009, 0.0083,-0.0063), + float3(-0.0110, 0.0065,-0.0016),float3( 0.0089, 0.0070,-0.0108), + float3(-0.0115,-0.0134,-0.0062),float3(-0.0121,-0.0172, 0.0071), + float3(-0.0066, 0.0246,-0.0060),float3( 0.0057,-0.0279, 0.0109), + float3(-0.0269,-0.0160,-0.0164),float3( 0.0402, 0.0045, 0.0034), + float3( 0.0248,-0.0045, 0.0390),float3( 0.0110,-0.0491,-0.0159), + float3(-0.0193,-0.0431, 0.0363),float3( 0.0441, 0.0271,-0.0426), + float3( 0.0385,-0.0428,-0.0482),float3(-0.0623,-0.0501, 0.0249), + float3( 0.0683,-0.0000, 0.0631),float3( 0.1008, 0.0180,-0.0114), + float3(-0.0156,-0.0713, 0.0871),float3(-0.0561,-0.0757, 0.0822), + float3( 0.0714, 0.0850,-0.0805),float3(-0.1320,-0.0042, 0.0711), + float3( 0.1553, 0.0486,-0.0167),float3(-0.1164,-0.0125,-0.1341), + float3( 0.1380,-0.1230,-0.0562),float3( 0.0868,-0.1897,-0.0175), + float3( 0.0749, 0.1495, 0.1525),float3(-0.2038,-0.1324,-0.0235), + float3( 0.0205, 0.1920, 0.1784),float3( 0.1637,-0.0964,-0.2092), + float3( 0.2875, 0.0966,-0.0020),float3( 0.0572,-0.0180,-0.3194), + float3(-0.3329, 0.0981,-0.0189),float3( 0.2627, 0.2092,-0.1585), + float3( 0.1783,-0.3359,-0.1108),float3( 0.2675, 0.2056,-0.2533), + float3(-0.1852, 0.3017,-0.2759),float3(-0.0944, 0.3532, 0.3061), + float3(-0.0022,-0.3744, 0.3404),float3(-0.0600,-0.4031,-0.3487), + float3(-0.2663, 0.4915, 0.1004),float3(-0.2442, 0.4253, 0.3468), + float3( 0.2583, 0.1321,-0.5645),float3(-0.0219, 0.4516, 0.4943), + float3(-0.5503, 0.2597,-0.3590),float3( 0.2239,-0.5571,-0.4398), + float3(-0.7210,-0.1982, 0.2339),float3( 0.7948,-0.1848, 0.1145), + float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116), + float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105) +}; +/* For high quality DOF */ +#ifdef USE_BOKEH +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) +}; +#endif +/* standard stuff */ +float4 ScreenSize; +float ENightDayFactor; +float EInteriorFactor; +float FadeFactor; +float4 Timer; +float FieldOfView; +float4 WeatherAndTime; +/* this still doesn't do anything */ +extern float fWaterLevel; +/* samplers and textures */ +texture2D texColor; +texture2D texDepth; +texture2D texNoise3 +< + string ResourceName = "menbnoise2.png"; +>; +texture2D texHeat +< +#ifdef HEAT_DDS + string ResourceName = "menbheat.dds"; +#else + string ResourceName = "menbheat.png"; +#endif +>; +texture2D texFrost +< +#ifdef FROST_DDS + string ResourceName = "menbfrost.dds"; +#else + string ResourceName = "menbfrost.png"; +#endif +>; +texture2D texFrostBump +< +#ifdef FROSTBUMP_DDS + string ResourceName = "menbfrostbump.dds"; +#else + string ResourceName = "menbfrostbump.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 SamplerFrost = sampler_state +{ + Texture = ; + MinFilter = LINEAR; + MagFilter = LINEAR; + MipFilter = NONE; + AddressU = Wrap; + AddressV = Wrap; + SRGBTexture = FALSE; + MaxMipLevel = 0; + MipMapLodBias = 0; +}; +sampler2D SamplerFrostBump = 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/code/menbprepasssettings.fx b/code/menbprepasssettings.fx new file mode 100644 index 0000000..07af301 --- /dev/null +++ b/code/menbprepasssettings.fx @@ -0,0 +1,912 @@ +/* + menbprepasssettings.fx : MariENB prepass user-tweakable variables. + (C)2013-2016 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 waterenable +< + string UIName = "Enable Underwater"; + string UIWidget = "Checkbox"; +> = {false}; +float uwm1 +< + string UIName = "Underwater Frequency 1"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.4}; +float uwm2 +< + string UIName = "Underwater Frequency 2"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.6}; +float uwm3 +< + string UIName = "Underwater Frequency 3"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.4}; +float uwf1 +< + string UIName = "Underwater Speed 1"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {10.0}; +float uwf2 +< + string UIName = "Underwater Speed 2"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {8.0}; +float uwf3 +< + string UIName = "Underwater Speed 3"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {16.0}; +float uws1 +< + string UIName = "Underwater Amplitude 1"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.3}; +float uws2 +< + string UIName = "Underwater Amplitude 2"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float uws3 +< + string UIName = "Underwater Amplitude 3"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.8}; +float uwz +< + string UIName = "Underwater Zoom"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.5}; +bool wateralways +< + string UIName = "Always Underwater"; + string UIWidget = "Checkbox"; +> = {false}; +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 heattodpow +< + string UIName = "Heat Time-of-day Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.2}; +bool heatalways +< + string UIName = "Heat Always Enable"; + string UIWidget = "Checkbox"; +> = {false}; +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 frostind +< + string UIName = "Frost Indoor Factor"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float frostnight +< + string UIName = "Frost Night Factor"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.25}; +bool frostalways +< + string UIName = "Frost Always Enable"; + string UIWidget = "Checkbox"; +> = {false}; +string str_focus = "Focusing Parameters"; +/* circle (triangle, actually) average focus */ +bool focuscircle +< + string UIName = "Enable Focus Triangle"; + string UIWidget = "Checkbox"; +> = {true}; +bool focusdisplay +< + string UIName = "Display Focus Points"; + string UIWidget = "Checkbox"; +> = {false}; +bool focusmanual +< + string UIName = "Enable Manual Focus"; + string UIWidget = "Checkbox"; +> = {false}; +float focusmanualvalue +< + string UIName = "Manual Focus Depth"; + string UIWidget = "Checkbox"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +/* center point of focus */ +float focuscenter_x +< + string UIName = "Focus Point Center X"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +float focuscenter_y +< + string UIName = "Focus Point Center Y"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.5}; +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_in +< + string UIName = "Focus Triangle Radius Interior Night"; + string UIWidget = "Spinner"; +> = {20.0}; +float focusradius_id +< + string UIName = "Focus Triangle Radius Interior Day"; + 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_in +< + string UIName = "Focus Triangle Blending Interior Night"; + string UIWidget = "Spinner"; +> = {0.5}; +float focusmix_id +< + string UIName = "Focus Triangle Blending Interior Day"; + 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_in +< + string UIName = "Focus Maximum Depth Interior Night"; + string UIWidget = "Spinner"; +> = {1000.0}; +float focusmax_id +< + string UIName = "Focus Maximum Depth Interior Day"; + 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_in +< + string UIName = "DOF Intensity Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float dofmult_id +< + string UIName = "DOF Intensity Interior Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +/* dof power (falloff, kinda) */ +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_in +< + string UIName = "DOF Contrast Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +float dofpow_id +< + string UIName = "DOF Contrast Interior Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {4.0}; +/* dof bump (to emulate tilt shift I guess, I brought it back) */ +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_in +< + string UIName = "DOF Shift Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float dofbump_id +< + string UIName = "DOF Shift Interior Day"; + 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_in +< + string UIName = "DOF Fixed Focus Intensity Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocusmult_id +< + string UIName = "DOF Fixed Focus Intensity Interior Day"; + 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_in +< + string UIName = "DOF Fixed Focus Contrast Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float doffixedfocuspow_id +< + string UIName = "DOF Fixed Focus Contrast Interior Day"; + 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_in +< + string UIName = "DOF Fixed Focus Shift Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedfocusbump_id +< + string UIName = "DOF Fixed Focus Shift Interior Day"; + 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_in +< + string UIName = "DOF Fixed Focus Blend Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedfocusblend_id +< + string UIName = "DOF Fixed Focus Blend Interior Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {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_in +< + string UIName = "DOF Fixed Unfocus Intensity Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float doffixedunfocusmult_id +< + string UIName = "DOF Fixed Unfocus Intensity Interior Day"; + 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_in +< + string UIName = "DOF Fixed Unfocus Contrast Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float doffixedunfocuspow_id +< + string UIName = "DOF Fixed Unfocus Contrast Interior Day"; + 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_in +< + string UIName = "DOF Fixed Unfocus Shift Interior Night"; + string UIWidget = "Spinner"; +> = {0.0}; +float doffixedunfocusbump_id +< + string UIName = "DOF Fixed Unfocus Shift Interior Day"; + 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_in +< + string UIName = "DOF Fixed Unfocus Blend Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float doffixedunfocusblend_id +< + string UIName = "DOF Fixed Unfocus Blend Interior Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {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}; +#ifndef USE_BOKEH +float dofbfact +< + string UIName = "DOF Bilateral Factor"; + string UIWidget = "Spinner"; +> = {20.0}; +float dofbradius +< + string UIName = "DOF Blur Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +#else +float dofpradius +< + string UIName = "DOF Gather Blur Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {6.0}; +#endif +#ifndef FALLOUT +bool dofrelfov +< + string UIName = "DOF Relative to FOV"; + string UIWidget = "Checkbox"; +> = {true}; +float fovdefault +< + string UIName = "Default FOV"; + string UIWidget = "Spinner"; + float UIMin = 1.0; + float UIMax = 180.0; +> = {75.0}; +float relfovfactor_n +< + string UIName = "DOF Relative Factor Night"; + string UIWidget = "Spinner"; +> = {2.0}; +float relfovfactor_d +< + string UIName = "DOF Relative Factor Day"; + string UIWidget = "Spinner"; +> = {2.0}; +float relfovfactor_in +< + string UIName = "DOF Relative Factor Interior Night"; + string UIWidget = "Spinner"; +> = {2.0}; +float relfovfactor_id +< + string UIName = "DOF Relative Factor Interior Day"; + string UIWidget = "Spinner"; +> = {2.0}; +#endif +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_in +< + string UIName = "Edgevision Fade Contrast Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {2.0}; +float edgevfadepow_id +< + string UIName = "Edgevision Fade Contrast Interior Day"; + 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_in +< + string UIName = "Edgevision Fade Intensity Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {500.0}; +float edgevfademult_id +< + string UIName = "Edgevision Fade Intensity Interior Day"; + 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}; +/* ssao filter */ +string str_ssao = "Ray Marching SSAO"; +bool ssaoenable +< + string UIName = "Enable SSAO"; + string UIWidget = "Checkbox"; +> = {false}; +float ssaoradius +< + string UIName = "SSAO Radius"; + string UIWidget = "Spinner"; +> = {1.0}; +int ssaonoise +< + string UIName = "SSAO Noise"; + string UIWidget = "Spinner"; + int UIMin = 0; + int UIMax = 1; +> = {1}; +float ssaofadepow_n +< + string UIName = "SSAO Fade Contrast Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_d +< + string UIName = "SSAO Fade Contrast Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_in +< + string UIName = "SSAO Fade Contrast Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofadepow_id +< + string UIName = "SSAO Fade Contrast Interior Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.05}; +float ssaofademult_n +< + string UIName = "SSAO Fade Intensity Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_d +< + string UIName = "SSAO Fade Intensity Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_in +< + string UIName = "SSAO Fade Intensity Interior Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaofademult_id +< + string UIName = "SSAO Fade Intensity Interior Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaomult +< + string UIName = "SSAO Intensity"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.5}; +float ssaopow +< + string UIName = "SSAO Contrast"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.5}; +float ssaoblend +< + string UIName = "SSAO Blending"; + string UIWidget = "Spinner"; +> = {1.0}; +bool ssaobenable +< + string UIName = "SSAO Blur"; + string UIWidget = "Checkbox"; +> = {true}; +float ssaobfact +< + string UIName = "SSAO Bilateral Factor"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1000.0}; +float ssaoclamp +< + string UIName = "SSAO Range"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float ssaoclampmin +< + string UIName = "SSAO Range Min"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {0.0}; +float ssaobradius +< + string UIName = "SSAO Blur Radius"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +bool ssaodebug +< + string UIName = "Debug SSAO"; + string UIWidget = "Checkbox"; +> = {false}; +bool ssaoquarter +< + string UIName = "SSAO Use Less Samples"; + string UIWidget = "Checkbox"; +> = {true}; +bool ssaohalfblur +< + string UIName = "SSAO Blur Use Less Samples"; + string UIWidget = "Checkbox"; +> = {true}; +/* 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}; diff --git a/exampleluts/blue/menblut16.png b/exampleluts/blue/menblut16.png new file mode 100644 index 0000000..712282a Binary files /dev/null and b/exampleluts/blue/menblut16.png differ diff --git a/exampleluts/blue/menblut64.png b/exampleluts/blue/menblut64.png new file mode 100644 index 0000000..baa6fd1 Binary files /dev/null and b/exampleluts/blue/menblut64.png differ diff --git a/exampleluts/brown/menblut16.png b/exampleluts/brown/menblut16.png new file mode 100644 index 0000000..19622a6 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b/exampleluts/fnvdust/menblut64.png differ diff --git a/exampleluts/gold/menblut16.png b/exampleluts/gold/menblut16.png new file mode 100644 index 0000000..216811a Binary files /dev/null and b/exampleluts/gold/menblut16.png differ diff --git a/exampleluts/gold/menblut64.png b/exampleluts/gold/menblut64.png new file mode 100644 index 0000000..6c743dd Binary files /dev/null and b/exampleluts/gold/menblut64.png differ diff --git a/exampleluts/isolate_blue/menblut16.png b/exampleluts/isolate_blue/menblut16.png new file mode 100644 index 0000000..ee78c47 Binary files /dev/null and b/exampleluts/isolate_blue/menblut16.png differ diff --git a/exampleluts/isolate_blue/menblut64.png b/exampleluts/isolate_blue/menblut64.png new file mode 100644 index 0000000..4971343 Binary files /dev/null and b/exampleluts/isolate_blue/menblut64.png differ diff --git a/exampleluts/isolate_green/menblut16.png b/exampleluts/isolate_green/menblut16.png new file mode 100644 index 0000000..bf75bbb Binary files /dev/null and b/exampleluts/isolate_green/menblut16.png differ diff --git a/exampleluts/isolate_green/menblut64.png b/exampleluts/isolate_green/menblut64.png new file mode 100644 index 0000000..a8c8c71 Binary files /dev/null and b/exampleluts/isolate_green/menblut64.png differ diff --git a/exampleluts/isolate_red/menblut16.png b/exampleluts/isolate_red/menblut16.png new file mode 100644 index 0000000..2a3be6b Binary files /dev/null and b/exampleluts/isolate_red/menblut16.png differ diff --git a/exampleluts/isolate_red/menblut64.png b/exampleluts/isolate_red/menblut64.png new file mode 100644 index 0000000..d7200d8 Binary files /dev/null and b/exampleluts/isolate_red/menblut64.png differ diff --git a/exampleluts/isolate_saturated/menblut16.png b/exampleluts/isolate_saturated/menblut16.png new file mode 100644 index 0000000..18a93bd Binary files /dev/null and b/exampleluts/isolate_saturated/menblut16.png differ diff --git a/exampleluts/isolate_saturated/menblut64.png b/exampleluts/isolate_saturated/menblut64.png new file mode 100644 index 0000000..63f3c8d Binary files /dev/null and b/exampleluts/isolate_saturated/menblut64.png differ diff --git a/exampleluts/rangetest/menblut16.png b/exampleluts/rangetest/menblut16.png new file mode 100644 index 0000000..4b521be Binary files /dev/null and b/exampleluts/rangetest/menblut16.png differ diff --git a/exampleluts/rangetest/menblut64.png b/exampleluts/rangetest/menblut64.png new file mode 100644 index 0000000..4a40dae Binary files /dev/null and b/exampleluts/rangetest/menblut64.png differ diff --git a/exampleluts/readme.txt b/exampleluts/readme.txt new file mode 100644 index 0000000..a478686 --- /dev/null +++ b/exampleluts/readme.txt @@ -0,0 +1,12 @@ +blue -> A cold, blue colorization palette. +brown -> Pseudo-sepia palette. +flame -> Hot flames. +fnvdust -> Bad attempt at replicating the legacy FNV Dust palette. +gold -> Exactly what it says on the tin. +isolate_blue -> Softly isolate blues. +isolate_green -> Same for greens. +isolate_red -> And reds too. +isolate_saturated -> A steep curve applied to saturation. +rangetest -> Used to check how bad subpixel interpolation is. +red -> Reddish-pink palette. +skyrimdust -> Another replication of a legacy palette. Seems redder now. diff --git a/exampleluts/red/menblut16.png b/exampleluts/red/menblut16.png new file mode 100644 index 0000000..d1142b6 Binary files /dev/null and b/exampleluts/red/menblut16.png differ diff --git a/exampleluts/red/menblut64.png b/exampleluts/red/menblut64.png new file mode 100644 index 0000000..5e86893 Binary files /dev/null and b/exampleluts/red/menblut64.png differ diff --git a/exampleluts/skyrimdust/menblut16.png b/exampleluts/skyrimdust/menblut16.png new file mode 100644 index 0000000..a948f7e Binary files /dev/null and b/exampleluts/skyrimdust/menblut16.png differ diff --git a/exampleluts/skyrimdust/menblut64.png b/exampleluts/skyrimdust/menblut64.png new file mode 100644 index 0000000..cf41211 Binary files /dev/null and b/exampleluts/skyrimdust/menblut64.png differ diff --git a/skyrim/enbseries.ini b/skyrim/enbseries.ini new file mode 100644 index 0000000..b7606a9 --- /dev/null +++ b/skyrim/enbseries.ini @@ -0,0 +1,1148 @@ +[GLOBAL] +AdditionalConfigFile= +UseEffect=true + +[EFFECT] +UseOriginalPostProcessing=false +UseOriginalObjectsProcessing=false +EnableBloom=true +EnableAdaptation=true +EnableAmbientOcclusion=false +EnableDepthOfField=true +EnableDetailedShadow=true +EnableSunRays=true +EnableSkyLighting=true +EnableImageBasedLighting=false +EnableReflection=true +EnableSoftParticles=true +EnableParticleLights=true +EnableSunGlare=false +EnableSubSurfaceScattering=true +EnableLens=false +EnableWater=true +EnableUnderwater=true +EnableCloudShadows=true +EnableVolumetricRays=false +EnableProceduralSun=true +EnableMist=true + +[BLOOM] +Quality=1 +AmountDay=1.0 +AmountNight=1.0 +BlueShiftAmountDay=1.0 +BlueShiftAmountNight=1.0 +AmountSunrise=1.2 +AmountSunset=1.2 +AmountInteriorDay=1.0 +AmountInteriorNight=1.0 +BlueShiftAmountSunrise=1.0 +BlueShiftAmountSunset=1.0 +BlueShiftAmountInteriorDay=1.0 +BlueShiftAmountInteriorNight=1.0 +IgnoreWeatherSystem=true +AmountDawn=1.3 +AmountDusk=1.3 +BlueShiftAmountDawn=1.0 +BlueShiftAmountDusk=1.0 + +[CAMERAFX] +LenzReflectionIntensityDay=0.0 +LenzReflectionIntensityNight=0.0 +LenzReflectionIntensityInterior=0.0 +LenzReflectionPowerDay=0.0 +LenzReflectionPowerNight=0.0 +LenzReflectionPowerInterior=0.0 +LenzReflectionIntensitySunrise=0.0 +LenzReflectionIntensitySunset=0.0 +LenzReflectionIntensityInteriorDay=0.0 +LenzReflectionIntensityInteriorNight=0.0 +LenzReflectionPowerSunrise=1.0 +LenzReflectionPowerSunset=1.0 +LenzReflectionPowerInteriorDay=1.0 +LenzReflectionPowerInteriorNight=1.0 + +[SSAO_SSIL] +UseIndirectLighting=true +UseComplexIndirectLighting=true +SamplingQuality=1 +SamplingRange=0.15 +FadeFogRangeDay=0.0 +FadeFogRangeNight=3.0 +FadeFogRangeInterior=0.0 +SizeScale=0.25 +SourceTexturesScale=0.25 +FilterQuality=1 +AOAmount=1.1 +ILAmount=0.31 +UseComplexAmbientOcclusion=true +UseAmbientIndirectLighting=true +SamplingPrecision=1 +FadeFogRange=2.76 +FilterType=0 +AOAmountInterior=1.2 +ILAmountInterior=0.38 +AOIntensity=1.14 +AOIntensityInterior=1.22 +AOType=0 +AOMixingType=0 +AOMixingTypeInterior=0 +UseOldType=false +EnableDenoiser=false +EnableSupersampling=false +EnableComplexFilter=true +ILType=0 + +[NIGHTDAY] +DetectorDefaultDay=false +DetectorLevelDay=0.75 +DetectorLevelNight=0.25 +DetectorLevelCurve=1.0 +DetectorOldVersion=false + +[ADAPTATION] +ForceMinMaxValues=true +AdaptationSensitivity=0.8 +AdaptationTime=3.0 +AdaptationMin=0.5 +AdaptationMax=0.5 + +[ENVIRONMENT] +DirectLightingIntensityDay=1.22 +DirectLightingIntensityNight=1.05 +DirectLightingIntensityInterior=1.014688 +DirectLightingCurveDay=1.27 +DirectLightingCurveNight=1.54 +DirectLightingCurveInterior=1.25 +DirectLightingDesaturationDay=0.07 +DirectLightingDesaturationNight=0.05 +DirectLightingDesaturationInterior=0.0 +SpecularAmountMultiplierDay=1.26 +SpecularAmountMultiplierNight=1.76 +SpecularAmountMultiplierInterior=1.0 +SpecularPowerMultiplierDay=0.691 +SpecularPowerMultiplierNight=0.511 +SpecularPowerMultiplierInterior=1.0 +SpecularFromLightDay=0.0 +SpecularFromLightNight=0.0 +SpecularFromLightInterior=0.0 +AmbientLightingIntensityDay=0.5 +AmbientLightingIntensityNight=0.17 +AmbientLightingIntensityInterior=0.914 +AmbientLightingCurveDay=0.91 +AmbientLightingCurveNight=1.3 +AmbientLightingCurveInterior=0.75 +AmbientLightingDesaturationDay=0.0 +AmbientLightingDesaturationNight=0.0 +AmbientLightingDesaturationInterior=0.0 +PointLightingIntensityDay=1.08 +PointLightingIntensityNight=1.17 +PointLightingIntensityInterior=0.825 +PointLightingCurveDay=1.03875 +PointLightingCurveNight=1.17 +PointLightingCurveInterior=0.825 +PointLightingDesaturationDay=0.0 +PointLightingDesaturationNight=0.0 +PointLightingDesaturationInterior=0.0 +FogColorMultiplierDay=0.76 +FogColorMultiplierNight=0.34 +FogColorMultiplierInterior=0.5 +FogColorCurveDay=0.88 +FogColorCurveNight=1.16 +FogColorCurveInterior=1.0 +ColorPowDay=1.0 +ColorPowNight=1.0 +ColorPowInterior=0.9 +DirectLightingIntensitySunrise=1.31 +DirectLightingIntensitySunset=1.39 +DirectLightingIntensityInteriorDay=1.32 +DirectLightingIntensityInteriorNight=1.14 +DirectLightingCurveSunrise=1.31 +DirectLightingCurveSunset=1.39 +DirectLightingCurveInteriorDay=1.38 +DirectLightingCurveInteriorNight=1.45 +DirectLightingDesaturationSunrise=0.12 +DirectLightingDesaturationSunset=0.12 +DirectLightingDesaturationInteriorDay=0.11 +DirectLightingDesaturationInteriorNight=0.18 +SpecularAmountMultiplierSunrise=1.56 +SpecularAmountMultiplierSunset=1.69 +SpecularAmountMultiplierInteriorDay=1.32 +SpecularAmountMultiplierInteriorNight=1.66 +SpecularPowerMultiplierSunrise=0.631 +SpecularPowerMultiplierSunset=0.661 +SpecularPowerMultiplierInteriorDay=0.711 +SpecularPowerMultiplierInteriorNight=0.611 +SpecularFromLightSunrise=0.0 +SpecularFromLightSunset=0.0 +SpecularFromLightInteriorDay=0.0 +SpecularFromLightInteriorNight=0.0 +AmbientLightingIntensitySunrise=0.32 +AmbientLightingIntensitySunset=0.28 +AmbientLightingIntensityInteriorDay=0.38 +AmbientLightingIntensityInteriorNight=0.27 +AmbientLightingCurveSunrise=1.03 +AmbientLightingCurveSunset=1.09 +AmbientLightingCurveInteriorDay=1.11 +AmbientLightingCurveInteriorNight=1.17 +AmbientLightingDesaturationSunrise=0.0 +AmbientLightingDesaturationSunset=0.0 +AmbientLightingDesaturationInteriorDay=0.0 +AmbientLightingDesaturationInteriorNight=0.0 +AmbientColorFilterAmountSunrise=0.32 +AmbientColorFilterAmountDay=0.43 +AmbientColorFilterAmountSunset=0.35 +AmbientColorFilterAmountNight=0.38 +AmbientColorFilterAmountInteriorDay=0.28 +AmbientColorFilterAmountInteriorNight=0.24 +AmbientColorFilterTopSunrise=0.494, 0.443, 0.188 +AmbientColorFilterTopDay=0.655, 0.698, 0.741 +AmbientColorFilterTopSunset=0.522, 0.196, 0.0196 +AmbientColorFilterTopNight=0.129, 0.145, 0.38 +AmbientColorFilterTopInteriorDay=0.204, 0.239, 0.314 +AmbientColorFilterTopInteriorNight=0.169, 0.239, 0.357 +AmbientColorFilterMiddleSunrise=0.227, 0.137, 0.0471 +AmbientColorFilterMiddleDay=0.157, 0.188, 0.212 +AmbientColorFilterMiddleSunset=0.278, 0.102, 0.0353 +AmbientColorFilterMiddleNight=0.0314, 0.0706, 0.11 +AmbientColorFilterMiddleInteriorDay=0.051, 0.0627, 0.0745 +AmbientColorFilterMiddleInteriorNight=0.0275, 0.0392, 0.051 +AmbientColorFilterBottomSunrise=0.00392, 0.0275, 0.0353 +AmbientColorFilterBottomDay=0.0275, 0.0392, 0.051 +AmbientColorFilterBottomSunset=0.0118, 0.0275, 0.0353 +AmbientColorFilterBottomNight=0, 0.00392, 0.0157 +AmbientColorFilterBottomInteriorDay=0.0118, 0.0118, 0.0196 +AmbientColorFilterBottomInteriorNight=0.00392, 0.00784, 0.0196 +PointLightingIntensitySunrise=1.14 +PointLightingIntensitySunset=1.18 +PointLightingIntensityInteriorDay=1.1 +PointLightingIntensityInteriorNight=1.13 +PointLightingCurveSunrise=1.16 +PointLightingCurveSunset=1.2 +PointLightingCurveInteriorDay=1.11 +PointLightingCurveInteriorNight=1.11 +PointLightingDesaturationSunrise=0.0 +PointLightingDesaturationSunset=0.0 +PointLightingDesaturationInteriorDay=0.0 +PointLightingDesaturationInteriorNight=0.0 +ParticleLightsIntensitySunrise=0.25 +ParticleLightsIntensityDay=0.21 +ParticleLightsIntensitySunset=0.23 +ParticleLightsIntensityNight=0.35 +ParticleLightsIntensityInteriorDay=0.26 +ParticleLightsIntensityInteriorNight=0.38 +FogColorMultiplierSunrise=0.67 +FogColorMultiplierSunset=0.63 +FogColorMultiplierInteriorDay=0.95 +FogColorMultiplierInteriorNight=0.7 +FogColorCurveSunrise=1.04 +FogColorCurveSunset=1.06 +FogColorCurveInteriorDay=0.96 +FogColorCurveInteriorNight=1.25 +ColorPowSunrise=1.0 +ColorPowSunset=1.0 +ColorPowInteriorDay=1.0 +ColorPowInteriorNight=1.0 +IgnoreWeatherSystem=true +DirectLightingColorFilterSunrise=0.992, 0.863, 0.733 +DirectLightingColorFilterDay=1, 1, 1 +DirectLightingColorFilterSunset=0.988, 0.804, 0.643 +DirectLightingColorFilterNight=0.69, 0.875, 0.988 +DirectLightingColorFilterInteriorDay=1, 1, 1 +DirectLightingColorFilterInteriorNight=0.733, 0.847, 0.992 +FogColorFilterSunrise=0.867, 0.667, 0.49 +FogColorFilterDay=1, 1, 1 +FogColorFilterSunset=0.984, 0.506, 0.333 +FogColorFilterNight=0.267, 0.573, 0.878 +FogColorFilterInteriorDay=1, 1, 1 +FogColorFilterInteriorNight=1, 1, 1 +DirectLightingColorFilterAmountSunrise=0.0 +DirectLightingColorFilterAmountDay=0.0 +DirectLightingColorFilterAmountSunset=0.0 +DirectLightingColorFilterAmountNight=0.0 +DirectLightingColorFilterAmountInteriorDay=0.0 +DirectLightingColorFilterAmountInteriorNight=0.0 +FogColorFilterAmountSunrise=0.0 +FogColorFilterAmountDay=0.0 +FogColorFilterAmountSunset=0.0 +FogColorFilterAmountNight=0.0 +FogColorFilterAmountInteriorDay=0.0 +FogColorFilterAmountInteriorNight=0.0 +DirectLightingIntensityDawn=1.42 +DirectLightingIntensityDusk=1.43 +DirectLightingCurveDawn=1.34 +DirectLightingCurveDusk=1.46 +DirectLightingDesaturationDawn=0.08 +DirectLightingDesaturationDusk=0.09 +DirectLightingColorFilterAmountDawn=0.0 +DirectLightingColorFilterAmountDusk=0.0 +DirectLightingColorFilterDawn=0.976, 0.733, 0.49 +DirectLightingColorFilterDusk=0.98, 0.702, 0.455 +SpecularAmountMultiplierDawn=1.69 +SpecularAmountMultiplierDusk=1.75 +SpecularPowerMultiplierDawn=0.56 +SpecularPowerMultiplierDusk=0.57 +SpecularFromLightDawn=0.0 +SpecularFromLightDusk=0.0 +AmbientLightingIntensityDawn=0.22 +AmbientLightingIntensityDusk=0.25 +AmbientLightingCurveDawn=1.15 +AmbientLightingCurveDusk=1.15 +AmbientLightingDesaturationDawn=0.0 +AmbientLightingDesaturationDusk=0.0 +AmbientColorFilterAmountDawn=0.29 +AmbientColorFilterAmountDusk=0.28 +AmbientColorFilterTopDawn=0.369, 0.208, 0.0863 +AmbientColorFilterTopDusk=0.408, 0.125, 0.0235 +AmbientColorFilterMiddleDawn=0.169, 0.122, 0.0588 +AmbientColorFilterMiddleDusk=0.235, 0.0667, 0.0235 +AmbientColorFilterBottomDawn=0, 0, 0 +AmbientColorFilterBottomDusk=0, 0, 0 +PointLightingIntensityDawn=1.21 +PointLightingIntensityDusk=1.22 +PointLightingCurveDawn=1.18 +PointLightingCurveDusk=1.24 +PointLightingDesaturationDawn=0.0 +PointLightingDesaturationDusk=0.0 +ParticleLightsIntensityDawn=0.33 +ParticleLightsIntensityDusk=0.34 +FogColorMultiplierDawn=0.58 +FogColorMultiplierDusk=0.52 +FogColorCurveDawn=1.08 +FogColorCurveDusk=1.21 +FogColorFilterAmountDawn=0.0 +FogColorFilterAmountDusk=0.0 +FogColorFilterDawn=0.827, 0.518, 0.247 +FogColorFilterDusk=0.698, 0.4, 0.29 +ColorPowDawn=1.0 +ColorPowDusk=1.0 + +[SKY] +Enable=true +StarsIntensity=1.36 +StarsCurve=1.37 +AuroraBorealisIntensity=1.14 +AuroraBorealisCurve=0.57 +CloudsIntensityDay=1.040001 +CloudsIntensityNight=0.280001 +CloudsIntensityInterior=1.49 +CloudsCurveDay=1.18 +CloudsCurveNight=2.09 +CloudsCurveInterior=1.5 +CloudsDesaturationDay=0.0 +CloudsDesaturationNight=0.0 +CloudsDesaturationInterior=0.14 +CloudsEdgeClamp=0.36 +CloudsEdgeIntensity=1.39 +GradientIntensityDay=1.080001 +GradientIntensityNight=0.510001 +GradientIntensityInterior=0.85 +GradientDesaturationDay=0.15 +GradientDesaturationNight=0.13 +GradientDesaturationInterior=0.325 +GradientTopIntensityDay=1.320001 +GradientTopIntensityNight=1.160001 +GradientTopIntensityInterior=5.6125 +GradientTopCurveDay=1.36 +GradientTopCurveNight=1.91 +GradientTopCurveInterior=2.15 +GradientMiddleIntensityDay=1.190001 +GradientMiddleIntensityNight=0.700001 +GradientMiddleIntensityInterior=2.4 +GradientMiddleCurveDay=1.18 +GradientMiddleCurveNight=1.64 +GradientMiddleCurveInterior=1.65 +GradientHorizonIntensityDay=1.18 +GradientHorizonIntensityNight=0.930001 +GradientHorizonIntensityInterior=2.33 +GradientHorizonCurveDay=1.5 +GradientHorizonCurveNight=1.91 +GradientHorizonCurveInterior=1.25 +SunIntensity=3.0 +SunDesaturation=0.0 +SunCoronaIntensity=1.281 +SunCoronaCurve=1.06 +SunCoronaDesaturation=0.09 +MoonIntensity=1.6 +MoonCurve=1.0 +MoonDesaturation=0.2 +DisableWrongSkyMath=true +CloudsIntensitySunrise=0.630001 +CloudsIntensitySunset=0.440001 +CloudsIntensityInteriorDay=0.98 +CloudsIntensityInteriorNight=0.32 +CloudsCurveSunrise=1.28 +CloudsCurveSunset=1.54 +CloudsCurveInteriorDay=1.12 +CloudsCurveInteriorNight=1.38 +CloudsDesaturationSunrise=0.0 +CloudsDesaturationSunset=0.0 +CloudsDesaturationInteriorDay=0.0 +CloudsDesaturationInteriorNight=0.0 +GradientIntensitySunrise=0.860001 +GradientIntensitySunset=0.850001 +GradientIntensityInteriorDay=1.19 +GradientIntensityInteriorNight=0.870001 +GradientDesaturationSunrise=0.24 +GradientDesaturationSunset=0.22 +GradientDesaturationInteriorDay=0.29 +GradientDesaturationInteriorNight=0.05 +GradientTopIntensitySunrise=1.240001 +GradientTopIntensitySunset=1.26 +GradientTopIntensityInteriorDay=2.7 +GradientTopIntensityInteriorNight=1.48 +GradientTopCurveSunrise=1.59 +GradientTopCurveSunset=1.66 +GradientTopCurveInteriorDay=2.47 +GradientTopCurveInteriorNight=1.59 +GradientMiddleIntensitySunrise=1.150001 +GradientMiddleIntensitySunset=1.09 +GradientMiddleIntensityInteriorDay=2.6 +GradientMiddleIntensityInteriorNight=1.09 +GradientMiddleCurveSunrise=1.39 +GradientMiddleCurveSunset=1.49 +GradientMiddleCurveInteriorDay=2.2 +GradientMiddleCurveInteriorNight=1.77 +GradientHorizonIntensitySunrise=1.25 +GradientHorizonIntensitySunset=1.36 +GradientHorizonIntensityInteriorDay=1.91 +GradientHorizonIntensityInteriorNight=1.4 +GradientHorizonCurveSunrise=1.64 +GradientHorizonCurveSunset=1.73 +GradientHorizonCurveInteriorDay=1.44 +GradientHorizonCurveInteriorNight=1.34 +SunIntensitySunrise=1.91 +SunIntensityDay=1.75 +SunIntensitySunset=1.93 +SunIntensityNight=1.04 +SunIntensityInteriorDay=1.79 +SunIntensityInteriorNight=1.16 +SunDesaturationSunrise=0.0 +SunDesaturationDay=0.0 +SunDesaturationSunset=0.0 +SunDesaturationNight=0.0 +SunDesaturationInteriorDay=0.0 +SunDesaturationInteriorNight=0.0 +SunColorFilterSunrise=0.984, 0.831, 0.522 +SunColorFilterDay=0.992, 0.89, 0.78 +SunColorFilterSunset=0.929, 0.357, 0.0275 +SunColorFilterNight=0.616, 0.282, 0.0588 +SunColorFilterInteriorDay=0.98, 0.937, 0.847 +SunColorFilterInteriorNight=0.729, 0.286, 0.0314 +SunGlowIntensitySunrise=0.84 +SunGlowIntensityDay=0.92 +SunGlowIntensitySunset=0.87 +SunGlowIntensityNight=0.42 +SunGlowIntensityInteriorDay=0.87 +SunGlowIntensityInteriorNight=0.31 +SunGlowHazinessSunrise=0.03 +SunGlowHazinessDay=0.1 +SunGlowHazinessSunset=0.04 +SunGlowHazinessNight=0.02 +SunGlowHazinessInteriorDay=0.11 +SunGlowHazinessInteriorNight=0.01 +MoonIntensitySunrise=0.78 +MoonIntensityDay=0.53 +MoonIntensitySunset=0.81 +MoonIntensityNight=1.95 +MoonIntensityInteriorDay=0.69 +MoonIntensityInteriorNight=2.14 +MoonCurveSunrise=0.89 +MoonCurveDay=0.61 +MoonCurveSunset=0.84 +MoonCurveNight=0.9 +MoonCurveInteriorDay=0.59 +MoonCurveInteriorNight=0.9 +MoonDesaturationSunrise=0.21 +MoonDesaturationDay=0.49 +MoonDesaturationSunset=0.38 +MoonDesaturationNight=0.16 +MoonDesaturationInteriorDay=0.35 +MoonDesaturationInteriorNight=0.14 +CloudsOpacitySunrise=1.06 +CloudsOpacityDay=1.18 +CloudsOpacitySunset=1.01 +CloudsOpacityNight=0.9 +CloudsOpacityInteriorDay=1.21 +CloudsOpacityInteriorNight=1.05 +CloudsEdgeFadeRange=0.85 +CloudsEdgeMoonMultiplier=2.78 +IgnoreWeatherSystem=true +GradientTopColorFilterSunrise=0.996, 0.902, 0.8 +GradientTopColorFilterDay=1, 1, 1 +GradientTopColorFilterSunset=0.996, 0.824, 0.612 +GradientTopColorFilterNight=1, 1, 1 +GradientTopColorFilterInteriorDay=1, 1, 1 +GradientTopColorFilterInteriorNight=1, 1, 1 +GradientMiddleColorFilterSunrise=0.965, 0.827, 0.584 +GradientMiddleColorFilterDay=1, 1, 1 +GradientMiddleColorFilterSunset=0.988, 0.635, 0.369 +GradientMiddleColorFilterNight=1, 1, 1 +GradientMiddleColorFilterInteriorDay=1, 1, 1 +GradientMiddleColorFilterInteriorNight=1, 1, 1 +GradientHorizonColorFilterSunrise=0.941, 0.714, 0.502 +GradientHorizonColorFilterDay=1, 1, 1 +GradientHorizonColorFilterSunset=0.98, 0.561, 0.259 +GradientHorizonColorFilterNight=1, 1, 1 +GradientHorizonColorFilterInteriorDay=1, 1, 1 +GradientHorizonColorFilterInteriorNight=1, 1, 1 +CloudsColorFilterSunrise=0.988, 0.863, 0.675 +CloudsColorFilterDay=1, 1, 1 +CloudsColorFilterSunset=0.906, 0.62, 0.467 +CloudsColorFilterNight=1, 1, 1 +CloudsColorFilterInteriorDay=1, 1, 1 +CloudsColorFilterInteriorNight=1, 1, 1 +CloudsIntensityDawn=0.55 +CloudsIntensityDusk=0.38 +CloudsCurveDawn=1.41 +CloudsCurveDusk=1.77 +CloudsDesaturationDawn=0.0 +CloudsDesaturationDusk=0.0 +CloudsOpacityDawn=0.97 +CloudsOpacityDusk=0.93 +CloudsColorFilterDawn=0.969, 0.651, 0.333 +CloudsColorFilterDusk=0.984, 0.733, 0.514 +GradientIntensityDawn=0.76 +GradientIntensityDusk=0.75 +GradientDesaturationDawn=0.28 +GradientDesaturationDusk=0.28 +GradientTopIntensityDawn=1.22 +GradientTopIntensityDusk=1.19 +GradientTopCurveDawn=1.46 +GradientTopCurveDusk=1.76 +GradientTopColorFilterDawn=0.996, 0.769, 0.541 +GradientTopColorFilterDusk=0.984, 0.698, 0.49 +GradientMiddleIntensityDawn=0.97 +GradientMiddleIntensityDusk=0.92 +GradientMiddleCurveDawn=1.46 +GradientMiddleCurveDusk=1.54 +GradientMiddleColorFilterDawn=0.973, 0.765, 0.471 +GradientMiddleColorFilterDusk=0.98, 0.518, 0.267 +GradientHorizonIntensityDawn=1.18 +GradientHorizonIntensityDusk=1.25 +GradientHorizonCurveDawn=1.61 +GradientHorizonCurveDusk=1.78 +GradientHorizonColorFilterDawn=0.91, 0.451, 0.165 +GradientHorizonColorFilterDusk=0.976, 0.357, 0.0196 +SunIntensityDawn=1.42 +SunIntensityDusk=1.55 +SunDesaturationDawn=0.0 +SunDesaturationDusk=0.0 +SunColorFilterDawn=0.988, 0.737, 0.384 +SunColorFilterDusk=0.788, 0.192, 0.0118 +SunGlowIntensityDawn=0.65 +SunGlowIntensityDusk=0.67 +SunGlowHazinessDawn=0.03 +SunGlowHazinessDusk=0.03 +MoonIntensityDawn=0.9 +MoonIntensityDusk=1.12 +MoonCurveDawn=0.88 +MoonCurveDusk=0.88 +MoonDesaturationDawn=0.19 +MoonDesaturationDusk=0.25 + +[OBJECT] +SubSurfaceScatteringMultiplierDay=0.37 +SubSurfaceScatteringMultiplierNight=0.62 +SubSurfaceScatteringMultiplierInterior=0.0 +SubSurfaceScatteringPowerDay=0.92 +SubSurfaceScatteringPowerNight=3.63 +SubSurfaceScatteringPowerInterior=1.1 +SubSurfaceScatteringMultiplierSunrise=0.47 +SubSurfaceScatteringMultiplierSunset=0.44 +SubSurfaceScatteringMultiplierInteriorDay=0.47 +SubSurfaceScatteringMultiplierInteriorNight=0.66 +SubSurfaceScatteringPowerSunrise=0.84 +SubSurfaceScatteringPowerSunset=0.73 +SubSurfaceScatteringPowerInteriorDay=0.82 +SubSurfaceScatteringPowerInteriorNight=0.93 +IgnoreWeatherSystem=true +SpecularAmountMultiplierSunrise=1.17 +SpecularAmountMultiplierDay=1.1 +SpecularAmountMultiplierSunset=1.17 +SpecularAmountMultiplierNight=1.38 +SpecularAmountMultiplierInteriorDay=1.25 +SpecularAmountMultiplierInteriorNight=1.41 +SpecularPowerMultiplierSunrise=1.6 +SpecularPowerMultiplierDay=1.45 +SpecularPowerMultiplierSunset=1.68 +SpecularPowerMultiplierNight=1.86 +SpecularPowerMultiplierInteriorDay=1.64 +SpecularPowerMultiplierInteriorNight=1.88 +SubSurfaceScatteringMultiplierDawn=0.51 +SubSurfaceScatteringMultiplierDusk=0.55 +SubSurfaceScatteringPowerDawn=0.91 +SubSurfaceScatteringPowerDusk=0.82 +SpecularAmountMultiplierDawn=1.21 +SpecularAmountMultiplierDusk=1.22 +SpecularPowerMultiplierDawn=1.78 +SpecularPowerMultiplierDusk=1.5 + +[LIGHTSPRITE] +IntensityDay=0.53 +IntensityNight=1.56 +IntensityInterior=0.5 +CurveDay=0.93 +CurveNight=1.305 +CurveInterior=0.925 +IntensitySunrise=0.92 +IntensitySunset=0.99 +IntensityInteriorDay=1.82 +IntensityInteriorNight=1.75 +CurveSunrise=1.16 +CurveSunset=0.93 +CurveInteriorDay=1.21 +CurveInteriorNight=1.34 +IgnoreWeatherSystem=true +IntensityDawn=1.04 +IntensityDusk=1.09 +CurveDawn=1.23 +CurveDusk=1.08 + +[WINDOWLIGHT] +Intensity=2.625 +Curve=1.0 +IntensitySunrise=1.54 +IntensityDay=1.63 +IntensitySunset=1.67 +IntensityNight=1.88 +IntensityInteriorDay=1.72 +IntensityInteriorNight=1.97 +CurveSunrise=1.2 +CurveDay=1.13 +CurveSunset=1.19 +CurveNight=1.07 +CurveInteriorDay=1.03 +CurveInteriorNight=1.14 +IgnoreWeatherSystem=true +IntensityDawn=1.68 +IntensityDusk=1.78 +CurveDawn=1.11 +CurveDusk=1.11 + +[VOLUMETRICFOG] +IntensityDay=1.106 +IntensityNight=0.89 +IntensityInterior=0.265 +CurveDay=1.11 +CurveNight=0.8 +CurveInterior=1.0 +IntensitySunrise=0.93 +IntensitySunset=1.04 +IntensityInteriorDay=1.17 +IntensityInteriorNight=0.85 +CurveSunrise=0.98 +CurveSunset=1.15 +CurveInteriorDay=1.16 +CurveInteriorNight=0.86 +LightingInfluenceSunrise=0.78 +LightingInfluenceDay=0.58 +LightingInfluenceSunset=0.83 +LightingInfluenceNight=0.85 +LightingInfluenceInteriorDay=0.58 +LightingInfluenceInteriorNight=0.88 +EnableShadows=true +IgnoreWeatherSystem=true +OpacitySunrise=0.29 +OpacityDay=0.47 +OpacitySunset=0.34 +OpacityNight=0.25 +OpacityInteriorDay=0.35 +OpacityInteriorNight=0.2 +IntensityDawn=0.81 +IntensityDusk=0.92 +CurveDawn=0.87 +CurveDusk=0.94 +LightingInfluenceDawn=0.85 +LightingInfluenceDusk=0.9 +OpacityDawn=0.27 +OpacityDusk=0.28 + +[FIRE] +IntensityDay=1.64 +IntensityNight=1.84 +IntensityInterior=1.65 +CurveDay=0.67 +CurveNight=0.63 +CurveInterior=1.0 +IntensitySunrise=1.75 +IntensitySunset=1.73 +IntensityInteriorDay=2.26 +IntensityInteriorNight=1.88 +CurveSunrise=0.71 +CurveSunset=0.73 +CurveInteriorDay=0.78 +CurveInteriorNight=0.75 +AdditiveBlending=true +IgnoreWeatherSystem=true +IntensityDawn=1.82 +IntensityDusk=1.88 +CurveDawn=0.66 +CurveDusk=0.69 + +[COLORCORRECTION] +UsePaletteTexture=true +Brightness=1.0 +GammaCurve=1.0 +UseProceduralCorrection=false + +[SHADOW] +ShadowCastersFix=false +ShadowQualityFix=true +DetailedShadowQuality=1 +UseBilateralShadowFilter=true +UseShadowFilter=true +ShadowFilterQuality=1 +ShadowBlurRange=6.0 +ShadowBlurRangeInterior=6.0 +IgnoreWeatherSystem=true + +[DEPTHOFFIELD] +FadeTime=0.4 +Quality=1 +IgnoreWeatherSystem=true + +[RAYS] +SunRaysMultiplier=0.75 +SunRaysMultiplierSunrise=0.28 +SunRaysMultiplierDay=0.2 +SunRaysMultiplierSunset=0.3 +SunRaysMultiplierNight=0.35 +SunRaysMultiplierInteriorDay=0.2 +SunRaysMultiplierInteriorNight=0.33 +IgnoreWeatherSystem=true +SunRaysMultiplierDawn=0.38 +SunRaysMultiplierDusk=0.36 + +[SKYLIGHTING] +Quality=2 +FilterQuality=2 +AmbientMinLevel=0.39375 +AmbientMinLevelSunrise=0.76 +AmbientMinLevelDay=0.84 +AmbientMinLevelSunset=0.74 +AmbientMinLevelNight=0.4 +AmbientMinLevelInteriorDay=0.74 +AmbientMinLevelInteriorNight=0.62 +IgnoreWeatherSystem=true +AmbientMinLevelDawn=0.59 +AmbientMinLevelDusk=0.55 + +[WEATHER] +EnableMultipleWeathers=true +EnableLocationWeather=false + +[TIMEOFDAY] +Enable=true +DawnDuration=1.0 +SunriseTime=8.0 +DayTime=12.0 +SunsetTime=18.0 +DuskDuration=1.0 +NightTime=0.0 +DawnDuskEnable=true + +[VEGETATION] +SubSurfaceScatteringMultiplierSunrise=0.87 +SubSurfaceScatteringMultiplierDay=0.8 +SubSurfaceScatteringMultiplierSunset=0.97 +SubSurfaceScatteringMultiplierNight=0.84 +SubSurfaceScatteringMultiplierInteriorDay=0.86 +SubSurfaceScatteringMultiplierInteriorNight=0.88 +SubSurfaceScatteringPowerSunrise=2.12 +SubSurfaceScatteringPowerDay=2.37 +SubSurfaceScatteringPowerSunset=1.94 +SubSurfaceScatteringPowerNight=1.9 +SubSurfaceScatteringPowerInteriorDay=2.17 +SubSurfaceScatteringPowerInteriorNight=1.85 +IgnoreWeatherSystem=true +SpecularAmountMultiplierSunrise=1.5 +SpecularAmountMultiplierDay=1.31 +SpecularAmountMultiplierSunset=1.67 +SpecularAmountMultiplierNight=1.85 +SpecularAmountMultiplierInteriorDay=1.3 +SpecularAmountMultiplierInteriorNight=1.42 +SpecularPowerMultiplierSunrise=0.9 +SpecularPowerMultiplierDay=1.15 +SpecularPowerMultiplierSunset=0.82 +SpecularPowerMultiplierNight=0.67 +SpecularPowerMultiplierInteriorDay=1.18 +SpecularPowerMultiplierInteriorNight=0.84 +SubSurfaceScatteringMultiplierDawn=0.87 +SubSurfaceScatteringMultiplierDusk=0.97 +SubSurfaceScatteringPowerDawn=1.97 +SubSurfaceScatteringPowerDusk=1.96 +SpecularAmountMultiplierDawn=1.73 +SpecularAmountMultiplierDusk=1.82 +SpecularPowerMultiplierDawn=0.79 +SpecularPowerMultiplierDusk=0.78 + +[PARTICLE] +IntensitySunrise=0.78 +IntensityDay=1.06 +IntensitySunset=0.79 +IntensityNight=0.54 +IntensityInteriorDay=0.97 +IntensityInteriorNight=0.62 +LightingInfluenceSunrise=1.06 +LightingInfluenceDay=0.79 +LightingInfluenceSunset=1.15 +LightingInfluenceNight=1.25 +LightingInfluenceInteriorDay=0.85 +LightingInfluenceInteriorNight=0.94 +IgnoreWeatherSystem=true +IntensityDawn=0.66 +IntensityDusk=0.63 +LightingInfluenceDawn=1.12 +LightingInfluenceDusk=1.21 + +[REFLECTION] +Quality=1 +FilterQuality=1 +FilterBluriness=1.0 +SizeScale=0.25 +SourceTexturesScale=0.25 +Amount=0.35 +Power=1.06 +GlosinessMin=0.1 +GlosinessMax=0.9 +EnableDenoiser=true +DenoiserType=0 +EnableSupersampling=false +ExteriorEnable=true +InteriorEnable=true +IgnoreWeatherSystem=true +AmountInterior=0.43 +PowerInterior=1.11 + +[IMAGEBASEDLIGHTING] +AdditiveAmountSunrise=0.02 +AdditiveAmountDay=0.03 +AdditiveAmountSunset=0.02 +AdditiveAmountNight=0.01 +AdditiveAmountInteriorDay=0.02 +AdditiveAmountInteriorNight=0.01 +MultiplicativeAmountSunrise=0.09 +MultiplicativeAmountDay=0.06 +MultiplicativeAmountSunset=0.1 +MultiplicativeAmountNight=0.03 +MultiplicativeAmountInteriorDay=0.05 +MultiplicativeAmountInteriorNight=0.02 +ReflectiveAmountSunrise=0.15 +ReflectiveAmountDay=0.12 +ReflectiveAmountSunset=0.17 +ReflectiveAmountNight=0.06 +ReflectiveAmountInteriorDay=0.11 +ReflectiveAmountInteriorNight=0.04 +IgnoreWeatherSystem=true +AdditiveAmountDawn=0.05 +AdditiveAmountDusk=0.05 +MultiplicativeAmountDawn=0.1 +MultiplicativeAmountDusk=0.13 +ReflectiveAmountDawn=0.14 +ReflectiveAmountDusk=0.19 + +[RAIN] +Enable=false +EnableAntialiasing=false +EnableSupersampling=false +MotionStretch=0.8 +MotionTransparency=0.65 +IgnoreWeatherSystem=true + +[EYES] +SubSurfaceScatteringMultiplierSunrise=0.21 +SubSurfaceScatteringMultiplierDay=0.12 +SubSurfaceScatteringMultiplierSunset=0.29 +SubSurfaceScatteringMultiplierNight=0.08 +SubSurfaceScatteringMultiplierInteriorDay=0.15 +SubSurfaceScatteringMultiplierInteriorNight=0.1 +SubSurfaceScatteringPowerSunrise=0.62 +SubSurfaceScatteringPowerDay=0.91 +SubSurfaceScatteringPowerSunset=0.64 +SubSurfaceScatteringPowerNight=0.52 +SubSurfaceScatteringPowerInteriorDay=0.79 +SubSurfaceScatteringPowerInteriorNight=0.54 +IgnoreWeatherSystem=true +SpecularAmountMultiplierSunrise=2.26 +SpecularAmountMultiplierDay=2.14 +SpecularAmountMultiplierSunset=2.32 +SpecularAmountMultiplierNight=2.24 +SpecularAmountMultiplierInteriorDay=2.26 +SpecularAmountMultiplierInteriorNight=2.35 +SpecularPowerMultiplierSunrise=1.17 +SpecularPowerMultiplierDay=1.13 +SpecularPowerMultiplierSunset=1.18 +SpecularPowerMultiplierNight=1.16 +SpecularPowerMultiplierInteriorDay=1.05 +SpecularPowerMultiplierInteriorNight=1.1 +SubSurfaceScatteringMultiplierDawn=0.16 +SubSurfaceScatteringMultiplierDusk=0.15 +SubSurfaceScatteringPowerDawn=0.58 +SubSurfaceScatteringPowerDusk=0.59 +SpecularAmountMultiplierDawn=2.23 +SpecularAmountMultiplierDusk=2.22 +SpecularPowerMultiplierDawn=1.21 +SpecularPowerMultiplierDusk=1.23 + +[SUBSURFACESCATTERING] +Quality=1 +Radius=2.1 +Amount=0.75 +EpidermalAmount=0.92 +SubdermalAmount=0.85 +EpidermalDiffuseSaturation=-0.17 +SubdermalDiffuseSaturation=-0.04 +EpidermalMix=0.85 +SubdermalMix=0.37 +SubdermalTranslucency=0.92 +SubdermalPhase=0.83 +IgnoreWeatherSystem=true +EnableTextureAlpha=true + +[LENS] +ReflectionIntensitySunrise=1.0 +ReflectionIntensityDay=1.0 +ReflectionIntensitySunset=1.0 +ReflectionIntensityNight=1.0 +ReflectionIntensityInteriorDay=1.0 +ReflectionIntensityInteriorNight=1.0 +ReflectionPowerSunrise=1.0 +ReflectionPowerDay=1.0 +ReflectionPowerSunset=1.0 +ReflectionPowerNight=1.0 +ReflectionPowerInteriorDay=1.0 +ReflectionPowerInteriorNight=1.0 +DirtIntensitySunrise=1.0 +DirtIntensityDay=1.0 +DirtIntensitySunset=1.0 +DirtIntensityNight=1.0 +DirtIntensityInteriorDay=1.0 +DirtIntensityInteriorNight=1.0 +DirtPowerSunrise=1.0 +DirtPowerDay=1.0 +DirtPowerSunset=1.0 +DirtPowerNight=1.0 +DirtPowerInteriorDay=1.0 +DirtPowerInteriorNight=1.0 +IgnoreWeatherSystem=true +ReflectionIntensityDawn=1.0 +ReflectionIntensityDusk=1.0 +ReflectionPowerDawn=1.0 +ReflectionPowerDusk=1.0 +DirtIntensityDawn=1.0 +DirtIntensityDusk=1.0 +DirtPowerDawn=1.0 +DirtPowerDusk=1.0 + +[WATER] +EnableDispersion=true +EnableCaustics=true +ReflectionAmount=0.88 +FrennelMultiplier=0.93 +FrennelMin=0.0 +FrennelMax=1.0 +DispersionAmount=0.94 +CausticsAmount=1.46 +EnableParallax=true +EnableShadow=true +EnableSelfReflection=true +EnableLighting=true +EnableDisplacement=true +DisplacementQuality=1 +SunSpecularMultiplier=2.09 +SunScatteringMultiplier=1.38 +WavesAmplitudeSunrise=0.64 +WavesAmplitudeDay=0.76 +WavesAmplitudeSunset=0.64 +WavesAmplitudeNight=0.51 +WavesAmplitudeInteriorDay=0.55 +WavesAmplitudeInteriorNight=0.42 +ShadowQuality=1 +EnableShadowNoise=true +SunLightingMultiplier=0.94 +WetMultiplier=0.57 +Muddiness=0.22 +EnablePreCache=true +EnableVolumetricShadow=true +DisplacementFilterQuality=1 +IgnoreWeatherSystem=true +WavesAmplitudeDawn=0.58 +WavesAmplitudeDusk=0.56 +[UNDERWATER] +EnableDispersion=true +EnableParallax=true +EnableDisplacement=true +EnableSilhouette=true +EnableBlurring=true +EnableReflection=true +EnableShadow=true +ShadowQuality=1 +DispersionAmount=0.9 +ReflectionAmount=0.75 +TransparencyFade=2.2 +TransparencyCurve=1.09 +DeepnessFade=1.36 +DeepnessDarkening=0.51 +TintAmount=1.71 +TintFade=0.59 +SunScatteringMultiplier=0.29 +IgnoreWeatherSystem=true +[CLOUDSHADOWS] +EnableAtNight=true +OpacitySunrise=0.64 +OpacityDay=0.73 +OpacitySunset=0.68 +OpacityNight=0.62 +OpacityInteriorDay=0.71 +OpacityInteriorNight=0.63 +IgnoreWeatherSystem=true +OpacityDawn=0.6 +OpacityDusk=0.61 +[VOLUMETRICRAYS] +Quality=1 +IntensitySunrise=0.47 +IntensityDay=0.41 +IntensitySunset=0.61 +IntensityNight=0.66 +IntensityInteriorDay=0.53 +IntensityInteriorNight=0.61 +DensitySunrise=1.45 +DensityDay=1.85 +DensitySunset=1.31 +DensityNight=1.21 +DensityInteriorDay=1.23 +DensityInteriorNight=1.05 +SkyColorAmountSunrise=0.18 +SkyColorAmountDay=0.32 +SkyColorAmountSunset=0.21 +SkyColorAmountNight=0.11 +SkyColorAmountInteriorDay=0.4 +SkyColorAmountInteriorNight=0.22 +IgnoreWeatherSystem=true +IntensityDawn=0.54 +IntensityDusk=0.71 +DensityDawn=1.33 +DensityDusk=1.25 +SkyColorAmountDawn=0.16 +SkyColorAmountDusk=0.18 +[PROCEDURALSUN] +Size=0.87 +EdgeSoftness=0.4 +GlowIntensitySunrise=1.3 +GlowIntensityDay=1.15 +GlowIntensitySunset=1.39 +GlowIntensityNight=1.46 +GlowIntensityInteriorDay=1.42 +GlowIntensityInteriorNight=1.72 +GlowCurveSunrise=1.42 +GlowCurveDay=1.29 +GlowCurveSunset=1.56 +GlowCurveNight=1.74 +GlowCurveInteriorDay=1.950001 +GlowCurveInteriorNight=2.2 +IgnoreWeatherSystem=true +GlowIntensityDawn=1.58 +GlowIntensityDusk=1.66 +GlowCurveDawn=1.7 +GlowCurveDusk=1.68 +[MIST] +ColorFromEnvironmentFog=0.35 +SkyLightingAmountSunrise=1.09 +SkyLightingAmountDay=0.9 +SkyLightingAmountSunset=1.05 +SkyLightingAmountNight=0.97 +SkyLightingAmountInteriorDay=1.05 +SkyLightingAmountInteriorNight=0.93 +SunLightingAmountSunrise=1.21 +SunLightingAmountDay=1.02 +SunLightingAmountSunset=1.12 +SunLightingAmountNight=0.9 +SunLightingAmountInteriorDay=0.87 +SunLightingAmountInteriorNight=0.74 +DesaturationSunrise=0.0 +DesaturationDay=0.0 +DesaturationSunset=0.0 +DesaturationNight=0.0 +DesaturationInteriorDay=0.0 +DesaturationInteriorNight=0.0 +ColorFilterSunrise=1, 1, 1 +ColorFilterDay=1, 1, 1 +ColorFilterSunset=1, 1, 1 +ColorFilterNight=1, 1, 1 +ColorFilterInteriorDay=1, 1, 1 +ColorFilterInteriorNight=1, 1, 1 +RelativeToCameraSunrise=0.32 +RelativeToCameraDay=0.52 +RelativeToCameraSunset=0.3 +RelativeToCameraNight=0.28 +RelativeToCameraInteriorDay=0.58 +RelativeToCameraInteriorNight=0.21 +VerticalOffsetSunrise=-11.06 +VerticalOffsetDay=-10.98 +VerticalOffsetSunset=-11.09 +VerticalOffsetNight=-11.8 +VerticalOffsetInteriorDay=-10.44 +VerticalOffsetInteriorNight=-11.26 +DensitySunrise=1.25 +DensityDay=1.1 +DensitySunset=1.26 +DensityNight=1.17 +DensityInteriorDay=1.29 +DensityInteriorNight=1.17 +VerticalFadeSunrise=4.64 +VerticalFadeDay=4.48 +VerticalFadeSunset=4.52 +VerticalFadeNight=4.82 +VerticalFadeInteriorDay=4.39 +VerticalFadeInteriorNight=4.78 +BottomTopSunrise=0.0 +BottomTopDay=0.0 +BottomTopSunset=0.0 +BottomTopNight=0.0 +BottomTopInteriorDay=0.0 +BottomTopInteriorNight=0.0 +ExponentialFadeSunrise=1.22 +ExponentialFadeDay=1.25 +ExponentialFadeSunset=1.18 +ExponentialFadeNight=1.19 +ExponentialFadeInteriorDay=1.13 +ExponentialFadeInteriorNight=1.2 +IgnoreWeatherSystem=true +EnableAnchors=false +DistanceFadeSunrise=0.0 +DistanceFadeDay=0.0 +DistanceFadeSunset=0.0 +DistanceFadeNight=0.0 +DistanceFadeInteriorDay=0.0 +DistanceFadeInteriorNight=0.0 +AnchorsAmountSunrise=1.0 +AnchorsAmountDay=1.0 +AnchorsAmountSunset=1.0 +AnchorsAmountNight=1.0 +AnchorsAmountInteriorDay=1.0 +AnchorsAmountInteriorNight=1.0 +AnchorsAmountDawn=1.0 +AnchorsAmountDusk=1.0 +SkyLightingAmountDawn=1.19 +SkyLightingAmountDusk=0.95 +SunLightingAmountDawn=1.11 +SunLightingAmountDusk=1.01 +DesaturationDawn=0.0 +DesaturationDusk=0.0 +ColorFilterDawn=1, 1, 1 +ColorFilterDusk=1, 1, 1 +RelativeToCameraDawn=0.39 +RelativeToCameraDusk=0.33 +VerticalOffsetDawn=-11.5 +VerticalOffsetDusk=-11.55 +DensityDawn=1.15 +DensityDusk=1.15 +VerticalFadeDawn=4.74 +VerticalFadeDusk=4.74 +DistanceFadeDawn=0.0 +DistanceFadeDusk=0.0 +BottomTopDawn=0.0 +BottomTopDusk=0.0 +ExponentialFadeDawn=1.3 +ExponentialFadeDusk=1.28 diff --git a/skyrim/enbseries/effect.txt.ini b/skyrim/enbseries/effect.txt.ini new file mode 100644 index 0000000..05e63aa --- /dev/null +++ b/skyrim/enbseries/effect.txt.ini @@ -0,0 +1,40 @@ +[EFFECT.TXT] +TECHNIQUE=0 +Enable Block GFX=false +Emulated Resolution Width=0.0 +Emulated Resolution Height=0.0 +Zoom Factor X=0.0 +Zoom Factor Y=0.0 +Palette Type=6 +CGA Palette=1 +EGA Palette=0 +Dithering Pattern=4 +Contrast Modifier=1.0 +Saturation Modifier=1.0 +Dither Offset=-0.2 +Dither Range=0.3 +Enable ASCII=false +ASCII Monochrome=false +ASCII Blend=0.0 +Enable Chroma Key=false +Chroma Key Red=1.0 +Chroma Key Green=0.0 +Chroma Key Blue=0.8 +Chroma Key Depth=0.99 +Enable Dot Matrix=false +Dot Size=1 +Dot Blend=0.3 +Dot Intensity=1.4 +Dot Contrast=0.75 +Enable Curvature=false +Curve Chromatic Aberration=0.56 +Curve Zooming=50.360001 +Curve Distortion=0.0 +Curve Sampling Soften=0.0 +Enable Blur=false +Blur Sampling Range=0.15 +Enable Sharp=false +Sharp Sampling Range=0.35 +Sharpening Amount=4.0 +Enable Shift=false +Shift Sampling Range=0.75 diff --git a/skyrim/enbseries/enbbloom.fx.ini b/skyrim/enbseries/enbbloom.fx.ini new file mode 100644 index 0000000..0352a8f --- /dev/null +++ b/skyrim/enbseries/enbbloom.fx.ini @@ -0,0 +1,87 @@ +[ENBBLOOM.FX] +TECHNIQUE=0 +Bloom Intensity Night=0.85 +Bloom Intensity Day=0.8 +Bloom Intensity Interior Night=0.87 +Bloom Intensity Interior Day=0.84 +Bloom Contrast Night=0.94 +Bloom Contrast Day=0.99 +Bloom Contrast Interior Night=0.96 +Bloom Contrast Interior Day=0.98 +Bloom Saturation Night=1.08 +Bloom Saturation Day=0.77 +Bloom Saturation Interior Night=1.19 +Bloom Saturation Interior Day=0.97 +Bloom Offset Night=-0.09 +Bloom Offset Day=-0.13 +Bloom Offset Interior Night=-0.07 +Bloom Offset Interior Day=-0.1 +Bloom Intensity Cap Night=20.0 +Bloom Intensity Cap Day=20.0 +Bloom Intensity Cap Interior Night=20.0 +Bloom Intensity Cap Interior Day=20.0 +Bloom Blur Radius=1.0 +Blue Shift Night Red=0.2 +Blue Shift Night Green=0.6 +Blue Shift Night Blue=1.0 +Blue Shift Day Red=0.2 +Blue Shift Day Green=0.6 +Blue Shift Day Blue=1.0 +Blue Shift Interior Night Red=0.2 +Blue Shift Interior Night Green=0.6 +Blue Shift Interior Night Blue=1.0 +Blue Shift Interior Day Red=0.2 +Blue Shift Interior Day Green=0.6 +Blue Shift Interior Day Blue=1.0 +Blue Shift Intensity Night=0.34 +Blue Shift Intensity Day=0.45 +Blue Shift Intensity Interior Night=0.29 +Blue Shift Intensity Interior Day=0.34 +Blue Shift Luminance Factor Per-pass=0.38 +Blue Shift Color Factor Per-pass=0.86 +Enable Anamorphic Bloom=true +Anamorphic Bloom Blend Night=0.32 +Anamorphic Bloom Blend Day=0.22 +Anamorphic Bloom Blend Interior Night=0.33 +Anamorphic Bloom Blend Interior Day=0.27 +Anamorphic Bloom Blue Shift Night Red=0.6 +Anamorphic Bloom Blue Shift Night Green=0.2 +Anamorphic Bloom Blue Shift Night Blue=1.0 +Anamorphic Bloom Blue Shift Day Red=0.6 +Anamorphic Bloom Blue Shift Day Green=0.2 +Anamorphic Bloom Blue Shift Day Blue=1.0 +Anamorphic Bloom Blue Shift Interior Night Red=0.6 +Anamorphic Bloom Blue Shift Interior Night Green=0.2 +Anamorphic Bloom Blue Shift Interior Night Blue=1.0 +Anamorphic Bloom Blue Shift Interior Day Red=0.6 +Anamorphic Bloom Blue Shift Interior Day Green=0.2 +Anamorphic Bloom Blue Shift Interior Day Blue=1.0 +Anamorphic Bloom Blue Shift Intensity Night=0.85 +Anamorphic Bloom Blue Shift Intensity Day=0.61 +Anamorphic Bloom Blue Shift Interior Night=0.93 +Anamorphic Bloom Blue Shift Interior Day=0.7 +Anamorphic Bloom Contrast Night=0.98 +Anamorphic Bloom Contrast Day=0.97 +Anamorphic Bloom Contrast Interior Night=1.0 +Anamorphic Bloom Contrast Interior Day=0.95 +Anamorphic Bloom Radius Multiplier=4.0 +Bloom Pass 1 Blend=0.12 +Bloom Pass 2 Blend=0.21 +Bloom Pass 3 Blend=0.35 +Bloom Pass 4 Blend=0.56 +Bloom Pass 7 Blend=0.79 +Bloom Pass 8 Blend=0.93 +Bloom Prepass Blend=0.0 +Bloom Base Blend=0.0 +Enable Lens Dirt=false +Dirt Pass 1 Blend=0.02 +Dirt Pass 2 Blend=0.05 +Dirt Pass 3 Blend=0.13 +Dirt Pass 4 Blend=0.25 +Dirt Pass 7 Blend=1.15 +Dirt Pass 8 Blend=3.28 +Dirt Prepass Blend=0.0 +Dirt Base Blend=0.0 +Dirt Texture Preserve Aspect=true +Dirt Contrast=1.05 +Dirt Factor=0.95 diff --git a/skyrim/enbseries/enbeffect.fx.ini b/skyrim/enbseries/enbeffect.fx.ini new file mode 100644 index 0000000..c74c5f8 --- /dev/null +++ b/skyrim/enbseries/enbeffect.fx.ini @@ -0,0 +1,152 @@ +[ENBEFFECT.FX] +TECHNIQUE=0 +Enable Grain=false +Grain Speed=2500.0 +Grain Intensity=0.03 +Grain Saturation=0.22 +Grain Two-Pass=true +Grain Blending Mode=3 +Grain Dark Mask Contrast=2.46 +Grain Two-Pass Factor=0.04 +Grain Magnification 1=13.25 +Grain Magnification 2=19.639999 +Grain Magnification 3=17.35 +Grain Pass 1 Magnification 1=2.05 +Grain Pass 1 Magnification 2=3.11 +Grain Pass 1 Magnification 3=2.22 +Grain Pass 2 Magnification 1=4.25 +Grain Pass 2 Magnification 2=0.42 +Grain Pass 2 Magnification 3=6.29 +Grain Contrast=2.8 +Enable Adaptation=true +Adaptation Min Night=0.7 +Adaptation Min Day=0.68 +Adaptation Min Interior Night=0.62 +Adaptation Min Interior Day=0.59 +Adaptation Max Night=1.53 +Adaptation Max Day=1.63 +Adaptation Max Interior Night=1.38 +Adaptation Max Interior Day=1.44 +Enable Tonemapping=true +Tonemap Shoulder Strength Night=0.94 +Tonemap Shoulder Strength Day=0.9 +Tonemap Shoulder Strength Interior Night=0.83 +Tonemap Shoulder Strength Interior Day=0.75 +Tonemap Linear Strength Night=1.22 +Tonemap Linear Strength Day=1.14 +Tonemap Linear Strength Interior Night=1.15 +Tonemap Linear Strength Interior Day=1.11 +Tonemap Linear Angle Night=0.49 +Tonemap Linear Angle Day=0.66 +Tonemap Linear Angle Interior Night=0.28 +Tonemap Linear Angle Interior Day=0.43 +Tonemap Toe Strength Night=0.84 +Tonemap Toe Strength Day=0.77 +Tonemap Toe Strength Interior Night=0.89 +Tonemap Toe Strength Interior Day=0.81 +Tonemap Toe Numerator Night=3.71 +Tonemap Toe Numerator Day=3.83 +Tonemap Toe Numerator Interior Night=3.85 +Tonemap Toe Numerator Interior Day=3.85 +Tonemap Toe Denominator Night=1.33 +Tonemap Toe Denominator Day=1.35 +Tonemap Toe Denominator Interior Night=1.4 +Tonemap Toe Denominator Interior Day=1.47 +Tonemap Linear White Night=6.61 +Tonemap Linear White Day=8.26 +Tonemap Linear White Interior Night=5.57 +Tonemap Linear White Interior Day=7.26 +Tonemap Before Compensate=false +Enable Compensate=false +Compensate Factor Night=0.14 +Compensate Factor Day=0.15 +Compensate Factor Interior Night=0.17 +Compensate Factor Interior Day=0.22 +Compensate Contrast Night=1.61 +Compensate Contrast Day=1.65 +Compensate Contrast Interior Night=1.53 +Compensate Contrast Interior Day=1.65 +Compensate Saturation Night=1.11 +Compensate Saturation Day=1.07 +Compensate Saturation Interior Night=1.13 +Compensate Saturation Interior Day=1.12 +Enable RGB Grading=true +Grading Intensity Night Red=1.08 +Grading Intensity Night Green=1.03 +Grading Intensity Night Blue=1.0 +Grading Intensity Day Red=1.06 +Grading Intensity Day Green=1.03 +Grading Intensity Day Blue=1.08 +Grading Intensity Interior Night Red=1.07 +Grading Intensity Interior Night Green=1.03 +Grading Intensity Interior Night Blue=1.01 +Grading Intensity Interior Day Red=1.06 +Grading Intensity Interior Day Green=1.02 +Grading Intensity Interior Day Blue=1.04 +Grading Contrast Night Red=0.97 +Grading Contrast Night Green=0.98 +Grading Contrast Night Blue=0.94 +Grading Contrast Day Red=0.96 +Grading Contrast Day Green=0.98 +Grading Contrast Day Blue=0.98 +Grading Contrast Interior Night Red=0.96 +Grading Contrast Interior Night Green=0.98 +Grading Contrast Interior Night Blue=0.95 +Grading Contrast Interior Day Red=0.95 +Grading Contrast Interior Day Green=0.98 +Grading Contrast Interior Day Blue=0.95 +Enable Vibrance Grading=true +Grading Color Night Red=-0.44 +Grading Color Night Green=-0.33 +Grading Color Night Blue=-0.83 +Grading Color Day Red=-0.65 +Grading Color Day Green=-0.3 +Grading Color Day Blue=-0.69 +Grading Color Interior Night Red=-0.25 +Grading Color Interior Night Green=-0.15 +Grading Color Interior Night Blue=-0.05 +Grading Color Interior Day Red=-0.47 +Grading Color Interior Day Green=-0.3 +Grading Color Interior Day Blue=-0.12 +Grading Color Factor Night=-0.11 +Grading Color Factor Day=-0.09 +Grading Color Factor Interior Night=-0.1 +Grading Color Factor Interior Day=-0.08 +Enable HSV Grading=true +Grading Saturation Intensity Night=1.22 +Grading Saturation Intensity Day=1.19 +Grading Saturation Intensity Interior Night=1.18 +Grading Saturation Intensity Interior Day=1.16 +Grading Saturation Contrast Night=1.13 +Grading Saturation Contrast Day=1.14 +Grading Saturation Contrast Interior Night=1.12 +Grading Saturation Contrast Interior Day=1.15 +Grading Value Intensity Night=1.08 +Grading Value Intensity Day=1.03 +Grading Value Intensity Interior Night=1.07 +Grading Value Intensity Interior Day=1.04 +Grading Value Contrast Night=1.15 +Grading Value Contrast Day=1.13 +Grading Value Contrast Interior Night=1.09 +Grading Value Contrast Interior Day=1.09 +Colorize After HSV=true +Enable Vanilla Tint=true +Vanilla Tint Blend=1.0 +Use Tinting Before Grading=true +Enable Vanilla Grading=true +Vanilla Grading Blend=1.0 +Fade Before Film Filters=false +Enable LUT Grading=true +LUT Blend Night=0.21 +LUT Blend Day=0.27 +LUT Blend Interior Night=0.11 +LUT Blend Interior Day=0.17 +LUT Preset=61 +Enable ENB Palette=false +Palette Blend=1.0 +Enable Post Dither=true +Dither Pattern=4 +Display Bloom=false +Enable Vanilla Imagespace=true +Vanilla Vibrance Blend=1.0 +Vanilla Contrast Blend=1.0 diff --git a/skyrim/enbseries/enbeffectprepass.fx.ini b/skyrim/enbseries/enbeffectprepass.fx.ini new file mode 100644 index 0000000..92741f0 --- /dev/null +++ b/skyrim/enbseries/enbeffectprepass.fx.ini @@ -0,0 +1,183 @@ +[ENBEFFECTPREPASS.FX] +TECHNIQUE=0 +Fixed Resolution Width=1920 +Fixed Resolution Height=1080 +Depth Cutoff=999998.0 +Distortion Chromatic Aberration=27.470001 +Enable Underwater=true +Underwater Speed 1=24.309999 +Underwater Speed 2=21.9 +Underwater Speed 3=26.549999 +Underwater Frequency 1=2.36 +Underwater Frequency 2=3.39 +Underwater Frequency 3=2.72 +Underwater Amplitude 1=0.1 +Underwater Amplitude 2=0.11 +Underwater Amplitude 3=0.07 +Underwater Zoom=0.15 +Enable Hot Air Refraction=true +Heat Texture Size=8.46 +Heat Speed=0.65 +Heat Fade Contrast=234.339996 +Heat Fade Intensity=1.06 +Heat Fade Offset=-0.64 +Heat Intensity=0.3 +Heat Contrast=1.16 +Heat Time-of-day Contrast=4.14 +Heat Always Enable=false +Enable Focus Triangle=true +Display Focus Points=false +Enable Manual Focus=false +Manual Focus Depth=0.75 +Focus Point Center X=0.5 +Focus Point Center Y=0.5 +Focus Triangle Angle=0.5 +Focus Triangle Radius Night=12.0 +Focus Triangle Radius Day=16.0 +Focus Triangle Radius Interior Night=10.0 +Focus Triangle Radius Interior Day=14.0 +Focus Triangle Blending Night=0.4 +Focus Triangle Blending Day=0.3 +Focus Triangle Blending Interior Night=0.5 +Focus Triangle Blending Interior Day=0.4 +Focus Maximum Depth Night=990.349976 +Focus Maximum Depth Day=994.340027 +Focus Maximum Depth Interior Night=984.919983 +Focus Maximum Depth Interior Day=989.539978 +DOF Intensity Night=275.899994 +DOF Intensity Day=224.300003 +DOF Intensity Interior Night=280.799988 +DOF Intensity Interior Day=232.300003 +DOF Contrast Night=4.54 +DOF Contrast Day=4.89 +DOF Contrast Interior Night=4.32 +DOF Contrast Interior Day=4.56 +DOF Shift Night=0.0 +DOF Shift Day=0.0 +DOF Shift Interior Night=0.0 +DOF Shift Interior Day=0.0 +DOF Fixed Focus Intensity Night=1.0 +DOF Fixed Focus Intensity Day=1.0 +DOF Fixed Focus Intensity Interior Night=1.0 +DOF Fixed Focus Intensity Interior Day=1.0 +DOF Fixed Focus Contrast Night=1.0 +DOF Fixed Focus Contrast Day=1.0 +DOF Fixed Focus Contrast Interior Night=1.0 +DOF Fixed Focus Contrast Interior Day=1.0 +DOF Fixed Focus Shift Night=0.0 +DOF Fixed Focus Shift Day=0.0 +DOF Fixed Focus Shift Interior Night=0.0 +DOF Fixed Focus Shift Interior Day=0.0 +DOF Fixed Focus Blend Night=0.0 +DOF Fixed Focus Blend Day=0.0 +DOF Fixed Focus Blend Interior Night=0.0 +DOF Fixed Focus Blend Interior Day=0.0 +DOF Fixed Unfocus Intensity Night=1.16 +DOF Fixed Unfocus Intensity Day=1.12 +DOF Fixed Unfocus Intensity Interior Night=1.18 +DOF Fixed Unfocus Intensity Interior Day=1.14 +DOF Fixed Unfocus Contrast Night=99.099998 +DOF Fixed Unfocus Contrast Day=126.139999 +DOF Fixed Unfocus Contrast Interior Night=84.849998 +DOF Fixed Unfocus Contrast Interior Day=110.82 +DOF Fixed Unfocus Shift Night=-1.04 +DOF Fixed Unfocus Shift Day=-1.04 +DOF Fixed Unfocus Shift Interior Night=-1.03 +DOF Fixed Unfocus Shift Interior Day=-1.08 +DOF Fixed Unfocus Blend Night=1.0 +DOF Fixed Unfocus Blend Day=1.0 +DOF Fixed Unfocus Blend Interior Night=1.0 +DOF Fixed Unfocus Blend Interior Day=1.0 +DOF Fixed Use Cutoff=true +Disable DOF=false +DOF Bilateral Blur=true +DOF Bilateral Factor=5.0 +DOF Blur Radius=1.0 +DOF Relative to FOV=true +Default FOV=90.0 +DOF Relative Factor Night=4.1 +DOF Relative Factor Day=3.5 +DOF Relative Factor Interior Night=4.2 +DOF Relative Factor Interior Day=3.8 +Debug Depth=false +Debug Focus=false +Enable Depth Edge Detect=false +Edge Fade Contrast Night=1.14 +Edge Fade Contrast Day=1.08 +Edge Fade Contrast Interior Night=1.19 +Edge Fade Contrast Interior Day=1.35 +Edge Fade Intensity Night=700.0 +Edge Fade Intensity Day=800.0 +Edge Fade Intensity Interior Night=500.0 +Edge Fade Intensity Interior Day=600.0 +Edge Contrast=0.5 +Edge Intensity=1.0 +Edge Radius=1.0 +Edge Threshold=0.25 +Debug Edge=false +Enable Luma Edge Detect=false +Cel Radius=2.0 +Cel Intensity=2.0 +Cel Contrast=0.5 +Debug Cel=false +Enable Edgevision=false +Edgevision Fade Contrast Night=1.82 +Edgevision Fade Contrast Day=1.86 +Edgevision Fade Contrast Interior Night=2.9 +Edgevision Fade Contrast Interior Day=3.0 +Edgevision Fade Intensity Night=700.0 +Edgevision Fade Intensity Day=800.0 +Edgevision Fade Intensity Interior Night=500.0 +Edgevision Fade Intensity Interior Day=600.0 +Edgevision Contrast=0.25 +Edgevision Intensity=8.0 +Edgevision Radius=1.0 +Enable SSAO=true +SSAO Radius=0.15 +SSAO Noise=0 +SSAO Fade Contrast Night=0.22 +SSAO Fade Contrast Day=0.36 +SSAO Fade Contrast Interior Night=0.21 +SSAO Fade Contrast Interior Day=0.34 +SSAO Fade Intensity Night=2.01 +SSAO Fade Intensity Day=2.47 +SSAO Fade Intensity Interior Night=2.06 +SSAO Fade Intensity Interior Day=2.17 +SSAO Intensity=1.0 +SSAO Contrast=1.5 +SSAO Blending=0.65 +SSAO Blur=true +SSAO Bilateral Factor=1500.0 +SSAO Range=40.0 +SSAO Blur Radius=1.0 +Debug SSAO=false +Sharpen Enable=true +Sharpen Radius=0.8 +Sharpen Clamp=0.12 +Sharpen Blending=4.0 +SSAO Use Less Samples=true +Near Z=0.05 +Far Z=3098.0 +Enable Screen Frost=true +Frost Texture Size=1.0 +Frost Contrast=1.08 +Frost Strength=0.04 +Frost Radial Contrast=0.87 +Frost Radial Intensity=1.11 +Frost Texture Blend=3.79 +Frost Radial Offset=-0.93 +Frost Texture Blend Contrast=4.56 +Always Underwater=false +Frost Always Enable=false +Frost Indoor Factor=0.0 +Frost Night Factor=0.5 +SSAO Bilateral Factor Normal=1.0 +SSAO Range Min=0.0 +Frost Blur=false +Frost Blur Radius=1.0 +Frost Distance Factor=16.0 +SSAO Blur Use Less Samples=true +Bokeh Threshold=1.0 +Bokeh Blur Threshold=0.5 +Bokeh Size=8.0 +DOF Gather Blur Radius=8.0 diff --git a/skyrim/enbseries/enbseries.ini b/skyrim/enbseries/enbseries.ini new file mode 100644 index 0000000..a07481b --- /dev/null +++ b/skyrim/enbseries/enbseries.ini @@ -0,0 +1,584 @@ +[BLOOM] +AmountSunrise=1.0 +AmountDay=1.0 +AmountSunset=1.0 +AmountNight=1.0 +AmountInteriorDay=1.0 +AmountInteriorNight=1.0 +BlueShiftAmountSunrise=1.0 +BlueShiftAmountDay=1.0 +BlueShiftAmountSunset=1.0 +BlueShiftAmountNight=1.0 +BlueShiftAmountInteriorDay=1.0 +BlueShiftAmountInteriorNight=1.0 +[LENS] +ReflectionIntensitySunrise=1.0 +ReflectionIntensityDay=1.0 +ReflectionIntensitySunset=1.0 +ReflectionIntensityNight=1.0 +ReflectionIntensityInteriorDay=1.0 +ReflectionIntensityInteriorNight=1.0 +ReflectionPowerSunrise=2.0 +ReflectionPowerDay=2.0 +ReflectionPowerSunset=2.0 +ReflectionPowerNight=2.0 +ReflectionPowerInteriorDay=2.0 +ReflectionPowerInteriorNight=2.0 +DirtIntensitySunrise=1.0 +DirtIntensityDay=1.0 +DirtIntensitySunset=1.0 +DirtIntensityNight=1.0 +DirtIntensityInteriorDay=1.0 +DirtIntensityInteriorNight=1.0 +DirtPowerSunrise=2.0 +DirtPowerDay=2.0 +DirtPowerSunset=2.0 +DirtPowerNight=2.0 +DirtPowerInteriorDay=2.0 +DirtPowerInteriorNight=2.0 +[SKYLIGHTING] +AmbientMinLevelSunrise=0.1 +AmbientMinLevelDay=0.1 +AmbientMinLevelSunset=0.1 +AmbientMinLevelNight=0.1 +AmbientMinLevelInteriorDay=0.1 +AmbientMinLevelInteriorNight=0.1 +[ENVIRONMENT] +DirectLightingIntensitySunrise=1.0 +DirectLightingIntensityDay=1.0 +DirectLightingIntensitySunset=1.0 +DirectLightingIntensityNight=1.0 +DirectLightingIntensityInteriorDay=1.0 +DirectLightingIntensityInteriorNight=1.0 +DirectLightingCurveSunrise=1.0 +DirectLightingCurveDay=1.0 +DirectLightingCurveSunset=1.0 +DirectLightingCurveNight=1.0 +DirectLightingCurveInteriorDay=1.0 +DirectLightingCurveInteriorNight=1.0 +DirectLightingDesaturationSunrise=0.0 +DirectLightingDesaturationDay=0.0 +DirectLightingDesaturationSunset=0.0 +DirectLightingDesaturationNight=0.0 +DirectLightingDesaturationInteriorDay=0.0 +DirectLightingDesaturationInteriorNight=0.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +SpecularFromLightSunrise=0.0 +SpecularFromLightDay=0.0 +SpecularFromLightSunset=0.0 +SpecularFromLightNight=0.0 +SpecularFromLightInteriorDay=0.0 +SpecularFromLightInteriorNight=0.0 +AmbientLightingIntensitySunrise=1.0 +AmbientLightingIntensityDay=1.0 +AmbientLightingIntensitySunset=1.0 +AmbientLightingIntensityNight=1.0 +AmbientLightingIntensityInteriorDay=1.0 +AmbientLightingIntensityInteriorNight=1.0 +AmbientLightingCurveSunrise=1.0 +AmbientLightingCurveDay=1.0 +AmbientLightingCurveSunset=1.0 +AmbientLightingCurveNight=1.0 +AmbientLightingCurveInteriorDay=1.0 +AmbientLightingCurveInteriorNight=1.0 +AmbientLightingDesaturationSunrise=0.0 +AmbientLightingDesaturationDay=0.0 +AmbientLightingDesaturationSunset=0.0 +AmbientLightingDesaturationNight=0.0 +AmbientLightingDesaturationInteriorDay=0.0 +AmbientLightingDesaturationInteriorNight=0.0 +AmbientColorFilterAmountSunrise=0.0 +AmbientColorFilterAmountDay=0.0 +AmbientColorFilterAmountSunset=0.0 +AmbientColorFilterAmountNight=0.0 +AmbientColorFilterAmountInteriorDay=0.0 +AmbientColorFilterAmountInteriorNight=0.0 +AmbientColorFilterTopSunrise=1, 1, 1 +AmbientColorFilterTopDay=1, 1, 1 +AmbientColorFilterTopSunset=1, 1, 1 +AmbientColorFilterTopNight=1, 1, 1 +AmbientColorFilterTopInteriorDay=1, 1, 1 +AmbientColorFilterTopInteriorNight=1, 1, 1 +AmbientColorFilterMiddleSunrise=0, 0, 0 +AmbientColorFilterMiddleDay=0, 0, 0 +AmbientColorFilterMiddleSunset=0, 0, 0 +AmbientColorFilterMiddleNight=0, 0, 0 +AmbientColorFilterMiddleInteriorDay=0, 0, 0 +AmbientColorFilterMiddleInteriorNight=0, 0, 0 +AmbientColorFilterBottomSunrise=1, 1, 1 +AmbientColorFilterBottomDay=1, 1, 1 +AmbientColorFilterBottomSunset=1, 1, 1 +AmbientColorFilterBottomNight=1, 1, 1 +AmbientColorFilterBottomInteriorDay=1, 1, 1 +AmbientColorFilterBottomInteriorNight=1, 1, 1 +PointLightingIntensitySunrise=1.0 +PointLightingIntensityDay=1.0 +PointLightingIntensitySunset=1.0 +PointLightingIntensityNight=1.0 +PointLightingIntensityInteriorDay=1.0 +PointLightingIntensityInteriorNight=1.0 +PointLightingCurveSunrise=1.0 +PointLightingCurveDay=1.0 +PointLightingCurveSunset=1.0 +PointLightingCurveNight=1.0 +PointLightingCurveInteriorDay=1.0 +PointLightingCurveInteriorNight=1.0 +PointLightingDesaturationSunrise=0.0 +PointLightingDesaturationDay=0.0 +PointLightingDesaturationSunset=0.0 +PointLightingDesaturationNight=0.0 +PointLightingDesaturationInteriorDay=0.0 +PointLightingDesaturationInteriorNight=0.0 +ParticleLightsIntensitySunrise=1.0 +ParticleLightsIntensityDay=1.0 +ParticleLightsIntensitySunset=1.0 +ParticleLightsIntensityNight=1.0 +ParticleLightsIntensityInteriorDay=1.0 +ParticleLightsIntensityInteriorNight=1.0 +FogColorMultiplierSunrise=1.0 +FogColorMultiplierDay=1.0 +FogColorMultiplierSunset=1.0 +FogColorMultiplierNight=1.0 +FogColorMultiplierInteriorDay=1.0 +FogColorMultiplierInteriorNight=1.0 +FogColorCurveSunrise=1.0 +FogColorCurveDay=1.0 +FogColorCurveSunset=1.0 +FogColorCurveNight=1.0 +FogColorCurveInteriorDay=1.0 +FogColorCurveInteriorNight=1.0 +ColorPowSunrise=1.0 +ColorPowDay=1.0 +ColorPowSunset=1.0 +ColorPowNight=1.0 +ColorPowInteriorDay=1.0 +ColorPowInteriorNight=1.0 +[SKY] +CloudsIntensitySunrise=1.0 +CloudsIntensityDay=1.0 +CloudsIntensitySunset=1.0 +CloudsIntensityNight=1.0 +CloudsIntensityInteriorDay=1.0 +CloudsIntensityInteriorNight=1.0 +CloudsCurveSunrise=1.0 +CloudsCurveDay=1.0 +CloudsCurveSunset=1.0 +CloudsCurveNight=1.0 +CloudsCurveInteriorDay=1.0 +CloudsCurveInteriorNight=1.0 +CloudsDesaturationSunrise=0.0 +CloudsDesaturationDay=0.0 +CloudsDesaturationSunset=0.0 +CloudsDesaturationNight=0.0 +CloudsDesaturationInteriorDay=0.0 +CloudsDesaturationInteriorNight=0.0 +CloudsOpacitySunrise=1.0 +CloudsOpacityDay=1.0 +CloudsOpacitySunset=1.0 +CloudsOpacityNight=1.0 +CloudsOpacityInteriorDay=1.0 +CloudsOpacityInteriorNight=1.0 +GradientIntensitySunrise=1.0 +GradientIntensityDay=1.0 +GradientIntensitySunset=1.0 +GradientIntensityNight=1.0 +GradientIntensityInteriorDay=1.0 +GradientIntensityInteriorNight=1.0 +GradientDesaturationSunrise=0.0 +GradientDesaturationDay=0.0 +GradientDesaturationSunset=0.0 +GradientDesaturationNight=0.0 +GradientDesaturationInteriorDay=0.0 +GradientDesaturationInteriorNight=0.0 +GradientTopIntensitySunrise=1.0 +GradientTopIntensityDay=1.0 +GradientTopIntensitySunset=1.0 +GradientTopIntensityNight=1.0 +GradientTopIntensityInteriorDay=1.0 +GradientTopIntensityInteriorNight=1.0 +GradientTopCurveSunrise=1.0 +GradientTopCurveDay=1.0 +GradientTopCurveSunset=1.0 +GradientTopCurveNight=1.0 +GradientTopCurveInteriorDay=1.0 +GradientTopCurveInteriorNight=1.0 +GradientMiddleIntensitySunrise=1.0 +GradientMiddleIntensityDay=1.0 +GradientMiddleIntensitySunset=1.0 +GradientMiddleIntensityNight=1.0 +GradientMiddleIntensityInteriorDay=1.0 +GradientMiddleIntensityInteriorNight=1.0 +GradientMiddleCurveSunrise=1.0 +GradientMiddleCurveDay=1.0 +GradientMiddleCurveSunset=1.0 +GradientMiddleCurveNight=1.0 +GradientMiddleCurveInteriorDay=1.0 +GradientMiddleCurveInteriorNight=1.0 +GradientHorizonIntensitySunrise=1.0 +GradientHorizonIntensityDay=1.0 +GradientHorizonIntensitySunset=1.0 +GradientHorizonIntensityNight=1.0 +GradientHorizonIntensityInteriorDay=1.0 +GradientHorizonIntensityInteriorNight=1.0 +GradientHorizonCurveSunrise=1.0 +GradientHorizonCurveDay=1.0 +GradientHorizonCurveSunset=1.0 +GradientHorizonCurveNight=1.0 +GradientHorizonCurveInteriorDay=1.0 +GradientHorizonCurveInteriorNight=1.0 +SunIntensitySunrise=1.0 +SunIntensityDay=1.0 +SunIntensitySunset=1.0 +SunIntensityNight=1.0 +SunIntensityInteriorDay=1.0 +SunIntensityInteriorNight=1.0 +SunDesaturationSunrise=0.0 +SunDesaturationDay=0.0 +SunDesaturationSunset=0.0 +SunDesaturationNight=0.0 +SunDesaturationInteriorDay=0.0 +SunDesaturationInteriorNight=0.0 +SunColorFilterSunrise=1, 1, 1 +SunColorFilterDay=1, 1, 1 +SunColorFilterSunset=1, 1, 1 +SunColorFilterNight=1, 1, 1 +SunColorFilterInteriorDay=1, 1, 1 +SunColorFilterInteriorNight=1, 1, 1 +SunGlowIntensitySunrise=0.0 +SunGlowIntensityDay=0.0 +SunGlowIntensitySunset=0.0 +SunGlowIntensityNight=0.0 +SunGlowIntensityInteriorDay=0.0 +SunGlowIntensityInteriorNight=0.0 +SunGlowHazinessSunrise=0.0 +SunGlowHazinessDay=0.0 +SunGlowHazinessSunset=0.0 +SunGlowHazinessNight=0.0 +SunGlowHazinessInteriorDay=0.0 +SunGlowHazinessInteriorNight=0.0 +MoonIntensitySunrise=1.0 +MoonIntensityDay=1.0 +MoonIntensitySunset=1.0 +MoonIntensityNight=1.0 +MoonIntensityInteriorDay=1.0 +MoonIntensityInteriorNight=1.0 +MoonCurveSunrise=1.0 +MoonCurveDay=1.0 +MoonCurveSunset=1.0 +MoonCurveNight=1.0 +MoonCurveInteriorDay=1.0 +MoonCurveInteriorNight=1.0 +MoonDesaturationSunrise=0.0 +MoonDesaturationDay=0.0 +MoonDesaturationSunset=0.0 +MoonDesaturationNight=0.0 +MoonDesaturationInteriorDay=0.0 +MoonDesaturationInteriorNight=0.0 +[OBJECT] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[VEGETATION] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[EYES] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[LIGHTSPRITE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[WINDOWLIGHT] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[VOLUMETRICFOG] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +LightingInfluenceSunrise=1.0 +LightingInfluenceDay=1.0 +LightingInfluenceSunset=1.0 +LightingInfluenceNight=1.0 +LightingInfluenceInteriorDay=1.0 +LightingInfluenceInteriorNight=1.0 +OpacitySunrise=1.0 +OpacityDay=1.0 +OpacitySunset=1.0 +OpacityNight=1.0 +OpacityInteriorDay=1.0 +OpacityInteriorNight=1.0 +[FIRE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[PARTICLE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +LightingInfluenceSunrise=1.0 +LightingInfluenceDay=1.0 +LightingInfluenceSunset=1.0 +LightingInfluenceNight=1.0 +LightingInfluenceInteriorDay=1.0 +LightingInfluenceInteriorNight=1.0 +[RAYS] +SunRaysMultiplierSunrise=0.4 +SunRaysMultiplierDay=0.4 +SunRaysMultiplierSunset=0.4 +SunRaysMultiplierNight=0.4 +SunRaysMultiplierInteriorDay=0.4 +SunRaysMultiplierInteriorNight=0.4 +[IMAGEBASEDLIGHTING] +AdditiveAmountSunrise=0.05 +AdditiveAmountDay=0.05 +AdditiveAmountSunset=0.05 +AdditiveAmountNight=0.05 +AdditiveAmountInteriorDay=0.05 +AdditiveAmountInteriorNight=0.05 +MultiplicativeAmountSunrise=0.0 +MultiplicativeAmountDay=0.0 +MultiplicativeAmountSunset=0.0 +MultiplicativeAmountNight=0.0 +MultiplicativeAmountInteriorDay=0.0 +MultiplicativeAmountInteriorNight=0.0 +ReflectiveAmountSunrise=0.1 +ReflectiveAmountDay=0.1 +ReflectiveAmountSunset=0.1 +ReflectiveAmountNight=0.1 +ReflectiveAmountInteriorDay=0.1 +ReflectiveAmountInteriorNight=0.1 +[WATER] +WavesAmplitudeSunrise=1.0 +WavesAmplitudeDay=1.0 +WavesAmplitudeSunset=1.0 +WavesAmplitudeNight=1.0 +WavesAmplitudeInteriorDay=1.0 +WavesAmplitudeInteriorNight=1.0 +[CLOUDSHADOWS] +OpacitySunrise=1.0 +OpacityDay=1.0 +OpacitySunset=1.0 +OpacityNight=1.0 +OpacityInteriorDay=1.0 +OpacityInteriorNight=1.0 +[VOLUMETRICRAYS] +IntensitySunrise=0.2 +IntensityDay=0.2 +IntensitySunset=0.2 +IntensityNight=0.2 +IntensityInteriorDay=0.2 +IntensityInteriorNight=0.2 +DensitySunrise=1.0 +DensityDay=1.0 +DensitySunset=1.0 +DensityNight=1.0 +DensityInteriorDay=1.0 +DensityInteriorNight=1.0 +SkyColorAmountSunrise=0.5 +SkyColorAmountDay=0.5 +SkyColorAmountSunset=0.5 +SkyColorAmountNight=0.5 +SkyColorAmountInteriorDay=0.5 +SkyColorAmountInteriorNight=0.5 +[PROCEDURALSUN] +GlowIntensitySunrise=0.4 +GlowIntensityDay=0.4 +GlowIntensitySunset=0.4 +GlowIntensityNight=0.4 +GlowIntensityInteriorDay=0.4 +GlowIntensityInteriorNight=0.4 +GlowCurveSunrise=10.0 +GlowCurveDay=10.0 +GlowCurveSunset=10.0 +GlowCurveNight=10.0 +GlowCurveInteriorDay=10.0 +GlowCurveInteriorNight=10.0 +[MIST] +AnchorsAmountSunrise=1.0 +AnchorsAmountDay=1.0 +AnchorsAmountSunset=1.0 +AnchorsAmountNight=1.0 +AnchorsAmountInteriorDay=1.0 +AnchorsAmountInteriorNight=1.0 +SkyLightingAmountSunrise=1.0 +SkyLightingAmountDay=1.0 +SkyLightingAmountSunset=1.0 +SkyLightingAmountNight=1.0 +SkyLightingAmountInteriorDay=1.0 +SkyLightingAmountInteriorNight=1.0 +SunLightingAmountSunrise=0.1 +SunLightingAmountDay=0.1 +SunLightingAmountSunset=0.1 +SunLightingAmountNight=0.1 +SunLightingAmountInteriorDay=0.1 +SunLightingAmountInteriorNight=0.1 +DesaturationSunrise=0.0 +DesaturationDay=0.0 +DesaturationSunset=0.0 +DesaturationNight=0.0 +DesaturationInteriorDay=0.0 +DesaturationInteriorNight=0.0 +ColorFilterSunrise=1, 1, 1 +ColorFilterDay=1, 1, 1 +ColorFilterSunset=1, 1, 1 +ColorFilterNight=1, 1, 1 +ColorFilterInteriorDay=1, 1, 1 +ColorFilterInteriorNight=1, 1, 1 +RelativeToCameraSunrise=0.0 +RelativeToCameraDay=0.0 +RelativeToCameraSunset=0.0 +RelativeToCameraNight=0.0 +RelativeToCameraInteriorDay=0.0 +RelativeToCameraInteriorNight=0.0 +VerticalOffsetSunrise=-10.0 +VerticalOffsetDay=-10.0 +VerticalOffsetSunset=-10.0 +VerticalOffsetNight=-10.0 +VerticalOffsetInteriorDay=-10.0 +VerticalOffsetInteriorNight=-10.0 +DensitySunrise=1.5 +DensityDay=1.5 +DensitySunset=1.5 +DensityNight=1.5 +DensityInteriorDay=1.5 +DensityInteriorNight=1.5 +VerticalFadeSunrise=4.0 +VerticalFadeDay=4.0 +VerticalFadeSunset=4.0 +VerticalFadeNight=4.0 +VerticalFadeInteriorDay=4.0 +VerticalFadeInteriorNight=4.0 +DistanceFadeSunrise=0.0 +DistanceFadeDay=0.0 +DistanceFadeSunset=0.0 +DistanceFadeNight=0.0 +DistanceFadeInteriorDay=0.0 +DistanceFadeInteriorNight=0.0 +BottomTopSunrise=0.0 +BottomTopDay=0.0 +BottomTopSunset=0.0 +BottomTopNight=0.0 +BottomTopInteriorDay=0.0 +BottomTopInteriorNight=0.0 +ExponentialFadeSunrise=1.0 +ExponentialFadeDay=1.0 +ExponentialFadeSunset=1.0 +ExponentialFadeNight=1.0 +ExponentialFadeInteriorDay=1.0 +ExponentialFadeInteriorNight=1.0 diff --git a/skyrim/enbseries/menbglobaldefs.fx b/skyrim/enbseries/menbglobaldefs.fx new file mode 100644 index 0000000..8a76b27 --- /dev/null +++ b/skyrim/enbseries/menbglobaldefs.fx @@ -0,0 +1,66 @@ +/* + menbglobaldefs.fx : MariENB global shared code. + (C)2013-2016 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 +/* are we running on fallout 3 / new vegas or on skyrim? */ +//#define FALLOUT +/* time of day and interior interpolation */ +#ifdef FALLOUT +#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\ + (x##_in+x##_id)*0.5,EInteriorFactor) +#else +#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\ + lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor) +#endif +/* weather macros */ +#define WT_TEMPERATE 0.0 +#define WT_HOT 1.0 +#define WT_COLD 2.0 +#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\ + ?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\ + ?(1.0-WeatherAndTime.z):(0.0)) +/* + Explanation of macro, because some of the people reading this likely don't + know what a ternary conditional is: + + (WeatherAndTime.x==id) -> transitioning to wanted weather? + ?(WeatherAndTime.y==id) -> coming from wanted weather? + ?(1.0) -> if so, always 1 + :(WeatherAndTime.z) -> if not, return transition + :(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather? + ?(1.0-WeatherAndTime.z) -> return inverse transition + :(0.0) -> otherwise return 0 +*/ +/* asset definitions */ +/* ascii art font */ +#define FONT_WIDTH 8 +#define FONT_HEIGHT 4096 +#define GLYPH_WIDTH 8 +#define GLYPH_HEIGHT 16 +#define FONT_LEVELS 255 +/* + aspect correction for certain overlays + uncommented : the textures are 1:1 and must be corrected + commented : the textures are 16:9 or whatever ratio you use +*/ +#define ASPECT_LENSDIRT +/* texture sizes */ +#define NOISESIZE 256.0 +#define HEATSIZE 1024.0 +#define FROSTSIZE 1024.0 +/* LUT mode (use only one) - The 256px option was discarded for size reasons */ +//#define LUTMODE_LEGACY +//#define LUTMODE_16 +#define LUTMODE_64 +/* some textures can be provided as DDS rather than PNG to save space */ +//#define HEAT_DDS +//#define LENSDIRT_DDS +//#define FROST_DDS +//#define FROSTBUMP_DDS +/* experimental features (TODO) */ +#define USE_BOKEH +//#define MULTIPASS_RMAO diff --git a/skyrim/enbseries/menblut64.png b/skyrim/enbseries/menblut64.png new file mode 100644 index 0000000..cf41211 Binary files /dev/null and b/skyrim/enbseries/menblut64.png differ diff --git a/weathers/_coldweather.ini b/weathers/_coldweather.ini new file mode 100644 index 0000000..4adeb01 --- /dev/null +++ b/weathers/_coldweather.ini @@ -0,0 +1,632 @@ +[BLOOM] +AmountSunrise=1.0 +AmountDay=1.0 +AmountSunset=1.0 +AmountNight=1.0 +AmountInteriorDay=1.0 +AmountInteriorNight=1.0 +BlueShiftAmountSunrise=1.0 +BlueShiftAmountDay=1.0 +BlueShiftAmountSunset=1.0 +BlueShiftAmountNight=1.0 +BlueShiftAmountInteriorDay=1.0 +BlueShiftAmountInteriorNight=1.0 +[LENS] +ReflectionIntensitySunrise=1.0 +ReflectionIntensityDay=1.0 +ReflectionIntensitySunset=1.0 +ReflectionIntensityNight=1.0 +ReflectionIntensityInteriorDay=1.0 +ReflectionIntensityInteriorNight=1.0 +ReflectionPowerSunrise=2.0 +ReflectionPowerDay=2.0 +ReflectionPowerSunset=2.0 +ReflectionPowerNight=2.0 +ReflectionPowerInteriorDay=2.0 +ReflectionPowerInteriorNight=2.0 +DirtIntensitySunrise=1.0 +DirtIntensityDay=1.0 +DirtIntensitySunset=1.0 +DirtIntensityNight=1.0 +DirtIntensityInteriorDay=1.0 +DirtIntensityInteriorNight=1.0 +DirtPowerSunrise=2.0 +DirtPowerDay=2.0 +DirtPowerSunset=2.0 +DirtPowerNight=2.0 +DirtPowerInteriorDay=2.0 +DirtPowerInteriorNight=2.0 +[SKYLIGHTING] +AmbientMinLevelSunrise=0.1 +AmbientMinLevelDay=0.1 +AmbientMinLevelSunset=0.1 +AmbientMinLevelNight=0.1 +AmbientMinLevelInteriorDay=0.1 +AmbientMinLevelInteriorNight=0.1 +[ENVIRONMENT] +DirectLightingIntensitySunrise=1.0 +DirectLightingIntensityDay=1.0 +DirectLightingIntensitySunset=1.0 +DirectLightingIntensityNight=1.0 +DirectLightingIntensityInteriorDay=1.0 +DirectLightingIntensityInteriorNight=1.0 +DirectLightingCurveSunrise=1.0 +DirectLightingCurveDay=1.0 +DirectLightingCurveSunset=1.0 +DirectLightingCurveNight=1.0 +DirectLightingCurveInteriorDay=1.0 +DirectLightingCurveInteriorNight=1.0 +DirectLightingDesaturationSunrise=0.0 +DirectLightingDesaturationDay=0.0 +DirectLightingDesaturationSunset=0.0 +DirectLightingDesaturationNight=0.0 +DirectLightingDesaturationInteriorDay=0.0 +DirectLightingDesaturationInteriorNight=0.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +SpecularFromLightSunrise=0.0 +SpecularFromLightDay=0.0 +SpecularFromLightSunset=0.0 +SpecularFromLightNight=0.0 +SpecularFromLightInteriorDay=0.0 +SpecularFromLightInteriorNight=0.0 +AmbientLightingIntensitySunrise=1.0 +AmbientLightingIntensityDay=1.0 +AmbientLightingIntensitySunset=1.0 +AmbientLightingIntensityNight=1.0 +AmbientLightingIntensityInteriorDay=1.0 +AmbientLightingIntensityInteriorNight=1.0 +AmbientLightingCurveSunrise=1.0 +AmbientLightingCurveDay=1.0 +AmbientLightingCurveSunset=1.0 +AmbientLightingCurveNight=1.0 +AmbientLightingCurveInteriorDay=1.0 +AmbientLightingCurveInteriorNight=1.0 +AmbientLightingDesaturationSunrise=0.0 +AmbientLightingDesaturationDay=0.0 +AmbientLightingDesaturationSunset=0.0 +AmbientLightingDesaturationNight=0.0 +AmbientLightingDesaturationInteriorDay=0.0 +AmbientLightingDesaturationInteriorNight=0.0 +AmbientColorFilterAmountSunrise=0.0 +AmbientColorFilterAmountDay=0.0 +AmbientColorFilterAmountSunset=0.0 +AmbientColorFilterAmountNight=0.0 +AmbientColorFilterAmountInteriorDay=0.0 +AmbientColorFilterAmountInteriorNight=0.0 +AmbientColorFilterTopSunrise=1, 1, 1 +AmbientColorFilterTopDay=1, 1, 1 +AmbientColorFilterTopSunset=1, 1, 1 +AmbientColorFilterTopNight=1, 1, 1 +AmbientColorFilterTopInteriorDay=1, 1, 1 +AmbientColorFilterTopInteriorNight=1, 1, 1 +AmbientColorFilterMiddleSunrise=0, 0, 0 +AmbientColorFilterMiddleDay=0, 0, 0 +AmbientColorFilterMiddleSunset=0, 0, 0 +AmbientColorFilterMiddleNight=0, 0, 0 +AmbientColorFilterMiddleInteriorDay=0, 0, 0 +AmbientColorFilterMiddleInteriorNight=0, 0, 0 +AmbientColorFilterBottomSunrise=1, 1, 1 +AmbientColorFilterBottomDay=1, 1, 1 +AmbientColorFilterBottomSunset=1, 1, 1 +AmbientColorFilterBottomNight=1, 1, 1 +AmbientColorFilterBottomInteriorDay=1, 1, 1 +AmbientColorFilterBottomInteriorNight=1, 1, 1 +PointLightingIntensitySunrise=1.0 +PointLightingIntensityDay=1.0 +PointLightingIntensitySunset=1.0 +PointLightingIntensityNight=1.0 +PointLightingIntensityInteriorDay=1.0 +PointLightingIntensityInteriorNight=1.0 +PointLightingCurveSunrise=1.0 +PointLightingCurveDay=1.0 +PointLightingCurveSunset=1.0 +PointLightingCurveNight=1.0 +PointLightingCurveInteriorDay=1.0 +PointLightingCurveInteriorNight=1.0 +PointLightingDesaturationSunrise=0.0 +PointLightingDesaturationDay=0.0 +PointLightingDesaturationSunset=0.0 +PointLightingDesaturationNight=0.0 +PointLightingDesaturationInteriorDay=0.0 +PointLightingDesaturationInteriorNight=0.0 +ParticleLightsIntensitySunrise=1.0 +ParticleLightsIntensityDay=1.0 +ParticleLightsIntensitySunset=1.0 +ParticleLightsIntensityNight=1.0 +ParticleLightsIntensityInteriorDay=1.0 +ParticleLightsIntensityInteriorNight=1.0 +FogColorMultiplierSunrise=1.0 +FogColorMultiplierDay=1.0 +FogColorMultiplierSunset=1.0 +FogColorMultiplierNight=1.0 +FogColorMultiplierInteriorDay=1.0 +FogColorMultiplierInteriorNight=1.0 +FogColorCurveSunrise=1.0 +FogColorCurveDay=1.0 +FogColorCurveSunset=1.0 +FogColorCurveNight=1.0 +FogColorCurveInteriorDay=1.0 +FogColorCurveInteriorNight=1.0 +ColorPowSunrise=1.0 +ColorPowDay=1.0 +ColorPowSunset=1.0 +ColorPowNight=1.0 +ColorPowInteriorDay=1.0 +ColorPowInteriorNight=1.0 +DirectLightingColorFilterSunrise=1, 1, 1 +DirectLightingColorFilterDay=1, 1, 1 +DirectLightingColorFilterSunset=1, 1, 1 +DirectLightingColorFilterNight=1, 1, 1 +DirectLightingColorFilterInteriorDay=1, 1, 1 +DirectLightingColorFilterInteriorNight=1, 1, 1 +FogColorFilterSunrise=1, 1, 1 +FogColorFilterDay=1, 1, 1 +FogColorFilterSunset=1, 1, 1 +FogColorFilterNight=1, 1, 1 +FogColorFilterInteriorDay=1, 1, 1 +FogColorFilterInteriorNight=1, 1, 1 +DirectLightingColorFilterAmountSunrise=0.0 +DirectLightingColorFilterAmountDay=0.0 +DirectLightingColorFilterAmountSunset=0.0 +DirectLightingColorFilterAmountNight=0.0 +DirectLightingColorFilterAmountInteriorDay=0.0 +DirectLightingColorFilterAmountInteriorNight=0.0 +FogColorFilterAmountSunrise=0.0 +FogColorFilterAmountDay=0.0 +FogColorFilterAmountSunset=0.0 +FogColorFilterAmountNight=0.0 +FogColorFilterAmountInteriorDay=0.0 +FogColorFilterAmountInteriorNight=0.0 +[SKY] +CloudsIntensitySunrise=1.0 +CloudsIntensityDay=1.0 +CloudsIntensitySunset=1.0 +CloudsIntensityNight=1.0 +CloudsIntensityInteriorDay=1.0 +CloudsIntensityInteriorNight=1.0 +CloudsCurveSunrise=1.0 +CloudsCurveDay=1.0 +CloudsCurveSunset=1.0 +CloudsCurveNight=1.0 +CloudsCurveInteriorDay=1.0 +CloudsCurveInteriorNight=1.0 +CloudsDesaturationSunrise=0.0 +CloudsDesaturationDay=0.0 +CloudsDesaturationSunset=0.0 +CloudsDesaturationNight=0.0 +CloudsDesaturationInteriorDay=0.0 +CloudsDesaturationInteriorNight=0.0 +CloudsOpacitySunrise=1.0 +CloudsOpacityDay=1.0 +CloudsOpacitySunset=1.0 +CloudsOpacityNight=1.0 +CloudsOpacityInteriorDay=1.0 +CloudsOpacityInteriorNight=1.0 +GradientIntensitySunrise=1.0 +GradientIntensityDay=1.0 +GradientIntensitySunset=1.0 +GradientIntensityNight=1.0 +GradientIntensityInteriorDay=1.0 +GradientIntensityInteriorNight=1.0 +GradientDesaturationSunrise=0.0 +GradientDesaturationDay=0.0 +GradientDesaturationSunset=0.0 +GradientDesaturationNight=0.0 +GradientDesaturationInteriorDay=0.0 +GradientDesaturationInteriorNight=0.0 +GradientTopIntensitySunrise=1.0 +GradientTopIntensityDay=1.0 +GradientTopIntensitySunset=1.0 +GradientTopIntensityNight=1.0 +GradientTopIntensityInteriorDay=1.0 +GradientTopIntensityInteriorNight=1.0 +GradientTopCurveSunrise=1.0 +GradientTopCurveDay=1.0 +GradientTopCurveSunset=1.0 +GradientTopCurveNight=1.0 +GradientTopCurveInteriorDay=1.0 +GradientTopCurveInteriorNight=1.0 +GradientMiddleIntensitySunrise=1.0 +GradientMiddleIntensityDay=1.0 +GradientMiddleIntensitySunset=1.0 +GradientMiddleIntensityNight=1.0 +GradientMiddleIntensityInteriorDay=1.0 +GradientMiddleIntensityInteriorNight=1.0 +GradientMiddleCurveSunrise=1.0 +GradientMiddleCurveDay=1.0 +GradientMiddleCurveSunset=1.0 +GradientMiddleCurveNight=1.0 +GradientMiddleCurveInteriorDay=1.0 +GradientMiddleCurveInteriorNight=1.0 +GradientHorizonIntensitySunrise=1.0 +GradientHorizonIntensityDay=1.0 +GradientHorizonIntensitySunset=1.0 +GradientHorizonIntensityNight=1.0 +GradientHorizonIntensityInteriorDay=1.0 +GradientHorizonIntensityInteriorNight=1.0 +GradientHorizonCurveSunrise=1.0 +GradientHorizonCurveDay=1.0 +GradientHorizonCurveSunset=1.0 +GradientHorizonCurveNight=1.0 +GradientHorizonCurveInteriorDay=1.0 +GradientHorizonCurveInteriorNight=1.0 +SunIntensitySunrise=1.0 +SunIntensityDay=1.0 +SunIntensitySunset=1.0 +SunIntensityNight=1.0 +SunIntensityInteriorDay=1.0 +SunIntensityInteriorNight=1.0 +SunDesaturationSunrise=0.0 +SunDesaturationDay=0.0 +SunDesaturationSunset=0.0 +SunDesaturationNight=0.0 +SunDesaturationInteriorDay=0.0 +SunDesaturationInteriorNight=0.0 +SunColorFilterSunrise=1, 1, 1 +SunColorFilterDay=1, 1, 1 +SunColorFilterSunset=1, 1, 1 +SunColorFilterNight=1, 1, 1 +SunColorFilterInteriorDay=1, 1, 1 +SunColorFilterInteriorNight=1, 1, 1 +SunGlowIntensitySunrise=0.0 +SunGlowIntensityDay=0.0 +SunGlowIntensitySunset=0.0 +SunGlowIntensityNight=0.0 +SunGlowIntensityInteriorDay=0.0 +SunGlowIntensityInteriorNight=0.0 +SunGlowHazinessSunrise=0.0 +SunGlowHazinessDay=0.0 +SunGlowHazinessSunset=0.0 +SunGlowHazinessNight=0.0 +SunGlowHazinessInteriorDay=0.0 +SunGlowHazinessInteriorNight=0.0 +MoonIntensitySunrise=1.0 +MoonIntensityDay=1.0 +MoonIntensitySunset=1.0 +MoonIntensityNight=1.0 +MoonIntensityInteriorDay=1.0 +MoonIntensityInteriorNight=1.0 +MoonCurveSunrise=1.0 +MoonCurveDay=1.0 +MoonCurveSunset=1.0 +MoonCurveNight=1.0 +MoonCurveInteriorDay=1.0 +MoonCurveInteriorNight=1.0 +MoonDesaturationSunrise=0.0 +MoonDesaturationDay=0.0 +MoonDesaturationSunset=0.0 +MoonDesaturationNight=0.0 +MoonDesaturationInteriorDay=0.0 +MoonDesaturationInteriorNight=0.0 +GradientTopColorFilterSunrise=1, 1, 1 +GradientTopColorFilterDay=1, 1, 1 +GradientTopColorFilterSunset=1, 1, 1 +GradientTopColorFilterNight=1, 1, 1 +GradientTopColorFilterInteriorDay=1, 1, 1 +GradientTopColorFilterInteriorNight=1, 1, 1 +GradientMiddleColorFilterSunrise=1, 1, 1 +GradientMiddleColorFilterDay=1, 1, 1 +GradientMiddleColorFilterSunset=1, 1, 1 +GradientMiddleColorFilterNight=1, 1, 1 +GradientMiddleColorFilterInteriorDay=1, 1, 1 +GradientMiddleColorFilterInteriorNight=1, 1, 1 +GradientHorizonColorFilterSunrise=1, 1, 1 +GradientHorizonColorFilterDay=1, 1, 1 +GradientHorizonColorFilterSunset=1, 1, 1 +GradientHorizonColorFilterNight=1, 1, 1 +GradientHorizonColorFilterInteriorDay=1, 1, 1 +GradientHorizonColorFilterInteriorNight=1, 1, 1 +CloudsColorFilterSunrise=1, 1, 1 +CloudsColorFilterDay=1, 1, 1 +CloudsColorFilterSunset=1, 1, 1 +CloudsColorFilterNight=1, 1, 1 +CloudsColorFilterInteriorDay=1, 1, 1 +CloudsColorFilterInteriorNight=1, 1, 1 +[OBJECT] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[VEGETATION] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[EYES] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[LIGHTSPRITE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[WINDOWLIGHT] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[VOLUMETRICFOG] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +LightingInfluenceSunrise=1.0 +LightingInfluenceDay=1.0 +LightingInfluenceSunset=1.0 +LightingInfluenceNight=1.0 +LightingInfluenceInteriorDay=1.0 +LightingInfluenceInteriorNight=1.0 +OpacitySunrise=1.0 +OpacityDay=1.0 +OpacitySunset=1.0 +OpacityNight=1.0 +OpacityInteriorDay=1.0 +OpacityInteriorNight=1.0 +[FIRE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[PARTICLE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +LightingInfluenceSunrise=1.0 +LightingInfluenceDay=1.0 +LightingInfluenceSunset=1.0 +LightingInfluenceNight=1.0 +LightingInfluenceInteriorDay=1.0 +LightingInfluenceInteriorNight=1.0 +[RAYS] +SunRaysMultiplierSunrise=0.4 +SunRaysMultiplierDay=0.4 +SunRaysMultiplierSunset=0.4 +SunRaysMultiplierNight=0.4 +SunRaysMultiplierInteriorDay=0.4 +SunRaysMultiplierInteriorNight=0.4 +[IMAGEBASEDLIGHTING] +AdditiveAmountSunrise=0.05 +AdditiveAmountDay=0.05 +AdditiveAmountSunset=0.05 +AdditiveAmountNight=0.05 +AdditiveAmountInteriorDay=0.05 +AdditiveAmountInteriorNight=0.05 +MultiplicativeAmountSunrise=0.0 +MultiplicativeAmountDay=0.0 +MultiplicativeAmountSunset=0.0 +MultiplicativeAmountNight=0.0 +MultiplicativeAmountInteriorDay=0.0 +MultiplicativeAmountInteriorNight=0.0 +ReflectiveAmountSunrise=0.1 +ReflectiveAmountDay=0.1 +ReflectiveAmountSunset=0.1 +ReflectiveAmountNight=0.1 +ReflectiveAmountInteriorDay=0.1 +ReflectiveAmountInteriorNight=0.1 +[WATER] +WavesAmplitudeSunrise=1.0 +WavesAmplitudeDay=1.0 +WavesAmplitudeSunset=1.0 +WavesAmplitudeNight=1.0 +WavesAmplitudeInteriorDay=1.0 +WavesAmplitudeInteriorNight=1.0 +[CLOUDSHADOWS] +OpacitySunrise=1.0 +OpacityDay=1.0 +OpacitySunset=1.0 +OpacityNight=1.0 +OpacityInteriorDay=1.0 +OpacityInteriorNight=1.0 +[VOLUMETRICRAYS] +IntensitySunrise=0.2 +IntensityDay=0.2 +IntensitySunset=0.2 +IntensityNight=0.2 +IntensityInteriorDay=0.2 +IntensityInteriorNight=0.2 +DensitySunrise=1.0 +DensityDay=1.0 +DensitySunset=1.0 +DensityNight=1.0 +DensityInteriorDay=1.0 +DensityInteriorNight=1.0 +SkyColorAmountSunrise=0.5 +SkyColorAmountDay=0.5 +SkyColorAmountSunset=0.5 +SkyColorAmountNight=0.5 +SkyColorAmountInteriorDay=0.5 +SkyColorAmountInteriorNight=0.5 +[PROCEDURALSUN] +GlowIntensitySunrise=0.4 +GlowIntensityDay=0.4 +GlowIntensitySunset=0.4 +GlowIntensityNight=0.4 +GlowIntensityInteriorDay=0.4 +GlowIntensityInteriorNight=0.4 +GlowCurveSunrise=10.0 +GlowCurveDay=10.0 +GlowCurveSunset=10.0 +GlowCurveNight=10.0 +GlowCurveInteriorDay=10.0 +GlowCurveInteriorNight=10.0 +[MIST] +AnchorsAmountSunrise=1.0 +AnchorsAmountDay=1.0 +AnchorsAmountSunset=1.0 +AnchorsAmountNight=1.0 +AnchorsAmountInteriorDay=1.0 +AnchorsAmountInteriorNight=1.0 +SkyLightingAmountSunrise=1.0 +SkyLightingAmountDay=1.0 +SkyLightingAmountSunset=1.0 +SkyLightingAmountNight=1.0 +SkyLightingAmountInteriorDay=1.0 +SkyLightingAmountInteriorNight=1.0 +SunLightingAmountSunrise=0.1 +SunLightingAmountDay=0.1 +SunLightingAmountSunset=0.1 +SunLightingAmountNight=0.1 +SunLightingAmountInteriorDay=0.1 +SunLightingAmountInteriorNight=0.1 +DesaturationSunrise=0.0 +DesaturationDay=0.0 +DesaturationSunset=0.0 +DesaturationNight=0.0 +DesaturationInteriorDay=0.0 +DesaturationInteriorNight=0.0 +ColorFilterSunrise=1, 1, 1 +ColorFilterDay=1, 1, 1 +ColorFilterSunset=1, 1, 1 +ColorFilterNight=1, 1, 1 +ColorFilterInteriorDay=1, 1, 1 +ColorFilterInteriorNight=1, 1, 1 +RelativeToCameraSunrise=0.0 +RelativeToCameraDay=0.0 +RelativeToCameraSunset=0.0 +RelativeToCameraNight=0.0 +RelativeToCameraInteriorDay=0.0 +RelativeToCameraInteriorNight=0.0 +VerticalOffsetSunrise=-10.0 +VerticalOffsetDay=-10.0 +VerticalOffsetSunset=-10.0 +VerticalOffsetNight=-10.0 +VerticalOffsetInteriorDay=-10.0 +VerticalOffsetInteriorNight=-10.0 +DensitySunrise=1.5 +DensityDay=1.5 +DensitySunset=1.5 +DensityNight=1.5 +DensityInteriorDay=1.5 +DensityInteriorNight=1.5 +VerticalFadeSunrise=4.0 +VerticalFadeDay=4.0 +VerticalFadeSunset=4.0 +VerticalFadeNight=4.0 +VerticalFadeInteriorDay=4.0 +VerticalFadeInteriorNight=4.0 +DistanceFadeSunrise=0.0 +DistanceFadeDay=0.0 +DistanceFadeSunset=0.0 +DistanceFadeNight=0.0 +DistanceFadeInteriorDay=0.0 +DistanceFadeInteriorNight=0.0 +BottomTopSunrise=0.0 +BottomTopDay=0.0 +BottomTopSunset=0.0 +BottomTopNight=0.0 +BottomTopInteriorDay=0.0 +BottomTopInteriorNight=0.0 +ExponentialFadeSunrise=1.0 +ExponentialFadeDay=1.0 +ExponentialFadeSunset=1.0 +ExponentialFadeNight=1.0 +ExponentialFadeInteriorDay=1.0 +ExponentialFadeInteriorNight=1.0 diff --git a/weathers/_hotweather.ini b/weathers/_hotweather.ini new file mode 100644 index 0000000..4adeb01 --- /dev/null +++ b/weathers/_hotweather.ini @@ -0,0 +1,632 @@ +[BLOOM] +AmountSunrise=1.0 +AmountDay=1.0 +AmountSunset=1.0 +AmountNight=1.0 +AmountInteriorDay=1.0 +AmountInteriorNight=1.0 +BlueShiftAmountSunrise=1.0 +BlueShiftAmountDay=1.0 +BlueShiftAmountSunset=1.0 +BlueShiftAmountNight=1.0 +BlueShiftAmountInteriorDay=1.0 +BlueShiftAmountInteriorNight=1.0 +[LENS] +ReflectionIntensitySunrise=1.0 +ReflectionIntensityDay=1.0 +ReflectionIntensitySunset=1.0 +ReflectionIntensityNight=1.0 +ReflectionIntensityInteriorDay=1.0 +ReflectionIntensityInteriorNight=1.0 +ReflectionPowerSunrise=2.0 +ReflectionPowerDay=2.0 +ReflectionPowerSunset=2.0 +ReflectionPowerNight=2.0 +ReflectionPowerInteriorDay=2.0 +ReflectionPowerInteriorNight=2.0 +DirtIntensitySunrise=1.0 +DirtIntensityDay=1.0 +DirtIntensitySunset=1.0 +DirtIntensityNight=1.0 +DirtIntensityInteriorDay=1.0 +DirtIntensityInteriorNight=1.0 +DirtPowerSunrise=2.0 +DirtPowerDay=2.0 +DirtPowerSunset=2.0 +DirtPowerNight=2.0 +DirtPowerInteriorDay=2.0 +DirtPowerInteriorNight=2.0 +[SKYLIGHTING] +AmbientMinLevelSunrise=0.1 +AmbientMinLevelDay=0.1 +AmbientMinLevelSunset=0.1 +AmbientMinLevelNight=0.1 +AmbientMinLevelInteriorDay=0.1 +AmbientMinLevelInteriorNight=0.1 +[ENVIRONMENT] +DirectLightingIntensitySunrise=1.0 +DirectLightingIntensityDay=1.0 +DirectLightingIntensitySunset=1.0 +DirectLightingIntensityNight=1.0 +DirectLightingIntensityInteriorDay=1.0 +DirectLightingIntensityInteriorNight=1.0 +DirectLightingCurveSunrise=1.0 +DirectLightingCurveDay=1.0 +DirectLightingCurveSunset=1.0 +DirectLightingCurveNight=1.0 +DirectLightingCurveInteriorDay=1.0 +DirectLightingCurveInteriorNight=1.0 +DirectLightingDesaturationSunrise=0.0 +DirectLightingDesaturationDay=0.0 +DirectLightingDesaturationSunset=0.0 +DirectLightingDesaturationNight=0.0 +DirectLightingDesaturationInteriorDay=0.0 +DirectLightingDesaturationInteriorNight=0.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +SpecularFromLightSunrise=0.0 +SpecularFromLightDay=0.0 +SpecularFromLightSunset=0.0 +SpecularFromLightNight=0.0 +SpecularFromLightInteriorDay=0.0 +SpecularFromLightInteriorNight=0.0 +AmbientLightingIntensitySunrise=1.0 +AmbientLightingIntensityDay=1.0 +AmbientLightingIntensitySunset=1.0 +AmbientLightingIntensityNight=1.0 +AmbientLightingIntensityInteriorDay=1.0 +AmbientLightingIntensityInteriorNight=1.0 +AmbientLightingCurveSunrise=1.0 +AmbientLightingCurveDay=1.0 +AmbientLightingCurveSunset=1.0 +AmbientLightingCurveNight=1.0 +AmbientLightingCurveInteriorDay=1.0 +AmbientLightingCurveInteriorNight=1.0 +AmbientLightingDesaturationSunrise=0.0 +AmbientLightingDesaturationDay=0.0 +AmbientLightingDesaturationSunset=0.0 +AmbientLightingDesaturationNight=0.0 +AmbientLightingDesaturationInteriorDay=0.0 +AmbientLightingDesaturationInteriorNight=0.0 +AmbientColorFilterAmountSunrise=0.0 +AmbientColorFilterAmountDay=0.0 +AmbientColorFilterAmountSunset=0.0 +AmbientColorFilterAmountNight=0.0 +AmbientColorFilterAmountInteriorDay=0.0 +AmbientColorFilterAmountInteriorNight=0.0 +AmbientColorFilterTopSunrise=1, 1, 1 +AmbientColorFilterTopDay=1, 1, 1 +AmbientColorFilterTopSunset=1, 1, 1 +AmbientColorFilterTopNight=1, 1, 1 +AmbientColorFilterTopInteriorDay=1, 1, 1 +AmbientColorFilterTopInteriorNight=1, 1, 1 +AmbientColorFilterMiddleSunrise=0, 0, 0 +AmbientColorFilterMiddleDay=0, 0, 0 +AmbientColorFilterMiddleSunset=0, 0, 0 +AmbientColorFilterMiddleNight=0, 0, 0 +AmbientColorFilterMiddleInteriorDay=0, 0, 0 +AmbientColorFilterMiddleInteriorNight=0, 0, 0 +AmbientColorFilterBottomSunrise=1, 1, 1 +AmbientColorFilterBottomDay=1, 1, 1 +AmbientColorFilterBottomSunset=1, 1, 1 +AmbientColorFilterBottomNight=1, 1, 1 +AmbientColorFilterBottomInteriorDay=1, 1, 1 +AmbientColorFilterBottomInteriorNight=1, 1, 1 +PointLightingIntensitySunrise=1.0 +PointLightingIntensityDay=1.0 +PointLightingIntensitySunset=1.0 +PointLightingIntensityNight=1.0 +PointLightingIntensityInteriorDay=1.0 +PointLightingIntensityInteriorNight=1.0 +PointLightingCurveSunrise=1.0 +PointLightingCurveDay=1.0 +PointLightingCurveSunset=1.0 +PointLightingCurveNight=1.0 +PointLightingCurveInteriorDay=1.0 +PointLightingCurveInteriorNight=1.0 +PointLightingDesaturationSunrise=0.0 +PointLightingDesaturationDay=0.0 +PointLightingDesaturationSunset=0.0 +PointLightingDesaturationNight=0.0 +PointLightingDesaturationInteriorDay=0.0 +PointLightingDesaturationInteriorNight=0.0 +ParticleLightsIntensitySunrise=1.0 +ParticleLightsIntensityDay=1.0 +ParticleLightsIntensitySunset=1.0 +ParticleLightsIntensityNight=1.0 +ParticleLightsIntensityInteriorDay=1.0 +ParticleLightsIntensityInteriorNight=1.0 +FogColorMultiplierSunrise=1.0 +FogColorMultiplierDay=1.0 +FogColorMultiplierSunset=1.0 +FogColorMultiplierNight=1.0 +FogColorMultiplierInteriorDay=1.0 +FogColorMultiplierInteriorNight=1.0 +FogColorCurveSunrise=1.0 +FogColorCurveDay=1.0 +FogColorCurveSunset=1.0 +FogColorCurveNight=1.0 +FogColorCurveInteriorDay=1.0 +FogColorCurveInteriorNight=1.0 +ColorPowSunrise=1.0 +ColorPowDay=1.0 +ColorPowSunset=1.0 +ColorPowNight=1.0 +ColorPowInteriorDay=1.0 +ColorPowInteriorNight=1.0 +DirectLightingColorFilterSunrise=1, 1, 1 +DirectLightingColorFilterDay=1, 1, 1 +DirectLightingColorFilterSunset=1, 1, 1 +DirectLightingColorFilterNight=1, 1, 1 +DirectLightingColorFilterInteriorDay=1, 1, 1 +DirectLightingColorFilterInteriorNight=1, 1, 1 +FogColorFilterSunrise=1, 1, 1 +FogColorFilterDay=1, 1, 1 +FogColorFilterSunset=1, 1, 1 +FogColorFilterNight=1, 1, 1 +FogColorFilterInteriorDay=1, 1, 1 +FogColorFilterInteriorNight=1, 1, 1 +DirectLightingColorFilterAmountSunrise=0.0 +DirectLightingColorFilterAmountDay=0.0 +DirectLightingColorFilterAmountSunset=0.0 +DirectLightingColorFilterAmountNight=0.0 +DirectLightingColorFilterAmountInteriorDay=0.0 +DirectLightingColorFilterAmountInteriorNight=0.0 +FogColorFilterAmountSunrise=0.0 +FogColorFilterAmountDay=0.0 +FogColorFilterAmountSunset=0.0 +FogColorFilterAmountNight=0.0 +FogColorFilterAmountInteriorDay=0.0 +FogColorFilterAmountInteriorNight=0.0 +[SKY] +CloudsIntensitySunrise=1.0 +CloudsIntensityDay=1.0 +CloudsIntensitySunset=1.0 +CloudsIntensityNight=1.0 +CloudsIntensityInteriorDay=1.0 +CloudsIntensityInteriorNight=1.0 +CloudsCurveSunrise=1.0 +CloudsCurveDay=1.0 +CloudsCurveSunset=1.0 +CloudsCurveNight=1.0 +CloudsCurveInteriorDay=1.0 +CloudsCurveInteriorNight=1.0 +CloudsDesaturationSunrise=0.0 +CloudsDesaturationDay=0.0 +CloudsDesaturationSunset=0.0 +CloudsDesaturationNight=0.0 +CloudsDesaturationInteriorDay=0.0 +CloudsDesaturationInteriorNight=0.0 +CloudsOpacitySunrise=1.0 +CloudsOpacityDay=1.0 +CloudsOpacitySunset=1.0 +CloudsOpacityNight=1.0 +CloudsOpacityInteriorDay=1.0 +CloudsOpacityInteriorNight=1.0 +GradientIntensitySunrise=1.0 +GradientIntensityDay=1.0 +GradientIntensitySunset=1.0 +GradientIntensityNight=1.0 +GradientIntensityInteriorDay=1.0 +GradientIntensityInteriorNight=1.0 +GradientDesaturationSunrise=0.0 +GradientDesaturationDay=0.0 +GradientDesaturationSunset=0.0 +GradientDesaturationNight=0.0 +GradientDesaturationInteriorDay=0.0 +GradientDesaturationInteriorNight=0.0 +GradientTopIntensitySunrise=1.0 +GradientTopIntensityDay=1.0 +GradientTopIntensitySunset=1.0 +GradientTopIntensityNight=1.0 +GradientTopIntensityInteriorDay=1.0 +GradientTopIntensityInteriorNight=1.0 +GradientTopCurveSunrise=1.0 +GradientTopCurveDay=1.0 +GradientTopCurveSunset=1.0 +GradientTopCurveNight=1.0 +GradientTopCurveInteriorDay=1.0 +GradientTopCurveInteriorNight=1.0 +GradientMiddleIntensitySunrise=1.0 +GradientMiddleIntensityDay=1.0 +GradientMiddleIntensitySunset=1.0 +GradientMiddleIntensityNight=1.0 +GradientMiddleIntensityInteriorDay=1.0 +GradientMiddleIntensityInteriorNight=1.0 +GradientMiddleCurveSunrise=1.0 +GradientMiddleCurveDay=1.0 +GradientMiddleCurveSunset=1.0 +GradientMiddleCurveNight=1.0 +GradientMiddleCurveInteriorDay=1.0 +GradientMiddleCurveInteriorNight=1.0 +GradientHorizonIntensitySunrise=1.0 +GradientHorizonIntensityDay=1.0 +GradientHorizonIntensitySunset=1.0 +GradientHorizonIntensityNight=1.0 +GradientHorizonIntensityInteriorDay=1.0 +GradientHorizonIntensityInteriorNight=1.0 +GradientHorizonCurveSunrise=1.0 +GradientHorizonCurveDay=1.0 +GradientHorizonCurveSunset=1.0 +GradientHorizonCurveNight=1.0 +GradientHorizonCurveInteriorDay=1.0 +GradientHorizonCurveInteriorNight=1.0 +SunIntensitySunrise=1.0 +SunIntensityDay=1.0 +SunIntensitySunset=1.0 +SunIntensityNight=1.0 +SunIntensityInteriorDay=1.0 +SunIntensityInteriorNight=1.0 +SunDesaturationSunrise=0.0 +SunDesaturationDay=0.0 +SunDesaturationSunset=0.0 +SunDesaturationNight=0.0 +SunDesaturationInteriorDay=0.0 +SunDesaturationInteriorNight=0.0 +SunColorFilterSunrise=1, 1, 1 +SunColorFilterDay=1, 1, 1 +SunColorFilterSunset=1, 1, 1 +SunColorFilterNight=1, 1, 1 +SunColorFilterInteriorDay=1, 1, 1 +SunColorFilterInteriorNight=1, 1, 1 +SunGlowIntensitySunrise=0.0 +SunGlowIntensityDay=0.0 +SunGlowIntensitySunset=0.0 +SunGlowIntensityNight=0.0 +SunGlowIntensityInteriorDay=0.0 +SunGlowIntensityInteriorNight=0.0 +SunGlowHazinessSunrise=0.0 +SunGlowHazinessDay=0.0 +SunGlowHazinessSunset=0.0 +SunGlowHazinessNight=0.0 +SunGlowHazinessInteriorDay=0.0 +SunGlowHazinessInteriorNight=0.0 +MoonIntensitySunrise=1.0 +MoonIntensityDay=1.0 +MoonIntensitySunset=1.0 +MoonIntensityNight=1.0 +MoonIntensityInteriorDay=1.0 +MoonIntensityInteriorNight=1.0 +MoonCurveSunrise=1.0 +MoonCurveDay=1.0 +MoonCurveSunset=1.0 +MoonCurveNight=1.0 +MoonCurveInteriorDay=1.0 +MoonCurveInteriorNight=1.0 +MoonDesaturationSunrise=0.0 +MoonDesaturationDay=0.0 +MoonDesaturationSunset=0.0 +MoonDesaturationNight=0.0 +MoonDesaturationInteriorDay=0.0 +MoonDesaturationInteriorNight=0.0 +GradientTopColorFilterSunrise=1, 1, 1 +GradientTopColorFilterDay=1, 1, 1 +GradientTopColorFilterSunset=1, 1, 1 +GradientTopColorFilterNight=1, 1, 1 +GradientTopColorFilterInteriorDay=1, 1, 1 +GradientTopColorFilterInteriorNight=1, 1, 1 +GradientMiddleColorFilterSunrise=1, 1, 1 +GradientMiddleColorFilterDay=1, 1, 1 +GradientMiddleColorFilterSunset=1, 1, 1 +GradientMiddleColorFilterNight=1, 1, 1 +GradientMiddleColorFilterInteriorDay=1, 1, 1 +GradientMiddleColorFilterInteriorNight=1, 1, 1 +GradientHorizonColorFilterSunrise=1, 1, 1 +GradientHorizonColorFilterDay=1, 1, 1 +GradientHorizonColorFilterSunset=1, 1, 1 +GradientHorizonColorFilterNight=1, 1, 1 +GradientHorizonColorFilterInteriorDay=1, 1, 1 +GradientHorizonColorFilterInteriorNight=1, 1, 1 +CloudsColorFilterSunrise=1, 1, 1 +CloudsColorFilterDay=1, 1, 1 +CloudsColorFilterSunset=1, 1, 1 +CloudsColorFilterNight=1, 1, 1 +CloudsColorFilterInteriorDay=1, 1, 1 +CloudsColorFilterInteriorNight=1, 1, 1 +[OBJECT] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[VEGETATION] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[EYES] +SubSurfaceScatteringMultiplierSunrise=1.0 +SubSurfaceScatteringMultiplierDay=1.0 +SubSurfaceScatteringMultiplierSunset=1.0 +SubSurfaceScatteringMultiplierNight=1.0 +SubSurfaceScatteringMultiplierInteriorDay=1.0 +SubSurfaceScatteringMultiplierInteriorNight=1.0 +SubSurfaceScatteringPowerSunrise=1.0 +SubSurfaceScatteringPowerDay=1.0 +SubSurfaceScatteringPowerSunset=1.0 +SubSurfaceScatteringPowerNight=1.0 +SubSurfaceScatteringPowerInteriorDay=1.0 +SubSurfaceScatteringPowerInteriorNight=1.0 +SpecularAmountMultiplierSunrise=1.0 +SpecularAmountMultiplierDay=1.0 +SpecularAmountMultiplierSunset=1.0 +SpecularAmountMultiplierNight=1.0 +SpecularAmountMultiplierInteriorDay=1.0 +SpecularAmountMultiplierInteriorNight=1.0 +SpecularPowerMultiplierSunrise=1.0 +SpecularPowerMultiplierDay=1.0 +SpecularPowerMultiplierSunset=1.0 +SpecularPowerMultiplierNight=1.0 +SpecularPowerMultiplierInteriorDay=1.0 +SpecularPowerMultiplierInteriorNight=1.0 +[LIGHTSPRITE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[WINDOWLIGHT] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[VOLUMETRICFOG] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +LightingInfluenceSunrise=1.0 +LightingInfluenceDay=1.0 +LightingInfluenceSunset=1.0 +LightingInfluenceNight=1.0 +LightingInfluenceInteriorDay=1.0 +LightingInfluenceInteriorNight=1.0 +OpacitySunrise=1.0 +OpacityDay=1.0 +OpacitySunset=1.0 +OpacityNight=1.0 +OpacityInteriorDay=1.0 +OpacityInteriorNight=1.0 +[FIRE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +CurveSunrise=1.0 +CurveDay=1.0 +CurveSunset=1.0 +CurveNight=1.0 +CurveInteriorDay=1.0 +CurveInteriorNight=1.0 +[PARTICLE] +IntensitySunrise=1.0 +IntensityDay=1.0 +IntensitySunset=1.0 +IntensityNight=1.0 +IntensityInteriorDay=1.0 +IntensityInteriorNight=1.0 +LightingInfluenceSunrise=1.0 +LightingInfluenceDay=1.0 +LightingInfluenceSunset=1.0 +LightingInfluenceNight=1.0 +LightingInfluenceInteriorDay=1.0 +LightingInfluenceInteriorNight=1.0 +[RAYS] +SunRaysMultiplierSunrise=0.4 +SunRaysMultiplierDay=0.4 +SunRaysMultiplierSunset=0.4 +SunRaysMultiplierNight=0.4 +SunRaysMultiplierInteriorDay=0.4 +SunRaysMultiplierInteriorNight=0.4 +[IMAGEBASEDLIGHTING] +AdditiveAmountSunrise=0.05 +AdditiveAmountDay=0.05 +AdditiveAmountSunset=0.05 +AdditiveAmountNight=0.05 +AdditiveAmountInteriorDay=0.05 +AdditiveAmountInteriorNight=0.05 +MultiplicativeAmountSunrise=0.0 +MultiplicativeAmountDay=0.0 +MultiplicativeAmountSunset=0.0 +MultiplicativeAmountNight=0.0 +MultiplicativeAmountInteriorDay=0.0 +MultiplicativeAmountInteriorNight=0.0 +ReflectiveAmountSunrise=0.1 +ReflectiveAmountDay=0.1 +ReflectiveAmountSunset=0.1 +ReflectiveAmountNight=0.1 +ReflectiveAmountInteriorDay=0.1 +ReflectiveAmountInteriorNight=0.1 +[WATER] +WavesAmplitudeSunrise=1.0 +WavesAmplitudeDay=1.0 +WavesAmplitudeSunset=1.0 +WavesAmplitudeNight=1.0 +WavesAmplitudeInteriorDay=1.0 +WavesAmplitudeInteriorNight=1.0 +[CLOUDSHADOWS] +OpacitySunrise=1.0 +OpacityDay=1.0 +OpacitySunset=1.0 +OpacityNight=1.0 +OpacityInteriorDay=1.0 +OpacityInteriorNight=1.0 +[VOLUMETRICRAYS] +IntensitySunrise=0.2 +IntensityDay=0.2 +IntensitySunset=0.2 +IntensityNight=0.2 +IntensityInteriorDay=0.2 +IntensityInteriorNight=0.2 +DensitySunrise=1.0 +DensityDay=1.0 +DensitySunset=1.0 +DensityNight=1.0 +DensityInteriorDay=1.0 +DensityInteriorNight=1.0 +SkyColorAmountSunrise=0.5 +SkyColorAmountDay=0.5 +SkyColorAmountSunset=0.5 +SkyColorAmountNight=0.5 +SkyColorAmountInteriorDay=0.5 +SkyColorAmountInteriorNight=0.5 +[PROCEDURALSUN] +GlowIntensitySunrise=0.4 +GlowIntensityDay=0.4 +GlowIntensitySunset=0.4 +GlowIntensityNight=0.4 +GlowIntensityInteriorDay=0.4 +GlowIntensityInteriorNight=0.4 +GlowCurveSunrise=10.0 +GlowCurveDay=10.0 +GlowCurveSunset=10.0 +GlowCurveNight=10.0 +GlowCurveInteriorDay=10.0 +GlowCurveInteriorNight=10.0 +[MIST] +AnchorsAmountSunrise=1.0 +AnchorsAmountDay=1.0 +AnchorsAmountSunset=1.0 +AnchorsAmountNight=1.0 +AnchorsAmountInteriorDay=1.0 +AnchorsAmountInteriorNight=1.0 +SkyLightingAmountSunrise=1.0 +SkyLightingAmountDay=1.0 +SkyLightingAmountSunset=1.0 +SkyLightingAmountNight=1.0 +SkyLightingAmountInteriorDay=1.0 +SkyLightingAmountInteriorNight=1.0 +SunLightingAmountSunrise=0.1 +SunLightingAmountDay=0.1 +SunLightingAmountSunset=0.1 +SunLightingAmountNight=0.1 +SunLightingAmountInteriorDay=0.1 +SunLightingAmountInteriorNight=0.1 +DesaturationSunrise=0.0 +DesaturationDay=0.0 +DesaturationSunset=0.0 +DesaturationNight=0.0 +DesaturationInteriorDay=0.0 +DesaturationInteriorNight=0.0 +ColorFilterSunrise=1, 1, 1 +ColorFilterDay=1, 1, 1 +ColorFilterSunset=1, 1, 1 +ColorFilterNight=1, 1, 1 +ColorFilterInteriorDay=1, 1, 1 +ColorFilterInteriorNight=1, 1, 1 +RelativeToCameraSunrise=0.0 +RelativeToCameraDay=0.0 +RelativeToCameraSunset=0.0 +RelativeToCameraNight=0.0 +RelativeToCameraInteriorDay=0.0 +RelativeToCameraInteriorNight=0.0 +VerticalOffsetSunrise=-10.0 +VerticalOffsetDay=-10.0 +VerticalOffsetSunset=-10.0 +VerticalOffsetNight=-10.0 +VerticalOffsetInteriorDay=-10.0 +VerticalOffsetInteriorNight=-10.0 +DensitySunrise=1.5 +DensityDay=1.5 +DensitySunset=1.5 +DensityNight=1.5 +DensityInteriorDay=1.5 +DensityInteriorNight=1.5 +VerticalFadeSunrise=4.0 +VerticalFadeDay=4.0 +VerticalFadeSunset=4.0 +VerticalFadeNight=4.0 +VerticalFadeInteriorDay=4.0 +VerticalFadeInteriorNight=4.0 +DistanceFadeSunrise=0.0 +DistanceFadeDay=0.0 +DistanceFadeSunset=0.0 +DistanceFadeNight=0.0 +DistanceFadeInteriorDay=0.0 +DistanceFadeInteriorNight=0.0 +BottomTopSunrise=0.0 +BottomTopDay=0.0 +BottomTopSunset=0.0 +BottomTopNight=0.0 +BottomTopInteriorDay=0.0 +BottomTopInteriorNight=0.0 +ExponentialFadeSunrise=1.0 +ExponentialFadeDay=1.0 +ExponentialFadeSunset=1.0 +ExponentialFadeNight=1.0 +ExponentialFadeInteriorDay=1.0 +ExponentialFadeInteriorNight=1.0 diff --git a/weathers/_locationweather.ini b/weathers/_locationweather.ini new file mode 100644 index 0000000..9799319 --- /dev/null +++ b/weathers/_locationweather.ini @@ -0,0 +1,3 @@ +//example usage +//[0000003C] - WorldSpaceID +//13163=d4886 - first is LocationID, second is WeatherID (Riverwood with rainy weather) \ No newline at end of file diff --git a/weathers/_weatherlist.ini b/weathers/_weatherlist.ini new file mode 100644 index 0000000..2e16a98 --- /dev/null +++ b/weathers/_weatherlist.ini @@ -0,0 +1,200 @@ +[WEATHER001] +FileName=_hotweather.ini +WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68 +[WEATHER002] +FileName=_coldweather.ini +WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10a234, 10a235, 10a236, 10da13, 10e1e7, 10e1e8, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba +[WEATHER003] +FileName= +[WEATHER004] +FileName= +[WEATHER005] +FileName= +[WEATHER006] +FileName= +[WEATHER007] +FileName= +[WEATHER008] +FileName= +[WEATHER009] +FileName= +[WEATHER010] +FileName= +[WEATHER011] +FileName= +[WEATHER012] +FileName= +[WEATHER013] +FileName= +[WEATHER014] +FileName= +[WEATHER015] +FileName= +[WEATHER016] +FileName= +[WEATHER017] +FileName= +[WEATHER018] +FileName= +[WEATHER019] +FileName= +[WEATHER020] +FileName= +[WEATHER021] +FileName= +[WEATHER022] +FileName= +[WEATHER023] +FileName= +[WEATHER024] +FileName= +[WEATHER025] +FileName= +[WEATHER026] +FileName= +[WEATHER027] +FileName= +[WEATHER028] +FileName= +[WEATHER029] +FileName= +[WEATHER030] +FileName= +[WEATHER031] +FileName= +[WEATHER032] +FileName= +[WEATHER033] +FileName= +[WEATHER034] +FileName= +[WEATHER035] +FileName= +[WEATHER036] +FileName= +[WEATHER037] +FileName= +[WEATHER038] +FileName= +[WEATHER039] +FileName= +[WEATHER040] +FileName= +[WEATHER041] +FileName= +[WEATHER042] +FileName= +[WEATHER043] +FileName= +[WEATHER044] +FileName= +[WEATHER045] +FileName= +[WEATHER046] +FileName= +[WEATHER047] +FileName= +[WEATHER048] +FileName= +[WEATHER049] +FileName= +[WEATHER050] +FileName= +[WEATHER051] +FileName= +[WEATHER052] +FileName= +[WEATHER053] +FileName= +[WEATHER054] +FileName= +[WEATHER055] +FileName= +[WEATHER056] +FileName= +[WEATHER057] +FileName= +[WEATHER058] +FileName= +[WEATHER059] +FileName= +[WEATHER060] +FileName= +[WEATHER061] +FileName= +[WEATHER062] +FileName= +[WEATHER063] +FileName= +[WEATHER064] +FileName= +[WEATHER065] +FileName= +[WEATHER066] +FileName= +[WEATHER067] +FileName= +[WEATHER068] +FileName= +[WEATHER069] +FileName= +[WEATHER070] +FileName= +[WEATHER071] +FileName= +[WEATHER072] +FileName= +[WEATHER073] +FileName= +[WEATHER074] +FileName= +[WEATHER075] +FileName= +[WEATHER076] +FileName= +[WEATHER077] +FileName= +[WEATHER078] +FileName= +[WEATHER079] +FileName= +[WEATHER080] +FileName= +[WEATHER081] +FileName= +[WEATHER082] +FileName= +[WEATHER083] +FileName= +[WEATHER084] +FileName= +[WEATHER085] +FileName= +[WEATHER086] +FileName= +[WEATHER087] +FileName= +[WEATHER088] +FileName= +[WEATHER089] +FileName= +[WEATHER090] +FileName= +[WEATHER091] +FileName= +[WEATHER092] +FileName= +[WEATHER093] +FileName= +[WEATHER094] +FileName= +[WEATHER095] +FileName= +[WEATHER096] +FileName= +[WEATHER097] +FileName= +[WEATHER098] +FileName= +[WEATHER099] +FileName= diff --git a/weathers/menbweatherinfo.txt b/weathers/menbweatherinfo.txt new file mode 100644 index 0000000..f8cdb09 --- /dev/null +++ b/weathers/menbweatherinfo.txt @@ -0,0 +1,145 @@ +ID NAME TEMPERATURE + +Skyrim + +15E DefaultWeather TEMPERATE +81A SkyrimClear HOT +12F89 SkyrimCloudy HOT +2E7AB TESTCloudyRain HOT +48C14 BlackreachWeather TEMPERATE +4D7FB SkyrimOvercastSnow COLD +5ED7A FXWthrInvertLightsSolitude TEMPERATE +6ED5A FXWthrInvertDayNight TEMPERATE +6ED5B FXWthrCaveBlueSkylight TEMPERATE +7548F FXWthrSunlight TEMPERATE +75491 FXWthrSunlightWhite TEMPERATE +75DE5 FXWthrCaveBluePaleLight TEMPERATE +777CF FXWthrInvertDayNighWarm TEMPERATE +8277A FXWthrInvertWindowsWhiterun TEMPERATE +8282A FXWthrInvertLightsWhiterun TEMPERATE +923FD SovngardeFog TEMPERATE +A6858 WorldMapWeather HOT +AEE84 FXWthrInvertWindowsWindhelm COLD +C821E SkyrimFog COLD +C821F SkyrimOvercastRain COLD +C8220 SkyrimStormRain COLD +C8221 SkyrimStormSnow COLD +D299E SkyrimOvercastWar TEMPERATE +D4886 FXMagicStormRain COLD +D9329 HelgenAttackWeather HOT +ECC96 FXWthrInvertWindowsWindhelm2 COLD +101910 FXWthrInvertLightMarkarth TEMPERATE +10199F SkyrimMQ206weather HOT +104AB4 SkuldafnCloudy COLD +105941 BloatedMansGrottoFog HOT +105942 SolitudeBluePalaceFogARENA TEMPERATE +105943 SolitudeBluePalaceFogFEAR TEMPERATE +105944 SolitudeBluePalaceFogNMARE TEMPERATE +105945 SolitudeBluePalaceFog TEMPERATE +105F40 SkyrimDA02Weather TEMPERATE +106635 KarthspireRedoubtFog TEMPERATE +10A230 SkyrimClearMA HOT +10A231 SkyrimOvercastRainMA TEMPERATE +10A232 SkyrimFogMA TEMPERATE +10A233 SkyrimCloudyMA HOT +10A234 SkyrimClearCO COLD +10A235 SkyrimFogCO COLD +10A236 SkyrimCloudyCO COLD +10A237 SkyrimClearRE HOT +10A238 SkyrimOvercastRainRE TEMPERATE +10A239 SkyrimFogRE TEMPERATE +10A23A SkyrimCloudyRE HOT +10A23B SkyrimClearFF HOT +10A23C SkyrimStormRainFF TEMPERATE +10A23D SkyrimOvercastRainFF TEMPERATE +10A23E SkyrimFogFF TEMPERATE +10A23F SkyrimCloudyFF HOT +10A240 SkyrimClearTU HOT +10A241 SkyrimStormRainTU TEMPERATE +10A242 SkyrimOvercastRainTU TEMPERATE +10A243 SkyrimCloudyTU HOT +10A244 SkyrimClearSN TEMPERATE +10A245 SkyrimCloudySN TEMPERATE +10A7A5 SkyrimClearVT HOT +10A7A6 SkyrimOvercastRainVT TEMPERATE +10A7A7 SkyrimFogVT TEMPERATE +10A7A8 SkyrimCloudyVT HOT +10C32F FXSkyrimStormBlowingGrass TEMPERATE +10D9EC SovngardeClear HOT +10DA13 FXWthrInvertWindowsWinterhold COLD +10E1E3 SkyrimCloudyVT_A HOT +10E1E4 SkyrimClearVT_A HOT +10E1E5 SkyrimCloudyMA_A HOT +10E1E6 SkyrimClearMA_A HOT +10E1E7 SkyrimCloudyCO_A COLD +10E1E8 SkyrimClearCO_A COLD +10E1E9 SkyrimCloudyRE_A HOT +10E1EA SkyrimClearRE_A HOT +10E1EB SkyrimCloudyFF_A HOT +10E1EC SkyrimClearFF_A HOT +10E1ED SkyrimCloudyTU_A HOT +10E1EE SkyrimClearTU_A HOT +10E1EF SkyrimCloudySN_A TEMPERATE +10E1F0 SkyrimClearSN_A TEMPERATE +10E1F1 SkyrimCloudy_A HOT +10E1F2 SkyrimClear_A HOT +10E3D4 EditorCloudPreview TEMPERATE +10FE7E RiftenOvercastFog TEMPERATE +10FEF8 SovngardeDark COLD + +Dawnguard + +1407 SoulCairnAmb01 COLD +6AEC DLC1Eclipse TEMPERATE +959F SoulCairnAurora COLD +F89C DLC1AurielsBowClearWeather TEMPERATE +F89D DLC1MagicAurielBowCloudyWeather TEMPERATE +10E0B DLC1_SkyrimCloudyFV_A COLD +10E0E DLC1_SkyrimCloudyFV COLD +10E0F DLC1_SkyrimClearFV COLD +10E10 DLC1_SkyrimClearFV_A COLD +14551 SoulCairnAmb01_Rain COLD +18DBB SoulCairnAmb02 COLD +18DBC SoulCairnAmb03 COLD +18DBD SoulCairnAmb04 COLD +19599 DLC1FalmerValley_bf COLD +195A0 DLC1FalmerValley_bfDark COLD + +Dragonborn + +18471 DLC02VolcanicAsh01 HOT +1D760 DLC02VolcanicAshTundra01 COLD +1DFF5 DLC2ApocryphaWeather TEMPERATE +31AC0 DLC02VolcanicAsh02 HOT +32336 DLC02VolcanicAshStorm01 HOT +34CFB DLC2ApocryphaWeatherNew TEMPERATE +374B8 DLC02VolcanicAsh01_A HOT +374B9 DLC02VolcanicAsh02_A HOT +374BA DLC02VolcanicAshTundra01_A COLD + +Wet and Cold - Ashes + +5B29C _WetAshFallLight HOT +5B29D _WetAshFallMed HOT +5B2A0 _WetAshFallHeavy HOT + +Natural Lighting and Atmospherics + +1760E SkyrimClearTU_CM_NoClouds HOT +1760F SkyrimClear_CM_NoClouds HOT +19BBE SkyrimMarkarthClear HOT +19BBF SkyrimMarkarthCloudy HOT +19BC0 SkyrimMarkarthClear_NoClouds HOT +1BC0D SkyrimClearMA_CM_NoClouds HOT +1C6D2 SkyrimMarkarthFog TEMPERATE +1CC35 SkyrimMarkarthOvercast TEMPERATE +25D8D SkyrimClearSN_CM_NoClouds HOT +2E982 SkyrimClearCO_CM_NoClouds HOT +2E983 SkyrimClearFF_CM_NoCoulds HOT +3AB68 SkyrimClearRE_CM_NoClouds HOT +4BDF7 SkyrimMist_CM TEMPERATE +57500 SkyrimOvercast_CM TEMPERATE +73963 SkyrimStormRainHeavy_CM TEMPERATE +73964 SkyrimOvercastMarsh_CM TEMPERATE +73EC8 SkyrimFogHeavy_CM TEMPERATE +83665 SkyrimFogRain_CM TEMPERATE