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-
-
-This repo contains every single version of MariENB ever made.
-For the sake of neater organization, they are divided in specific branches:
-
-- **historic**: Alpha versions of MariENB.
-- **legacy**: 1.x releases.
-- **twopoint-modular**: 2.0.x releases that used a modular packaging model.
-- **twopoint-dust**: 2.x releases for Fallout: DUST.
-- **twopoint-fnv**: 2.x releases for Fallout: New Vegas.
-- **twopoint-skyrim**: 2.x releases for Skyrim.
-- **threepoint-frost**: 3.x releases for Fallout: FROST.
-- **threepoint-fo4**: 3.x releases for Fallout 4.
\ No newline at end of file
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+++ b/assets/menblutpresetnames.txt
@@ -0,0 +1,69 @@
+sikkmod
+
+00 adrenaline
+01 base
+02 c2_alienvesselgreenblue
+03 c2_alnvsl_streets
+04 c2_battery_park_ab1_pier
+05 c2_battery_park_ab2_park
+06 c2_battery_park_spear
+07 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
+63 mk_desat_2
\ No newline at end of file
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diff --git a/code/COPYING b/code/COPYING
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--- /dev/null
+++ b/code/COPYING
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
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+any patent claim is infringed by making, using, selling, offering for
+sale, or importing the Program or any portion of it.
+
+ 11. Patents.
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+ A "contributor" is a copyright holder who authorizes use under this
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+
+ A contributor's "essential patent claims" are all patent claims
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+hereafter acquired, that would be infringed by some manner, permitted
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+patent license under the contributor's essential patent claims, to
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+propagate the contents of its contributor version.
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+ In the following three paragraphs, a "patent license" is any express
+agreement or commitment, however denominated, not to enforce a patent
+(such as an express permission to practice a patent or covenant not to
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+ If you convey a covered work, knowingly relying on a patent license,
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+consistent with the requirements of this License, to extend the patent
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+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
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+you grant is automatically extended to all recipients of the covered
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+
+ A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
+conditioned on the non-exercise of one or more of the rights that are
+specifically granted under this License. You may not convey a covered
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+in the business of distributing software, under which you make payment
+to the third party based on the extent of your activity of conveying
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+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
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+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
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+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
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+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation. If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
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+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
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+ 16. Limitation of Liability.
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+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
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+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
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+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ 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};
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diff --git a/exampleluts/fnvdust/menblut64.png b/exampleluts/fnvdust/menblut64.png
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index 0000000..1c58d5f
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diff --git a/exampleluts/gold/menblut16.png b/exampleluts/gold/menblut16.png
new file mode 100644
index 0000000..216811a
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diff --git a/exampleluts/gold/menblut64.png b/exampleluts/gold/menblut64.png
new file mode 100644
index 0000000..6c743dd
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diff --git a/exampleluts/isolate_blue/menblut16.png b/exampleluts/isolate_blue/menblut16.png
new file mode 100644
index 0000000..ee78c47
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diff --git a/exampleluts/isolate_blue/menblut64.png b/exampleluts/isolate_blue/menblut64.png
new file mode 100644
index 0000000..4971343
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diff --git a/exampleluts/isolate_green/menblut16.png b/exampleluts/isolate_green/menblut16.png
new file mode 100644
index 0000000..bf75bbb
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diff --git a/exampleluts/isolate_green/menblut64.png b/exampleluts/isolate_green/menblut64.png
new file mode 100644
index 0000000..a8c8c71
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diff --git a/exampleluts/isolate_red/menblut16.png b/exampleluts/isolate_red/menblut16.png
new file mode 100644
index 0000000..2a3be6b
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diff --git a/exampleluts/isolate_red/menblut64.png b/exampleluts/isolate_red/menblut64.png
new file mode 100644
index 0000000..d7200d8
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diff --git a/exampleluts/isolate_saturated/menblut16.png b/exampleluts/isolate_saturated/menblut16.png
new file mode 100644
index 0000000..18a93bd
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diff --git a/exampleluts/isolate_saturated/menblut64.png b/exampleluts/isolate_saturated/menblut64.png
new file mode 100644
index 0000000..63f3c8d
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diff --git a/exampleluts/rangetest/menblut16.png b/exampleluts/rangetest/menblut16.png
new file mode 100644
index 0000000..4b521be
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diff --git a/exampleluts/rangetest/menblut64.png b/exampleluts/rangetest/menblut64.png
new file mode 100644
index 0000000..4a40dae
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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
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diff --git a/exampleluts/red/menblut64.png b/exampleluts/red/menblut64.png
new file mode 100644
index 0000000..5e86893
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diff --git a/exampleluts/skyrimdust/menblut16.png b/exampleluts/skyrimdust/menblut16.png
new file mode 100644
index 0000000..a948f7e
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diff --git a/exampleluts/skyrimdust/menblut64.png b/exampleluts/skyrimdust/menblut64.png
new file mode 100644
index 0000000..cf41211
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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=
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+FileName=
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+FileName=
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+FileName=
+[WEATHER052]
+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
+[WEATHER067]
+FileName=
+[WEATHER068]
+FileName=
+[WEATHER069]
+FileName=
+[WEATHER070]
+FileName=
+[WEATHER071]
+FileName=
+[WEATHER072]
+FileName=
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+FileName=
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+FileName=
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+FileName=
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+FileName=
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+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=
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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