diff --git a/Logo.png b/Logo.png
deleted file mode 100644
index dba3d72..0000000
Binary files a/Logo.png and /dev/null differ
diff --git a/README.md b/README.md
deleted file mode 100644
index 56118da..0000000
--- a/README.md
+++ /dev/null
@@ -1,13 +0,0 @@
-
-
-This repo contains every single version of MariENB ever made.
-For the sake of neater organization, they are divided in specific branches:
-
-- **historic**: Alpha versions of MariENB.
-- **legacy**: 1.x releases.
-- **twopoint-modular**: 2.0.x releases that used a modular packaging model.
-- **twopoint-dust**: 2.x releases for Fallout: DUST.
-- **twopoint-fnv**: 2.x releases for Fallout: New Vegas.
-- **twopoint-skyrim**: 2.x releases for Skyrim.
-- **threepoint-frost**: 3.x releases for Fallout: FROST.
-- **threepoint-fo4**: 3.x releases for Fallout 4.
\ No newline at end of file
diff --git a/enbseries.ini b/enbseries.ini
new file mode 100644
index 0000000..c2556ad
--- /dev/null
+++ b/enbseries.ini
@@ -0,0 +1,152 @@
+[GLOBAL]
+UseEffect=true
+[EFFECT]
+UseOriginalPostProcessing=false
+UseOriginalObjectsProcessing=false
+EnableBloom=true
+EnableLens=false
+EnableAdaptation=true
+EnableDepthOfField=true
+EnableAmbientOcclusion=true
+EnableDetailedShadow=false
+EnableSunRays=true
+EnableSunGlare=false
+[COLORCORRECTION]
+UsePaletteTexture=true
+UseProceduralCorrection=false
+Brightness=1.0
+GammaCurve=1.0
+[NIGHTDAY]
+DetectorDefaultDay=false
+DetectorLevelDay=0.6
+DetectorLevelNight=0.2
+DetectorLevelCurve=0.5
+[ADAPTATION]
+ForceMinMaxValues=false
+AdaptationSensitivity=0.2
+AdaptationTime=0.65
+AdaptationMin=0.0
+AdaptationMax=1.0
+[BLOOM]
+Quality=0
+AmountDay=1.0
+AmountNight=1.0
+AmountInterior=1.0
+BlueShiftAmountDay=1.0
+BlueShiftAmountNight=1.0
+BlueShiftAmountInterior=1.0
+[LENS]
+LenzReflectionIntensityDay=1.0
+LenzReflectionIntensityNight=1.0
+LenzReflectionIntensityInterior=1.0
+LenzReflectionPowerDay=1.0
+LenzReflectionPowerNight=1.0
+LenzReflectionPowerInterior=1.0
+LenzDirtIntensityDay=1.0
+LenzDirtIntensityNight=1.0
+LenzDirtIntensityInterior=1.0
+LenzDirtPowerDay=1.0
+LenzDirtPowerNight=1.0
+LenzDirtPowerInterior=1.0
+[SSAO_SSIL]
+EnableSupersampling=true
+UseIndirectLighting=true
+SamplingQuality=0
+SamplingPrecision=0
+SamplingRange=0.25
+FadeFogRangeDay=3.0
+FadeFogRangeNight=3.0
+SizeScale=0.5
+SourceTexturesScale=0.5
+FilterQuality=0
+AOAmount=1.23
+AOAmountInterior=1.17
+ILAmount=1.28
+ILAmountInterior=1.19
+AOIntensity=1.17
+AOIntensityInterior=1.07
+AOType=0
+AOMixingType=2
+AOMixingTypeInterior=2
+EnableDenoiser=true
+[ENVIRONMENT]
+LightingIntensityDay=1.15
+LightingIntensityNight=1.14
+LightingIntensityInterior=1.23
+LightingCurveDay=1.43
+LightingCurveNight=1.29
+LightingCurveInterior=1.13
+LightingDesaturationDay=0.26
+LightingDesaturationNight=0.13
+LightingDesaturationInterior=0.2
+AmbientLightingIntensityDay=0.72
+AmbientLightingIntensityNight=0.51
+AmbientLightingIntensityInterior=0.63
+AmbientLightingCurveDay=1.11
+AmbientLightingCurveNight=1.07
+AmbientLightingCurveInterior=1.06
+AmbientLightingDesaturationDay=0.12
+AmbientLightingDesaturationNight=0.07
+AmbientLightingDesaturationInterior=0.04
+FogColorMultiplierDay=0.62
+FogColorMultiplierNight=0.39
+FogColorMultiplierInterior=0.32
+FogColorCurveDay=0.76
+FogColorCurveNight=0.74
+FogColorCurveInterior=0.62
+[SKY]
+Enable=true
+StarsIntensity=0.39
+StarsCurve=1.57
+CloudsIntensityDay=1.170001
+CloudsIntensityNight=0.55
+CloudsCurveDay=0.99
+CloudsCurveNight=1.21
+CloudsDesaturationDay=0.0
+CloudsDesaturationNight=0.0
+CloudsEdgeClamp=0.5
+CloudsEdgeIntensity=1.0
+GradientIntensityDay=1.17
+GradientIntensityNight=0.71
+GradientDesaturationDay=0.0
+GradientDesaturationNight=0.0
+GradientTopIntensityDay=1.13
+GradientTopIntensityNight=0.79
+GradientTopCurveDay=0.82
+GradientTopCurveNight=1.04
+GradientMiddleIntensityDay=1.03
+GradientMiddleIntensityNight=0.92
+GradientMiddleCurveDay=1.05
+GradientMiddleCurveNight=1.05
+GradientHorizonIntensityDay=1.1
+GradientHorizonIntensityNight=1.11
+GradientHorizonCurveDay=1.02
+GradientHorizonCurveNight=1.03
+SunIntensity=3.79
+SunDesaturation=0.0
+SunCoronaIntensity=0.001
+SunCoronaCurve=1.0
+SunCoronaDesaturation=0.0
+MoonIntensity=0.97
+MoonCurve=1.29
+MoonDesaturation=0.0
+MoonCoronaIntensity=0.001
+[DEPTHOFFIELD]
+FadeTime=0.4
+[SHADOW]
+DetailedShadowQuality=1
+ShadowDesaturation=0.0
+[RAYS]
+SunRaysMultiplier=0.35
+[PARTICLES]
+ParticlesIntensityDay=0.83
+ParticlesIntensityNight=0.49
+ParticlesIntensityInterior=0.75
+[FIRE]
+FireIntensityDay=0.97
+FireIntensityNight=1.13
+FireIntensityInterior=0.85
+[LIGHTEMITTERS]
+LightEmittersIntensityDay=0.68
+LightEmittersIntensityNight=1.29
+LightEmittersIntensityInterior=1.06
diff --git a/enbseries/COPYING b/enbseries/COPYING
new file mode 100644
index 0000000..94a9ed0
--- /dev/null
+++ b/enbseries/COPYING
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
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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.
+
+ A "contributor" is a copyright holder who authorizes use under this
+License of the Program or a work on which the Program is based. The
+work thus licensed is called the contributor's "contributor version".
+
+ A contributor's "essential patent claims" are all patent claims
+owned or controlled by the contributor, whether already acquired or
+hereafter acquired, that would be infringed by some manner, permitted
+by this License, of making, using, or selling its contributor version,
+but do not include claims that would be infringed only as a
+consequence of further modification of the contributor version. For
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+patent sublicenses in a manner consistent with the requirements of
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+patent license under the contributor's essential patent claims, to
+make, use, sell, offer for sale, import and otherwise run, modify and
+propagate the contents of its contributor version.
+
+ 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
+sue for patent infringement). To "grant" such a patent license to a
+party means to make such an agreement or commitment not to enforce a
+patent against the party.
+
+ If you convey a covered work, knowingly relying on a patent license,
+and the Corresponding Source of the work is not available for anyone
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+then you must either (1) cause the Corresponding Source to be so
+available, or (2) arrange to deprive yourself of the benefit of the
+patent license for this particular work, or (3) arrange, in a manner
+consistent with the requirements of this License, to extend the patent
+license to downstream recipients. "Knowingly relying" means you have
+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
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+
+ If, pursuant to or in connection with a single transaction or
+arrangement, you convey, or propagate by procuring conveyance of, a
+covered work, and grant a patent license to some of the parties
+receiving the covered work authorizing them to use, propagate, modify
+or convey a specific copy of the covered work, then the patent license
+you grant is automatically extended to all recipients of the covered
+work and works based on it.
+
+ A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
+conditioned on the non-exercise of one or more of the rights that are
+specifically granted under this License. You may not convey a covered
+work if you are a party to an arrangement with a third party that is
+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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+conveyed by you (or copies made from those copies), or (b) primarily
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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
+under version 3 of the GNU Affero General Public License into a single
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+
+ 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
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+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+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
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+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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+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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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
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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/enbseries/VERSION b/enbseries/VERSION
new file mode 100644
index 0000000..ff59fa5
--- /dev/null
+++ b/enbseries/VERSION
@@ -0,0 +1 @@
+2.7.0nv "Lonesome Road"
diff --git a/enbseries/effect.txt b/enbseries/effect.txt
new file mode 100644
index 0000000..52a611a
--- /dev/null
+++ b/enbseries/effect.txt
@@ -0,0 +1,11 @@
+/*
+ effect.txt : MariENB extra shader.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* separate for easier maintenance */
+#include "menbglobaldefs.fx"
+#include "menbextrasettings.fx"
+#include "menbextrainternals.fx"
+#include "menbextrafilters.fx"
diff --git a/enbseries/effect.txt.ini b/enbseries/effect.txt.ini
new file mode 100644
index 0000000..938d246
--- /dev/null
+++ b/enbseries/effect.txt.ini
@@ -0,0 +1,40 @@
+[EFFECT.TXT]
+TECHNIQUE=0
+Enable Oil Filter=false
+Enable FXAA=false
+FXAA Span Max=4.0
+FXAA Reduce Mul=16.0
+FXAA Reduce Min=128.0
+Enable Chroma Key=false
+Chroma Key Red=0.0
+Chroma Key Green=0.5
+Chroma Key Blue=0.0
+Chroma Key Depth=0.99
+Chroma Key Depth Horizontal Tilt Center=0.5
+Chroma Key Depth Vertical Tilt Center=0.5
+Chroma Key Depth Horizontal Tilt=0.0
+Chroma Key Depth Vertical Tilt=0.0
+Enable Blur=true
+Blur Sampling Range=0.18
+Enable Sharp=true
+Sharp Sampling Range=0.67
+Sharpening Amount=1.78
+Enable Shift=true
+Shift Sampling Range=0.5
+Enable Black Bars=false
+Box Horizontal Ratio=2.39
+Box Vertical Ratio=1.0
+Enable Vignette=false
+Enable Border Blur=false
+Vignette Shape=1
+Vignette Blending Mode=2
+Vignette Contrast=9.35
+Vignette Intensity=0.61
+Vignette Shift=0.0
+Vignette Color Red=-0.2
+Vignette Color Green=-0.17
+Vignette Color Blue=-0.24
+Border Blur Contrast=1.22
+Border Blur Intensity=1.78
+Border Blur Shift=0.0
+Border Blur Radius=1.0
diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx
new file mode 100644
index 0000000..7063e72
--- /dev/null
+++ b/enbseries/enbbloom.fx
@@ -0,0 +1,11 @@
+/*
+ enbbloom.fx : MariENB bloom filter.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* separate for easier maintenance */
+#include "menbglobaldefs.fx"
+#include "menbbloomsettings.fx"
+#include "menbbloominternals.fx"
+#include "menbbloomfilters.fx"
diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini
new file mode 100644
index 0000000..70e82f4
--- /dev/null
+++ b/enbseries/enbbloom.fx.ini
@@ -0,0 +1,61 @@
+[ENBBLOOM.FX]
+TECHNIQUE=0
+Bloom Intensity Night=0.38
+Bloom Intensity Day=0.48
+Bloom Intensity Interior=0.28
+Bloom Contrast Night=1.01
+Bloom Contrast Day=1.04
+Bloom Contrast Interior=1.03
+Bloom Saturation Night=1.22
+Bloom Saturation Day=1.29
+Bloom Saturation Interior=1.24
+Bloom Offset Night=-0.14
+Bloom Offset Day=-0.17
+Bloom Offset Interior=-0.11
+Bloom Intensity Cap Night=25.0
+Bloom Intensity Cap Day=25.0
+Bloom Intensity Cap Interior=25.0
+Bloom Blur Radius X=1.0
+Bloom Blur Radius Y=1.0
+Blue Shift Night Red=0.7
+Blue Shift Night Green=0.4
+Blue Shift Night Blue=1.0
+Blue Shift Day Red=0.2
+Blue Shift Day Green=0.6
+Blue Shift Day Blue=1.0
+Blue Shift Interior Red=0.6
+Blue Shift Interior Green=0.3
+Blue Shift Interior Blue=1.0
+Blue Shift Intensity Night=0.6
+Blue Shift Intensity Day=0.75
+Blue Shift Intensity Interior=0.65
+Blue Shift Luminance Factor Per-pass=0.41
+Blue Shift Color Factor Per-pass=0.9
+Enable Anamorphic Bloom=true
+Anamorphic Bloom Blend Night=0.65
+Anamorphic Bloom Blend Day=0.49
+Anamorphic Bloom Blend Interior=0.38
+Anamorphic Bloom Blue Shift Night Red=0.35
+Anamorphic Bloom Blue Shift Night Green=0.08
+Anamorphic Bloom Blue Shift Night Blue=1.0
+Anamorphic Bloom Blue Shift Day Red=0.35
+Anamorphic Bloom Blue Shift Day Green=0.57
+Anamorphic Bloom Blue Shift Day Blue=1.0
+Anamorphic Bloom Blue Shift Interior Red=0.42
+Anamorphic Bloom Blue Shift Interior Green=0.21
+Anamorphic Bloom Blue Shift Interior Blue=1.0
+Anamorphic Bloom Blue Shift Intensity Night=1.06
+Anamorphic Bloom Blue Shift Intensity Day=1.01
+Anamorphic Bloom Blue Shift Intensity Interior=1.1
+Anamorphic Bloom Contrast Night=1.28
+Anamorphic Bloom Contrast Day=1.38
+Anamorphic Bloom Contrast Interior=1.42
+Anamorphic Bloom Radius Multiplier=1.0
+Bloom Pass 1 Blend=0.33
+Bloom Pass 2 Blend=0.45
+Bloom Pass 3 Blend=0.57
+Bloom Pass 4 Blend=0.74
+Bloom Pass 7 Blend=0.98
+Bloom Pass 8 Blend=1.34
+Bloom Prepass Blend=0.0
+Bloom Base Blend=0.0
diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx
new file mode 100644
index 0000000..1935de6
--- /dev/null
+++ b/enbseries/enbeffect.fx
@@ -0,0 +1,13 @@
+/*
+ enbeffect.fx : MariENB base shader.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* do not touch this! */
+#define E_SHADER_3_0
+/* separate for easier maintenance */
+#include "menbglobaldefs.fx"
+#include "menbeffectsettings.fx"
+#include "menbeffectinternals.fx"
+#include "menbeffectfilters.fx"
diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini
new file mode 100644
index 0000000..a2c6fa0
--- /dev/null
+++ b/enbseries/enbeffect.fx.ini
@@ -0,0 +1,139 @@
+[ENBEFFECT.FX]
+TECHNIQUE=0
+Fixed Resolution Width=1920
+Fixed Resolution Height=1080
+Distortion Chromatic Aberration=27.469999
+Enable Screen Frost=true
+Frost Contrast=1.22
+Frost Strength=0.15
+Frost Radial Contrast=1.93
+Frost Radial Intensity=1.32
+Frost Radial Offset=-1.22
+Frost Texture Blend=1.24
+Frost Texture Blend Contrast=4.36
+Frost Texture Size=0.85
+Frost Factor Night=1.27
+Frost Factor Day=-1.36
+Frost Factor Interior=0.0
+Enable Grain=true
+Grain Speed=15.0
+Grain Intensity=0.08
+Grain Saturation=-0.27
+Grain Two-Pass=true
+Grain Blending Mode=3
+Grain Dark Mask Contrast=19.129999
+Grain Two-Pass Factor=0.04
+Grain Magnification 1=15.13
+Grain Magnification 2=15.3
+Grain Magnification 3=13.15
+Grain Pass 1 Magnification 1=2.05
+Grain Pass 1 Magnification 2=3.11
+Grain Pass 1 Magnification 3=2.22
+Grain Pass 2 Magnification 1=4.25
+Grain Pass 2 Magnification 2=9.42
+Grain Pass 2 Magnification 3=6.29
+Grain Contrast=3.89
+Apply Grain Before Tone Mapping=true
+Enable Dirt=true
+Dirt Coord Factor=-0.09
+Dirt Luminance Factor=0.0
+Dirt Coord Zoom=1.27
+Dirt Luminance Zoom=1.0
+Enable Adaptation=true
+Adaptation Min Night=0.46
+Adaptation Min Day=0.8
+Adaptation Min Interior=0.72
+Adaptation Max Night=1.7
+Adaptation Max Day=1.97
+Adaptation Max Interior=1.83
+Tonemapping Method=2
+Tonemap Exposure Night=1.49
+Tonemap Exposure Day=1.709999
+Tonemap Exposure Interior=1.6
+Tonemap Blend Night=1.0
+Tonemap Blend Day=1.0
+Tonemap Blend Interior=1.0
+Uncharted2 Shoulder Strength Night=0.21
+Uncharted2 Shoulder Strength Day=0.23
+Uncharted2 Shoulder Strength Interior=0.24
+Uncharted2 Linear Strength Night=1.63
+Uncharted2 Linear Strength Day=1.67
+Uncharted2 Linear Strength Interior=1.53
+Uncharted2 Linear Angle Night=0.79
+Uncharted2 Linear Angle Day=0.75
+Uncharted2 Linear Angle Interior=0.76
+Uncharted2 Toe Strength Night=1.21
+Uncharted2 Toe Strength Day=1.27
+Uncharted2 Toe Strength Interior=1.2
+Uncharted2 Toe Numerator Night=4.21
+Uncharted2 Toe Numerator Day=4.28
+Uncharted2 Toe Numerator Interior=4.22
+Uncharted2 Toe Denominator Night=1.35
+Uncharted2 Toe Denominator Day=1.4
+Uncharted2 Toe Denominator Interior=1.32
+Uncharted2 Linear White Night=15.61
+Uncharted2 Linear White Day=18.709999
+Uncharted2 Linear White Interior=17.370001
+Enable RGB Grading=true
+Grading Intensity Night Red=1.01
+Grading Intensity Night Green=1.05
+Grading Intensity Night Blue=1.04
+Grading Intensity Day Red=1.03
+Grading Intensity Day Green=1.0
+Grading Intensity Day Blue=1.02
+Grading Intensity Interior Red=1.0
+Grading Intensity Interior Green=1.05
+Grading Intensity Interior Blue=1.01
+Grading Contrast Night Red=0.97
+Grading Contrast Night Green=0.94
+Grading Contrast Night Blue=0.94
+Grading Contrast Day Red=0.96
+Grading Contrast Day Green=0.99
+Grading Contrast Day Blue=0.99
+Grading Contrast Interior Red=0.97
+Grading Contrast Interior Green=0.99
+Grading Contrast Interior Blue=0.95
+Enable Vibrance Grading=true
+Grading Color Night Red=-0.61
+Grading Color Night Green=-0.88
+Grading Color Night Blue=-0.86
+Grading Color Day Red=-0.59
+Grading Color Day Green=-0.15
+Grading Color Day Blue=-0.43
+Grading Color Interior Red=-0.21
+Grading Color Interior Green=-0.05
+Grading Color Interior Blue=-0.79
+Grading Color Factor Night=-0.11
+Grading Color Factor Day=-0.12
+Grading Color Factor Interior=-0.1
+Enable HSV Grading=true
+Grading Saturation Intensity Night=1.06
+Grading Saturation Intensity Day=1.09
+Grading Saturation Intensity Interior=1.15
+Grading Saturation Contrast Night=1.12
+Grading Saturation Contrast Day=1.09
+Grading Saturation Contrast Interior=1.04
+Grading Value Intensity Night=0.92
+Grading Value Intensity Day=0.96
+Grading Value Intensity Interior=0.95
+Grading Value Contrast Night=1.06
+Grading Value Contrast Day=1.11
+Grading Value Contrast Interior=1.09
+Colorize After HSV=true
+Enable Vanilla Imagespace=true
+Vanilla Tint Blend=0.98
+Vanilla Vibrance Blend=0.96
+Vanilla Contrast Blend=0.84
+Vanilla Tint Contrast=1.31
+Vanilla Tint Strength=1.0
+Vanilla Vibrance Contrast=1.14
+Vanilla Vibrance Strength=1.0
+Enable LUT Grading=true
+LUT Blend Night=0.63
+LUT Blend Day=0.56
+LUT Blend Interior=0.7
+Enable Technicolor=true
+Technicolor Blend=0.5
+Enable Post Dither=true
+Dither Pattern=2
+Display Bloom=false
diff --git a/enbseries/enbeffectprepass.fx b/enbseries/enbeffectprepass.fx
new file mode 100644
index 0000000..19d8c55
--- /dev/null
+++ b/enbseries/enbeffectprepass.fx
@@ -0,0 +1,11 @@
+/*
+ enbeffectprepass.fx : MariENB pre-pass filters.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* separate for easier maintenance */
+#include "menbglobaldefs.fx"
+#include "menbprepasssettings.fx"
+#include "menbprepassinternals.fx"
+#include "menbprepassfilters.fx"
diff --git a/enbseries/enbeffectprepass.fx.ini b/enbseries/enbeffectprepass.fx.ini
new file mode 100644
index 0000000..73889c2
--- /dev/null
+++ b/enbseries/enbeffectprepass.fx.ini
@@ -0,0 +1,211 @@
+[ENBEFFECTPREPASS.FX]
+TECHNIQUE=0
+Fixed Resolution Width=1920
+Fixed Resolution Height=1080
+Depth Cutoff=999998.0
+Near Z=0.05
+Far Z=3098.0
+Distortion Chromatic Aberration=27.469999
+Enable Hot Air Refraction=true
+Heat Texture Size=8.16
+Heat Speed=0.36
+Heat Fade Contrast=231.910004
+Heat Fade Intensity=0.72
+Heat Fade Offset=-0.61
+Heat Intensity=1.04
+Heat Contrast=1.18
+Heat Factor Night=-0.88
+Heat Factor Day=1.1
+Heat Factor Interior=1.0
+Focus Mode=1
+Display Focus Points=false
+Manual Focus Depth=1.0
+Focus Point Center X=50.0
+Focus Point Center Y=50.0
+Focus Triangle Angle=0.5
+Focus Triangle Radius Night=6.0
+Focus Triangle Radius Day=10.0
+Focus Triangle Radius Interior=4.0
+Focus Triangle Blending Night=0.4
+Focus Triangle Blending Day=0.3
+Focus Triangle Blending Interior=0.5
+Focus Maximum Depth Night=990.349976
+Focus Maximum Depth Day=994.340027
+Focus Maximum Depth Interior=984.919983
+DOF Intensity Night=281.829987
+DOF Intensity Day=249.020004
+DOF Intensity Interior=296.119995
+DOF Contrast Night=2.42
+DOF Contrast Day=2.6
+DOF Contrast Interior=2.32
+DOF Shift Night=0.0
+DOF Shift Day=0.0
+DOF Shift Interior=0.0
+DOF Fixed Focus Intensity Night=1.0
+DOF Fixed Focus Intensity Day=1.0
+DOF Fixed Focus Intensity Interior=1.0
+DOF Fixed Focus Contrast Night=1.0
+DOF Fixed Focus Contrast Day=1.0
+DOF Fixed Focus Contrast Interior=1.0
+DOF Fixed Focus Shift Night=0.0
+DOF Fixed Focus Shift Day=0.0
+DOF Fixed Focus Shift Interior=0.0
+DOF Fixed Focus Blend Night=0.0
+DOF Fixed Focus Blend Day=0.0
+DOF Fixed Focus Blend Interior=0.0
+DOF Fixed Focus Depth=0.0
+DOF Fixed Focus Cap=0.0
+DOF Fixed Unfocus Intensity Night=1.19
+DOF Fixed Unfocus Intensity Day=1.36
+DOF Fixed Unfocus Intensity Interior=1.24
+DOF Fixed Unfocus Contrast Night=229.100006
+DOF Fixed Unfocus Contrast Day=324.540009
+DOF Fixed Unfocus Contrast Interior=188.509995
+DOF Fixed Unfocus Shift Night=-0.85
+DOF Fixed Unfocus Shift Day=-0.96
+DOF Fixed Unfocus Shift Interior=-1.04
+DOF Fixed Unfocus Blend Night=1.0
+DOF Fixed Unfocus Blend Day=1.0
+DOF Fixed Unfocus Blend Interior=1.0
+DOF Fixed Unfocus Depth=0.0
+DOF Fixed Use Cutoff=false
+Disable DOF=false
+Use Only Fixed DOF=false
+DOF Gather Blur Radius=8.0
+Enable DOF Post-Blur=true
+DOF Post-Blur Radius=1.0
+DOF Blur Chromatic Aberration=2.37
+Enable DOF Highlights=true
+DOF Highlight Threshold=0.45
+DOF Highlight Gain=2.39
+DOF Bokeh Blur Radius=1.91
+DOF Bokeh Edge Bias=0.74
+DOF Bokeh Fuzz=0.1
+Focus Plane Horizontal Tilt Center=0.5
+Focus Plane Vertical Tilt Center=0.5
+Focus Plane Horizontal Tilt=0.0
+Focus Plane Vertical Tilt=0.0
+DOF Minimum Blur=0.01
+Debug Depth=false
+Debug Focus=false
+Enable Edgevision=false
+Edgevision Fade Contrast Night=2.0
+Edgevision Fade Contrast Day=2.0
+Edgevision Fade Contrast Interior=2.0
+Edgevision Fade Intensity Night=500.0
+Edgevision Fade Intensity Day=500.0
+Edgevision Fade Intensity Interior=500.0
+Edgevision Contrast=0.25
+Edgevision Intensity=4.0
+Edgevision Radius=1.0
+Invert Edgevision=false
+Blend Edgevision=false
+Enable Edge Detect=false
+Edge Detect Contrast=1.0
+Edge Detect Intensity=1.0
+Edge Detect Radius=1.0
+Invert Edge Detect=false
+Blend Edge Detect=false
+Enable Linevision=false
+Linevision Fade Contrast Night=2.0
+Linevision Fade Contrast Day=2.0
+Linevision Fade Contrast Interior=2.0
+Linevision Fade Intensity Night=500.0
+Linevision Fade Intensity Day=500.0
+Linevision Fade Intensity Interior=500.0
+Linevision Contrast=1.0
+Linevision Intensity=2.0
+Linevision Radius=1.0
+Linevision Threshold=0.05
+Invert Linevision=false
+Blend Linevision=false
+Enable Custom Fog=false
+Fog Contrast=1.0
+Fog Intensity=1.0
+Fog Shift=0.0
+Fog ColorX=1.0
+Fog ColorY=1.0
+Fog ColorZ=1.0
+Limbo Mode=false
+Enable SSAO=false
+SSAO Radius=0.05
+SSAO Noise=0
+SSAO Fade Contrast Night=0.48
+SSAO Fade Contrast Day=0.45
+SSAO Fade Contrast Interior=0.43
+SSAO Fade Intensity Night=1.343
+SSAO Fade Intensity Day=1.53
+SSAO Fade Intensity Interior=1.41
+SSAO Intensity=1.5
+SSAO Contrast=0.5
+SSAO Shift=-0.5
+SSAO Blending=0.8
+SSAO Blur=true
+SSAO Bilateral Factor=1500.0
+SSAO Range=20.0
+SSAO Range Min=0.0
+SSAO Blur Radius=1.0
+Debug SSAO=false
+Sharpen Enable=true
+Sharpen Radius=0.8
+Sharpen Clamp=0.1
+Sharpen Blending=8.0
+Depth Grading Center Depth=0.0
+Depth Grading Contrast Night=230.529999
+Depth Grading Contrast Day=263.980011
+Depth Grading Contrast Interior=244.149994
+Depth Grading Intensity Night=1.47
+Depth Grading Intensity Day=1.35
+Depth Grading Intensity Interior=1.64
+Depth Grading Shift Night=-0.66
+Depth Grading Shift Day=-0.82
+Depth Grading Shift Interior=-0.47
+Depth Grading Blend Night=1.0
+Depth Grading Blend Day=1.0
+Depth Grading Blend Interior=1.0
+Enable RGB Grading=true
+Grading Intensity Night Red=0.94
+Grading Intensity Night Green=0.97
+Grading Intensity Night Blue=1.02
+Grading Intensity Day Red=1.07
+Grading Intensity Day Green=0.98
+Grading Intensity Day Blue=0.89
+Grading Intensity Interior Red=1.02
+Grading Intensity Interior Green=0.99
+Grading Intensity Interior Blue=0.95
+Grading Contrast Night Red=1.06
+Grading Contrast Night Green=0.99
+Grading Contrast Night Blue=0.93
+Grading Contrast Day Red=0.87
+Grading Contrast Day Green=0.95
+Grading Contrast Day Blue=1.02
+Grading Contrast Interior Red=1.01
+Grading Contrast Interior Green=0.92
+Grading Contrast Interior Blue=0.89
+Enable Vibrance Grading=true
+Grading Color Night Red=-0.54
+Grading Color Night Green=-0.21
+Grading Color Night Blue=-0.92
+Grading Color Day Red=-0.57
+Grading Color Day Green=-0.36
+Grading Color Day Blue=-0.79
+Grading Color Interior Red=-0.86
+Grading Color Interior Green=-0.32
+Grading Color Interior Blue=-0.42
+Grading Color Factor Night=-0.18
+Grading Color Factor Day=-0.25
+Grading Color Factor Interior=-0.11
+Enable HSV Grading=true
+Grading Saturation Intensity Night=1.09
+Grading Saturation Intensity Day=1.05
+Grading Saturation Intensity Interior=1.11
+Grading Saturation Contrast Night=1.36
+Grading Saturation Contrast Day=1.27
+Grading Saturation Contrast Interior=1.17
+Grading Value Intensity Night=0.44
+Grading Value Intensity Day=0.65
+Grading Value Intensity Interior=0.32
+Grading Value Contrast Night=0.75
+Grading Value Contrast Day=0.65
+Grading Value Contrast Interior=0.79
+Colorize After HSV=true
diff --git a/enbseries/enblens.fx b/enbseries/enblens.fx
new file mode 100644
index 0000000..b9e0349
--- /dev/null
+++ b/enbseries/enblens.fx
@@ -0,0 +1,57 @@
+/*
+ enblens.fx : MariENB Lens filters.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+struct VS_OUTPUT_POST
+{
+ float4 vpos : POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.txcoord0.xy = IN.txcoord0.xy;
+ return OUT;
+}
+float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR
+{
+ return 0.0;
+}
+technique Draw
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Dummy();
+ PixelShader = compile ps_3_0 PS_Dummy();
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ CullMode = NONE;
+ AlphaBlendEnable = FALSE;
+ AlphaTestEnable = FALSE;
+ SeparateAlphaBlendEnable = FALSE;
+ SRGBWriteEnable = FALSE;
+ }
+}
+technique LensPostPass
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Dummy();
+ PixelShader = compile ps_3_0 PS_Dummy();
+ AlphaBlendEnable = TRUE;
+ SrcBlend = ONE;
+ DestBlend = ONE;
+ ColorWriteEnable = RED|GREEN|BLUE;
+ CullMode = NONE;
+ AlphaTestEnable = FALSE;
+ SeparateAlphaBlendEnable = FALSE;
+ SRGBWriteEnable = FALSE;
+ }
+}
diff --git a/enbseries/enblens.fx.ini b/enbseries/enblens.fx.ini
new file mode 100644
index 0000000..d1938c1
--- /dev/null
+++ b/enbseries/enblens.fx.ini
@@ -0,0 +1,2 @@
+[ENBLENS.FX]
+TECHNIQUE=0
diff --git a/enbseries/enbpalette.bmp b/enbseries/enbpalette.bmp
new file mode 100644
index 0000000..7298fcf
Binary files /dev/null and b/enbseries/enbpalette.bmp differ
diff --git a/enbseries/enbraindrops.tga b/enbseries/enbraindrops.tga
new file mode 100644
index 0000000..38062ef
Binary files /dev/null and b/enbseries/enbraindrops.tga differ
diff --git a/enbseries/enbsunsprite.fx b/enbseries/enbsunsprite.fx
new file mode 100644
index 0000000..20f86fe
--- /dev/null
+++ b/enbseries/enbsunsprite.fx
@@ -0,0 +1,49 @@
+/*
+ enbsunsprite.fx : MariENB sun sprite filters.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* This shader intentionally does nothing */
+struct VS_OUTPUT_POST
+{
+ float4 vpos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.vpos = pos;
+ OUT.txcoord.xy = IN.txcoord.xy;
+ return OUT;
+}
+float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ return 0.0;
+}
+technique Draw
+{
+ pass P0
+ {
+ VertexShader = compile vs_3_0 VS_Dummy();
+ PixelShader = compile ps_3_0 PS_Dummy();
+ AlphaBlendEnable = TRUE;
+ SrcBlend = ONE;
+ DestBlend = ONE;
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
diff --git a/enbseries/enbsunsprite.fx.ini b/enbseries/enbsunsprite.fx.ini
new file mode 100644
index 0000000..cf7763b
--- /dev/null
+++ b/enbseries/enbsunsprite.fx.ini
@@ -0,0 +1,2 @@
+[ENBSUNSPRITE.FX]
+TECHNIQUE=0
diff --git a/enbseries/menbbloomfilters.fx b/enbseries/menbbloomfilters.fx
new file mode 100644
index 0000000..84b9a9c
--- /dev/null
+++ b/enbseries/menbbloomfilters.fx
@@ -0,0 +1,236 @@
+/*
+ menbbloomfilters.fx : MariENB bloom shader routines.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
+{
+ VS_OUTPUT_POST OUT;
+ float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1);
+ OUT.vpos = pos;
+ OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy;
+ return OUT;
+}
+/* helper functions */
+/* photometric */
+#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
+/* CCIR601 */
+//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
+float3 rgb2hsv( float3 c )
+{
+ float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
+ float4 p = (c.g bloomcap ) hsv.z = bloomcap;
+ res.rgb = hsv2rgb(hsv);
+ res = max(res+bloombump,0);
+ hsv = rgb2hsv(res.rgb);
+ hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0);
+ hsv.z = pow(hsv.z,bloompower);
+ res.rgb = hsv2rgb(hsv)*bloomintensity;
+ res.a = 1.0;
+ return res;
+}
+/* Horizontal blur step goes here */
+float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
+{
+ float2 coord = In.txcoord0.xy;
+ float4 res = float4(0,0,0,0);
+ int i;
+ float sum = 0;
+ float inc = TempParameters.z*bloomradiusx;
+ float2 pp;
+ [unroll] for ( i=-7; i<=7; i++ )
+ {
+ pp = coord+float2(i,0)*inc;
+ res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
+ sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0;
+ }
+ res *= 1.0/sum;
+ res.a = 1.0;
+ return res;
+}
+/* This is the vertical step */
+float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
+{
+ float2 coord = In.txcoord0.xy;
+ float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
+ int i;
+ float sum = 0;
+ float inc = TempParameters.z*bloomradiusy;
+ float2 pp;
+ [unroll] for ( i=-7; i<=7; i++ )
+ {
+ pp = coord+float2(0,i)*inc;
+ res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
+ sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0;
+ }
+ res *= 1.0/sum;
+ /* blue shift */
+ float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
+ float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
+ float3 blu_i = float3(blu_i_r,blu_i_g,blu_i_b);
+ float3 blu = tod_ind(blu);
+ float bsi = tod_ind(bsi);
+ float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*bsi;
+ lm = lm/(1.0+lm);
+ lm *= 1.0-saturate((TempParameters.w-1.0)*bslp);
+ blu = saturate(blu+(TempParameters.w-1.0)*bsbp);
+ res.rgb *= lerp(1.0,blu,lm);
+ res.a = 1.0;
+ return res;
+}
+/*
+ Horizontal anamorphic bloom step. This is somewhat realistic except that
+ most lenses (e.g.: glasses, both convex and concave) cause VERTICAL
+ anamorphic bloom due to their curvature. However since ENB doesn't let me
+ switch the order of the blurring, it's impossible to do so. I don't really
+ have a problem with that, this also looks nice.
+
+ I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
+ they call "anamorphic lens flare", which has an ass-backwards-retarded
+ implementation, which serves to showcase their incompetence. Rather than use
+ a single-axis massive-scale blur like I do, they simply awkwardly stretch
+ sampling coordinates along one axis, which doesn't even have the same effect
+ as it just makes it so bright areas ONLY at the very middle of the screen
+ produces sharp bright lines extending towards the sides.
+*/
+float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
+{
+ if ( !alfenable ) return float4(0,0,0,1);
+ float2 coord = In.txcoord0.xy;
+ float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
+ int i;
+ float sum = 0;
+ float inc = TempParameters.z*bloomradiusx*flen;
+ float2 pp;
+ [unroll] for ( i=-79; i<=79; i++ )
+ {
+ pp = coord+float2(i,0)*inc;
+ res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
+ sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
+ }
+ res *= 1.0/sum;
+ /* blue shift */
+ float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
+ float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
+ float3 flu_i = float3(flu_i_r,flu_i_g,flu_i_b);
+ float3 flu = tod_ind(flu);
+ float fsi = tod_ind(fsi);
+ float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*fsi;
+ lm = lm/(1.0+lm);
+ float fbl = tod_ind(fbl);
+ float fpw = tod_ind(fpw);
+ res.rgb *= lerp(1.0,flu,lm);
+ res.rgb = pow(max(0,res.rgb),fpw)*fbl;
+ res.a = 1.0;
+ return res;
+}
+/* end pass, mix it all up */
+float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
+{
+ float2 coord = In.txcoord0.xy;
+ float4 res = float4(0,0,0,0);
+ res += bloommix1*tex2D(SamplerBloomC1,coord); // P1
+ res += bloommix2*tex2D(SamplerBloomC2,coord); // P2
+ res += bloommix3*tex2D(SamplerBloomC3,coord); // P3
+ res += bloommix4*tex2D(SamplerBloomC4,coord); // P4
+ res += bloommix5*tex2D(SamplerBloomC5,coord); // Prepass
+ res += bloommix6*tex2D(SamplerBloomC6,coord); // Base
+ res += bloommix7*tex2D(SamplerBloomC7,coord); // P5
+ res += bloommix8*tex2D(SamplerBloomC8,coord); // P6
+ res.rgb /= 6.0;
+ res.rgb = clamp(res.rgb,0,32768);
+ res.a = 1.0;
+ return res;
+}
+/* techniques */
+technique BloomPrePass
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Bloom();
+ PixelShader = compile ps_3_0 PS_BloomPrePass();
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ CullMode = NONE;
+ AlphaBlendEnable = FALSE;
+ AlphaTestEnable = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique BloomTexture1
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Bloom();
+ PixelShader = compile ps_3_0 PS_BloomTexture1();
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ CullMode = NONE;
+ AlphaBlendEnable = FALSE;
+ AlphaTestEnable = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+ pass p1
+ {
+ AlphaBlendEnable = true;
+ SrcBlend = One;
+ DestBlend = One;
+ PixelShader = compile ps_3_0 PS_AnamPass();
+ }
+}
+technique BloomTexture2
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Bloom();
+ PixelShader = compile ps_3_0 PS_BloomTexture2();
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ CullMode = NONE;
+ AlphaBlendEnable = FALSE;
+ AlphaTestEnable = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique BloomPostPass
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Bloom();
+ PixelShader = compile ps_3_0 PS_BloomPostPass();
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ CullMode = NONE;
+ AlphaBlendEnable = FALSE;
+ AlphaTestEnable = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
diff --git a/enbseries/menbbloominternals.fx b/enbseries/menbbloominternals.fx
new file mode 100644
index 0000000..4fd370c
--- /dev/null
+++ b/enbseries/menbbloominternals.fx
@@ -0,0 +1,270 @@
+/*
+ menbbloominternals.fx : MariENB bloom internal variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* mathematical constants */
+static const float pi = 3.1415926535898;
+/* gaussian blur matrices */
+/* radius: 4, std dev: 1.5 */
+/*static const float gauss4[4] =
+{
+ 0.270682, 0.216745, 0.111281, 0.036633
+};*/
+/* radius: 8, std dev: 3 */
+static const float gauss8[8] =
+{
+ 0.134598, 0.127325, 0.107778, 0.081638,
+ 0.055335, 0.033562, 0.018216, 0.008847
+};
+/* radius: 40, std dev: 15 */
+/*static const float gauss40[40] =
+{
+ 0.026823, 0.026763, 0.026585, 0.026291,
+ 0.025886, 0.025373, 0.024760, 0.024055,
+ 0.023267, 0.022404, 0.021478, 0.020499,
+ 0.019477, 0.018425, 0.017352, 0.016269,
+ 0.015186, 0.014112, 0.013056, 0.012025,
+ 0.011027, 0.010067, 0.009149, 0.008279,
+ 0.007458, 0.006688, 0.005972, 0.005308,
+ 0.004697, 0.004139, 0.003630, 0.003170,
+ 0.002756, 0.002385, 0.002055, 0.001763,
+ 0.001506, 0.001280, 0.001084, 0.000913
+};*/
+/* radius: 80, std dev: 30 */
+static const float gauss80[80] =
+{
+ 0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
+ 0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
+ 0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
+ 0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
+ 0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
+ 0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
+ 0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
+ 0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
+ 0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
+ 0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
+ 0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
+ 0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
+ 0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
+ 0.000456, 0.000418
+};
+/* standard stuff */
+float4 ScreenSize;
+float4 TempParameters;
+float4 BloomParameters;
+float ENightDayFactor;
+float EInteriorFactor;
+/* samplers and textures */
+texture2D texBloom1;
+texture2D texBloom2;
+texture2D texBloom3;
+texture2D texBloom4;
+texture2D texBloom5;
+texture2D texBloom6;
+texture2D texBloom7;
+texture2D texBloom8;
+sampler2D SamplerBloom1 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloom2 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloom3 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloom4 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloom5 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloom6 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloom7 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloom8 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC1 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC2 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC3 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC4 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC5 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC6 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC7 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerBloomC8 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+/* whatever */
+struct VS_OUTPUT_POST
+{
+ float4 vpos : POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
diff --git a/enbseries/menbbloomsettings.fx b/enbseries/menbbloomsettings.fx
new file mode 100644
index 0000000..bd0ea8e
--- /dev/null
+++ b/enbseries/menbbloomsettings.fx
@@ -0,0 +1,337 @@
+/*
+ menbbloomsettings.fx : MariENB bloom user-tweakable variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+string str_bloompre = "Bloom Prepass";
+/* bloom intensity */
+float bloomintensity_n
+<
+ string UIName = "Bloom Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bloomintensity_d
+<
+ string UIName = "Bloom Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bloomintensity_i
+<
+ string UIName = "Bloom Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+/* bloom power (contrast) */
+float bloompower_n
+<
+ string UIName = "Bloom Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bloompower_d
+<
+ string UIName = "Bloom Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bloompower_i
+<
+ string UIName = "Bloom Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+/* bloom saturation */
+float bloomsaturation_n
+<
+ string UIName = "Bloom Saturation Night";
+ string UIWidget = "Spinner";
+> = {0.75};
+float bloomsaturation_d
+<
+ string UIName = "Bloom Saturation Day";
+ string UIWidget = "Spinner";
+> = {0.75};
+float bloomsaturation_i
+<
+ string UIName = "Bloom Saturation Interior";
+ string UIWidget = "Spinner";
+> = {0.75};
+/* bloom offset (negative values keep dark areas from muddying up) */
+float bloombump_n
+<
+ string UIName = "Bloom Offset Night";
+ string UIWidget = "Spinner";
+> = {-0.5};
+float bloombump_d
+<
+ string UIName = "Bloom Offset Day";
+ string UIWidget = "Spinner";
+> = {-0.5};
+float bloombump_i
+<
+ string UIName = "Bloom Offset Interior";
+ string UIWidget = "Spinner";
+> = {-0.5};
+/* bloom cap (maximum brightness samples can have) */
+float bloomcap_n
+<
+ string UIName = "Bloom Intensity Cap Night";
+ string UIWidget = "Spinner";
+> = {20.0};
+float bloomcap_d
+<
+ string UIName = "Bloom Intensity Cap Day";
+ string UIWidget = "Spinner";
+> = {20.0};
+float bloomcap_i
+<
+ string UIName = "Bloom Intensity Cap Interior";
+ string UIWidget = "Spinner";
+> = {20.0};
+string str_bloomper = "Bloom Per-pass";
+/* bloom blur radius */
+float bloomradiusx
+<
+ string UIName = "Bloom Blur Radius X";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bloomradiusy
+<
+ string UIName = "Bloom Blur Radius Y";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+/* bloom tint/blueshift parameters */
+float blu_n_r
+<
+ string UIName = "Blue Shift Night Red";
+ string UIWidget = "Spinner";
+> = {0.2};
+float blu_n_g
+<
+ string UIName = "Blue Shift Night Green";
+ string UIWidget = "Spinner";
+> = {0.6};
+float blu_n_b
+<
+ string UIName = "Blue Shift Night Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float blu_d_r
+<
+ string UIName = "Blue Shift Day Red";
+ string UIWidget = "Spinner";
+> = {0.2};
+float blu_d_g
+<
+ string UIName = "Blue Shift Day Green";
+ string UIWidget = "Spinner";
+> = {0.6};
+float blu_d_b
+<
+ string UIName = "Blue Shift Day Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float blu_i_r
+<
+ string UIName = "Blue Shift Interior Red";
+ string UIWidget = "Spinner";
+> = {0.2};
+float blu_i_g
+<
+ string UIName = "Blue Shift Interior Green";
+ string UIWidget = "Spinner";
+> = {0.6};
+float blu_i_b
+<
+ string UIName = "Blue Shift Interior Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float bsi_n
+<
+ string UIName = "Blue Shift Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.5};
+float bsi_d
+<
+ string UIName = "Blue Shift Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.5};
+float bsi_i
+<
+ string UIName = "Blue Shift Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.5};
+float bslp
+<
+ string UIName = "Blue Shift Luminance Factor Per-pass";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.22};
+float bsbp
+<
+ string UIName = "Blue Shift Color Factor Per-pass";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.33};
+/* anamorphic bloom (very intensive) */
+string str_bloomalf = "Anamorphic Bloom";
+bool alfenable
+<
+ string UIName = "Enable Anamorphic Bloom";
+ string UIWidget = "Checkbox";
+> = {true};
+float fbl_n
+<
+ string UIName = "Anamorphic Bloom Blend Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.75};
+float fbl_d
+<
+ string UIName = "Anamorphic Bloom Blend Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.75};
+float fbl_i
+<
+ string UIName = "Anamorphic Bloom Blend Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.75};
+float flu_n_r
+<
+ string UIName = "Anamorphic Bloom Blue Shift Night Red";
+ string UIWidget = "Spinner";
+> = {0.4};
+float flu_n_g
+<
+ string UIName = "Anamorphic Bloom Blue Shift Night Green";
+ string UIWidget = "Spinner";
+> = {0.1};
+float flu_n_b
+<
+ string UIName = "Anamorphic Bloom Blue Shift Night Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float flu_d_r
+<
+ string UIName = "Anamorphic Bloom Blue Shift Day Red";
+ string UIWidget = "Spinner";
+> = {0.5};
+float flu_d_g
+<
+ string UIName = "Anamorphic Bloom Blue Shift Day Green";
+ string UIWidget = "Spinner";
+> = {0.1};
+float flu_d_b
+<
+ string UIName = "Anamorphic Bloom Blue Shift Day Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float flu_i_r
+<
+ string UIName = "Anamorphic Bloom Blue Shift Interior Red";
+ string UIWidget = "Spinner";
+> = {0.5};
+float flu_i_g
+<
+ string UIName = "Anamorphic Bloom Blue Shift Interior Green";
+ string UIWidget = "Spinner";
+> = {0.1};
+float flu_i_b
+<
+ string UIName = "Anamorphic Bloom Blue Shift Interior Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float fsi_n
+<
+ string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float fsi_d
+<
+ string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float fsi_i
+<
+ string UIName = "Anamorphic Bloom Blue Shift Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float fpw_n
+<
+ string UIName = "Anamorphic Bloom Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float fpw_d
+<
+ string UIName = "Anamorphic Bloom Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float fpw_i
+<
+ string UIName = "Anamorphic Bloom Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float flen
+<
+ string UIName = "Anamorphic Bloom Radius Multiplier";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+string str_bloompost = "Bloom Post-pass";
+/* bloom mix factors */
+float bloommix1
+<
+ string UIName = "Bloom Pass 1 Blend";
+ string UIWidget = "Spinner";
+> = {0.75};
+float bloommix2
+<
+ string UIName = "Bloom Pass 2 Blend";
+ string UIWidget = "Spinner";
+> = {0.8};
+float bloommix3
+<
+ string UIName = "Bloom Pass 3 Blend";
+ string UIWidget = "Spinner";
+> = {0.85};
+float bloommix4
+<
+ string UIName = "Bloom Pass 4 Blend";
+ string UIWidget = "Spinner";
+> = {0.9};
+float bloommix7
+<
+ string UIName = "Bloom Pass 7 Blend";
+ string UIWidget = "Spinner";
+> = {0.95};
+float bloommix8
+<
+ string UIName = "Bloom Pass 8 Blend";
+ string UIWidget = "Spinner";
+> = {1.0};
+float bloommix5
+<
+ string UIName = "Bloom Prepass Blend";
+ string UIWidget = "Spinner";
+> = {0.0};
+float bloommix6
+<
+ string UIName = "Bloom Base Blend";
+ string UIWidget = "Spinner";
+> = {0.0};
diff --git a/enbseries/menbeffectfilters.fx b/enbseries/menbeffectfilters.fx
new file mode 100644
index 0000000..961fa81
--- /dev/null
+++ b/enbseries/menbeffectfilters.fx
@@ -0,0 +1,473 @@
+/*
+ menbeffectfilters.fx : MariENB base shader routines.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.txcoord0.xy = IN.txcoord0.xy;
+ return OUT;
+}
+float4 _c1 : register(c1);
+float4 _c2 : register(c2);
+float4 _c19 : register(c19);
+float4 _c20 : register(c20);
+float4 _c22 : register(c22);
+#define _r1 _c1
+#define _r2 _c2
+#define _r3 _c19
+#define _r4 _c20
+#define _r5 _c22
+/*
+ FALLOUT REGISTERS
+
+ r1 (c1): r2 (c2): r3 (c19):
+ x -> adapt max x -> unused x -> vibrance
+ y -> unused y -> unused y -> balancer
+ z -> unused z -> bloom mix z -> multiplier 1
+ w -> unused w -> unused w -> multiplier 2
+
+ r4 (c20): r5 (c22):
+ x -> tint red x -> fade red
+ y -> tint green y -> fade green
+ z -> tint blue z -> fade blue
+ w -> tint value w -> fade value
+*/
+/* helper functions */
+/* photometric */
+#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
+/* CCIR601 */
+//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
+/* overlay blend */
+#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
+/* "dark mask" blending is something I came up with and can't really explain */
+#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
+float3 rgb2hsv( float3 c )
+{
+ float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
+ float4 p = (c.g 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
+ float2 ofs = tex2D(SamplerFrost,nc).xy;
+ ofs = (ofs-0.5)*2.0;
+ ofs *= pow(length(ofs),frostpow)*froststrength;
+ ofs *= max(0.0,tod_ind(frostfactor));
+ float dist = distance(coord,float2(0.5,0.5))*2.0;
+ ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0);
+ return coord+ofs;
+}
+/* Old MariENB 0.x screen dirt filter, updated */
+float3 ScreenDirt( float3 res, float2 coord )
+{
+ float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
+ float3 ncolc = tex2D(SamplerNoise1,coord*dirtmc*nr).rgb;
+ float2 ds = float2(res.r+res.g,res.g+res.b)/2.0;
+ float3 ncoll = tex2D(SamplerNoise1,ds*dirtml).rgb;
+ res = lerp(res,(ncolc.r+1.0)*res,dirtcfactor
+ *saturate(1.0-(ds.x+ds.y)*0.25));
+ res = lerp(res,(ncoll.r+1.0)*res,dirtlfactor
+ *saturate(1.0-(ds.x+ds.y)*0.25));
+ return res;
+}
+/* MariENB shader */
+float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord0.xy;
+ float2 bresl;
+ if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float4 res;
+ float3 bcol;
+ if ( frostenable )
+ {
+ float2 ofs = ScreenFrost(coord);
+ ofs -= coord;
+ if ( (distcha != 0.0) && (length(ofs) != 0.0) )
+ {
+ float2 ofr, ofg, ofb;
+ ofr = ofs*(1.0-distcha*0.01);
+ ofg = ofs;
+ ofb = ofs*(1.0+distcha*0.01);
+ res = float4(tex2D(_s0,coord+ofr).r,
+ tex2D(_s0,coord+ofg).g,
+ tex2D(_s0,coord+ofb).b,1.0);
+ bcol = float3(tex2D(_s3,coord+ofr).r,
+ tex2D(_s3,coord+ofg).g,
+ tex2D(_s3,coord+ofb).b)*EBloomAmount;
+ }
+ else
+ {
+ res = tex2D(_s0,coord+ofs);
+ bcol = tex2D(_s3,coord+ofs).rgb*EBloomAmount;
+ }
+ float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
+ float bmp = pow(max(0,tex2D(SamplerFrost,nc).z),frostbpow);
+ float dist = distance(coord,float2(0.5,0.5))*2.0;
+ dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
+ 1.0)*frostblend;
+ dist *= max(0.0,tod_ind(frostfactor));
+ res.rgb *= 1.0+bmp*dist;
+ }
+ else
+ {
+ res = tex2D(_s0,coord);
+ bcol = tex2D(_s3,coord).rgb*EBloomAmount;
+ }
+ res.rgb = pow(max(res.rgb,0.0),2.2);
+ if ( bloomdebug ) res.rgb *= 0;
+ res.rgb += bcol;
+ if ( aenable ) res.rgb = Adaptation(res.rgb);
+ if ( nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
+ if ( dirtenable ) res.rgb = ScreenDirt(res.rgb,coord);
+ res.rgb = Tonemap(res.rgb);
+ if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
+ if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
+ if ( colorizeafterhsv )
+ {
+ if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
+ if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
+ }
+ else
+ {
+ if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
+ if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
+ }
+ if ( techenable ) res.rgb = Technicolor(res.rgb);
+ if ( lutenable ) res.rgb = GradingLUT(res.rgb);
+ if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
+ res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
+ if ( dodither ) res.rgb = Dither(res.rgb,coord);
+ res.rgb = max(0,res.rgb);
+ res.a = 1.0;
+ return res;
+}
+/*
+ So... let me get this straight... rather than simply switching techniques,
+ Boris just compiles the program twice with and without this macro, then
+ toggling "UseEffect" switches between each variation? Wat?
+*/
+#ifndef ENB_FLIPTECHNIQUE
+technique Shader_C1DAE3F7
+#else
+technique Shader_ORIGINALPOSTPROCESS
+#endif
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Mari();
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ ZEnable = FALSE;
+ ZWriteEnable = FALSE;
+ CullMode = NONE;
+ AlphaTestEnable = FALSE;
+ AlphaBlendEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+#ifndef ENB_FLIPTECHNIQUE
+technique Shader_ORIGINALPOSTPROCESS
+#else
+technique Shader_C1DAE3F7
+#endif
+{
+ pass p0
+ {
+ VertexShader = asm
+ {
+ vs_1_1
+ def c3,2,-2,0,0
+ dcl_position v0
+ dcl_texcoord v1
+ mov r0.xy,c0
+ mad oPos.xy,r0,-c3,v0
+ add oT0.xy,v1,c1
+ add oT1.xy,v1,c2
+ mov oPos.zw,v0
+ };
+ /* >inline assembly */
+ PixelShader = asm
+ {
+ ps_2_x
+ def c0,0.5,0,0,0
+ def c3,0.298999995,0.587000012,0.114,0
+ dcl t0.xy
+ dcl t1.xy
+ dcl_2d s0
+ dcl_2d s1
+ texld r0,t1,s1
+ texld r1,t0,s0
+ max r0.w,r1.w,c1.x
+ rcp r0.w,r0.w
+ mul r1.w,r0.w,c0.x
+ mul r0.w,r0.w,c1.x
+ mul r1.xyz,r1,r1.w
+ max r2.xyz,r1,c0.y
+ mad r0.xyz,r0.w,r0,r2
+ dp3 r0.w,r0,c3
+ lrp r1.xyz,c19.x,r0,r0.w
+ mad r0.xyz,r0.w,c20,-r1
+ mad r0.xyz,c20.w,r0,r1
+ mad r0.xyz,c19.w,r0,-c19.y
+ mad r0.xyz,c19.z,r0,c19.y
+ lrp r1.xyz,c22.w,c22,r0
+ mov r1.w,c2.z
+ mov oC0,r1
+ };
+ ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
+ ZEnable = FALSE;
+ ZWriteEnable = FALSE;
+ CullMode = NONE;
+ AlphaTestEnable = FALSE;
+ AlphaBlendEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
diff --git a/enbseries/menbeffectinternals.fx b/enbseries/menbeffectinternals.fx
new file mode 100644
index 0000000..82a9fa1
--- /dev/null
+++ b/enbseries/menbeffectinternals.fx
@@ -0,0 +1,266 @@
+/*
+ menbeffectinternals.fx : MariENB base internal variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/*
+ dithering threshold maps
+ don't touch unless you know what you're doing
+*/
+static const float checkers[4] =
+{
+ 1.0,0.0,
+ 0.0,1.0
+};
+#define d(x) x/4.0
+static const float ordered2[4] =
+{
+ d(0),d(2),
+ d(4),d(2)
+};
+#undef d
+#define d(x) x/64.0
+static const float ordered8[64] =
+{
+ d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
+ d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
+ d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
+ d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
+ d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
+ d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
+ d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
+ d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
+};
+#undef d
+
+/* standard stuff */
+float4 ScreenSize;
+float4 Timer;
+float ENightDayFactor;
+float EInteriorFactor;
+float EBloomAmount;
+/* samplers and textures */
+texture2D texs0;
+texture2D texs1;
+texture2D texs2;
+texture2D texs3;
+texture2D texs4;
+texture2D texs7;
+texture2D texNoise1
+<
+ string ResourceName = "menbnoise1.png";
+>;
+texture2D texNoise2
+<
+ string ResourceName = "menbnoise2.png";
+>;
+texture2D texNoise3
+<
+ string ResourceName = "menbnoise3.png";
+>;
+texture3D texLUTN
+<
+ string ResourceName = "menblut_night.dds";
+>;
+texture3D texLUTD
+<
+ string ResourceName = "menblut_day.dds";
+>;
+texture3D texLUTI
+<
+ string ResourceName = "menblut_interior.dds";
+>;
+texture2D texTonemap
+<
+ string ResourceName = "menbfilmlut.png";
+>;
+texture2D texFrost
+<
+#ifdef FROST_DDS
+ string ResourceName = "menbfrost.dds";
+#else
+ string ResourceName = "menbfrost.png";
+#endif
+>;
+sampler2D _s0 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D _s1 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D _s2 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D _s3 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D _s4 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D _s7 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};sampler2D SamplerNoise1 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerNoise2 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerNoise3 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler3D SamplerLUTN = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ AddressW = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler3D SamplerLUTD = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ AddressW = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler3D SamplerLUTI = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ AddressW = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerTonemap = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerFrost = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+/* whatever */
+struct VS_OUTPUT_POST
+{
+ float4 vpos : POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
diff --git a/enbseries/menbeffectsettings.fx b/enbseries/menbeffectsettings.fx
new file mode 100644
index 0000000..e98aa3a
--- /dev/null
+++ b/enbseries/menbeffectsettings.fx
@@ -0,0 +1,793 @@
+/*
+ menbeffectsettings.fx : MariENB base user-tweakable variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+string str_misc = "Miscellaneous";
+/* fixed resolution, keeps blur filters at a consistent internal resolution */
+int fixedx
+<
+ string UIName = "Fixed Resolution Width";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+> = {1920};
+int fixedy
+<
+ string UIName = "Fixed Resolution Height";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+> = {1080};
+string str_dist = "Frost Overlay";
+float distcha
+<
+ string UIName = "Distortion Chromatic Aberration";
+ string UIWidget = "Spinner";
+> = {10.0};
+bool frostenable
+<
+ string UIName = "Enable Screen Frost";
+ string UIWidget = "Checkbox";
+> = {false};
+float frostpow
+<
+ string UIName = "Frost Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float froststrength
+<
+ string UIName = "Frost Strength";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float frostrpow
+<
+ string UIName = "Frost Radial Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float frostrmult
+<
+ string UIName = "Frost Radial Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float frostrbump
+<
+ string UIName = "Frost Radial Offset";
+ string UIWidget = "Spinner";
+> = {0.0};
+float frostblend
+<
+ string UIName = "Frost Texture Blend";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float frostbpow
+<
+ string UIName = "Frost Texture Blend Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float frostsize
+<
+ string UIName = "Frost Texture Size";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float frostfactor_n
+<
+ string UIName = "Frost Factor Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float frostfactor_d
+<
+ string UIName = "Frost Factor Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float frostfactor_i
+<
+ string UIName = "Frost Factor Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* film grain */
+string str_noise = "Film Grain";
+bool ne
+<
+ string UIName = "Enable Grain";
+ string UIWidget = "Checkbox";
+> = {false};
+/* speed of grain */
+float nf
+<
+ string UIName = "Grain Speed";
+ string UIWidget = "Spinner";
+> = {2500.0};
+/* intensity of grain */
+float ni
+<
+ string UIName = "Grain Intensity";
+ string UIWidget = "Spinner";
+> = {0.05};
+/* saturation of grain */
+float ns
+<
+ string UIName = "Grain Saturation";
+ string UIWidget = "Spinner";
+> = {0.0};
+/* use two-pass grain (double the texture fetches, but looks less uniform) */
+bool np
+<
+ string UIName = "Grain Two-Pass";
+ string UIWidget = "Checkbox";
+> = {true};
+/*
+ blending mode for grain:
+ 0 -> normal
+ 1 -> add
+ 2 -> overlay
+ 3 -> "dark mask", a personal invention
+*/
+int nb
+<
+ string UIName = "Grain Blending Mode";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+ int UIMax = 3;
+> = {1};
+/* dark mask blend mode contrast for mask image */
+float bnp
+<
+ string UIName = "Grain Dark Mask Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.5};
+/* two-pass distortion factor (0 = look just like one-pass grain) */
+float nk
+<
+ string UIName = "Grain Two-Pass Factor";
+ string UIWidget = "Spinner";
+> = {0.04};
+/* zoom factors for each component of each noise texture */
+float nm1
+<
+ string UIName = "Grain Magnification 1";
+ string UIWidget = "Spinner";
+> = {13.25};
+float nm2
+<
+ string UIName = "Grain Magnification 2";
+ string UIWidget = "Spinner";
+> = {19.64};
+float nm3
+<
+ string UIName = "Grain Magnification 3";
+ string UIWidget = "Spinner";
+> = {17.35};
+float nm11
+<
+ string UIName = "Grain Pass 1 Magnification 1";
+ string UIWidget = "Spinner";
+> = {2.05};
+float nm12
+<
+ string UIName = "Grain Pass 1 Magnification 2";
+ string UIWidget = "Spinner";
+> = {3.11};
+float nm13
+<
+ string UIName = "Grain Pass 1 Magnification 3";
+ string UIWidget = "Spinner";
+> = {2.22};
+float nm21
+<
+ string UIName = "Grain Pass 2 Magnification 1";
+ string UIWidget = "Spinner";
+> = {4.25};
+float nm22
+<
+ string UIName = "Grain Pass 2 Magnification 2";
+ string UIWidget = "Spinner";
+> = {0.42};
+float nm23
+<
+ string UIName = "Grain Pass 2 Magnification 3";
+ string UIWidget = "Spinner";
+> = {6.29};
+/* contrast of grain */
+float nj
+<
+ string UIName = "Grain Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+bool nbt
+<
+ string UIName = "Apply Grain Before Tone Mapping";
+ string UIWidget = "Checkbox";
+> = {true};
+/* old dirt filter */
+string str_dirt = "Screen Dirt";
+bool dirtenable
+<
+ string UIName = "Enable Dirt";
+ string UIWidget = "Checkbox";
+> = {false};
+float dirtcfactor
+<
+ string UIName = "Dirt Coord Factor";
+ string UIWidget = "Spinner";
+> = {0.1};
+float dirtlfactor
+<
+ string UIName = "Dirt Luminance Factor";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dirtmc
+<
+ string UIName = "Dirt Coord Zoom";
+ string UIWidget = "Spinner";
+> = {3.0};
+float dirtml
+<
+ string UIName = "Dirt Luminance Zoom";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* "adaptation" factors */
+string str_adaptation = "Eye Adaptation";
+bool aenable
+<
+ string UIName = "Enable Adaptation";
+ string UIWidget = "Checkbox";
+> = {false};
+float amin_n
+<
+ string UIName = "Adaptation Min Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float amin_d
+<
+ string UIName = "Adaptation Min Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float amin_i
+<
+ string UIName = "Adaptation Min Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+float amax_n
+<
+ string UIName = "Adaptation Max Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float amax_d
+<
+ string UIName = "Adaptation Max Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float amax_i
+<
+ string UIName = "Adaptation Max Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* tone mapping */
+string str_tonemap = "Tone Mapping";
+/*
+ algorithms:
+ -1 : Disabled
+ 0 : Linear
+ 1 : Reinhard
+ 2 : Uncharted 2
+ 3 : Hejl Dawson
+ 4 : Haarm-Peter Duiker
+*/
+int tmapenable
+<
+ string UIName = "Tonemapping Method";
+ string UIWidget = "Spinner";
+ int UIMin = -1;
+ int UIMax = 4;
+> = {2};
+float tmapexposure_n
+<
+ string UIName = "Tonemap Exposure Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float tmapexposure_d
+<
+ string UIName = "Tonemap Exposure Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float tmapexposure_i
+<
+ string UIName = "Tonemap Exposure Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float tmapblend_n
+<
+ string UIName = "Tonemap Blend Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float tmapblend_d
+<
+ string UIName = "Tonemap Blend Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float tmapblend_i
+<
+ string UIName = "Tonemap Blend Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float unA_n
+<
+ string UIName = "Uncharted2 Shoulder Strength Night";
+ string UIWidget = "Spinner";
+> = {0.5};
+float unA_d
+<
+ string UIName = "Uncharted2 Shoulder Strength Day";
+ string UIWidget = "Spinner";
+> = {0.5};
+float unA_i
+<
+ string UIName = "Uncharted2 Shoulder Strength Interior";
+ string UIWidget = "Spinner";
+> = {0.5};
+float unB_n
+<
+ string UIName = "Uncharted2 Linear Strength Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float unB_d
+<
+ string UIName = "Uncharted2 Linear Strength Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float unB_i
+<
+ string UIName = "Uncharted2 Linear Strength Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+float unC_n
+<
+ string UIName = "Uncharted2 Linear Angle Night";
+ string UIWidget = "Spinner";
+> = {0.2};
+float unC_d
+<
+ string UIName = "Uncharted2 Linear Angle Day";
+ string UIWidget = "Spinner";
+> = {0.2};
+float unC_i
+<
+ string UIName = "Uncharted2 Linear Angle Interior";
+ string UIWidget = "Spinner";
+> = {0.2};
+float unD_n
+<
+ string UIName = "Uncharted2 Toe Strength Night";
+ string UIWidget = "Spinner";
+> = {0.75};
+float unD_d
+<
+ string UIName = "Uncharted2 Toe Strength Day";
+ string UIWidget = "Spinner";
+> = {0.75};
+float unD_i
+<
+ string UIName = "Uncharted2 Toe Strength Interior";
+ string UIWidget = "Spinner";
+> = {0.75};
+float unE_n
+<
+ string UIName = "Uncharted2 Toe Numerator Night";
+ string UIWidget = "Spinner";
+> = {0.02};
+float unE_d
+<
+ string UIName = "Uncharted2 Toe Numerator Day";
+ string UIWidget = "Spinner";
+> = {0.02};
+float unE_i
+<
+ string UIName = "Uncharted2 Toe Numerator Interior";
+ string UIWidget = "Spinner";
+> = {0.02};
+float unF_n
+<
+ string UIName = "Uncharted2 Toe Denominator Night";
+ string UIWidget = "Spinner";
+> = {0.30};
+float unF_d
+<
+ string UIName = "Uncharted2 Toe Denominator Day";
+ string UIWidget = "Spinner";
+> = {0.30};
+float unF_i
+<
+ string UIName = "Uncharted2 Toe Denominator Interior";
+ string UIWidget = "Spinner";
+> = {0.30};
+float unW_n
+<
+ string UIName = "Uncharted2 Linear White Night";
+ string UIWidget = "Spinner";
+> = {10.0};
+float unW_d
+<
+ string UIName = "Uncharted2 Linear White Day";
+ string UIWidget = "Spinner";
+> = {10.0};
+float unW_i
+<
+ string UIName = "Uncharted2 Linear White Interior";
+ string UIWidget = "Spinner";
+> = {10.0};
+/* Color grading */
+string str_grade = "Color Grading Suite";
+bool gradeenable1
+<
+ string UIName = "Enable RGB Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+/* color component multipliers */
+float grademul_r_n
+<
+ string UIName = "Grading Intensity Night Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_g_n
+<
+ string UIName = "Grading Intensity Night Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_b_n
+<
+ string UIName = "Grading Intensity Night Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_r_d
+<
+ string UIName = "Grading Intensity Day Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_g_d
+<
+ string UIName = "Grading Intensity Day Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_b_d
+<
+ string UIName = "Grading Intensity Day Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_r_i
+<
+ string UIName = "Grading Intensity Interior Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_g_i
+<
+ string UIName = "Grading Intensity Interior Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float grademul_b_i
+<
+ string UIName = "Grading Intensity Interior Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* color component contrasts */
+float gradepow_r_n
+<
+ string UIName = "Grading Contrast Night Red";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_g_n
+<
+ string UIName = "Grading Contrast Night Green";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_b_n
+<
+ string UIName = "Grading Contrast Night Blue";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_r_d
+<
+ string UIName = "Grading Contrast Day Red";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_g_d
+<
+ string UIName = "Grading Contrast Day Green";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_b_d
+<
+ string UIName = "Grading Contrast Day Blue";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_r_i
+<
+ string UIName = "Grading Contrast Interior Red";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_g_i
+<
+ string UIName = "Grading Contrast Interior Green";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float gradepow_b_i
+<
+ string UIName = "Grading Contrast Interior Blue";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+/* colorization factors */
+bool gradeenable2
+<
+ string UIName = "Enable Vibrance Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+float gradecol_r_n
+<
+ string UIName = "Grading Color Night Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_g_n
+<
+ string UIName = "Grading Color Night Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_b_n
+<
+ string UIName = "Grading Color Night Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_r_d
+<
+ string UIName = "Grading Color Day Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_g_d
+<
+ string UIName = "Grading Color Day Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_b_d
+<
+ string UIName = "Grading Color Day Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_r_i
+<
+ string UIName = "Grading Color Interior Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_g_i
+<
+ string UIName = "Grading Color Interior Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradecol_b_i
+<
+ string UIName = "Grading Color Interior Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* blend factor for colorization (negative values are quite fancy) */
+float gradecolfact_n
+<
+ string UIName = "Grading Color Factor Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float gradecolfact_d
+<
+ string UIName = "Grading Color Factor Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float gradecolfact_i
+<
+ string UIName = "Grading Color Factor Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+/* HSV grading */
+bool gradeenable3
+<
+ string UIName = "Enable HSV Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+/* saturation multiplier */
+float gradesatmul_n
+<
+ string UIName = "Grading Saturation Intensity Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradesatmul_d
+<
+ string UIName = "Grading Saturation Intensity Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradesatmul_i
+<
+ string UIName = "Grading Saturation Intensity Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* saturation power */
+float gradesatpow_n
+<
+ string UIName = "Grading Saturation Contrast Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradesatpow_d
+<
+ string UIName = "Grading Saturation Contrast Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradesatpow_i
+<
+ string UIName = "Grading Saturation Contrast Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* value multiplier */
+float gradevalmul_n
+<
+ string UIName = "Grading Value Intensity Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradevalmul_d
+<
+ string UIName = "Grading Value Intensity Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradevalmul_i
+<
+ string UIName = "Grading Value Intensity Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* value power */
+float gradevalpow_n
+<
+ string UIName = "Grading Value Contrast Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradevalpow_d
+<
+ string UIName = "Grading Value Contrast Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float gradevalpow_i
+<
+ string UIName = "Grading Value Contrast Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+bool colorizeafterhsv
+<
+ string UIName = "Colorize After HSV";
+ string UIWidget = "Checkbox";
+> = {true};
+/* game imagespace support */
+string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
+/* vanilla grading */
+bool vgradeenable
+<
+ string UIName = "Enable Vanilla Imagespace";
+ string UIWidget = "Checkbox";
+> = {true};
+float vtintblend
+<
+ string UIName = "Vanilla Tint Blend";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float vsatblend
+<
+ string UIName = "Vanilla Vibrance Blend";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float vconblend
+<
+ string UIName = "Vanilla Contrast Blend";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float vtintpow
+<
+ string UIName = "Vanilla Tint Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float vtintmul
+<
+ string UIName = "Vanilla Tint Strength";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float vsatpow
+<
+ string UIName = "Vanilla Vibrance Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float vsatmul
+<
+ string UIName = "Vanilla Vibrance Strength";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+/* LUT grading */
+string str_lut = "RGB Lookup Table Grading";
+bool lutenable
+<
+ string UIName = "Enable LUT Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+float lutblend_n
+<
+ string UIName = "LUT Blend Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float lutblend_d
+<
+ string UIName = "LUT Blend Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float lutblend_i
+<
+ string UIName = "LUT Blend Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* technicolor shader */
+string str_tech = "Technicolor";
+bool techenable
+<
+ string UIName = "Enable Technicolor";
+ string UIWidget = "Checkbox";
+> = {false};
+float techblend
+<
+ string UIName = "Technicolor Blend";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+string str_dither = "Dithering";
+bool dodither
+<
+ string UIName = "Enable Post Dither";
+ string UIWidget = "Checkbox";
+> = {true};
+int dither
+<
+ string UIName = "Dither Pattern";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+ int UIMax = 2;
+> = {2};
+string str_debug = "Debugging";
+bool bloomdebug
+<
+ string UIName = "Display Bloom";
+ string UIWidget = "Checkbox";
+> = {false};
diff --git a/enbseries/menbextrafilters.fx b/enbseries/menbextrafilters.fx
new file mode 100644
index 0000000..b4a853f
--- /dev/null
+++ b/enbseries/menbextrafilters.fx
@@ -0,0 +1,418 @@
+/*
+ menbextrafilters.fx : MariENB extra shader routines.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.txcoord.xy = IN.txcoord.xy;
+ return OUT;
+}
+/* helpers */
+/* photometric */
+#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
+/* CCIR601 */
+//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
+float3 rgb2hsv( float3 c )
+{
+ float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
+ float4 p = (c.g msd )
+ return float4(maskr,maskg,maskb,1.0);
+ return res;
+}
+/* Why am I doing this */
+float4 PS_Blur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ if ( !bssblurenable ) return res;
+ float2 ofs[16] =
+ {
+ float2(1.0,1.0), float2(-1.0,-1.0),
+ float2(-1.0,1.0), float2(1.0,-1.0),
+
+ float2(1.0,0.0), float2(-1.0,0.0),
+ float2(0.0,1.0), float2(0.0,-1.0),
+
+ float2(1.41,0.0), float2(-1.41,0.0),
+ float2(0.0,1.41), float2(0.0,-1.41),
+
+ float2(1.41,1.41), float2(-1.41,-1.41),
+ float2(-1.41,1.41), float2(1.41,-1.41)
+ };
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = (1.0/bresl)*bssblurradius;
+ int i;
+ [unroll] for ( i=0; i<16; i++ )
+ res += tex2D(SamplerColor,coord+ofs[i]*bof);
+ res /= 17.0;
+ res.a = 1.0;
+ return res;
+}
+float4 PS_Sharp( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ if ( !bsssharpenable ) return res;
+ float2 ofs[8] =
+ {
+ float2(1.0,1.0), float2(-1.0,-1.0),
+ float2(-1.0,1.0), float2(1.0,-1.0),
+
+ float2(1.41,1.41), float2(-1.41,-1.41),
+ float2(-1.41,1.41), float2(1.41,-1.41)
+ };
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = (1.0/bresl)*bsssharpradius;
+ float4 tcol = res;
+ int i;
+ [unroll] for ( i=0; i<8; i++ )
+ tcol += tex2D(SamplerColor,coord+ofs[i]*bof);
+ tcol /= 9.0;
+ float4 orig = res;
+ res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount);
+ float rg = clamp(pow(orig.b,3.0),0.0,1.0);
+ res = lerp(res,orig,rg);
+ res.a = 1.0;
+ return res;
+}
+float4 PS_Shift( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ if ( !bssshiftenable ) return res;
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = (1.0/bresl)*bssshiftradius;
+ res.g = tex2D(SamplerColor,coord).g;
+ res.r = tex2D(SamplerColor,coord+float2(0,-bof.y)).r;
+ res.b = tex2D(SamplerColor,coord+float2(0,bof.y)).b;
+ res.a = 1.0;
+ return res;
+}
+/* vignette filtering */
+float4 PS_Vignette( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ float4 vigdata = float4(0,0,0,0);
+ if ( vigshape == 0 )
+ {
+ /* circular vignette */
+ float2 uv = ((coord-0.5)*float2(1.0,ScreenSize.w))*2.0;
+ vigdata.a = dot(uv,uv);
+ vigdata.a = clamp(pow(vigdata.a,vigpow)*vigmul+vigbump,
+ 0.0,1.0);
+ vigdata.rgb = float3(vigcolor_r,vigcolor_g,vigcolor_b);
+ }
+ else if ( vigshape == 1 )
+ {
+ /* box vignette */
+ float2 uv = coord.xy*(1.0-coord.yx)*4.0;
+ vigdata.a = 1.0-(uv.x*uv.y);
+ vigdata.a = clamp(pow(max(vigdata.a,0.0),vigpow)*vigmul
+ +vigbump,0.0,1.0);
+ vigdata.rgb = float3(vigcolor_r,vigcolor_g,vigcolor_b);
+ }
+ else
+ {
+ /* textured vignette (rgb = color, alpha = blend) */
+ vigdata = tex2D(SamplerVignette,coord);
+ }
+ /* apply blur */
+ if ( bblurenable )
+ {
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float bfact = clamp(pow(max(vigdata.a,0.0),bblurpow)*bblurmul
+ +bblurbump,0.0,1.0);
+ float2 bof = (1.0/bresl)*bblurradius*bfact;
+ res.rgb *= 0;
+ int i,j;
+ [unroll] for ( i=-3; i<4; i++ ) [unroll] for ( j=-3; j<4; j++ )
+ res.rgb += gauss4[abs(i)]*gauss4[abs(j)]
+ *tex2D(SamplerColor,coord+float2(i,j)*bof);
+ }
+ /* apply color */
+ if ( vigenable )
+ {
+ float3 outcol;
+ if ( vigmode == 0 )
+ outcol = vigdata.rgb;
+ else if ( vigmode == 1 )
+ outcol = res.rgb+vigdata.rgb;
+ else if ( vigmode == 2 )
+ outcol = res.rgb*vigdata.rgb;
+ res.rgb = lerp(res.rgb,outcol,vigdata.a);
+ }
+ return clamp(res,0.0,1.0);
+}
+/* paint filter */
+float4 PS_Kuwahara( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ if ( !oilenable ) return res;
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = 1.0/bresl;
+ float n = 16.0;
+ float3 m[4] =
+ {
+ float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0)
+ }, s[4] =
+ {
+ float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0)
+ }, c;
+ int i, j;
+ [loop] for ( i=-3; i<=0; i++ ) [loop] for ( j=-3; j<=0; j++ )
+ {
+ c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
+ m[0] += c;
+ s[0] += c*c;
+ }
+ [loop] for ( i=-3; i<=0; i++ ) [loop] for ( j=0; j<=3; j++ )
+ {
+ c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
+ m[1] += c;
+ s[1] += c*c;
+ }
+ [loop] for ( i=0; i<=3; i++ ) [loop] for ( j=-3; j<=0; j++ )
+ {
+ c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
+ m[2] += c;
+ s[2] += c*c;
+ }
+ [loop] for ( i=0; i<=3; i++ ) [loop] for ( j=0; j<=3; j++ )
+ {
+ c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
+ m[3] += c;
+ s[3] += c*c;
+ }
+ float min_sigma2 = 1e+2, sigma2;
+ [unroll] for ( i=0; i<4; i++ )
+ {
+ m[i] /= n;
+ s[i] = abs(s[i]/n-m[i]*m[i]);
+ sigma2 = s[i].r+s[i].g+s[i].b;
+ if ( sigma2 >= min_sigma2 ) continue;
+ min_sigma2 = sigma2;
+ res.rgb = m[i];
+ }
+ return res;
+}
+/* ultimate super-cinematic immersive black bars */
+float4 PS_Cinematic( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ if ( !boxenable ) return res;
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float sar = bresl.x/bresl.y;
+ float tar = boxh/boxv;
+ float2 box = (sar lumaMax) ) res.rgb = rgbA;
+ else res.rgb = rgbB;
+ res.a = 1.0;
+ return res;
+}
+technique PostProcess
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Kuwahara();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess2
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_FXAA();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess3
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Blur();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess4
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Sharp();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess5
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Shift();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess6
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_ChromaKey();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess7
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Vignette();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess8
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Cinematic();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
diff --git a/enbseries/menbextrainternals.fx b/enbseries/menbextrainternals.fx
new file mode 100644
index 0000000..0af77ed
--- /dev/null
+++ b/enbseries/menbextrainternals.fx
@@ -0,0 +1,87 @@
+/*
+ menbextrainternals.fx : MariENB extra internal variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* gaussian blur matrices */
+/* radius: 4, std dev: 1.5 */
+static const float gauss4[4] =
+{
+ 0.270682, 0.216745, 0.111281, 0.036633
+};
+/* standard stuff */
+float4 ScreenSize;
+float ENightDayFactor;
+float EInteriorFactor;
+float4 Timer;
+/* samplers and textures */
+texture2D texColor;
+texture2D texDepth;
+texture2D texVignette
+<
+#ifdef VIGNETTE_DDS
+ string ResourceName = "menbvignette.dds";
+#else
+ string ResourceName = "menbvignette.png";
+#endif
+>;
+sampler2D SamplerColor = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerColorb = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Border;
+ AddressV = Border;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerDepth = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerVignette = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+/* whatever */
+struct VS_OUTPUT_POST
+{
+ float4 vpos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
diff --git a/enbseries/menbextrasettings.fx b/enbseries/menbextrasettings.fx
new file mode 100644
index 0000000..13fe80e
--- /dev/null
+++ b/enbseries/menbextrasettings.fx
@@ -0,0 +1,238 @@
+/*
+ menbextrasettings.fx : MariENB extra user-tweakable variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* Paint filter */
+string str_paint = "Painting Filter";
+bool oilenable
+<
+ string UIName = "Enable Oil Filter";
+ string UIWidget = "Checkbox";
+> = {false};
+/* legacy FXAA filter */
+string str_fxaa = "FXAA";
+bool fxaaenable
+<
+ string UIName = "Enable FXAA";
+ string UIWidget = "Checkbox";
+> = {false};
+float fxaaspanmax
+<
+ string UIName = "FXAA Span Max";
+ string UIWidget = "Checkbox";
+> = {4.0};
+float fxaareducemul
+<
+ string UIName = "FXAA Reduce Mul";
+ string UIWidget = "Checkbox";
+> = {16.0};
+float fxaareducemin
+<
+ string UIName = "FXAA Reduce Min";
+ string UIWidget = "Checkbox";
+> = {128.0};
+/* Depth-cutting chroma key */
+string str_mask = "Depth Chroma Key";
+bool maskenable
+<
+ string UIName = "Enable Chroma Key";
+ string UIWidget = "Checkbox";
+> = {false};
+float maskr
+<
+ string UIName = "Chroma Key Red";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+float maskg
+<
+ string UIName = "Chroma Key Green";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float maskb
+<
+ string UIName = "Chroma Key Blue";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+float maskd
+<
+ string UIName = "Chroma Key Depth";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.5};
+/* tilting */
+float masktiltxcenter
+<
+ string UIName = "Chroma Key Depth Horizontal Tilt Center";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.5};
+float masktiltycenter
+<
+ string UIName = "Chroma Key Depth Vertical Tilt Center";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.5};
+float masktiltx
+<
+ string UIName = "Chroma Key Depth Horizontal Tilt";
+ string UIWidget = "Spinner";
+> = {0.0};
+float masktilty
+<
+ string UIName = "Chroma Key Depth Vertical Tilt";
+ string UIWidget = "Spinner";
+> = {0.0};
+/* BlurSharpShift, some people are obsessed with this nonsense */
+string str_bss = "BlurSharpShift";
+bool bssblurenable
+<
+ string UIName = "Enable Blur";
+ string UIWidget = "Checkbox";
+> = {false};
+float bssblurradius
+<
+ string UIName = "Blur Sampling Range";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.25};
+bool bsssharpenable
+<
+ string UIName = "Enable Sharp";
+ string UIWidget = "Checkbox";
+> = {false};
+float bsssharpradius
+<
+ string UIName = "Sharp Sampling Range";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bsssharpamount
+<
+ string UIName = "Sharpening Amount";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {6.0};
+bool bssshiftenable
+<
+ string UIName = "Enable Shift";
+ string UIWidget = "Checkbox";
+> = {false};
+float bssshiftradius
+<
+ string UIName = "Shift Sampling Range";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.75};
+/* very cinematic black bars */
+string str_box = "Black Bars";
+bool boxenable
+<
+ string UIName = "Enable Black Bars";
+ string UIWidget = "Checkbox";
+> = {false};
+float boxh
+<
+ string UIName = "Box Horizontal Ratio";
+ string UIWidget = "Spinner";
+ float UIMin = 1.0;
+> = {2.39};
+float boxv
+<
+ string UIName = "Box Vertical Ratio";
+ string UIWidget = "Spinner";
+ float UIMin = 1.0;
+> = {1.0};
+/* vignette */
+string str_vignette = "Vignette with border blur";
+bool vigenable
+<
+ string UIName = "Enable Vignette";
+ string UIWidget = "Checkbox";
+> = {false};
+bool bblurenable
+<
+ string UIName = "Enable Border Blur";
+ string UIWidget = "Checkbox";
+> = {false};
+/* 0 = circle, 1 = box, 2 = texture */
+int vigshape
+<
+ string UIName = "Vignette Shape";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+ int UIMax = 2;
+> = {0};
+/* 0 = overwrite, 1 = add, 2 = multiply */
+int vigmode
+<
+ string UIName = "Vignette Blending Mode";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+ int UIMax = 2;
+> = {0};
+float vigpow
+<
+ string UIName = "Vignette Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float vigmul
+<
+ string UIName = "Vignette Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float vigbump
+<
+ string UIName = "Vignette Shift";
+ string UIWidget = "Spinner";
+> = {0.0};
+float vigcolor_r
+<
+ string UIName = "Vignette Color Red";
+ string UIWidget = "Spinner";
+> = {0.0};
+float vigcolor_g
+<
+ string UIName = "Vignette Color Green";
+ string UIWidget = "Spinner";
+> = {0.0};
+float vigcolor_b
+<
+ string UIName = "Vignette Color Blue";
+ string UIWidget = "Spinner";
+> = {0.0};
+float bblurpow
+<
+ string UIName = "Border Blur Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bblurmul
+<
+ string UIName = "Border Blur Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float bblurbump
+<
+ string UIName = "Border Blur Shift";
+ string UIWidget = "Spinner";
+> = {0.0};
+float bblurradius
+<
+ string UIName = "Border Blur Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
\ No newline at end of file
diff --git a/enbseries/menbfilmlut.png b/enbseries/menbfilmlut.png
new file mode 100644
index 0000000..fec04d6
Binary files /dev/null and b/enbseries/menbfilmlut.png differ
diff --git a/enbseries/menbfrost.png b/enbseries/menbfrost.png
new file mode 100644
index 0000000..78e8f9e
Binary files /dev/null and b/enbseries/menbfrost.png differ
diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx
new file mode 100644
index 0000000..f7bf1d2
--- /dev/null
+++ b/enbseries/menbglobaldefs.fx
@@ -0,0 +1,20 @@
+/*
+ menbglobaldefs.fx : MariENB global shared code.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* do not touch this! */
+#define E_SHADER_3_0
+/* time of day and interior interpolation */
+#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),x##_i,\
+ EInteriorFactor)
+/* asset definitions */
+/* texture sizes */
+#define NOISESIZE 256.0
+#define HEATSIZE 1024.0
+#define FROSTSIZE 1024.0
+/* some textures can be provided as DDS rather than PNG to save space */
+//#define HEAT_DDS
+//#define FROST_DDS
+//#define VIGNETTE_DDS
\ No newline at end of file
diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png
new file mode 100644
index 0000000..5b8205f
Binary files /dev/null and b/enbseries/menbheat.png differ
diff --git a/enbseries/menblut_day.dds b/enbseries/menblut_day.dds
new file mode 100644
index 0000000..e8f0e2a
Binary files /dev/null and b/enbseries/menblut_day.dds differ
diff --git a/enbseries/menblut_interior.dds b/enbseries/menblut_interior.dds
new file mode 100644
index 0000000..bfaabc2
Binary files /dev/null and b/enbseries/menblut_interior.dds differ
diff --git a/enbseries/menblut_night.dds b/enbseries/menblut_night.dds
new file mode 100644
index 0000000..cf6e4ac
Binary files /dev/null and b/enbseries/menblut_night.dds differ
diff --git a/enbseries/menbnoise1.png b/enbseries/menbnoise1.png
new file mode 100644
index 0000000..2d794f5
Binary files /dev/null and b/enbseries/menbnoise1.png differ
diff --git a/enbseries/menbnoise2.png b/enbseries/menbnoise2.png
new file mode 100644
index 0000000..3e915eb
Binary files /dev/null and b/enbseries/menbnoise2.png differ
diff --git a/enbseries/menbnoise3.png b/enbseries/menbnoise3.png
new file mode 100644
index 0000000..450769f
Binary files /dev/null and b/enbseries/menbnoise3.png differ
diff --git a/enbseries/menbprepassfilters.fx b/enbseries/menbprepassfilters.fx
new file mode 100644
index 0000000..c5d26bc
--- /dev/null
+++ b/enbseries/menbprepassfilters.fx
@@ -0,0 +1,806 @@
+/*
+ menbprepassfilters.fx : MariENB prepass shader routines.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.txcoord.xy = IN.txcoord.xy;
+ return OUT;
+}
+/* helper functions */
+/* photometric */
+#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
+/* CCIR601 */
+//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
+float3 rgb2hsv( float3 c )
+{
+ float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
+ float4 p = (c.g0 ) bresl.x = fixedx;
+ if ( fixedy>0 ) bresl.y = fixedy;
+ float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius;
+ float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof);
+ crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof);
+ crawling += tex2D(SamplerColor,coord+float2(1,0)*bof);
+ crawling += tex2D(SamplerColor,coord+float2(0,1)*bof);
+ crawling *= 0.25;
+ float3 inmyskin = res-crawling.rgb;
+ float thesewounds = luminance(inmyskin);
+ thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01);
+ float3 theywillnotheal = res+thesewounds*sharpblend;
+ return theywillnotheal;
+}
+/* old Edgevision mode */
+float3 EdgeView( float3 res, float2 coord )
+{
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ if ( fixedx>0 ) bresl.x = fixedx;
+ if ( fixedy>0 ) bresl.y = fixedy;
+ float edgevfadepow = tod_ind(edgevfadepow);
+ float edgevfademult = tod_ind(edgevfademult);
+ float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius;
+ float mdx = 0, mdy = 0, mud = 0;
+ /* this reduces texture fetches by half, big difference */
+ float3x3 depths;
+ depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
+ depths[0][1] = depthlinear(coord+float2( 0,-1)*bof);
+ depths[0][2] = depthlinear(coord+float2( 1,-1)*bof);
+ depths[1][0] = depthlinear(coord+float2(-1, 0)*bof);
+ depths[1][1] = depthlinear(coord+float2( 0, 0)*bof);
+ depths[1][2] = depthlinear(coord+float2( 1, 0)*bof);
+ depths[2][0] = depthlinear(coord+float2(-1, 1)*bof);
+ depths[2][1] = depthlinear(coord+float2( 0, 1)*bof);
+ depths[2][2] = depthlinear(coord+float2( 1, 1)*bof);
+ mdx += GX[0][0]*depths[0][0];
+ mdx += GX[0][1]*depths[0][1];
+ mdx += GX[0][2]*depths[0][2];
+ mdx += GX[1][0]*depths[1][0];
+ mdx += GX[1][1]*depths[1][1];
+ mdx += GX[1][2]*depths[1][2];
+ mdx += GX[2][0]*depths[2][0];
+ mdx += GX[2][1]*depths[2][1];
+ mdx += GX[2][2]*depths[2][2];
+ mdy += GY[0][0]*depths[0][0];
+ mdy += GY[0][1]*depths[0][1];
+ mdy += GY[0][2]*depths[0][2];
+ mdy += GY[1][0]*depths[1][0];
+ mdy += GY[1][1]*depths[1][1];
+ mdy += GY[1][2]*depths[1][2];
+ mdy += GY[2][0]*depths[2][0];
+ mdy += GY[2][1]*depths[2][1];
+ mdy += GY[2][2]*depths[2][2];
+ mud = pow(mdx*mdx+mdy*mdy,0.5);
+ float fade = 1.0-tex2D(SamplerDepth,coord).x;
+ mud *= clamp(pow(max(0.0,fade),edgevfadepow)*edgevfademult,0.0,1.0);
+ mud = clamp(pow(max(0.0,mud),edgevpow)*edgevmult,0.0,1.0);
+ if ( edgevblend ) return res-(edgevinv?1.0-mud:mud);
+ return edgevinv?1.0-mud:mud;
+}
+/* luminance edge detection */
+float3 EdgeDetect( float3 res, float2 coord )
+{
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ if ( fixedx>0 ) bresl.x = fixedx;
+ if ( fixedy>0 ) bresl.y = fixedy;
+ float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*comradius;
+ float mdx = 0, mdy = 0, mud = 0;
+ float3x3 lums;
+ float3 col = tex2D(SamplerColor,coord+float2(-1,-1)*bof).rgb;
+ lums[0][0] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(0,-1)*bof).rgb;
+ lums[0][1] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(1,-1)*bof).rgb;
+ lums[0][2] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(-1,0)*bof).rgb;
+ lums[1][0] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(0,0)*bof).rgb;
+ lums[1][1] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(1,0)*bof).rgb;
+ lums[1][2] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(-1,1)*bof).rgb;
+ lums[2][0] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(0,1)*bof).rgb;
+ lums[2][1] = luminance(col);
+ col = tex2D(SamplerColor,coord+float2(1,1)*bof).rgb;
+ lums[2][2] = luminance(col);
+ mdx += GX[0][0]*lums[0][0];
+ mdx += GX[0][1]*lums[0][1];
+ mdx += GX[0][2]*lums[0][2];
+ mdx += GX[1][0]*lums[1][0];
+ mdx += GX[1][1]*lums[1][1];
+ mdx += GX[1][2]*lums[1][2];
+ mdx += GX[2][0]*lums[2][0];
+ mdx += GX[2][1]*lums[2][1];
+ mdx += GX[2][2]*lums[2][2];
+ mdy += GY[0][0]*lums[0][0];
+ mdy += GY[0][1]*lums[0][1];
+ mdy += GY[0][2]*lums[0][2];
+ mdy += GY[1][0]*lums[1][0];
+ mdy += GY[1][1]*lums[1][1];
+ mdy += GY[1][2]*lums[1][2];
+ mdy += GY[2][0]*lums[2][0];
+ mdy += GY[2][1]*lums[2][1];
+ mdy += GY[2][2]*lums[2][2];
+ mud = pow(max(mdx*mdx+mdy*mdy,0.0),0.5);
+ mud = clamp(pow(max(mud,0.0),compow)*commult,0.0,1.0);
+ if ( comblend ) return res-(cominv?1.0-mud:mud);
+ return cominv?1.0-mud:mud;
+}
+/* linevision filter */
+float3 LineView( float3 res, float2 coord )
+{
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ if ( fixedx>0 ) bresl.x = fixedx;
+ if ( fixedy>0 ) bresl.y = fixedy;
+ float contfadepow = tod_ind(contfadepow);
+ float contfademult = tod_ind(contfademult);
+ float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*contradius;
+ float dep = depthlinear(coord);
+ float cont = depthlinear(coord+float2(-1,-1)*bof);
+ cont += depthlinear(coord+float2(0,-1)*bof);
+ cont += depthlinear(coord+float2(1,-1)*bof);
+ cont += depthlinear(coord+float2(-1,0)*bof);
+ cont += depthlinear(coord+float2(1,0)*bof);
+ cont += depthlinear(coord+float2(-1,1)*bof);
+ cont += depthlinear(coord+float2(0,1)*bof);
+ cont += depthlinear(coord+float2(1,1)*bof);
+ cont /= 8.0;
+ float mud = 0.0;
+ if ( abs(cont-dep) > (contthreshold*0.00001) ) mud = 1.0;
+ float fade = 1.0-tex2D(SamplerDepth,coord).x;
+ mud *= clamp(pow(max(0.0,fade),contfadepow)*contfademult,0.0,1.0);
+ mud = clamp(pow(max(0.0,mud),contpow)*contmult,0.0,1.0);
+ if ( contblend ) return res-(continv?1.0-mud:mud);
+ return continv?1.0-mud:mud;
+}
+/* fog filter */
+float3 Limbo( float3 res, float2 coord )
+{
+ float mud = clamp(pow(max(0.0,depthlinear(coord)),fogpow)*fogmult
+ +fogbump,0.0,1.0);
+ if ( foglimbo ) return fogcolor*mud;
+ return lerp(res,fogcolor,mud);
+}
+float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
+ res.rgb = DepthGrade(res.rgb,coord);
+ if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
+ if ( comenable ) res.rgb = EdgeDetect(res.rgb,coord);
+ if ( contenable ) res.rgb = LineView(res.rgb,coord);
+ if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
+ return res;
+}
+/* Distant hot air refraction. Not very realistic, but does the job. */
+float2 DistantHeat( float2 coord )
+{
+ float2 bresl;
+ float dep, odep;
+ dep = tex2D(SamplerDepth,coord).x;
+ float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
+ +heatfadebump,0.0,1.0);
+ if ( distfade <= 0.0 ) return coord;
+ if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 nc = coord*(bresl/HEATSIZE)*heatsize;
+ float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
+ float2 ofs = tex2D(SamplerHeat,nc+ts).xy;
+ ofs = (ofs-0.5)*2.0;
+ ofs *= pow(length(ofs),heatpow);
+ ofs *= max(tod_ind(heatfactor),0.0);
+ odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
+ float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
+ +heatfadebump,0.0,1.0);
+ if ( odistfade <= 0.0 ) return coord;
+ return coord+ofs*heatstrength*distfade*0.01;
+}
+/* Screen distortion filters */
+float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float2 bresl;
+ if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 ofs = coord;
+ if ( heatenable ) ofs = DistantHeat(ofs);
+ ofs -= coord;
+ float4 res;
+ if ( (distcha == 0.0) || (length(ofs) == 0) )
+ return tex2D(SamplerColor,coord+ofs);
+ float2 ofr, ofg, ofb;
+ ofr = ofs*(1.0-distcha*0.01);
+ ofg = ofs;
+ ofb = ofs*(1.0+distcha*0.01);
+ res = float4(tex2D(SamplerColor,coord+ofr).r,
+ tex2D(SamplerColor,coord+ofg).g,
+ tex2D(SamplerColor,coord+ofb).b,
+ tex2D(SamplerColor,coord+ofs).a);
+ return res;
+}
+/* Focus */
+float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
+{
+ if ( dofdisable ) return 0.0;
+ if ( focuscircle < 0 ) return focusmanualvalue*0.001;
+ float focusmax = tod_ind(focusmax);
+ float2 fcenter = float2(focuscenter_x*0.01,focuscenter_y*0.01);
+ float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
+ if ( focuscircle == 0 ) return cfocus;
+ if ( focuscircle == 2 )
+ {
+ int i, j;
+ float mfocus = 0.0;
+ float2 px;
+ [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
+ {
+ px = float2((i+0.5)/8.0,(j+0.5)/8.0);
+ mfocus += min(tex2D(SamplerDepth,px).x,focusmax*0.001);
+ }
+ return mfocus/64.0;
+ }
+ /* using polygons inscribed into a circle, in this case a triangle */
+ float focusradius = tod_ind(focusradius);
+ float focusmix = tod_ind(focusmix);
+ float cstep = (1.0/3.0);
+ float mfocus;
+ float2 coord;
+ float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
+ float fan = focuscircleangle*2.0*pi;
+ coord.x = fcenter.x+sin(fan)*bof.x;
+ coord.y = fcenter.y+cos(fan)*bof.y;
+ mfocus = cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
+ coord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
+ coord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
+ mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
+ coord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
+ coord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
+ mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
+ cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus;
+ return cfocus;
+}
+float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR
+{
+ if ( dofdisable ) return 0.0;
+ return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x,
+ saturate(FadeFactor)),0.0);
+}
+/* Depth of Field */
+float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ if ( dofdisable ) return tex2D(SamplerColor,coord);
+ float dofpow = tod_ind(dofpow);
+ float dofmult = tod_ind(dofmult);
+ float dofbump = tod_ind(dofbump);
+ float doffixedfocuspow = tod_ind(doffixedfocuspow);
+ float doffixedfocusmult = tod_ind(doffixedfocusmult);
+ float doffixedfocusbump = tod_ind(doffixedfocusbump);
+ float doffixedfocusblend = tod_ind(doffixedunfocusblend);
+ float doffixedunfocuspow = tod_ind(doffixedunfocuspow);
+ float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
+ float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
+ float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
+ float dep = tex2D(SamplerDepth,coord).x;
+ float foc = tex2D(SamplerFocus,coord).x;
+ /* cheap tilt */
+ foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
+ +0.01*doftilty*(doftiltycenter-coord.y);
+ float dff = abs(dep-doffixedfocusdepth);
+ dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
+ +doffixedfocusbump,0.0,1.0);
+ if ( dep > doffixedfocuscap ) dff = 1.0;
+ float dfu = abs(dep-doffixedunfocusdepth);
+ dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
+ +doffixedunfocusbump,0.0,1.0);
+ if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
+ float dfc = abs(dep-foc);
+ dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
+ if ( doffixedonly ) dfc *= 0;
+ dfc += lerp(0.0,dfu,doffixedunfocusblend);
+ dfc *= lerp(1.0,dff,doffixedfocusblend);
+ dfc = saturate(dfc);
+ float4 res = tex2D(SamplerColor,coord);
+ res.a = dfc;
+ return res;
+}
+/* helper code for simplifying these */
+#define gcircle(x) float2(cos(x),sin(x))
+float4 dofsample( float2 coord, float2 bsz, float blur, out float4 deps,
+ out float4 dfcs )
+{
+ float4 res;
+ float cstep = 2.0*pi*(1.0/3.0);
+ float ang = 0.5*pi;
+ res.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).r;
+ deps.r = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
+ dfcs.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
+ ang += cstep;
+ res.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).g;
+ deps.g = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
+ dfcs.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
+ ang += cstep;
+ res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
+ deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
+ dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
+ float l = luminance(res.rgb);
+ float threshold = max((l-dofbthreshold)*dofbgain,0.0);
+ res += lerp(0,res,threshold*blur);
+ res.a = tex2D(SamplerColor,coord).a;
+ deps.a = tex2D(SamplerDepth,coord).x;
+ dfcs.a = res.a;
+ return res;
+}
+/* gather blur pass */
+float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ if ( dofdisable ) return tex2D(SamplerColor,coord);
+ float dfc = tex2D(SamplerColor,coord).a;
+ if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
+ if ( dfcdebug ) return dfc;
+ float2 bresl;
+ if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = 1.0/bresl;
+ /*
+ Skip blurring areas that are perfectly in focus. The performance
+ gain is negligible in most cases, though.
+ */
+ if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
+ float4 res = float4(0,0,0,0);
+ float dep = tex2D(SamplerDepth,coord).x;
+ float2 bsz = bof*dofpradius*dfc;
+ float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
+ [unroll] for ( int i=0; i<32; i++ )
+ {
+ sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,ds,sd);
+ sw.r = (ds.r>dep)?1.0:sd.r;
+ sw.g = (ds.g>dep)?1.0:sd.g;
+ sw.b = (ds.b>dep)?1.0:sd.b;
+ sw.a = (ds.a>dep)?1.0:sd.a;
+ tw += sw;
+ res += sc*sw;
+ }
+ res /= tw;
+ res.a = dfc;
+ return res;
+}
+/* "bokeh" blur pass */
+float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ if ( dofdisable ) return tex2D(SamplerColor,coord);
+ float dfc = tex2D(SamplerColor,coord).a;
+ if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
+ if ( dfcdebug ) return dfc;
+ float2 bresl;
+ if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = 1.0/bresl;
+ float4 res = tex2D(SamplerColor,coord);
+ res.a = 0.0;
+ /*
+ Skip blurring areas that are perfectly in focus. The performance
+ gain is negligible in most cases, though.
+ */
+ if ( dfc <= dofminblur ) return res;
+ float dep = tex2D(SamplerDepth,coord).x;
+ float2 sf = bof+(tex2D(SamplerNoise3,coord*(bresl/256.0)).xy*2.0-1.0)
+ *dofbnoise*0.001;
+ float2 sr = sf*dofbradius*dfc;
+ int rsamples;
+ float bstep, bw;
+ float4 sc, ds, sd, sw, tw = float4(1,1,1,1);
+ float2 rcoord;
+ #define dofbrings 7
+ #define dofbsamples 3
+ [unroll] for ( int i=1; i<=dofbrings; i++ )
+ {
+ rsamples = i*dofbsamples;
+ [unroll] for ( int j=0; jdep)?1.0:sd.r;
+ sw.g = (ds.g>dep)?1.0:sd.g;
+ sw.b = (ds.b>dep)?1.0:sd.b;
+ sw.a = (ds.a>dep)?1.0:sd.a;
+ res += sc*sw*bw;
+ tw += sw*bw;
+ }
+ }
+ res /= tw;
+ res.a = dfc;
+ return res;
+}
+float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ if ( dofdisable ) return tex2D(SamplerColor,coord);
+ float dfc = tex2D(SamplerColor,coord).a;
+ if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
+ if ( dfcdebug ) return dfc;
+ float2 bresl;
+ if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = (1.0/bresl)*dofpbradius;
+ float2 ofs[16] =
+ {
+ float2(1.0,1.0), float2(-1.0,-1.0),
+ float2(-1.0,1.0), float2(1.0,-1.0),
+
+ float2(1.0,0.0), float2(-1.0,0.0),
+ float2(0.0,1.0), float2(0.0,-1.0),
+
+ float2(1.41,0.0), float2(-1.41,0.0),
+ float2(0.0,1.41), float2(0.0,-1.41),
+
+ float2(1.41,1.41), float2(-1.41,-1.41),
+ float2(-1.41,1.41), float2(1.41,-1.41)
+ };
+ float4 res = tex2D(SamplerColor,coord);
+ int i;
+ [unroll] for ( i=0; i<16; i++ )
+ res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc);
+ res /= 17.0;
+ res.a = 1.0;
+ return res;
+}
+/* focus point debug */
+float4 PS_FocusDebug( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = tex2D(SamplerColor,coord);
+ if ( !focusdisplay || (focuscircle < 0) ) return res;
+ if ( focuscircle == 2 )
+ {
+ int i, j;
+ float2 px;
+ [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
+ {
+ px = float2((i+0.5)/8.0,(j+0.5)/8.0);
+ if ( distance(coord,px) < 0.005 )
+ res.rgb = float3(1,0,0);
+ }
+ return res;
+ }
+ float2 fcenter = float2(focuscenter_x*0.01,focuscenter_y*0.01);
+ if ( distance(coord,fcenter) < 0.005 ) res.rgb = float3(1,0,0);
+ if ( focuscircle == 0 ) return res;
+ float cstep = (1.0/3.0);
+ float2 tcoord;
+ float focusradius = tod_ind(focusradius);
+ float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
+ float fan = focuscircleangle*2.0*pi;
+ tcoord.x = fcenter.x+sin(fan)*bof.x;
+ tcoord.y = fcenter.y+cos(fan)*bof.y;
+ if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
+ tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
+ tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
+ if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
+ tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
+ tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
+ if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
+ return res;
+}
+technique ReadFocus
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_ReadFocus();
+ ZENABLE = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique WriteFocus
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_WriteFocus();
+ ZENABLE = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_MiscPrepass();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess2
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Distortion();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess3
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_DoFPrepass();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess4
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_DoFGather();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess5
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_DoFPostBlur();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcess6
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_FocusDebug();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+
+technique PostProcessB
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_MiscPrepass();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcessB2
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_Distortion();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcessB3
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_DoFPrepass();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcessB4
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_DoFBorkeh();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcessB5
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_DoFPostBlur();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
+technique PostProcessB6
+{
+ pass p0
+ {
+ VertexShader = compile vs_3_0 VS_Pass();
+ PixelShader = compile ps_3_0 PS_FocusDebug();
+ DitherEnable = FALSE;
+ ZEnable = FALSE;
+ CullMode = NONE;
+ ALPHATESTENABLE = FALSE;
+ SEPARATEALPHABLENDENABLE = FALSE;
+ AlphaBlendEnable = FALSE;
+ StencilEnable = FALSE;
+ FogEnable = FALSE;
+ SRGBWRITEENABLE = FALSE;
+ }
+}
\ No newline at end of file
diff --git a/enbseries/menbprepassinternals.fx b/enbseries/menbprepassinternals.fx
new file mode 100644
index 0000000..5261c1f
--- /dev/null
+++ b/enbseries/menbprepassinternals.fx
@@ -0,0 +1,166 @@
+/*
+ menbprepassinternals.fx : MariENB prepass internal variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+/* mathematical constants */
+static const float pi = 3.1415926535898;
+/* edge detect factors */
+static const float3x3 GX =
+{
+ -1, 0, 1,
+ -2, 0, 2,
+ -1, 0, 1
+};
+static const float3x3 GY =
+{
+ 1, 2, 1,
+ 0, 0, 0,
+ -1,-2,-1
+};
+/* radius: 8, std dev: 3 */
+static const float gauss8[8] =
+{
+ 0.134598, 0.127325, 0.107778, 0.081638,
+ 0.055335, 0.033562, 0.018216, 0.008847
+};
+/* For high quality DOF */
+static const float2 poisson32[32] =
+{
+ float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
+ float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
+ float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
+ float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
+ float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
+ float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
+ float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
+ float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
+ float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
+ float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
+ float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
+ float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
+ float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
+ float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
+ float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
+ float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
+};
+/* standard stuff */
+float4 ScreenSize;
+float ENightDayFactor;
+float EInteriorFactor;
+float FadeFactor;
+float4 Timer;
+/* samplers and textures */
+texture2D texColor;
+texture2D texDepth;
+texture2D texNoise3
+<
+ string ResourceName = "menbnoise3.png";
+>;
+texture2D texHeat
+<
+#ifdef HEAT_DDS
+ string ResourceName = "menbheat.dds";
+#else
+ string ResourceName = "menbheat.png";
+#endif
+>;
+texture2D texFocus;
+texture2D texCurr;
+texture2D texPrev;
+sampler2D SamplerColor = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerDepth = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerNoise3 = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerHeat = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerFocus = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerCurr = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+sampler2D SamplerPrev = sampler_state
+{
+ Texture = ;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ MipFilter = NONE;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ SRGBTexture = FALSE;
+ MaxMipLevel = 0;
+ MipMapLodBias = 0;
+};
+/* whatever */
+struct VS_OUTPUT_POST
+{
+ float4 vpos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
diff --git a/enbseries/menbprepasssettings.fx b/enbseries/menbprepasssettings.fx
new file mode 100644
index 0000000..7e6c6e4
--- /dev/null
+++ b/enbseries/menbprepasssettings.fx
@@ -0,0 +1,1103 @@
+/*
+ menbprepasssettings.fx : MariENB prepass user-tweakable variables.
+ (C)2013-2017 Marisa Kirisame, UnSX Team.
+ Part of MariENB, the personal ENB of Marisa.
+ Released under the GNU GPLv3 (or later).
+*/
+string str_misc = "Miscellaneous";
+/* fixed resolution, keeps blur filters at a consistent internal resolution */
+int fixedx
+<
+ string UIName = "Fixed Resolution Width";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+> = {1920};
+int fixedy
+<
+ string UIName = "Fixed Resolution Height";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+> = {1080};
+float cutoff
+<
+ string UIName = "Depth Cutoff";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1000000.0;
+> = {999949.0};
+float zNear
+<
+ string UIName = "Near Z";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.05};
+float zFar
+<
+ string UIName = "Far Z";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {3098.0};
+string str_dist = "Distortion Filters";
+float distcha
+<
+ string UIName = "Distortion Chromatic Aberration";
+ string UIWidget = "Spinner";
+> = {10.0};
+bool heatenable
+<
+ string UIName = "Enable Hot Air Refraction";
+ string UIWidget = "Checkbox";
+> = {false};
+float heatsize
+<
+ string UIName = "Heat Texture Size";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {3.5};
+float heatspeed
+<
+ string UIName = "Heat Speed";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.5};
+float heatfadepow
+<
+ string UIName = "Heat Fade Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {200.0};
+float heatfademul
+<
+ string UIName = "Heat Fade Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.5};
+float heatfadebump
+<
+ string UIName = "Heat Fade Offset";
+ string UIWidget = "Spinner";
+> = {0.0};
+float heatstrength
+<
+ string UIName = "Heat Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.25};
+float heatpow
+<
+ string UIName = "Heat Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.2};
+float heatfactor_n
+<
+ string UIName = "Heat Factor Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float heatfactor_d
+<
+ string UIName = "Heat Factor Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float heatfactor_i
+<
+ string UIName = "Heat Factor Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+string str_focus = "Focusing Parameters";
+/*
+ focus modes:
+ -1 : manual
+ 0 : center spot
+ 1 : center + triangle
+ 2 : 8x8 grid average
+ TODO
+ 3 : 8x8 grid average of 8 closest points
+ 4 : 8x8 grid average of 8 farthest points
+*/
+int focuscircle
+<
+ string UIName = "Focus Mode";
+ string UIWidget = "Checkbox";
+ int UIMin = -1;
+ int UIMax = 2;
+> = {1};
+bool focusdisplay
+<
+ string UIName = "Display Focus Points";
+ string UIWidget = "Checkbox";
+> = {false};
+float focusmanualvalue
+<
+ string UIName = "Manual Focus Depth";
+ string UIWidget = "Checkbox";
+ float UIMin = 0.0;
+ float UIMax = 1000.0;
+> = {500.0};
+/* center point of focus */
+float focuscenter_x
+<
+ string UIName = "Focus Point Center X";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 100.0;
+> = {50.0};
+float focuscenter_y
+<
+ string UIName = "Focus Point Center Y";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 100.0;
+> = {50.0};
+float focuscircleangle
+<
+ string UIName = "Focus Triangle Angle";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+/* radius of the focus point triangle */
+float focusradius_n
+<
+ string UIName = "Focus Triangle Radius Night";
+ string UIWidget = "Spinner";
+> = {20.0};
+float focusradius_d
+<
+ string UIName = "Focus Triangle Radius Day";
+ string UIWidget = "Spinner";
+> = {20.0};
+float focusradius_i
+<
+ string UIName = "Focus Triangle Radius Interior";
+ string UIWidget = "Spinner";
+> = {20.0};
+/* mix factor with sample at screen center */
+float focusmix_n
+<
+ string UIName = "Focus Triangle Blending Night";
+ string UIWidget = "Spinner";
+> = {0.5};
+float focusmix_d
+<
+ string UIName = "Focus Triangle Blending Day";
+ string UIWidget = "Spinner";
+> = {0.5};
+float focusmix_i
+<
+ string UIName = "Focus Triangle Blending Interior";
+ string UIWidget = "Spinner";
+> = {0.5};
+/* maximum focus depth */
+float focusmax_n
+<
+ string UIName = "Focus Maximum Depth Night";
+ string UIWidget = "Spinner";
+> = {1000.0};
+float focusmax_d
+<
+ string UIName = "Focus Maximum Depth Day";
+ string UIWidget = "Spinner";
+> = {1000.0};
+float focusmax_i
+<
+ string UIName = "Focus Maximum Depth Interior";
+ string UIWidget = "Spinner";
+> = {1000.0};
+/* dof filter */
+string str_dof = "Depth Of Field";
+/* dof multiplier (makes unfocused depths more blurry) */
+float dofmult_n
+<
+ string UIName = "DOF Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float dofmult_d
+<
+ string UIName = "DOF Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float dofmult_i
+<
+ string UIName = "DOF Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+/* dof power (the higher it is, the wider the focused area gets) */
+float dofpow_n
+<
+ string UIName = "DOF Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+float dofpow_d
+<
+ string UIName = "DOF Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+float dofpow_i
+<
+ string UIName = "DOF Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+/* dof bump (negative shift increases the area in complete focus) */
+float dofbump_n
+<
+ string UIName = "DOF Shift Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dofbump_d
+<
+ string UIName = "DOF Shift Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dofbump_i
+<
+ string UIName = "DOF Shift Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+/* fixed focused depth factors */
+float doffixedfocusmult_n
+<
+ string UIName = "DOF Fixed Focus Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float doffixedfocusmult_d
+<
+ string UIName = "DOF Fixed Focus Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float doffixedfocusmult_i
+<
+ string UIName = "DOF Fixed Focus Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float doffixedfocuspow_n
+<
+ string UIName = "DOF Fixed Focus Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float doffixedfocuspow_d
+<
+ string UIName = "DOF Fixed Focus Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float doffixedfocuspow_i
+<
+ string UIName = "DOF Fixed Focus Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float doffixedfocusbump_n
+<
+ string UIName = "DOF Fixed Focus Shift Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float doffixedfocusbump_d
+<
+ string UIName = "DOF Fixed Focus Shift Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float doffixedfocusbump_i
+<
+ string UIName = "DOF Fixed Focus Shift Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+float doffixedfocusblend_n
+<
+ string UIName = "DOF Fixed Focus Blend Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.0};
+float doffixedfocusblend_d
+<
+ string UIName = "DOF Fixed Focus Blend Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.0};
+float doffixedfocusblend_i
+<
+ string UIName = "DOF Fixed Focus Blend Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.0};
+float doffixedfocusdepth
+<
+ string UIName = "DOF Fixed Focus Depth";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+float doffixedfocuscap
+<
+ string UIName = "DOF Fixed Focus Cap";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+/* fixed unfocused depth factors */
+float doffixedunfocusmult_n
+<
+ string UIName = "DOF Fixed Unfocus Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float doffixedunfocusmult_d
+<
+ string UIName = "DOF Fixed Unfocus Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float doffixedunfocusmult_i
+<
+ string UIName = "DOF Fixed Unfocus Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float doffixedunfocuspow_n
+<
+ string UIName = "DOF Fixed Unfocus Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1000.0};
+float doffixedunfocuspow_d
+<
+ string UIName = "DOF Fixed Unfocus Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1000.0};
+float doffixedunfocuspow_i
+<
+ string UIName = "DOF Fixed Unfocus Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1000.0};
+float doffixedunfocusbump_n
+<
+ string UIName = "DOF Fixed Unfocus Shift Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float doffixedunfocusbump_d
+<
+ string UIName = "DOF Fixed Unfocus Shift Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float doffixedunfocusbump_i
+<
+ string UIName = "DOF Fixed Unfocus Shift Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+float doffixedunfocusblend_n
+<
+ string UIName = "DOF Fixed Unfocus Blend Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.0};
+float doffixedunfocusblend_d
+<
+ string UIName = "DOF Fixed Unfocus Blend Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.0};
+float doffixedunfocusblend_i
+<
+ string UIName = "DOF Fixed Unfocus Blend Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.0};
+float doffixedunfocusdepth
+<
+ string UIName = "DOF Fixed Unfocus Depth";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+/* prevents fixed dof from blurring the skybox */
+bool doffixedcut
+<
+ string UIName = "DOF Fixed Use Cutoff";
+ string UIWidget = "Checkbox";
+> = {true};
+/* disable depth of field */
+bool dofdisable
+<
+ string UIName = "Disable DOF";
+ string UIWidget = "Checkbox";
+> = {false};
+bool doffixedonly
+<
+ string UIName = "Use Only Fixed DOF";
+ string UIWidget = "Checkbox";
+> = {false};
+float dofpradius
+<
+ string UIName = "DOF Gather Blur Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {6.0};
+float dofpbradius
+<
+ string UIName = "DOF Post-Blur Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dofpcha
+<
+ string UIName = "DOF Blur Chromatic Aberration";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dofbthreshold
+<
+ string UIName = "DOF Highlight Threshold";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.5};
+float dofbgain
+<
+ string UIName = "DOF Highlight Gain";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float dofbradius
+<
+ string UIName = "DOF Bokeh Blur Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dofbbias
+<
+ string UIName = "DOF Bokeh Edge Bias";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.5};
+float dofbnoise
+<
+ string UIName = "DOF Bokeh Fuzz";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.01};
+/* tilting */
+float doftiltxcenter
+<
+ string UIName = "Focus Plane Horizontal Tilt Center";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.5};
+float doftiltycenter
+<
+ string UIName = "Focus Plane Vertical Tilt Center";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.5};
+float doftiltx
+<
+ string UIName = "Focus Plane Horizontal Tilt";
+ string UIWidget = "Spinner";
+> = {0.0};
+float doftilty
+<
+ string UIName = "Focus Plane Vertical Tilt";
+ string UIWidget = "Spinner";
+> = {0.0};
+/* cheap performance option */
+float dofminblur
+<
+ string UIName = "DOF Minimum Blur";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+bool dofdebug
+<
+ string UIName = "Debug Depth";
+ string UIWidget = "Checkbox";
+> = {false};
+bool dfcdebug
+<
+ string UIName = "Debug Focus";
+ string UIWidget = "Checkbox";
+> = {false};
+/* use "edge vision" filter */
+string str_view = "Edgevision";
+bool edgevenable
+<
+ string UIName = "Enable Edgevision";
+ string UIWidget = "Checkbox";
+> = {false};
+/* factors */
+float edgevfadepow_n
+<
+ string UIName = "Edgevision Fade Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float edgevfadepow_d
+<
+ string UIName = "Edgevision Fade Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float edgevfadepow_i
+<
+ string UIName = "Edgevision Fade Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float edgevfademult_n
+<
+ string UIName = "Edgevision Fade Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float edgevfademult_d
+<
+ string UIName = "Edgevision Fade Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float edgevfademult_i
+<
+ string UIName = "Edgevision Fade Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float edgevpow
+<
+ string UIName = "Edgevision Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.25};
+float edgevmult
+<
+ string UIName = "Edgevision Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+float edgevradius
+<
+ string UIName = "Edgevision Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+bool edgevinv
+<
+ string UIName = "Invert Edgevision";
+ string UIWidget = "Checkbox";
+> = {false};
+bool edgevblend
+<
+ string UIName = "Blend Edgevision";
+ string UIWidget = "Checkbox";
+> = {false};
+/* use luma edge detection filter */
+string str_com = "Edge Detect";
+bool comenable
+<
+ string UIName = "Enable Edge Detect";
+ string UIWidget = "Checkbox";
+> = {false};
+float compow
+<
+ string UIName = "Edge Detect Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float commult
+<
+ string UIName = "Edge Detect Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float comradius
+<
+ string UIName = "Edge Detect Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+bool cominv
+<
+ string UIName = "Invert Edge Detect";
+ string UIWidget = "Checkbox";
+> = {false};
+bool comblend
+<
+ string UIName = "Blend Edge Detect";
+ string UIWidget = "Checkbox";
+> = {false};
+/* use edge threshold filter aka "linevision" */
+string str_cont = "Linevision";
+bool contenable
+<
+ string UIName = "Enable Linevision";
+ string UIWidget = "Checkbox";
+> = {false};
+/* factors */
+float contfadepow_n
+<
+ string UIName = "Linevision Fade Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float contfadepow_d
+<
+ string UIName = "Linevision Fade Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float contfadepow_i
+<
+ string UIName = "Linevision Fade Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float contfademult_n
+<
+ string UIName = "Linevision Fade Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float contfademult_d
+<
+ string UIName = "Linevision Fade Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float contfademult_i
+<
+ string UIName = "Linevision Fade Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {500.0};
+float contpow
+<
+ string UIName = "Linevision Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float contmult
+<
+ string UIName = "Linevision Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {2.0};
+float contradius
+<
+ string UIName = "Linevision Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float contthreshold
+<
+ string UIName = "Linevision Threshold";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.05};
+bool continv
+<
+ string UIName = "Invert Linevision";
+ string UIWidget = "Checkbox";
+> = {false};
+bool contblend
+<
+ string UIName = "Blend Linevision";
+ string UIWidget = "Checkbox";
+> = {false};
+/* fog filter */
+string str_fog = "Custom Fog Filter";
+bool fogenable
+<
+ string UIName = "Enable Custom Fog";
+ string UIWidget = "Checkbox";
+> = {false};
+float fogpow
+<
+ string UIName = "Fog Contrast";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float fogmult
+<
+ string UIName = "Fog Intensity";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float fogbump
+<
+ string UIName = "Fog Shift";
+ string UIWidget = "Spinner";
+> = {0.0};
+float3 fogcolor
+<
+ string UIName = "Fog Color";
+ string UIWidget = "Spinner";
+> = {1.0,1.0,1.0};
+bool foglimbo
+<
+ string UIName = "Limbo Mode";
+ string UIWidget = "Checkbox";
+> = {false};
+/* luma sharpen because of reasons */
+string str_sharp = "Luma Sharpen";
+bool sharpenable
+<
+ string UIName = "Sharpen Enable";
+ string UIWidget = "Checkbox";
+> = {false};
+float sharpradius
+<
+ string UIName = "Sharpen Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.8};
+float sharpclamp
+<
+ string UIName = "Sharpen Clamp";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.02};
+float sharpblend
+<
+ string UIName = "Sharpen Blending";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.2};
+/* depth-based colour grading suite */
+string str_grade = "Depth Color Grading Suite";
+float dgradedfoc
+<
+ string UIName = "Depth Grading Center Depth";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1000.0;
+> = {500.0};
+float dgradedpow_n
+<
+ string UIName = "Depth Grading Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradedpow_d
+<
+ string UIName = "Depth Grading Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradedpow_i
+<
+ string UIName = "Depth Grading Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradedmul_n
+<
+ string UIName = "Depth Grading Intensity Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradedmul_d
+<
+ string UIName = "Depth Grading Intensity Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradedmul_i
+<
+ string UIName = "Depth Grading Intensity Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradedbump_n
+<
+ string UIName = "Depth Grading Shift Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dgradedbump_d
+<
+ string UIName = "Depth Grading Shift Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dgradedbump_i
+<
+ string UIName = "Depth Grading Shift Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dgradedblend_n
+<
+ string UIName = "Depth Grading Blend Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float dgradedblend_d
+<
+ string UIName = "Depth Grading Blend Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+float dgradedblend_i
+<
+ string UIName = "Depth Grading Blend Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {1.0};
+bool dgradeenable1
+<
+ string UIName = "Enable RGB Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+/* color component multipliers */
+float dgrademul_r_n
+<
+ string UIName = "Grading Intensity Night Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_g_n
+<
+ string UIName = "Grading Intensity Night Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_b_n
+<
+ string UIName = "Grading Intensity Night Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_r_d
+<
+ string UIName = "Grading Intensity Day Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_g_d
+<
+ string UIName = "Grading Intensity Day Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_b_d
+<
+ string UIName = "Grading Intensity Day Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_r_i
+<
+ string UIName = "Grading Intensity Interior Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_g_i
+<
+ string UIName = "Grading Intensity Interior Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgrademul_b_i
+<
+ string UIName = "Grading Intensity Interior Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* color component contrasts */
+float dgradepow_r_n
+<
+ string UIName = "Grading Contrast Night Red";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_g_n
+<
+ string UIName = "Grading Contrast Night Green";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_b_n
+<
+ string UIName = "Grading Contrast Night Blue";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_r_d
+<
+ string UIName = "Grading Contrast Day Red";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_g_d
+<
+ string UIName = "Grading Contrast Day Green";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_b_d
+<
+ string UIName = "Grading Contrast Day Blue";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_r_i
+<
+ string UIName = "Grading Contrast Interior Red";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_g_i
+<
+ string UIName = "Grading Contrast Interior Green";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+float dgradepow_b_i
+<
+ string UIName = "Grading Contrast Interior Blue";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.0};
+/* colorization factors */
+bool dgradeenable2
+<
+ string UIName = "Enable Vibrance Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+float dgradecol_r_n
+<
+ string UIName = "Grading Color Night Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_g_n
+<
+ string UIName = "Grading Color Night Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_b_n
+<
+ string UIName = "Grading Color Night Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_r_d
+<
+ string UIName = "Grading Color Day Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_g_d
+<
+ string UIName = "Grading Color Day Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_b_d
+<
+ string UIName = "Grading Color Day Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_r_i
+<
+ string UIName = "Grading Color Interior Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_g_i
+<
+ string UIName = "Grading Color Interior Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradecol_b_i
+<
+ string UIName = "Grading Color Interior Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* blend factor for colorization (negative values are quite fancy) */
+float dgradecolfact_n
+<
+ string UIName = "Grading Color Factor Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dgradecolfact_d
+<
+ string UIName = "Grading Color Factor Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float dgradecolfact_i
+<
+ string UIName = "Grading Color Factor Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+/* HSV grading */
+bool dgradeenable3
+<
+ string UIName = "Enable HSV Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+/* saturation multiplier */
+float dgradesatmul_n
+<
+ string UIName = "Grading Saturation Intensity Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradesatmul_d
+<
+ string UIName = "Grading Saturation Intensity Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradesatmul_i
+<
+ string UIName = "Grading Saturation Intensity Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* saturation power */
+float dgradesatpow_n
+<
+ string UIName = "Grading Saturation Contrast Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradesatpow_d
+<
+ string UIName = "Grading Saturation Contrast Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradesatpow_i
+<
+ string UIName = "Grading Saturation Contrast Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* value multiplier */
+float dgradevalmul_n
+<
+ string UIName = "Grading Value Intensity Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradevalmul_d
+<
+ string UIName = "Grading Value Intensity Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradevalmul_i
+<
+ string UIName = "Grading Value Intensity Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+/* value power */
+float dgradevalpow_n
+<
+ string UIName = "Grading Value Contrast Night";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradevalpow_d
+<
+ string UIName = "Grading Value Contrast Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float dgradevalpow_i
+<
+ string UIName = "Grading Value Contrast Interior";
+ string UIWidget = "Spinner";
+> = {1.0};
+bool dcolorizeafterhsv
+<
+ string UIName = "Colorize After HSV";
+ string UIWidget = "Checkbox";
+> = {true};
\ No newline at end of file
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