diff --git a/Logo.png b/Logo.png deleted file mode 100644 index dba3d72..0000000 Binary files a/Logo.png and /dev/null differ diff --git a/README.md b/README.md deleted file mode 100644 index 56118da..0000000 --- a/README.md +++ /dev/null @@ -1,13 +0,0 @@ -![logo](Logo.png) - -This repo contains every single version of MariENB ever made. -For the sake of neater organization, they are divided in specific branches: - -- **historic**: Alpha versions of MariENB. -- **legacy**: 1.x releases. -- **twopoint-modular**: 2.0.x releases that used a modular packaging model. -- **twopoint-dust**: 2.x releases for Fallout: DUST. -- **twopoint-fnv**: 2.x releases for Fallout: New Vegas. -- **twopoint-skyrim**: 2.x releases for Skyrim. -- **threepoint-frost**: 3.x releases for Fallout: FROST. -- **threepoint-fo4**: 3.x releases for Fallout 4. \ No newline at end of file diff --git a/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 + + Copyright (C) 2007 Free Software 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If the +Program specifies that a certain numbered version of the GNU General +Public License "or any later version" applies to it, you have the +option of following the terms and conditions either of that numbered +version or of any later version published by the Free Software +Foundation. If the Program does not specify a version number of the +GNU General Public License, you may choose any version ever published +by the Free Software Foundation. + + If the Program specifies that a proxy can decide which future +versions of the GNU General Public License can be used, that proxy's +public statement of acceptance of a version permanently authorizes you +to choose that version for the Program. + + Later license versions may give you additional or different +permissions. However, no additional obligations are imposed on any +author or copyright holder as a result of your choosing to follow a +later version. + + 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 +OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, +THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM +IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF +ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + + 16. Limitation of Liability. + + IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF +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 diff --git a/enbseries/menbvignette.png b/enbseries/menbvignette.png new file mode 100644 index 0000000..a05f8fc Binary files /dev/null and b/enbseries/menbvignette.png differ