diff --git a/Logo.png b/Logo.png
deleted file mode 100644
index dba3d72..0000000
Binary files a/Logo.png and /dev/null differ
diff --git a/README.md b/README.md
deleted file mode 100644
index 56118da..0000000
--- a/README.md
+++ /dev/null
@@ -1,13 +0,0 @@
-
-
-This repo contains every single version of MariENB ever made.
-For the sake of neater organization, they are divided in specific branches:
-
-- **historic**: Alpha versions of MariENB.
-- **legacy**: 1.x releases.
-- **twopoint-modular**: 2.0.x releases that used a modular packaging model.
-- **twopoint-dust**: 2.x releases for Fallout: DUST.
-- **twopoint-fnv**: 2.x releases for Fallout: New Vegas.
-- **twopoint-skyrim**: 2.x releases for Skyrim.
-- **threepoint-frost**: 3.x releases for Fallout: FROST.
-- **threepoint-fo4**: 3.x releases for Fallout 4.
\ No newline at end of file
diff --git a/enbseries.ini b/enbseries.ini
new file mode 100644
index 0000000..5d40160
--- /dev/null
+++ b/enbseries.ini
@@ -0,0 +1,441 @@
+[GLOBAL]
+UseEffect=true
+[EFFECT]
+UseOriginalObjectsProcessing=false
+UseOriginalPostProcessing=false
+UseOriginalColorFilter=true
+UseOriginalBloom=false
+UseOriginalAdaptation=false
+EnablePostPassShader=true
+EnableDithering=true
+EnableAdaptation=true
+EnableBloom=true
+EnableLens=false
+EnableDepthOfField=true
+EnableSSAO=true
+EnableSkyAmbientCalculation=true
+EnableCloudShadows=true
+EnableDetailedShadow=true
+EnableSkylighting=true
+EnableSubSurfaceScattering=true
+EnableWater=true
+EnableReflections=true
+[COLORCORRECTION]
+UseProceduralCorrection=true
+Brightness=1.0
+GammaCurve=1.0
+UsePaletteTexture=true
+[TIMEOFDAY]
+DawnDuration=2.0
+SunriseTime=7.0
+DayTime=12.0
+SunsetTime=18.0
+DuskDuration=2.0
+NightTime=0.0
+[ADAPTATION]
+AdaptationSensitivity=0.2
+AdaptationTime=0.65
+ForceMinMaxValues=false
+AdaptationMin=0.1
+AdaptationMax=1.0
+[DEPTHOFFIELD]
+FocusingTime=0.4
+ApertureTime=1.0
+[BLOOM]
+IgnoreWeatherSystem=true
+AmountDawn=1.0
+AmountSunrise=1.0
+AmountDay=1.0
+AmountSunset=1.0
+AmountDusk=1.0
+AmountNight=1.0
+AmountInteriorDay=1.0
+AmountInteriorNight=1.0
+[LENS]
+IgnoreWeatherSystem=true
+AmountDawn=1.0
+AmountSunrise=1.0
+AmountDay=1.0
+AmountSunset=1.0
+AmountDusk=1.0
+AmountNight=1.0
+AmountInteriorDay=1.0
+AmountInteriorNight=1.0
+[SKY]
+IgnoreWeatherSystem=true
+Enable=true
+GradientIntensityDawn=1.010001
+GradientIntensitySunrise=1.110001
+GradientIntensityDay=1.330001
+GradientIntensitySunset=1.110001
+GradientIntensityDusk=1.03
+GradientIntensityNight=0.960001
+GradientIntensityInteriorDay=1.29
+GradientIntensityInteriorNight=0.94
+GradientDesaturationDawn=0.0
+GradientDesaturationSunrise=0.0
+GradientDesaturationDay=0.0
+GradientDesaturationSunset=0.0
+GradientDesaturationDusk=0.0
+GradientDesaturationNight=0.0
+GradientDesaturationInteriorDay=0.0
+GradientDesaturationInteriorNight=0.0
+GradientTopIntensityDawn=0.82
+GradientTopIntensitySunrise=0.87
+GradientTopIntensityDay=0.990001
+GradientTopIntensitySunset=0.86
+GradientTopIntensityDusk=0.78
+GradientTopIntensityNight=0.64
+GradientTopIntensityInteriorDay=0.97
+GradientTopIntensityInteriorNight=0.63
+GradientTopCurveDawn=0.87
+GradientTopCurveSunrise=0.82
+GradientTopCurveDay=0.97
+GradientTopCurveSunset=0.88
+GradientTopCurveDusk=0.86
+GradientTopCurveNight=0.89
+GradientTopCurveInteriorDay=0.98
+GradientTopCurveInteriorNight=0.82
+GradientTopColorFilterDawn=0.949, 0.839, 0.98
+GradientTopColorFilterSunrise=0.851, 0.855, 0.961
+GradientTopColorFilterDay=1, 1, 1
+GradientTopColorFilterSunset=0.882, 0.875, 0.961
+GradientTopColorFilterDusk=0.914, 0.827, 0.969
+GradientTopColorFilterNight=0.827, 0.82, 0.961
+GradientTopColorFilterInteriorDay=1, 1, 1
+GradientTopColorFilterInteriorNight=0.898, 0.835, 0.906
+GradientMiddleIntensityDawn=0.92
+GradientMiddleIntensitySunrise=0.95
+GradientMiddleIntensityDay=1.05
+GradientMiddleIntensitySunset=0.96
+GradientMiddleIntensityDusk=0.91
+GradientMiddleIntensityNight=0.860001
+GradientMiddleIntensityInteriorDay=1.0
+GradientMiddleIntensityInteriorNight=0.87
+GradientMiddleCurveDawn=0.93
+GradientMiddleCurveSunrise=0.96
+GradientMiddleCurveDay=1.02
+GradientMiddleCurveSunset=0.95
+GradientMiddleCurveDusk=0.92
+GradientMiddleCurveNight=0.89
+GradientMiddleCurveInteriorDay=1.05
+GradientMiddleCurveInteriorNight=0.87
+GradientMiddleColorFilterDawn=0.945, 0.859, 0.992
+GradientMiddleColorFilterSunrise=0.886, 0.894, 0.996
+GradientMiddleColorFilterDay=1, 1, 1
+GradientMiddleColorFilterSunset=0.937, 0.914, 0.992
+GradientMiddleColorFilterDusk=0.965, 0.882, 0.992
+GradientMiddleColorFilterNight=0.847, 0.922, 0.996
+GradientMiddleColorFilterInteriorDay=1, 1, 1
+GradientMiddleColorFilterInteriorNight=0.867, 0.867, 0.992
+GradientHorizonIntensityDawn=0.95
+GradientHorizonIntensitySunrise=1.07
+GradientHorizonIntensityDay=1.170001
+GradientHorizonIntensitySunset=1.06
+GradientHorizonIntensityDusk=0.97
+GradientHorizonIntensityNight=0.910001
+GradientHorizonIntensityInteriorDay=1.17
+GradientHorizonIntensityInteriorNight=0.91
+GradientHorizonCurveDawn=0.98
+GradientHorizonCurveSunrise=1.02
+GradientHorizonCurveDay=1.05
+GradientHorizonCurveSunset=1.01
+GradientHorizonCurveDusk=0.99
+GradientHorizonCurveNight=0.89
+GradientHorizonCurveInteriorDay=1.03
+GradientHorizonCurveInteriorNight=0.95
+GradientHorizonColorFilterDawn=1, 1, 1
+GradientHorizonColorFilterSunrise=1, 1, 1
+GradientHorizonColorFilterDay=1, 1, 1
+GradientHorizonColorFilterSunset=1, 1, 1
+GradientHorizonColorFilterDusk=1, 1, 1
+GradientHorizonColorFilterNight=1, 1, 1
+GradientHorizonColorFilterInteriorDay=1, 1, 1
+GradientHorizonColorFilterInteriorNight=1, 1, 1
+CloudsIntensityDawn=0.850001
+CloudsIntensitySunrise=1.030001
+CloudsIntensityDay=1.230001
+CloudsIntensitySunset=1.040001
+CloudsIntensityDusk=0.880001
+CloudsIntensityNight=0.640001
+CloudsIntensityInteriorDay=1.26
+CloudsIntensityInteriorNight=0.64
+CloudsCurveDawn=0.81
+CloudsCurveSunrise=0.86
+CloudsCurveDay=0.95
+CloudsCurveSunset=0.87
+CloudsCurveDusk=0.82
+CloudsCurveNight=0.76
+CloudsCurveInteriorDay=0.95
+CloudsCurveInteriorNight=0.78
+CloudsDesaturationDawn=0.0
+CloudsDesaturationSunrise=0.0
+CloudsDesaturationDay=0.0
+CloudsDesaturationSunset=0.0
+CloudsDesaturationDusk=0.0
+CloudsDesaturationNight=0.0
+CloudsDesaturationInteriorDay=0.0
+CloudsDesaturationInteriorNight=0.0
+CloudsOpacityDawn=1.0
+CloudsOpacitySunrise=1.0
+CloudsOpacityDay=1.0
+CloudsOpacitySunset=1.0
+CloudsOpacityDusk=1.0
+CloudsOpacityNight=1.0
+CloudsOpacityInteriorDay=1.0
+CloudsOpacityInteriorNight=1.0
+CloudsColorFilterDawn=0.984, 0.855, 0.996
+CloudsColorFilterSunrise=0.867, 0.882, 0.984
+CloudsColorFilterDay=1, 1, 1
+CloudsColorFilterSunset=0.855, 0.851, 0.984
+CloudsColorFilterDusk=0.82, 0.749, 0.984
+CloudsColorFilterNight=0.847, 0.894, 0.98
+CloudsColorFilterInteriorDay=1, 1, 1
+CloudsColorFilterInteriorNight=0.792, 0.808, 0.957
+SunIntensityDawn=1.91
+SunIntensitySunrise=2.45
+SunIntensityDay=2.02
+SunIntensitySunset=2.43
+SunIntensityDusk=1.97
+SunIntensityNight=1.15
+SunIntensityInteriorDay=2.02
+SunIntensityInteriorNight=1.19
+SunDesaturationDawn=0.11
+SunDesaturationSunrise=0.2
+SunDesaturationDay=0.35
+SunDesaturationSunset=0.28
+SunDesaturationDusk=0.14
+SunDesaturationNight=0.08
+SunDesaturationInteriorDay=0.35
+SunDesaturationInteriorNight=0.22
+SunColorFilterDawn=0.992, 0.537, 0.412
+SunColorFilterSunrise=0.996, 0.831, 0.729
+SunColorFilterDay=1, 0.898, 0.718
+SunColorFilterSunset=0.992, 0.765, 0.631
+SunColorFilterDusk=0.965, 0.447, 0.4
+SunColorFilterNight=0.914, 0.145, 0.145
+SunColorFilterInteriorDay=0.996, 0.827, 0.706
+SunColorFilterInteriorNight=0.816, 0.114, 0.0784
+MoonIntensityDawn=0.7
+MoonIntensitySunrise=0.57
+MoonIntensityDay=0.49
+MoonIntensitySunset=0.58
+MoonIntensityDusk=0.69
+MoonIntensityNight=0.83
+MoonIntensityInteriorDay=0.57
+MoonIntensityInteriorNight=0.89
+MoonDesaturationDawn=0.47
+MoonDesaturationSunrise=0.41
+MoonDesaturationDay=0.36
+MoonDesaturationSunset=0.42
+MoonDesaturationDusk=0.48
+MoonDesaturationNight=0.56
+MoonDesaturationInteriorDay=0.43
+MoonDesaturationInteriorNight=0.59
+MoonColorFilterDawn=0.553, 0.498, 0.804
+MoonColorFilterSunrise=0.82, 0.847, 0.882
+MoonColorFilterDay=1, 1, 1
+MoonColorFilterSunset=0.757, 0.812, 0.89
+MoonColorFilterDusk=0.537, 0.51, 0.706
+MoonColorFilterNight=0.486, 0.596, 0.8
+MoonColorFilterInteriorDay=1, 1, 1
+MoonColorFilterInteriorNight=0.455, 0.522, 0.816
+[ENVIRONMENT]
+IgnoreWeatherSystem=true
+DirectLightingIntensityDawn=1.06
+DirectLightingIntensitySunrise=1.47
+DirectLightingIntensityDay=1.74
+DirectLightingIntensitySunset=1.37
+DirectLightingIntensityDusk=1.02
+DirectLightingIntensityNight=0.85
+DirectLightingIntensityInteriorDay=1.59
+DirectLightingIntensityInteriorNight=0.89
+DirectLightingDesaturationDawn=0.0
+DirectLightingDesaturationSunrise=0.0
+DirectLightingDesaturationDay=0.0
+DirectLightingDesaturationSunset=0.0
+DirectLightingDesaturationDusk=0.0
+DirectLightingDesaturationNight=0.0
+DirectLightingDesaturationInteriorDay=0.0
+DirectLightingDesaturationInteriorNight=0.0
+DirectLightingColorFilterDawn=0.996, 0.886, 0.98
+DirectLightingColorFilterSunrise=0.996, 0.878, 0.906
+DirectLightingColorFilterDay=1, 1, 1
+DirectLightingColorFilterSunset=0.992, 0.906, 0.937
+DirectLightingColorFilterDusk=0.976, 0.922, 0.992
+DirectLightingColorFilterNight=0.894, 0.89, 0.992
+DirectLightingColorFilterInteriorDay=1, 1, 1
+DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
+AmbientLightingIntensityDawn=0.56
+AmbientLightingIntensitySunrise=0.87
+AmbientLightingIntensityDay=0.91
+AmbientLightingIntensitySunset=0.83
+AmbientLightingIntensityDusk=0.64
+AmbientLightingIntensityNight=0.35
+AmbientLightingIntensityInteriorDay=0.17
+AmbientLightingIntensityInteriorNight=0.12
+SkyAmbientTopIntensityDawn=0.18
+SkyAmbientTopIntensitySunrise=0.23
+SkyAmbientTopIntensityDay=0.31
+SkyAmbientTopIntensitySunset=0.22
+SkyAmbientTopIntensityDusk=0.16
+SkyAmbientTopIntensityNight=0.1
+SkyAmbientTopIntensityInteriorDay=0.06
+SkyAmbientTopIntensityInteriorNight=0.03
+SkyAmbientBottomIntensityDawn=0.13
+SkyAmbientBottomIntensitySunrise=0.18
+SkyAmbientBottomIntensityDay=0.22
+SkyAmbientBottomIntensitySunset=0.17
+SkyAmbientBottomIntensityDusk=0.11
+SkyAmbientBottomIntensityNight=0.08
+SkyAmbientBottomIntensityInteriorDay=0.03
+SkyAmbientBottomIntensityInteriorNight=0.01
+[SSAO_SSIL]
+UseIndirectLighting=true
+SamplingQuality=1
+SamplingRange=0.25
+AOIntensity=0.99
+AOIntensityInterior=0.89
+AOAmount=1.33
+AOAmountInterior=1.13
+ILAmount=1.29
+ILAmountInterior=1.18
+AOMixingType=2
+AOMixingTypeInterior=2
+ResolutionScale=0.5
+SourceTexturesScale=1.0
+UseComplexAmbientOcclusion=true
+EnableComplexFilter=true
+FilterBluriness=1
+UseSelfIntersecting=true
+[FOG]
+IgnoreWeatherSystem=true
+DistanceFadeDawn=1.0
+DistanceFadeSunrise=1.0
+DistanceFadeDay=1.0
+DistanceFadeSunset=1.0
+DistanceFadeDusk=1.0
+DistanceFadeNight=1.0
+DistanceFadeInteriorDay=1.0
+DistanceFadeInteriorNight=1.0
+VerticalFadeDawn=0.5
+VerticalFadeSunrise=0.5
+VerticalFadeDay=0.5
+VerticalFadeSunset=0.5
+VerticalFadeDusk=0.5
+VerticalFadeNight=0.5
+VerticalFadeInteriorDay=0.5
+VerticalFadeInteriorNight=0.5
+SunIntensityDawn=1.0
+SunIntensitySunrise=1.0
+SunIntensityDay=1.0
+SunIntensitySunset=1.0
+SunIntensityDusk=1.0
+SunIntensityNight=1.0
+SunIntensityInteriorDay=1.0
+SunIntensityInteriorNight=1.0
+DistanceColorMultiplierDawn=1.0
+DistanceColorMultiplierSunrise=1.0
+DistanceColorMultiplierDay=1.0
+DistanceColorMultiplierSunset=1.0
+DistanceColorMultiplierDusk=1.0
+DistanceColorMultiplierNight=1.0
+DistanceColorMultiplierInteriorDay=1.0
+DistanceColorMultiplierInteriorNight=1.0
+VerticalColorMultiplierDawn=1.0
+VerticalColorMultiplierSunrise=1.0
+VerticalColorMultiplierDay=1.0
+VerticalColorMultiplierSunset=1.0
+VerticalColorMultiplierDusk=1.0
+VerticalColorMultiplierNight=1.0
+VerticalColorMultiplierInteriorDay=1.0
+VerticalColorMultiplierInteriorNight=1.0
+SunDesaturationDawn=0.0
+SunDesaturationSunrise=0.0
+SunDesaturationDay=0.0
+SunDesaturationSunset=0.0
+SunDesaturationDusk=0.0
+SunDesaturationNight=0.0
+SunDesaturationInteriorDay=0.0
+SunDesaturationInteriorNight=0.0
+SunColorFilterDawn=1, 1, 1
+SunColorFilterSunrise=1, 1, 1
+SunColorFilterDay=1, 1, 1
+SunColorFilterSunset=1, 1, 1
+SunColorFilterDusk=1, 1, 1
+SunColorFilterNight=1, 1, 1
+SunColorFilterInteriorDay=1, 1, 1
+SunColorFilterInteriorNight=1, 1, 1
+[CLOUDSHADOWS]
+IgnoreWeatherSystem=true
+EnableAtNight=true
+ForceOpacity=false
+OpacityDawn=0.5
+OpacitySunrise=0.5
+OpacityDay=0.5
+OpacitySunset=0.5
+OpacityDusk=0.5
+OpacityNight=0.5
+OpacityInteriorDay=0.5
+OpacityInteriorNight=0.5
+[SHADOW]
+DetailedShadowQuality=1
+[SUBSURFACESCATTERING]
+IgnoreWeatherSystem=true
+EnableSeparateInteriorParameters=true
+Radius=3.86
+RadiusInterior=4.12
+Amount=0.67
+AmountInterior=0.7
+EpidermalAmount=1.46
+EpidermalAmountInterior=1.43
+SubdermalAmount=1.89
+SubdermalAmountInterior=2.08
+EpidermalDiffuseSaturation=-0.18
+EpidermalDiffuseSaturationInterior=-0.11
+SubdermalDiffuseSaturation=0.24
+SubdermalDiffuseSaturationInterior=0.58
+EpidermalMix=0.69
+EpidermalMixInterior=0.57
+SubdermalMix=0.52
+SubdermalMixInterior=0.59
+SubdermalTranslucency=0.76
+SubdermalTranslucencyInterior=0.64
+SubdermalPhase=0.72
+SubdermalPhaseInterior=0.61
+[WATER]
+IgnoreWeatherSystem=true
+EnableDispersion=true
+EnableCaustics=true
+EnableParallax=true
+EnableSelfReflection=true
+EnableDisplacement=true
+DisplacementQuality=1
+ReflectionAmount=0.91
+ReflectionBlurring=0.36
+ReflectionFlatness=0.73
+FresnelMultiplier=1.69
+DispersionAmount=0.95
+CausticsAmount=0.85
+SunSpecularMultiplier=1.67
+SunScatteringMultiplier=1.35
+WavesAmplitudeDawn=0.62
+WavesAmplitudeSunrise=0.72
+WavesAmplitudeDay=0.78
+WavesAmplitudeSunset=0.74
+WavesAmplitudeDusk=0.63
+WavesAmplitudeNight=0.53
+WavesAmplitudeInteriorDay=0.68
+WavesAmplitudeInteriorNight=0.56
+[SKYLIGHTING]
+IgnoreWeatherSystem=true
+AmbientMinLevelDawn=0.57
+AmbientMinLevelSunrise=0.64
+AmbientMinLevelDay=0.68
+AmbientMinLevelSunset=0.61
+AmbientMinLevelDusk=0.58
+AmbientMinLevelNight=0.54
+AmbientMinLevelInteriorDay=0.66
+AmbientMinLevelInteriorNight=0.51
+[REFLECTIONS]
+Quality=2
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 Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
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+ A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+ To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
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+
+ To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user through
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+ An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
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+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
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+the interface presents a list of user commands or options, such as a
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+ 1. Source Code.
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+ The "source code" for a work means the preferred form of the work
+for making modifications to it. "Object code" means any non-source
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+same work.
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+Public License instead of this License. But first, please read
+.
diff --git a/enbseries/SMAA/AreaTex.dds b/enbseries/SMAA/AreaTex.dds
new file mode 100644
index 0000000..7a3b1f8
Binary files /dev/null and b/enbseries/SMAA/AreaTex.dds differ
diff --git a/enbseries/SMAA/LICENSE.txt b/enbseries/SMAA/LICENSE.txt
new file mode 100644
index 0000000..dbce0e6
--- /dev/null
+++ b/enbseries/SMAA/LICENSE.txt
@@ -0,0 +1,24 @@
+Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
+Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
+Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
+Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
+Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
+the Software, and to permit persons to whom the Software is furnished to do so,
+subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software. As clarification, there is no
+requirement that the copyright notice and permission be included in binary
+distributions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
+FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
+COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
diff --git a/enbseries/SMAA/SMAA.fxh b/enbseries/SMAA/SMAA.fxh
new file mode 100644
index 0000000..1c09f68
--- /dev/null
+++ b/enbseries/SMAA/SMAA.fxh
@@ -0,0 +1,1364 @@
+/**
+ * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
+ * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
+ * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
+ * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
+ * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * this software and associated documentation files (the "Software"), to deal in
+ * the Software without restriction, including without limitation the rights to
+ * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+ * of the Software, and to permit persons to whom the Software is furnished to
+ * do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software. As clarification, there
+ * is no requirement that the copyright notice and permission be included in
+ * binary distributions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+
+/**
+ * _______ ___ ___ ___ ___
+ * / || \/ | / \ / \
+ * | (---- | \ / | / ^ \ / ^ \
+ * \ \ | |\/| | / /_\ \ / /_\ \
+ * ----) | | | | | / _____ \ / _____ \
+ * |_______/ |__| |__| /__/ \__\ /__/ \__\
+ *
+ * E N H A N C E D
+ * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
+ *
+ * http://www.iryoku.com/smaa/
+ *
+ * Hi, welcome aboard!
+ *
+ * Here you'll find instructions to get the shader up and running as fast as
+ * possible.
+ *
+ * IMPORTANTE NOTICE: when updating, remember to update both this file and the
+ * precomputed textures! They may change from version to version.
+ *
+ * The shader has three passes, chained together as follows:
+ *
+ * |input|------------------+
+ * v |
+ * [ SMAA*EdgeDetection ] |
+ * v |
+ * |edgesTex| |
+ * v |
+ * [ SMAABlendingWeightCalculation ] |
+ * v |
+ * |blendTex| |
+ * v |
+ * [ SMAANeighborhoodBlending ] <------+
+ * v
+ * |output|
+ *
+ * Note that each [pass] has its own vertex and pixel shader. Remember to use
+ * oversized triangles instead of quads to avoid overshading along the
+ * diagonal.
+ *
+ * You've three edge detection methods to choose from: luma, color or depth.
+ * They represent different quality/performance and anti-aliasing/sharpness
+ * tradeoffs, so our recommendation is for you to choose the one that best
+ * suits your particular scenario:
+ *
+ * - Depth edge detection is usually the fastest but it may miss some edges.
+ *
+ * - Luma edge detection is usually more expensive than depth edge detection,
+ * but catches visible edges that depth edge detection can miss.
+ *
+ * - Color edge detection is usually the most expensive one but catches
+ * chroma-only edges.
+ *
+ * For quickstarters: just use luma edge detection.
+ *
+ * The general advice is to not rush the integration process and ensure each
+ * step is done correctly (don't try to integrate SMAA T2x with predicated edge
+ * detection from the start!). Ok then, let's go!
+ *
+ * 1. The first step is to create two RGBA temporal render targets for holding
+ * |edgesTex| and |blendTex|.
+ *
+ * In DX10 or DX11, you can use a RG render target for the edges texture.
+ * In the case of NVIDIA GPUs, using RG render targets seems to actually be
+ * slower.
+ *
+ * On the Xbox 360, you can use the same render target for resolving both
+ * |edgesTex| and |blendTex|, as they aren't needed simultaneously.
+ *
+ * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
+ * each frame. Do not forget to clear the alpha channel!
+ *
+ * 3. The next step is loading the two supporting precalculated textures,
+ * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
+ * C++ headers, and also as regular DDS files. They'll be needed for the
+ * 'SMAABlendingWeightCalculation' pass.
+ *
+ * If you use the C++ headers, be sure to load them in the format specified
+ * inside of them.
+ *
+ * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
+ * respectively, if you have that option in your content processor pipeline.
+ * When compressing then, you get a non-perceptible quality decrease, and a
+ * marginal performance increase.
+ *
+ * 4. All samplers must be set to linear filtering and clamp.
+ *
+ * After you get the technique working, remember that 64-bit inputs have
+ * half-rate linear filtering on GCN.
+ *
+ * If SMAA is applied to 64-bit color buffers, switching to point filtering
+ * when accesing them will increase the performance. Search for
+ * 'SMAASamplePoint' to see which textures may benefit from point
+ * filtering, and where (which is basically the color input in the edge
+ * detection and resolve passes).
+ *
+ * 5. All texture reads and buffer writes must be non-sRGB, with the exception
+ * of the input read and the output write in
+ * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
+ * this last pass are not possible, the technique will work anyway, but
+ * will perform antialiasing in gamma space.
+ *
+ * IMPORTANT: for best results the input read for the color/luma edge
+ * detection should *NOT* be sRGB.
+ *
+ * 6. Before including SMAA.h you'll have to setup the render target metrics,
+ * the target and any optional configuration defines. Optionally you can
+ * use a preset.
+ *
+ * You have the following targets available:
+ * SMAA_HLSL_3
+ * SMAA_HLSL_4
+ * SMAA_HLSL_4_1
+ * SMAA_GLSL_3 *
+ * SMAA_GLSL_4 *
+ *
+ * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
+ *
+ * And four presets:
+ * SMAA_PRESET_LOW (%60 of the quality)
+ * SMAA_PRESET_MEDIUM (%80 of the quality)
+ * SMAA_PRESET_HIGH (%95 of the quality)
+ * SMAA_PRESET_ULTRA (%99 of the quality)
+ *
+ * For example:
+ * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
+ * #define SMAA_HLSL_4
+ * #define SMAA_PRESET_HIGH
+ * #include "SMAA.h"
+ *
+ * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
+ * uniform variable. The code is designed to minimize the impact of not
+ * using a constant value, but it is still better to hardcode it.
+ *
+ * Depending on how you encoded 'areaTex' and 'searchTex', you may have to
+ * add (and customize) the following defines before including SMAA.h:
+ * #define SMAA_AREATEX_SELECT(sample) sample.rg
+ * #define SMAA_SEARCHTEX_SELECT(sample) sample.r
+ *
+ * If your engine is already using porting macros, you can define
+ * SMAA_CUSTOM_SL, and define the porting functions by yourself.
+ *
+ * 7. Then, you'll have to setup the passes as indicated in the scheme above.
+ * You can take a look into SMAA.fx, to see how we did it for our demo.
+ * Checkout the function wrappers, you may want to copy-paste them!
+ *
+ * 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
+ * You can use a screenshot from your engine to compare the |edgesTex|
+ * and |blendTex| produced inside of the engine with the results obtained
+ * with the reference demo.
+ *
+ * 9. After you get the last pass to work, it's time to optimize. You'll have
+ * to initialize a stencil buffer in the first pass (discard is already in
+ * the code), then mask execution by using it the second pass. The last
+ * pass should be executed in all pixels.
+ *
+ *
+ * After this point you can choose to enable predicated thresholding,
+ * temporal supersampling and motion blur integration:
+ *
+ * a) If you want to use predicated thresholding, take a look into
+ * SMAA_PREDICATION; you'll need to pass an extra texture in the edge
+ * detection pass.
+ *
+ * b) If you want to enable temporal supersampling (SMAA T2x):
+ *
+ * 1. The first step is to render using subpixel jitters. I won't go into
+ * detail, but it's as simple as moving each vertex position in the
+ * vertex shader, you can check how we do it in our DX10 demo.
+ *
+ * 2. Then, you must setup the temporal resolve. You may want to take a look
+ * into SMAAResolve for resolving 2x modes. After you get it working, you'll
+ * probably see ghosting everywhere. But fear not, you can enable the
+ * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
+ * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
+ *
+ * 3. The next step is to apply SMAA to each subpixel jittered frame, just as
+ * done for 1x.
+ *
+ * 4. At this point you should already have something usable, but for best
+ * results the proper area textures must be set depending on current jitter.
+ * For this, the parameter 'subsampleIndices' of
+ * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
+ * mode:
+ *
+ * @SUBSAMPLE_INDICES
+ *
+ * | S# | Camera Jitter | subsampleIndices |
+ * +----+------------------+---------------------+
+ * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
+ * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
+ *
+ * These jitter positions assume a bottom-to-top y axis. S# stands for the
+ * sample number.
+ *
+ * More information about temporal supersampling here:
+ * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
+ *
+ * c) If you want to enable spatial multisampling (SMAA S2x):
+ *
+ * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
+ * created with:
+ * - DX10: see below (*)
+ * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
+ * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
+ *
+ * This allows to ensure that the subsample order matches the table in
+ * @SUBSAMPLE_INDICES.
+ *
+ * (*) In the case of DX10, we refer the reader to:
+ * - SMAA::detectMSAAOrder and
+ * - SMAA::msaaReorder
+ *
+ * These functions allow to match the standard multisample patterns by
+ * detecting the subsample order for a specific GPU, and reordering
+ * them appropriately.
+ *
+ * 2. A shader must be run to output each subsample into a separate buffer
+ * (DX10 is required). You can use SMAASeparate for this purpose, or just do
+ * it in an existing pass (for example, in the tone mapping pass, which has
+ * the advantage of feeding tone mapped subsamples to SMAA, which will yield
+ * better results).
+ *
+ * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
+ * the results in the final buffer. The second run should alpha blend with
+ * the existing final buffer using a blending factor of 0.5.
+ * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
+ * b).
+ *
+ * d) If you want to enable temporal supersampling on top of SMAA S2x
+ * (which actually is SMAA 4x):
+ *
+ * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
+ * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
+ * must be set as follows:
+ *
+ * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
+ * +----+----+--------------------+-------------------+----------------------+
+ * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
+ * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
+ * +----+----+--------------------+-------------------+----------------------+
+ * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
+ * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
+ *
+ * These jitter positions assume a bottom-to-top y axis. F# stands for the
+ * frame number. S# stands for the sample number.
+ *
+ * 2. After calculating SMAA S2x for current frame (with the new subsample
+ * indices), previous frame must be reprojected as in SMAA T2x mode (see
+ * point b).
+ *
+ * e) If motion blur is used, you may want to do the edge detection pass
+ * together with motion blur. This has two advantages:
+ *
+ * 1. Pixels under heavy motion can be omitted from the edge detection process.
+ * For these pixels we can just store "no edge", as motion blur will take
+ * care of them.
+ * 2. The center pixel tap is reused.
+ *
+ * Note that in this case depth testing should be used instead of stenciling,
+ * as we have to write all the pixels in the motion blur pass.
+ *
+ * That's it!
+ */
+
+//-----------------------------------------------------------------------------
+// SMAA Presets
+
+/**
+ * Note that if you use one of these presets, the following configuration
+ * macros will be ignored if set in the "Configurable Defines" section.
+ */
+
+#if defined(SMAA_PRESET_LOW)
+#define SMAA_THRESHOLD 0.15
+#define SMAA_MAX_SEARCH_STEPS 4
+#define SMAA_DISABLE_DIAG_DETECTION
+#define SMAA_DISABLE_CORNER_DETECTION
+#elif defined(SMAA_PRESET_MEDIUM)
+#define SMAA_THRESHOLD 0.1
+#define SMAA_MAX_SEARCH_STEPS 8
+#define SMAA_DISABLE_DIAG_DETECTION
+#define SMAA_DISABLE_CORNER_DETECTION
+#elif defined(SMAA_PRESET_HIGH)
+#define SMAA_THRESHOLD 0.1
+#define SMAA_MAX_SEARCH_STEPS 16
+#define SMAA_MAX_SEARCH_STEPS_DIAG 8
+#define SMAA_CORNER_ROUNDING 25
+#elif defined(SMAA_PRESET_ULTRA)
+#define SMAA_THRESHOLD 0.05
+#define SMAA_MAX_SEARCH_STEPS 32
+#define SMAA_MAX_SEARCH_STEPS_DIAG 16
+#define SMAA_CORNER_ROUNDING 25
+#endif
+
+//-----------------------------------------------------------------------------
+// Configurable Defines
+
+/**
+ * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
+ * Lowering this value you will be able to detect more edges at the expense of
+ * performance.
+ *
+ * Range: [0, 0.5]
+ * 0.1 is a reasonable value, and allows to catch most visible edges.
+ * 0.05 is a rather overkill value, that allows to catch 'em all.
+ *
+ * If temporal supersampling is used, 0.2 could be a reasonable value, as low
+ * contrast edges are properly filtered by just 2x.
+ */
+#ifndef SMAA_THRESHOLD
+#define SMAA_THRESHOLD 0.1
+#endif
+
+/**
+ * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
+ *
+ * Range: depends on the depth range of the scene.
+ */
+#ifndef SMAA_DEPTH_THRESHOLD
+#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
+#endif
+
+/**
+ * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
+ * horizontal/vertical pattern searches, at each side of the pixel.
+ *
+ * In number of pixels, it's actually the double. So the maximum line length
+ * perfectly handled by, for example 16, is 64 (by perfectly, we meant that
+ * longer lines won't look as good, but still antialiased).
+ *
+ * Range: [0, 112]
+ */
+#ifndef SMAA_MAX_SEARCH_STEPS
+#define SMAA_MAX_SEARCH_STEPS 16
+#endif
+
+/**
+ * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
+ * diagonal pattern searches, at each side of the pixel. In this case we jump
+ * one pixel at time, instead of two.
+ *
+ * Range: [0, 20]
+ *
+ * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
+ * steps), but it can have a significant impact on older machines.
+ *
+ * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
+ */
+#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
+#define SMAA_MAX_SEARCH_STEPS_DIAG 8
+#endif
+
+/**
+ * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
+ *
+ * Range: [0, 100]
+ *
+ * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
+ */
+#ifndef SMAA_CORNER_ROUNDING
+#define SMAA_CORNER_ROUNDING 25
+#endif
+
+/**
+ * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
+ * bigger contrast than current edge, current edge will be discarded.
+ *
+ * This allows to eliminate spurious crossing edges, and is based on the fact
+ * that, if there is too much contrast in a direction, that will hide
+ * perceptually contrast in the other neighbors.
+ */
+#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
+#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
+#endif
+
+/**
+ * Predicated thresholding allows to better preserve texture details and to
+ * improve performance, by decreasing the number of detected edges using an
+ * additional buffer like the light accumulation buffer, object ids or even the
+ * depth buffer (the depth buffer usage may be limited to indoor or short range
+ * scenes).
+ *
+ * It locally decreases the luma or color threshold if an edge is found in an
+ * additional buffer (so the global threshold can be higher).
+ *
+ * This method was developed by Playstation EDGE MLAA team, and used in
+ * Killzone 3, by using the light accumulation buffer. More information here:
+ * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
+ */
+#ifndef SMAA_PREDICATION
+#define SMAA_PREDICATION 0
+#endif
+
+/**
+ * Threshold to be used in the additional predication buffer.
+ *
+ * Range: depends on the input, so you'll have to find the magic number that
+ * works for you.
+ */
+#ifndef SMAA_PREDICATION_THRESHOLD
+#define SMAA_PREDICATION_THRESHOLD 0.01
+#endif
+
+/**
+ * How much to scale the global threshold used for luma or color edge
+ * detection when using predication.
+ *
+ * Range: [1, 5]
+ */
+#ifndef SMAA_PREDICATION_SCALE
+#define SMAA_PREDICATION_SCALE 2.0
+#endif
+
+/**
+ * How much to locally decrease the threshold.
+ *
+ * Range: [0, 1]
+ */
+#ifndef SMAA_PREDICATION_STRENGTH
+#define SMAA_PREDICATION_STRENGTH 0.4
+#endif
+
+/**
+ * Temporal reprojection allows to remove ghosting artifacts when using
+ * temporal supersampling. We use the CryEngine 3 method which also introduces
+ * velocity weighting. This feature is of extreme importance for totally
+ * removing ghosting. More information here:
+ * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
+ *
+ * Note that you'll need to setup a velocity buffer for enabling reprojection.
+ * For static geometry, saving the previous depth buffer is a viable
+ * alternative.
+ */
+#ifndef SMAA_REPROJECTION
+#define SMAA_REPROJECTION 0
+#endif
+
+/**
+ * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
+ * remove ghosting trails behind the moving object, which are not removed by
+ * just using reprojection. Using low values will exhibit ghosting, while using
+ * high values will disable temporal supersampling under motion.
+ *
+ * Behind the scenes, velocity weighting removes temporal supersampling when
+ * the velocity of the subsamples differs (meaning they are different objects).
+ *
+ * Range: [0, 80]
+ */
+#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
+#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
+#endif
+
+/**
+ * On some compilers, discard cannot be used in vertex shaders. Thus, they need
+ * to be compiled separately.
+ */
+#ifndef SMAA_INCLUDE_VS
+#define SMAA_INCLUDE_VS 1
+#endif
+#ifndef SMAA_INCLUDE_PS
+#define SMAA_INCLUDE_PS 1
+#endif
+
+//-----------------------------------------------------------------------------
+// Texture Access Defines
+
+#ifndef SMAA_AREATEX_SELECT
+#if defined(SMAA_HLSL_3)
+#define SMAA_AREATEX_SELECT(sample) sample.ra
+#else
+#define SMAA_AREATEX_SELECT(sample) sample.rg
+#endif
+#endif
+
+#ifndef SMAA_SEARCHTEX_SELECT
+#define SMAA_SEARCHTEX_SELECT(sample) sample.r
+#endif
+
+#ifndef SMAA_DECODE_VELOCITY
+#define SMAA_DECODE_VELOCITY(sample) sample.rg
+#endif
+
+//-----------------------------------------------------------------------------
+// Non-Configurable Defines
+
+#define SMAA_AREATEX_MAX_DISTANCE 16
+#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
+#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
+#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
+#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
+#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
+#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
+
+//-----------------------------------------------------------------------------
+// Porting Functions
+
+#if defined(SMAA_HLSL_3)
+#define SMAATexture2D(tex) sampler2D tex
+#define SMAATexturePass2D(tex) tex
+#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
+#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
+#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
+#define SMAASample(tex, coord) tex2D(tex, coord)
+#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
+#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
+#define SMAA_FLATTEN [flatten]
+#define SMAA_BRANCH [branch]
+#endif
+#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
+SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
+SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
+#define SMAATexture2D(tex) Texture2D tex
+#define SMAATexturePass2D(tex) tex
+#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
+#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
+#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
+#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
+#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
+#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
+#define SMAA_FLATTEN [flatten]
+#define SMAA_BRANCH [branch]
+#define SMAATexture2DMS2(tex) Texture2DMS tex
+#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
+#if defined(SMAA_HLSL_4_1)
+#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
+#endif
+#endif
+#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
+#define SMAATexture2D(tex) sampler2D tex
+#define SMAATexturePass2D(tex) tex
+#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
+#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
+#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
+#define SMAASample(tex, coord) texture(tex, coord)
+#define SMAASamplePoint(tex, coord) texture(tex, coord)
+#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
+#define SMAA_FLATTEN
+#define SMAA_BRANCH
+#define lerp(a, b, t) mix(a, b, t)
+#define saturate(a) clamp(a, 0.0, 1.0)
+#if defined(SMAA_GLSL_4)
+#define mad(a, b, c) fma(a, b, c)
+#define SMAAGather(tex, coord) textureGather(tex, coord)
+#else
+#define mad(a, b, c) (a * b + c)
+#endif
+#define float2 vec2
+#define float3 vec3
+#define float4 vec4
+#define int2 ivec2
+#define int3 ivec3
+#define int4 ivec4
+#define bool2 bvec2
+#define bool3 bvec3
+#define bool4 bvec4
+#endif
+
+#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
+#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
+#endif
+
+//-----------------------------------------------------------------------------
+// Misc functions
+
+/**
+ * Gathers current pixel, and the top-left neighbors.
+ */
+float3 SMAAGatherNeighbours(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(tex)) {
+ #ifdef SMAAGather
+ return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
+ #else
+ float P = SMAASamplePoint(tex, texcoord).r;
+ float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
+ float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
+ return float3(P, Pleft, Ptop);
+ #endif
+}
+
+/**
+ * Adjusts the threshold by means of predication.
+ */
+float2 SMAACalculatePredicatedThreshold(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(predicationTex)) {
+ float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
+ float2 delta = abs(neighbours.xx - neighbours.yz);
+ float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
+ return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
+}
+
+/**
+ * Conditional move:
+ */
+void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
+ SMAA_FLATTEN if (cond.x) variable.x = value.x;
+ SMAA_FLATTEN if (cond.y) variable.y = value.y;
+}
+
+void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
+ SMAAMovc(cond.xy, variable.xy, value.xy);
+ SMAAMovc(cond.zw, variable.zw, value.zw);
+}
+
+
+#if SMAA_INCLUDE_VS
+//-----------------------------------------------------------------------------
+// Vertex Shaders
+
+/**
+ * Edge Detection Vertex Shader
+ */
+void SMAAEdgeDetectionVS(float2 texcoord,
+ out float4 offset[3]) {
+ offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
+ offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
+ offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
+}
+
+/**
+ * Blend Weight Calculation Vertex Shader
+ */
+void SMAABlendingWeightCalculationVS(float2 texcoord,
+ out float2 pixcoord,
+ out float4 offset[3]) {
+ pixcoord = texcoord * SMAA_RT_METRICS.zw;
+
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
+ offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
+ offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
+
+ // And these for the searches, they indicate the ends of the loops:
+ offset[2] = mad(SMAA_RT_METRICS.xxyy,
+ float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
+ float4(offset[0].xz, offset[1].yw));
+}
+
+/**
+ * Neighborhood Blending Vertex Shader
+ */
+void SMAANeighborhoodBlendingVS(float2 texcoord,
+ out float4 offset) {
+ offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
+}
+#endif // SMAA_INCLUDE_VS
+
+#if SMAA_INCLUDE_PS
+//-----------------------------------------------------------------------------
+// Edge Detection Pixel Shaders (First Pass)
+
+/**
+ * Luma Edge Detection
+ *
+ * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
+ * thus 'colorTex' should be a non-sRGB texture.
+ */
+float2 SMAALumaEdgeDetectionPS(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(colorTex)
+ #if SMAA_PREDICATION
+ , SMAATexture2D(predicationTex)
+ #endif
+ ) {
+ // Calculate the threshold:
+ #if SMAA_PREDICATION
+ float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
+ #else
+ float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
+ #endif
+
+ // Calculate lumas:
+ float3 weights = float3(0.2126, 0.7152, 0.0722);
+ float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
+
+ float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
+ float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
+
+ // We do the usual threshold:
+ float4 delta;
+ delta.xy = abs(L - float2(Lleft, Ltop));
+ float2 edges = step(threshold, delta.xy);
+
+ // Then discard if there is no edge:
+ if (dot(edges, float2(1.0, 1.0)) == 0.0)
+ return float2(0.0, 0.0); // use of discard produces garbage data in ENB
+ // discard;
+
+ // Calculate right and bottom deltas:
+ float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
+ float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
+ delta.zw = abs(L - float2(Lright, Lbottom));
+
+ // Calculate the maximum delta in the direct neighborhood:
+ float2 maxDelta = max(delta.xy, delta.zw);
+
+ // Calculate left-left and top-top deltas:
+ float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
+ float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
+ delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
+
+ // Calculate the final maximum delta:
+ maxDelta = max(maxDelta.xy, delta.zw);
+ float finalDelta = max(maxDelta.x, maxDelta.y);
+
+ // Local contrast adaptation:
+ edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
+
+ return edges;
+}
+
+/**
+ * Color Edge Detection
+ *
+ * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
+ * thus 'colorTex' should be a non-sRGB texture.
+ */
+float2 SMAAColorEdgeDetectionPS(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(colorTex)
+ #if SMAA_PREDICATION
+ , SMAATexture2D(predicationTex)
+ #endif
+ ) {
+ // Calculate the threshold:
+ #if SMAA_PREDICATION
+ float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
+ #else
+ float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
+ #endif
+
+ // Calculate color deltas:
+ float4 delta;
+ float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
+
+ float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
+ float3 t = abs(C - Cleft);
+ delta.x = max(max(t.r, t.g), t.b);
+
+ float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
+ t = abs(C - Ctop);
+ delta.y = max(max(t.r, t.g), t.b);
+
+ // We do the usual threshold:
+ float2 edges = step(threshold, delta.xy);
+
+ // Then discard if there is no edge:
+ if (dot(edges, float2(1.0, 1.0)) == 0.0)
+ return float2(0.0, 0.0); // use of discard produces garbage data in ENB
+ // discard;
+
+ // Calculate right and bottom deltas:
+ float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
+ t = abs(C - Cright);
+ delta.z = max(max(t.r, t.g), t.b);
+
+ float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
+ t = abs(C - Cbottom);
+ delta.w = max(max(t.r, t.g), t.b);
+
+ // Calculate the maximum delta in the direct neighborhood:
+ float2 maxDelta = max(delta.xy, delta.zw);
+
+ // Calculate left-left and top-top deltas:
+ float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
+ t = abs(C - Cleftleft);
+ delta.z = max(max(t.r, t.g), t.b);
+
+ float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
+ t = abs(C - Ctoptop);
+ delta.w = max(max(t.r, t.g), t.b);
+
+ // Calculate the final maximum delta:
+ maxDelta = max(maxDelta.xy, delta.zw);
+ float finalDelta = max(maxDelta.x, maxDelta.y);
+
+ // Local contrast adaptation:
+ edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
+
+ return edges;
+}
+
+/**
+ * Depth Edge Detection
+ */
+float2 SMAADepthEdgeDetectionPS(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(depthTex)) {
+ float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
+ float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
+ float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
+
+ if (dot(edges, float2(1.0, 1.0)) == 0.0)
+ return float2(0.0, 0.0); // use of discard produces garbage data in ENB
+ // discard;
+
+ return edges;
+}
+
+//-----------------------------------------------------------------------------
+// Diagonal Search Functions
+
+#if !defined(SMAA_DISABLE_DIAG_DETECTION)
+
+/**
+ * Allows to decode two binary values from a bilinear-filtered access.
+ */
+float2 SMAADecodeDiagBilinearAccess(float2 e) {
+ // Bilinear access for fetching 'e' have a 0.25 offset, and we are
+ // interested in the R and G edges:
+ //
+ // +---G---+-------+
+ // | x o R x |
+ // +-------+-------+
+ //
+ // Then, if one of these edge is enabled:
+ // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
+ // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
+ //
+ // This function will unpack the values (mad + mul + round):
+ // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
+ e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
+ return round(e);
+}
+
+float4 SMAADecodeDiagBilinearAccess(float4 e) {
+ e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
+ return round(e);
+}
+
+/**
+ * These functions allows to perform diagonal pattern searches.
+ */
+float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
+ float4 coord = float4(texcoord, -1.0, 1.0);
+ float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
+ coord.w > 0.9) {
+ coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
+ e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
+ coord.w = dot(e, float2(0.5, 0.5));
+ }
+ return coord.zw;
+}
+
+float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
+ float4 coord = float4(texcoord, -1.0, 1.0);
+ coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
+ float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
+ coord.w > 0.9) {
+ coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
+
+ // @SearchDiag2Optimization
+ // Fetch both edges at once using bilinear filtering:
+ e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
+ e = SMAADecodeDiagBilinearAccess(e);
+
+ // Non-optimized version:
+ // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
+ // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
+
+ coord.w = dot(e, float2(0.5, 0.5));
+ }
+ return coord.zw;
+}
+
+/**
+ * Similar to SMAAArea, this calculates the area corresponding to a certain
+ * diagonal distance and crossing edges 'e'.
+ */
+float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
+ float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
+
+ // We do a scale and bias for mapping to texel space:
+ texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
+
+ // Diagonal areas are on the second half of the texture:
+ texcoord.x += 0.5;
+
+ // Move to proper place, according to the subpixel offset:
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
+
+ // Do it!
+ return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
+}
+
+/**
+ * This searches for diagonal patterns and returns the corresponding weights.
+ */
+float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
+ float2 weights = float2(0.0, 0.0);
+
+ // Search for the line ends:
+ float4 d;
+ float2 end;
+ if (e.r > 0.0) {
+ d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
+ d.x += float(end.y > 0.9);
+ } else
+ d.xz = float2(0.0, 0.0);
+ d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
+
+ SMAA_BRANCH
+ if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
+ // Fetch the crossing edges:
+ float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ float4 c;
+ c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
+ c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
+ c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
+
+ // Non-optimized version:
+ // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ // float4 c;
+ // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
+ // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
+ // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
+ // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
+
+ // Merge crossing edges at each side into a single value:
+ float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
+
+ // Remove the crossing edge if we didn't found the end of the line:
+ SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
+
+ // Fetch the areas for this line:
+ weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
+ }
+
+ // Search for the line ends:
+ d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
+ if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
+ d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
+ d.y += float(end.y > 0.9);
+ } else
+ d.yw = float2(0.0, 0.0);
+
+ SMAA_BRANCH
+ if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
+ // Fetch the crossing edges:
+ float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ float4 c;
+ c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
+ c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
+ c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
+ float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
+
+ // Remove the crossing edge if we didn't found the end of the line:
+ SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
+
+ // Fetch the areas for this line:
+ weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
+ }
+
+ return weights;
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Horizontal/Vertical Search Functions
+
+/**
+ * This allows to determine how much length should we add in the last step
+ * of the searches. It takes the bilinearly interpolated edge (see
+ * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
+ * crossing edges are active.
+ */
+float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
+ // The texture is flipped vertically, with left and right cases taking half
+ // of the space horizontally:
+ float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
+ float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
+
+ // Scale and bias to access texel centers:
+ scale += float2(-1.0, 1.0);
+ bias += float2( 0.5, -0.5);
+
+ // Convert from pixel coordinates to texcoords:
+ // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
+ scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
+ bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
+
+ // Lookup the search texture:
+ return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
+}
+
+/**
+ * Horizontal/vertical search functions for the 2nd pass.
+ */
+float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ /**
+ * @PSEUDO_GATHER4
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
+ * sample between edge, thus fetching four edges in a row.
+ * Sampling with different offsets in each direction allows to disambiguate
+ * which edges are active from the four fetched ones.
+ */
+ float2 e = float2(0.0, 1.0);
+ while (texcoord.x > end &&
+ e.g > 0.8281 && // Is there some edge not activated?
+ e.r == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
+ return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
+
+ // Non-optimized version:
+ // We correct the previous (-0.25, -0.125) offset we applied:
+ // texcoord.x += 0.25 * SMAA_RT_METRICS.x;
+
+ // The searches are bias by 1, so adjust the coords accordingly:
+ // texcoord.x += SMAA_RT_METRICS.x;
+
+ // Disambiguate the length added by the last step:
+ // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
+ // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
+ // return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
+}
+
+float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ float2 e = float2(0.0, 1.0);
+ while (texcoord.x < end &&
+ e.g > 0.8281 && // Is there some edge not activated?
+ e.r == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
+ return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
+}
+
+float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ float2 e = float2(1.0, 0.0);
+ while (texcoord.y > end &&
+ e.r > 0.8281 && // Is there some edge not activated?
+ e.g == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
+ return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
+}
+
+float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ float2 e = float2(1.0, 0.0);
+ while (texcoord.y < end &&
+ e.r > 0.8281 && // Is there some edge not activated?
+ e.g == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
+ return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
+}
+
+/**
+ * Ok, we have the distance and both crossing edges. So, what are the areas
+ * at each side of current edge?
+ */
+float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
+ // Rounding prevents precision errors of bilinear filtering:
+ float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
+
+ // We do a scale and bias for mapping to texel space:
+ texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
+
+ // Move to proper place, according to the subpixel offset:
+ texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
+
+ // Do it!
+ return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
+}
+
+//-----------------------------------------------------------------------------
+// Corner Detection Functions
+
+void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
+ #if !defined(SMAA_DISABLE_CORNER_DETECTION)
+ float2 leftRight = step(d.xy, d.yx);
+ float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
+
+ rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
+
+ float2 factor = float2(1.0, 1.0);
+ factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
+
+ weights *= saturate(factor);
+ #endif
+}
+
+void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
+ #if !defined(SMAA_DISABLE_CORNER_DETECTION)
+ float2 leftRight = step(d.xy, d.yx);
+ float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
+
+ rounding /= leftRight.x + leftRight.y;
+
+ float2 factor = float2(1.0, 1.0);
+ factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
+
+ weights *= saturate(factor);
+ #endif
+}
+
+//-----------------------------------------------------------------------------
+// Blending Weight Calculation Pixel Shader (Second Pass)
+
+float4 SMAABlendingWeightCalculationPS(float2 texcoord,
+ float2 pixcoord,
+ float4 offset[3],
+ SMAATexture2D(edgesTex),
+ SMAATexture2D(areaTex),
+ SMAATexture2D(searchTex),
+ float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
+ float4 weights = float4(0.0, 0.0, 0.0, 0.0);
+
+ float2 e = SMAASample(edgesTex, texcoord).rg;
+
+ SMAA_BRANCH
+ if (e.g > 0.0) { // Edge at north
+ #if !defined(SMAA_DISABLE_DIAG_DETECTION)
+ // Diagonals have both north and west edges, so searching for them in
+ // one of the boundaries is enough.
+ weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
+
+ // We give priority to diagonals, so if we find a diagonal we skip
+ // horizontal/vertical processing.
+ SMAA_BRANCH
+ if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
+ #endif
+
+ float2 d;
+
+ // Find the distance to the left:
+ float3 coords;
+ coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
+ coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
+ d.x = coords.x;
+
+ // Now fetch the left crossing edges, two at a time using bilinear
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
+ // discern what value each edge has:
+ float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
+
+ // Find the distance to the right:
+ coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
+ d.y = coords.z;
+
+ // We want the distances to be in pixel units (doing this here allow to
+ // better interleave arithmetic and memory accesses):
+ d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
+
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
+ // quadratically:
+ float2 sqrt_d = sqrt(d);
+
+ // Fetch the right crossing edges:
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
+
+ // Ok, we know how this pattern looks like, now it is time for getting
+ // the actual area:
+ weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
+
+ // Fix corners:
+ coords.y = texcoord.y;
+ SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
+
+ #if !defined(SMAA_DISABLE_DIAG_DETECTION)
+ } else
+ e.r = 0.0; // Skip vertical processing.
+ #endif
+ }
+
+ SMAA_BRANCH
+ if (e.r > 0.0) { // Edge at west
+ float2 d;
+
+ // Find the distance to the top:
+ float3 coords;
+ coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
+ coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
+ d.x = coords.y;
+
+ // Fetch the top crossing edges:
+ float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
+
+ // Find the distance to the bottom:
+ coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
+ d.y = coords.z;
+
+ // We want the distances to be in pixel units:
+ d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
+
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
+ // quadratically:
+ float2 sqrt_d = sqrt(d);
+
+ // Fetch the bottom crossing edges:
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
+
+ // Get the area for this direction:
+ weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
+
+ // Fix corners:
+ coords.x = texcoord.x;
+ SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
+ }
+
+ return weights;
+}
+
+//-----------------------------------------------------------------------------
+// Neighborhood Blending Pixel Shader (Third Pass)
+
+float4 SMAANeighborhoodBlendingPS(float2 texcoord,
+ float4 offset,
+ SMAATexture2D(colorTex),
+ SMAATexture2D(blendTex)
+ #if SMAA_REPROJECTION
+ , SMAATexture2D(velocityTex)
+ #endif
+ ) {
+ // Fetch the blending weights for current pixel:
+ float4 a;
+ a.x = SMAASample(blendTex, offset.xy).a; // Right
+ a.y = SMAASample(blendTex, offset.zw).g; // Top
+ a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
+
+ // Is there any blending weight with a value greater than 0.0?
+ SMAA_BRANCH
+ if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
+ float4 color = SMAASampleLevelZero(colorTex, texcoord);
+
+ #if SMAA_REPROJECTION
+ float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
+
+ // Pack velocity into the alpha channel:
+ color.a = sqrt(5.0 * length(velocity));
+ #endif
+
+ return color;
+ } else {
+ bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
+
+ // Calculate the blending offsets:
+ float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
+ float2 blendingWeight = a.yw;
+ SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
+ SMAAMovc(bool2(h, h), blendingWeight, a.xz);
+ blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
+
+ // Calculate the texture coordinates:
+ float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
+
+ // We exploit bilinear filtering to mix current pixel with the chosen
+ // neighbor:
+ float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
+ color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
+
+ #if SMAA_REPROJECTION
+ // Antialias velocity for proper reprojection in a later stage:
+ float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
+ velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
+
+ // Pack velocity into the alpha channel:
+ color.a = sqrt(5.0 * length(velocity));
+ #endif
+
+ return color;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Temporal Resolve Pixel Shader (Optional Pass)
+
+float4 SMAAResolvePS(float2 texcoord,
+ SMAATexture2D(currentColorTex),
+ SMAATexture2D(previousColorTex)
+ #if SMAA_REPROJECTION
+ , SMAATexture2D(velocityTex)
+ #endif
+ ) {
+ #if SMAA_REPROJECTION
+ // Velocity is assumed to be calculated for motion blur, so we need to
+ // inverse it for reprojection:
+ float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
+
+ // Fetch current pixel:
+ float4 current = SMAASamplePoint(currentColorTex, texcoord);
+
+ // Reproject current coordinates and fetch previous pixel:
+ float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
+
+ // Attenuate the previous pixel if the velocity is different:
+ float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
+ float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
+
+ // Blend the pixels according to the calculated weight:
+ return lerp(current, previous, weight);
+ #else
+ // Just blend the pixels:
+ float4 current = SMAASamplePoint(currentColorTex, texcoord);
+ float4 previous = SMAASamplePoint(previousColorTex, texcoord);
+ return lerp(current, previous, 0.5);
+ #endif
+}
+
+//-----------------------------------------------------------------------------
+// Separate Multisamples Pixel Shader (Optional Pass)
+
+#ifdef SMAALoad
+void SMAASeparatePS(float4 position,
+ float2 texcoord,
+ out float4 target0,
+ out float4 target1,
+ SMAATexture2DMS2(colorTexMS)) {
+ int2 pos = int2(position.xy);
+ target0 = SMAALoad(colorTexMS, pos, 0);
+ target1 = SMAALoad(colorTexMS, pos, 1);
+}
+#endif
+
+//-----------------------------------------------------------------------------
+#endif // SMAA_INCLUDE_PS
diff --git a/enbseries/SMAA/SearchTex.dds b/enbseries/SMAA/SearchTex.dds
new file mode 100644
index 0000000..f48ec89
Binary files /dev/null and b/enbseries/SMAA/SearchTex.dds differ
diff --git a/enbseries/VERSION b/enbseries/VERSION
new file mode 100644
index 0000000..b8b322a
--- /dev/null
+++ b/enbseries/VERSION
@@ -0,0 +1 @@
+3.5.3 "Old Man Winter"
diff --git a/enbseries/_weatherlist.ini b/enbseries/_weatherlist.ini
new file mode 100644
index 0000000..33cd735
--- /dev/null
+++ b/enbseries/_weatherlist.ini
@@ -0,0 +1,213 @@
+[WEATHER001]
+FileName=wt_general.ini
+WeatherIDs=
+[WEATHER002]
+FileName=wt_dark.ini
+WeatherIDs=
+[WEATHER003]
+FileName=wt_harbor.ini
+WeatherIDs=
+[WEATHER004]
+FileName=wt_frosty.ini
+WeatherIDs=
+[WEATHER005]
+FileName=wt_heat.ini
+WeatherIDs=
+[WEATHER006]
+FileName=wt_scorched.ini
+WeatherIDs=
+[WEATHER007]
+FileName=wt_generalfog.ini
+WeatherIDs=
+[WEATHER008]
+FileName=wt_generalrain.ini
+WeatherIDs=
+[WEATHER009]
+FileName=wt_darkfog.ini
+WeatherIDs=
+[WEATHER010]
+FileName=wt_darkrain.ini
+WeatherIDs=
+[WEATHER011]
+FileName=wt_harborfog.ini
+WeatherIDs=
+[WEATHER012]
+FileName=wt_frostyfog.ini
+WeatherIDs=
+[WEATHER013]
+FileName=wt_harborrain.ini
+WeatherIDs=
+[WEATHER014]
+FileName=wt_heatfog.ini
+WeatherIDs=
+[WEATHER015]
+FileName=wt_scorchedfog.ini
+WeatherIDs=
+[WEATHER016]
+FileName=
+[WEATHER017]
+FileName=
+[WEATHER018]
+FileName=
+[WEATHER019]
+FileName=
+[WEATHER020]
+FileName=
+[WEATHER021]
+FileName=
+[WEATHER022]
+FileName=
+[WEATHER023]
+FileName=
+[WEATHER024]
+FileName=
+[WEATHER025]
+FileName=
+[WEATHER026]
+FileName=
+[WEATHER027]
+FileName=
+[WEATHER028]
+FileName=
+[WEATHER029]
+FileName=
+[WEATHER030]
+FileName=
+[WEATHER031]
+FileName=
+[WEATHER032]
+FileName=
+[WEATHER033]
+FileName=
+[WEATHER034]
+FileName=
+[WEATHER035]
+FileName=
+[WEATHER036]
+FileName=
+[WEATHER037]
+FileName=
+[WEATHER038]
+FileName=
+[WEATHER039]
+FileName=
+[WEATHER040]
+FileName=
+[WEATHER041]
+FileName=
+[WEATHER042]
+FileName=
+[WEATHER043]
+FileName=
+[WEATHER044]
+FileName=
+[WEATHER045]
+FileName=
+[WEATHER046]
+FileName=
+[WEATHER047]
+FileName=
+[WEATHER048]
+FileName=
+[WEATHER049]
+FileName=
+[WEATHER050]
+FileName=
+[WEATHER051]
+FileName=
+[WEATHER052]
+FileName=
+[WEATHER053]
+FileName=
+[WEATHER054]
+FileName=
+[WEATHER055]
+FileName=
+[WEATHER056]
+FileName=
+[WEATHER057]
+FileName=
+[WEATHER058]
+FileName=
+[WEATHER059]
+FileName=
+[WEATHER060]
+FileName=
+[WEATHER061]
+FileName=
+[WEATHER062]
+FileName=
+[WEATHER063]
+FileName=
+[WEATHER064]
+FileName=
+[WEATHER065]
+FileName=
+[WEATHER066]
+FileName=
+[WEATHER067]
+FileName=
+[WEATHER068]
+FileName=
+[WEATHER069]
+FileName=
+[WEATHER070]
+FileName=
+[WEATHER071]
+FileName=
+[WEATHER072]
+FileName=
+[WEATHER073]
+FileName=
+[WEATHER074]
+FileName=
+[WEATHER075]
+FileName=
+[WEATHER076]
+FileName=
+[WEATHER077]
+FileName=
+[WEATHER078]
+FileName=
+[WEATHER079]
+FileName=
+[WEATHER080]
+FileName=
+[WEATHER081]
+FileName=
+[WEATHER082]
+FileName=
+[WEATHER083]
+FileName=
+[WEATHER084]
+FileName=
+[WEATHER085]
+FileName=
+[WEATHER086]
+FileName=
+[WEATHER087]
+FileName=
+[WEATHER088]
+FileName=
+[WEATHER089]
+FileName=
+[WEATHER090]
+FileName=
+[WEATHER091]
+FileName=
+[WEATHER092]
+FileName=
+[WEATHER093]
+FileName=
+[WEATHER094]
+FileName=
+[WEATHER095]
+FileName=
+[WEATHER096]
+FileName=
+[WEATHER097]
+FileName=
+[WEATHER098]
+FileName=
+[WEATHER099]
+FileName=
diff --git a/enbseries/enbadaptation.fx b/enbseries/enbadaptation.fx
new file mode 100644
index 0000000..c2a8545
--- /dev/null
+++ b/enbseries/enbadaptation.fx
@@ -0,0 +1,105 @@
+/*
+ enbadaptation.fx : MariENB3 eye adaptation shader.
+ (C)2016-2019 Marisa Kirisame, UnSX Team.
+ Part of MariENB3, the personal ENB of Marisa for Fallout 4.
+ Released under the GNU GPLv3 (or later).
+*/
+#include "menbglobaldefs.fx"
+
+float4 AdaptationParameters;
+
+Texture2D TextureCurrent;
+Texture2D TexturePrevious;
+
+SamplerState Sampler0
+{
+ Filter = MIN_MAG_MIP_POINT;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ MaxLOD = 0;
+};
+
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_OUTPUT_POST
+{
+ float4 pos : SV_POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+
+VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.txcoord0.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))
+
+float4 PS_Downsample( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord0.xy;
+ float ssz = 1.0/16.0;
+ float4 res = float4(0,0,0,0);
+ int x, y;
+ [unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
+ {
+ res += TextureCurrent.Sample(Sampler0,coord
+ +float2(x+0.5,y+0.5)*ssz);
+ }
+ res /= 256.0;
+ res = luminance(res.rgb);
+ res.w = 1.0;
+ return res;
+}
+
+float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
+{
+ float2 coord = IN.txcoord0.xy;
+ float prev = TexturePrevious.Sample(Sampler0,coord).x;
+ float ssz = 1.0/16.0;
+ float4 res = float4(0,0,0,0);
+ float smpmax = 0.0, smp;
+ int x, y;
+ [unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
+ {
+ smp = TextureCurrent.Sample(Sampler0,coord
+ +float2(x+0.5,y+0.5)*ssz).x;
+ smpmax = max(smpmax,smp);
+ res += smp;
+ }
+ res /= 256.0;
+ res = lerp(res,smpmax,AdaptationParameters.z);
+ res = lerp(prev,res,AdaptationParameters.w);
+ res = clamp(res,0.0,16384.0);
+ float vclip = clamp(res.x,AdaptationParameters.x,
+ AdaptationParameters.y);
+ res *= vclip/(res+0.000000001);
+ res.w = 1.0;
+ return res;
+}
+
+technique11 Downsample
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsample()));
+ }
+}
+technique11 Draw
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Adaptation()));
+ }
+}
diff --git a/enbseries/enbadaptation.fx.ini b/enbseries/enbadaptation.fx.ini
new file mode 100644
index 0000000..5bcee41
--- /dev/null
+++ b/enbseries/enbadaptation.fx.ini
@@ -0,0 +1,2 @@
+[ENBADAPTATION.FX]
+TECHNIQUE=0
diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx
new file mode 100644
index 0000000..8ecb260
--- /dev/null
+++ b/enbseries/enbbloom.fx
@@ -0,0 +1,776 @@
+/*
+ enbbloom.fx : MariENB3 bloom shader.
+ (C)2016-2019 Marisa Kirisame, UnSX Team.
+ Part of MariENB3, the personal ENB of Marisa for Fallout 4.
+ Released under the GNU GPLv3 (or later).
+*/
+#include "menbglobaldefs.fx"
+
+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 */
+float3 blu_n
+<
+ string UIName = "Blue Shift Night";
+ string UIWidget = "Color";
+> = {0.2,0.6,1.0};
+float3 blu_d
+<
+ string UIName = "Blue Shift Day";
+ string UIWidget = "Color";
+> = {0.2,0.6,1.0};
+float3 blu_i
+<
+ string UIName = "Blue Shift Interior";
+ string UIWidget = "Color";
+> = {0.2,0.6,1.0};
+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};
+float3 flu_n
+<
+ string UIName = "Anamorphic Bloom Blue Shift Night";
+ string UIWidget = "Color";
+> = {0.4,0.1,1.0};
+float3 flu_d
+<
+ string UIName = "Anamorphic Bloom Blue Shift Day";
+ string UIWidget = "Color";
+> = {0.4,0.1,1.0};
+float3 flu_i
+<
+ string UIName = "Anamorphic Bloom Blue Shift Interior";
+ string UIWidget = "Color";
+> = {0.4,0.1,1.0};
+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 bloommix5
+<
+ string UIName = "Bloom Pass 5 Blend";
+ string UIWidget = "Spinner";
+> = {0.95};
+float bloommix6
+<
+ string UIName = "Bloom Pass 6 Blend";
+ string UIWidget = "Spinner";
+> = {1.0};
+float bloommixs
+<
+ string UIName = "Bloom Single Pass Blend";
+ string UIWidget = "Spinner";
+> = {1.0};
+
+#ifndef HQBLOOM
+/* gaussian blur matrices */
+/* radius: 4, std dev: 1.5 */
+static const float gauss4[4] =
+{
+ 0.270682, 0.216745, 0.111281, 0.036633
+};
+#define hvgauss gauss4
+#define hvgausssz 3
+#else
+/* 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
+};
+#define hvgauss gauss8
+#define hvgausssz 7
+#endif
+#ifndef HQBLOOM
+/* radius: 20, std dev: 7.5 */
+static const float gauss20[20] =
+{
+ 0.053690, 0.053215, 0.051815, 0.049562,
+ 0.046572, 0.042992, 0.038987, 0.034732,
+ 0.030397, 0.026134, 0.022073, 0.018314,
+ 0.014928, 0.011953, 0.009403, 0.007266,
+ 0.005516, 0.004114, 0.003014, 0.002169
+};
+#define angauss gauss20
+#define angausssz 19
+#else
+/* 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
+};
+#define angauss gauss40
+#define angausssz 39
+#endif
+/* mathematical constants */
+static const float pi = 3.1415926535898;
+
+float4 ScreenSize;
+float ENightDayFactor;
+float EInteriorFactor;
+float4 TimeOfDay1;
+float4 TimeOfDay2;
+
+Texture2D TextureDownsampled;
+Texture2D TextureColor;
+
+Texture2D RenderTarget1024;
+Texture2D RenderTarget512;
+Texture2D RenderTarget256;
+Texture2D RenderTarget128;
+Texture2D RenderTarget64;
+Texture2D RenderTarget32;
+Texture2D RenderTarget16;
+
+SamplerState Sampler
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Border;
+ AddressV = Border;
+ MaxLOD = 0;
+};
+SamplerState Sampler2
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ MaxLOD = 0;
+};
+
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_OUTPUT_POST
+{
+ float4 pos : SV_POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+
+VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
+{
+ VS_OUTPUT_POST OUT;
+ OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.txcoord0.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.g=0.0)&&(pp.x<1.0))?angauss[abs(i)]:0.0;
+ }
+ res *= 1.0/sum;
+ float3 flu = tod_ind(flu);
+ float fsi = tod_ind(fsi);
+ float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
+ lm = lm/(1.0+lm);
+ res.rgb *= lerp(1.0,flu,lm);
+ float fbl = tod_ind(fbl);
+ float fpw = tod_ind(fpw);
+ res.rgb = pow(max(0,res.rgb),fpw)*fbl;
+ return res;
+}
+
+/* blur step goes here */
+float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
+ uniform Texture2D intex, uniform float insz ) : SV_Target
+{
+ float2 coord = IN.txcoord0.xy;
+ float4 res = float4(0.0,0.0,0.0,0.0);
+ int i;
+ float sum = 0.0;
+ float inc = bloomradiusx/insz;
+ float2 pp;
+ [unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
+ {
+ pp = coord+float2(i,0)*inc;
+ res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
+ sum += ((pp.x>=0.0)&&(pp.x<1.0))?hvgauss[abs(i)]:0.0;
+ }
+ res *= 1.0/sum;
+ if ( alfenable ) res += Anamorphic(coord,intex,insz);
+ res.a = 1.0;
+ return res;
+}
+
+/* This is the vertical step */
+float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
+ uniform Texture2D intex, uniform float insz,
+ uniform float bpass ) : SV_Target
+{
+
+ float2 coord = IN.txcoord0.xy;
+ float4 res = float4(0.0,0.0,0.0,0.0),
+ base = RenderTarget1024.Sample(Sampler,coord);
+ int i;
+ float sum = 0.0;
+ float inc = bloomradiusy/insz;
+ float2 pp;
+ [unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
+ {
+ pp = coord+float2(0,i)*inc;
+ res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
+ sum += ((pp.y>=0.0)&&(pp.y<1.0))?hvgauss[abs(i)]:0.0;
+ }
+ res *= 1.0/sum;
+ float3 blu = tod_ind(blu);
+ float bsi = tod_ind(bsi);
+ float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
+ lm = lm/(1.0+lm);
+ lm *= 1.0-saturate(bpass*bslp);
+ blu = saturate(blu+bpass*bsbp);
+ res.rgb *= lerp(1.0,blu,lm);
+ res.a = 1.0;
+ return res;
+}
+
+/* end pass, mix it all up */
+float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord0.xy;
+ float4 res = bloommix1*RenderTarget512.Sample(Sampler2,coord);
+ res += bloommix2*RenderTarget256.Sample(Sampler2,coord);
+ res += bloommix3*RenderTarget128.Sample(Sampler2,coord);
+ res += bloommix4*RenderTarget64.Sample(Sampler2,coord);
+ res += bloommix5*RenderTarget32.Sample(Sampler2,coord);
+ res += bloommix6*RenderTarget16.Sample(Sampler2,coord);
+ res.rgb /= 6.0;
+ res.rgb = clamp(res.rgb,0.0,32768.0);
+ res.a = 1.0;
+ return res;
+}
+
+float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord0.xy;
+ float4 res = bloommixs*RenderTarget64.Sample(Sampler2,coord);
+ res.rgb = clamp(res.rgb,0.0,32768.0);
+ res.a = 1.0;
+ return res;
+}
+
+technique11 BloomSimplePass
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
+ }
+}
+technique11 BloomSimplePass1
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
+ }
+}
+technique11 BloomSimplePass2
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
+ }
+}
+technique11 BloomSimplePass3
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
+ }
+}
+technique11 BloomSimplePass4
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
+ }
+}
+technique11 BloomSimplePass5
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
+ }
+}
+technique11 BloomSimplePass6
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
+ }
+}
+technique11 BloomSimplePass7
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_SPostPass()));
+ }
+}
+
+technique11 BloomPass
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
+ }
+}
+technique11 BloomPass1
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
+ }
+}
+technique11 BloomPass2
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
+ }
+}
+technique11 BloomPass3
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
+ }
+}
+technique11 BloomPass4
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
+ }
+}
+technique11 BloomPass5
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
+ }
+}
+technique11 BloomPass6
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget32,32.0)));
+ }
+}
+technique11 BloomPass7
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
+ }
+}
+technique11 BloomPass8
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,0.0)));
+ }
+}
+technique11 BloomPass9
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
+ }
+}
+technique11 BloomPass10
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,1.0)));
+ }
+}
+technique11 BloomPass11
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
+ }
+}
+technique11 BloomPass12
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,2.0)));
+ }
+}
+technique11 BloomPass13
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
+ }
+}
+technique11 BloomPass14
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
+ }
+}
+technique11 BloomPass15
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
+ }
+}
+technique11 BloomPass16
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,4.0)));
+ }
+}
+technique11 BloomPass17
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget16,16.0)));
+ }
+}
+technique11 BloomPass18
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,16.0,5.0)));
+ }
+}
+technique11 BloomPass19
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
+ }
+}
diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini
new file mode 100644
index 0000000..a2936b6
--- /dev/null
+++ b/enbseries/enbbloom.fx.ini
@@ -0,0 +1,48 @@
+[ENBBLOOM.FX]
+TECHNIQUE=2
+Bloom Intensity Night=0.64
+Bloom Intensity Day=0.55
+Bloom Intensity Interior=0.57
+Bloom Contrast Night=0.94
+Bloom Contrast Day=0.97
+Bloom Contrast Interior=0.95
+Bloom Saturation Night=1.45
+Bloom Saturation Day=1.36
+Bloom Saturation Interior=1.57
+Bloom Offset Night=-0.41
+Bloom Offset Day=-0.57
+Bloom Offset Interior=-0.46
+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=0.294, 0.424, 0.859
+Blue Shift Day=0.22, 0.537, 0.855
+Blue Shift Interior=0.337, 0.525, 0.878
+Blue Shift Intensity Night=0.29
+Blue Shift Intensity Day=0.24
+Blue Shift Intensity Interior=0.26
+Blue Shift Luminance Factor Per-pass=0.61
+Blue Shift Color Factor Per-pass=0.79
+Enable Anamorphic Bloom=true
+Anamorphic Bloom Blend Night=0.54
+Anamorphic Bloom Blend Day=0.46
+Anamorphic Bloom Blend Interior=0.61
+Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
+Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
+Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
+Anamorphic Bloom Blue Shift Intensity Night=1.27
+Anamorphic Bloom Blue Shift Intensity Day=1.17
+Anamorphic Bloom Blue Shift Intensity Interior=1.45
+Anamorphic Bloom Contrast Night=1.39
+Anamorphic Bloom Contrast Day=1.45
+Anamorphic Bloom Contrast Interior=1.31
+Anamorphic Bloom Radius Multiplier=1.0
+Bloom Pass 1 Blend=0.13
+Bloom Pass 2 Blend=0.2
+Bloom Pass 3 Blend=0.35
+Bloom Pass 4 Blend=0.55
+Bloom Pass 5 Blend=0.78
+Bloom Pass 6 Blend=0.97
+Bloom Single Pass Blend=0.52
diff --git a/enbseries/enbdepthoffield.fx b/enbseries/enbdepthoffield.fx
new file mode 100644
index 0000000..ced2a5d
--- /dev/null
+++ b/enbseries/enbdepthoffield.fx
@@ -0,0 +1,1878 @@
+/*
+ enbdepthoffield.fx : MariENB3 prepass shaders.
+ (C)2016-2019 Marisa Kirisame, UnSX Team.
+ Part of MariENB3, the personal ENB of Marisa for Fallout 4.
+ Released under the GNU GPLv3 (or later).
+*/
+#include "menbglobaldefs.fx"
+
+string str_misc = "Miscellaneous";
+/* fixed resolution, keeps blur filters at a consistent internal resolution */
+int2 fixed
+<
+ string UIName = "Fixed Resolution";
+ string UIWidget = "Vector";
+ int2 UIMin = {0,0};
+> = {1920,1080};
+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_dw
+<
+ string UIName = "Heat Factor Dawn";
+ string UIWidget = "Spinner";
+> = {0.2};
+float heatfactor_sr
+<
+ string UIName = "Heat Factor Sunrise";
+ string UIWidget = "Spinner";
+> = {0.5};
+float heatfactor_dy
+<
+ string UIName = "Heat Factor Day";
+ string UIWidget = "Spinner";
+> = {1.0};
+float heatfactor_ss
+<
+ string UIName = "Heat Factor Sunset";
+ string UIWidget = "Spinner";
+> = {0.7};
+float heatfactor_ds
+<
+ string UIName = "Heat Factor Dusk";
+ string UIWidget = "Spinner";
+> = {0.1};
+float heatfactor_nt
+<
+ string UIName = "Heat Factor Night";
+ string UIWidget = "Spinner";
+> = {0.0};
+float heatfactor_i
+<
+ string UIName = "Heat Factor Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+string str_focus = "Focusing Parameters";
+/*
+ focus modes:
+ -2 : mouse
+ -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 = -2;
+ int UIMax = 2;
+> = {1};
+bool focusdisplay
+<
+ string UIName = "Display Focus Points";
+ string UIWidget = "Checkbox";
+> = {false};
+bool focusmanual
+<
+ string UIName = "Enable Manual Focus";
+ string UIWidget = "Checkbox";
+> = {false};
+float focusmanualvalue
+<
+ string UIName = "Manual Focus Depth";
+ string UIWidget = "Checkbox";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.5};
+/* center point of focus */
+float2 focuscenter
+<
+ string UIName = "Focus Point Center";
+ string UIWidget = "Vector";
+ float2 UIMin = {0.0,0.0};
+ float2 UIMax = {1.0,1.0};
+> = {0.5,0.5};
+float focuscircleangle
+<
+ string UIName = "Focus Triangle Angle";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+/* radius of the focus point triangle */
+float focusradius_n
+<
+ string UIName = "Focus Triangle Radius Night";
+ string UIWidget = "Spinner";
+> = {20.0};
+float focusradius_d
+<
+ string UIName = "Focus Triangle Radius Day";
+ string UIWidget = "Spinner";
+> = {20.0};
+float focusradius_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};
+float focuscenterdiscard
+<
+ string UIName = "Focus Circle Discard Center Depth";
+ string UIWidget = "Spinner";
+> = {0.0};
+/* 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 (falloff, kinda) */
+float dofpow_n
+<
+ string UIName = "DOF Contrast Night";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+float dofpow_d
+<
+ string UIName = "DOF Contrast Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+float dofpow_i
+<
+ string UIName = "DOF Contrast Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {4.0};
+/* dof bump (negative values are useful for "widening" the focused area) */
+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;
+ float UIMax = 1.0;
+> = {0.0};
+float doffixedfocusblend_d
+<
+ string UIName = "DOF Fixed Focus Blend Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+float doffixedfocusblend_i
+<
+ string UIName = "DOF Fixed Focus Blend Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {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;
+ float UIMax = 1.0;
+> = {0.0};
+float doffixedunfocusblend_d
+<
+ string UIName = "DOF Fixed Unfocus Blend Day";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {0.0};
+float doffixedunfocusblend_i
+<
+ string UIName = "DOF Fixed Unfocus Blend Interior";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {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};
+bool dofpostblur
+<
+ string UIName = "Enable DOF Post-Blur";
+ string UIWidget = "Checkbox";
+> = {true};
+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};
+bool dofhilite
+<
+ string UIName = "Enable DOF Highlights";
+ string UIWidget = "Checkbox";
+> = {false};
+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};
+/* 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 = 1.0;
+> = {0.0};
+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 */
+float3 dgrademul_n
+<
+ string UIName = "Grading Intensity Night";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 dgrademul_d
+<
+ string UIName = "Grading Intensity Day";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 dgrademul_i
+<
+ string UIName = "Grading Intensity Interior";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+/* color component contrasts */
+float3 dgradepow_n
+<
+ string UIName = "Grading Contrast Night";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 dgradepow_d
+<
+ string UIName = "Grading Contrast Day";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 dgradepow_i
+<
+ string UIName = "Grading Contrast Interior";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+/* colorization factors */
+bool dgradeenable2
+<
+ string UIName = "Enable Vibrance Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+float3 dgradecol_n
+<
+ string UIName = "Grading Color Night";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 dgradecol_d
+<
+ string UIName = "Grading Color Day";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 dgradecol_i
+<
+ string UIName = "Grading Color Interior";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+/* 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};
+
+/* 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
+};
+/* radius: 16, std dev: 13 */
+static const float gauss16[16] =
+{
+ 0.040012, 0.039893, 0.039541, 0.038960,
+ 0.038162, 0.037159, 0.035969, 0.034612,
+ 0.033109, 0.031485, 0.029764, 0.027971,
+ 0.026131, 0.024268, 0.022405, 0.020563
+};
+/* For low 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)
+};
+
+float4 Timer;
+float4 ScreenSize;
+float4 Weather;
+float ENightDayFactor;
+float EInteriorFactor;
+float4 TimeOfDay1;
+float4 TimeOfDay2;
+float4 DofParameters;
+float4 tempInfo2;
+
+Texture2D TextureCurrent;
+Texture2D TexturePrevious;
+Texture2D TextureOriginal;
+Texture2D TextureColor;
+Texture2D TextureDepth;
+Texture2D TextureFocus;
+
+Texture2D RenderTargetR16F; /* for SSAO */
+Texture2D RenderTargetR32F; /* for DOF */
+
+Texture2D TextureNoise3
+<
+ string ResourceName = "menbnoise3.png";
+>;
+Texture2D TextureHeat
+<
+#ifdef HEAT_DDS
+ string ResourceName = "menbheat.dds";
+#else
+ string ResourceName = "menbheat.png";
+#endif
+>;
+
+SamplerState Sampler0
+{
+ Filter = MIN_MAG_MIP_POINT;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ MaxLOD = 0;
+};
+SamplerState Sampler1
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ MaxLOD = 0;
+};
+SamplerState Sampler2
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ MaxLOD = 0;
+};
+
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_OUTPUT_POST
+{
+ float4 pos : SV_POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+
+VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ OUT.pos = 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.g 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);
+ return clamp(dfc,0.0,1.0);
+}
+
+/* old Edgevision mode */
+float3 EdgeView( float3 res, float2 coord )
+{
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ if ( fixed.x>0 && fixed.y>0 ) bresl = fixed;
+ 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-TextureDepth.Sample(Sampler1,coord).x;
+ mud *= clamp(pow(max(0,fade),edgevfadepow)*edgevfademult,0.0,1.0);
+ mud = clamp(pow(max(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 ( fixed.x>0 && fixed.y>0 ) bresl = fixed;
+ float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*comradius;
+ float mdx = 0, mdy = 0, mud = 0;
+ float3x3 lums;
+ float3 col;
+ col = TextureOriginal.Sample(Sampler1,coord+float2(-1,-1)*bof).rgb;
+ lums[0][0] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,coord+float2(0,-1)*bof).rgb;
+ lums[0][1] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,coord+float2(1,-1)*bof).rgb;
+ lums[0][2] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,coord+float2(-1,0)*bof).rgb;
+ lums[1][0] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,coord+float2(0,0)*bof).rgb;
+ lums[1][1] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,coord+float2(1,0)*bof).rgb;
+ lums[1][2] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,coord+float2(-1,1)*bof).rgb;
+ lums[2][0] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,coord+float2(0,1)*bof).rgb;
+ lums[2][1] = luminance(col);
+ col = TextureOriginal.Sample(Sampler1,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 ( fixed.x>0 && fixed.y>0 ) bresl = fixed;
+ 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-TextureDepth.Sample(Sampler1,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);
+}
+
+/* Colour grading based on depth */
+float3 DepthGradeRGB( float3 res, float dfc )
+{
+ float3 dgrademul = tod_ind(dgrademul);
+ float3 dgradepow = tod_ind(dgradepow);
+ return lerp(res,pow(max(0,res),dgradepow)*dgrademul,dfc);
+}
+float3 DepthGradeColor( float3 res, float dfc )
+{
+ float dgradecolfact = tod_ind(dgradecolfact);
+ float3 dgradecol = tod_ind(dgradecol);
+ float tonev = luminance(res);
+ float3 tonecolor = dgradecol*tonev;
+ return lerp(res,res*(1.0-dgradecolfact)+tonecolor*dgradecolfact,dfc);
+}
+float3 DepthGradeHSV( float3 res, float dfc )
+{
+ float dgradesatmul = tod_ind(dgradesatmul);
+ float dgradesatpow = tod_ind(dgradesatpow);
+ float dgradevalmul = tod_ind(dgradevalmul);
+ float dgradevalpow = tod_ind(dgradevalpow);
+ float3 hsv = rgb2hsv(res);
+ hsv.y = clamp(pow(max(0,hsv.y),dgradesatpow)*dgradesatmul,0.0,1.0);
+ hsv.z = pow(max(0,hsv.z),dgradevalpow)*dgradevalmul;
+ return lerp(res,hsv2rgb(hsv),dfc);
+}
+float3 DepthGrade( float3 res, float2 coord )
+{
+ float dep = TextureDepth.Sample(Sampler1,coord).x;
+ float dfc = abs(dep-dgradedfoc);
+ float dgradedpow = tod_ind(dgradedpow);
+ float dgradedmul = tod_ind(dgradedmul);
+ float dgradedbump = tod_ind(dgradedbump);
+ float dgradedblend = tod_ind(dgradedblend);
+ dfc = clamp(pow(dfc,dgradedpow)*dgradedmul+dgradedbump,0.0,1.0)
+ *dgradedblend;
+ if ( dgradeenable1 ) res = DepthGradeRGB(res,dfc);
+ if ( dcolorizeafterhsv )
+ {
+ if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc);
+ if ( dgradeenable2 ) res = DepthGradeColor(res,dfc);
+ }
+ else
+ {
+ if ( dgradeenable2 ) res = DepthGradeColor(res,dfc);
+ if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc);
+ }
+ return res;
+}
+
+float4 PS_DepthGrade( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = TextureColor.Sample(Sampler1,coord);
+ res.rgb = DepthGrade(res.rgb,coord);
+ res.rgb = max(res.rgb,0.0);
+ return res;
+}
+
+float4 PS_PreFilters( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = TextureColor.Sample(Sampler1,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);
+ res.rgb = max(res.rgb,0.0);
+ return res;
+}
+
+/* Distant hot air refraction. Not very realistic, but does the job. */
+float2 DistantHeat( float2 coord )
+{
+ float2 bresl;
+ float dep, odep;
+ dep = TextureDepth.Sample(Sampler1,coord).x;
+ float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
+ +heatfadebump,0.0,1.0);
+ if ( distfade <= 0.0 ) return coord;
+ float todpow = max(0.0,todx_ind(heatfactor));
+ if ( todpow <= 0.0 ) return coord;
+ if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
+ 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 = TextureHeat.SampleLevel(Sampler2,nc+ts,0).xy;
+ ofs = (ofs-0.5)*2.0;
+ ofs *= pow(length(ofs),heatpow);
+ ofs *= todpow;
+ /*ofs *= max(0.0,warmfactor-coldfactor);*/
+ odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength
+ *distfade*0.01,0).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, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float2 bresl;
+ if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
+ 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) == 0.0) )
+ return TextureColor.Sample(Sampler1,coord+ofs);
+ float2 ofr, ofg, ofb;
+ ofr = ofs*(1.0-distcha*0.01);
+ ofg = ofs;
+ ofb = ofs*(1.0+distcha*0.01);
+ res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
+ TextureColor.Sample(Sampler1,coord+ofg).g,
+ TextureColor.Sample(Sampler1,coord+ofb).b,
+ TextureColor.Sample(Sampler1,coord+ofs).a);
+ return res;
+}
+
+/* This will do absolutely nothing */
+float4 PS_Aperture( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ return float4(0,0,0,1);
+}
+
+/* Focus */
+float4 PS_ReadFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ if ( dofdisable ) return 0.0;
+ if ( focuscircle == -2 )
+ return TextureDepth.Sample(Sampler1,tempInfo2.zw).x;
+ if ( focuscircle < 0 ) return focusmanualvalue;
+ float focusmax = tod_ind(focusmax);
+ float cfocus = min(TextureDepth.Sample(Sampler1,focuscenter).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(TextureDepth.Sample(Sampler1,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 sfocus, mfocus[4];
+ float2 coord;
+ float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
+ float fan = focuscircleangle*2.0*pi;
+ coord.x = focuscenter.x+sin(fan)*bof.x;
+ coord.y = focuscenter.y+cos(fan)*bof.y;
+ mfocus[0] = min(TextureDepth.Sample(Sampler1,coord).x,
+ focusmax*0.001);
+ coord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x;
+ coord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y;
+ mfocus[1] = min(TextureDepth.Sample(Sampler1,coord).x,
+ focusmax*0.001);
+ coord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x;
+ coord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y;
+ mfocus[2] = min(TextureDepth.Sample(Sampler1,coord).x,
+ focusmax*0.001);
+ if ( (mfocus[0] <= focuscenterdiscard)
+ && (mfocus[1] <= focuscenterdiscard)
+ && (mfocus[2] <= focuscenterdiscard) )
+ mfocus[3] = focuscenterdiscard;
+ else if ( mfocus[0] <= focuscenterdiscard )
+ {
+ if ( mfocus[1] <= focuscenterdiscard ) mfocus[3] = mfocus[2];
+ else mfocus[3] = 0.5*(mfocus[1]+mfocus[2]);
+ }
+ else if ( mfocus[1] <= focuscenterdiscard )
+ {
+ if ( mfocus[2] <= focuscenterdiscard ) mfocus[3] = mfocus[0];
+ else mfocus[3] = 0.5*(mfocus[0]+mfocus[2]);
+ }
+ else if ( mfocus[2] <= focuscenterdiscard )
+ mfocus[3] = 0.5*(mfocus[0]+mfocus[1]);
+ else mfocus[3] = cstep*(mfocus[0]+mfocus[1]+mfocus[2]);
+ if ( cfocus <= focuscenterdiscard ) cfocus = mfocus[3];
+ else if ( (mfocus[3] > focuscenterdiscard) )
+ cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3];
+ return cfocus;
+}
+
+float4 PS_Focus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ if ( dofdisable ) return 0.0;
+ return max(lerp(TexturePrevious.Sample(Sampler0,0.5).x,
+ TextureCurrent.Sample(Sampler0,0.5).x,
+ saturate(DofParameters.w)),0.0);
+}
+/* helper code for simplifying these */
+#define gcircle(x) float2(cos(x),sin(x))
+float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
+ out float4 deps, out float4 dfcs )
+{
+ float4 res;
+ float cstep = 2.0*pi*(1.0/3.0);
+ float ang = 0.5*pi;
+ res.r = TextureColor.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).r;
+ deps.r = TextureDepth.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).x;
+ dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).x;
+ ang += cstep;
+ res.g = TextureColor.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).g;
+ deps.g = TextureDepth.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).x;
+ dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).x;
+ ang += cstep;
+ res.b = TextureColor.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).b;
+ deps.b = TextureDepth.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).x;
+ dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
+ +gcircle(ang)*bsz*dofpcha*0.1,0).x;
+ if ( bDoHighlight )
+ {
+ float l = luminance(res.rgb);
+ float threshold = max((l-dofbthreshold)*dofbgain,0.0);
+ res += lerp(0,res,threshold*blur);
+ }
+ res.a = TextureColor.SampleLevel(Sampler1,coord,0).a;
+ deps.a = TextureDepth.SampleLevel(Sampler1,coord,0).x;
+ dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0).x;
+ return res;
+}
+/* gather blur pass */
+float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
+ float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
+ if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
+ if ( dfcdebug ) return dfc;
+ float2 bresl;
+ if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = 1.0/bresl;
+ if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
+ float4 res = float4(0,0,0,0);
+ float dep = TextureDepth.Sample(Sampler1,coord).x;
+ float2 bsz = bof*dofpradius*dfc;
+ float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
+ float cstep = 2.0*pi*(1.0/3.0);
+ float ang = 0.5*pi;
+ [unroll] for ( int i=0; i<32; i++ )
+ {
+ sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,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;
+ return res;
+}
+
+/* "bokeh" blur pass */
+float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
+ float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
+ if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
+ if ( dfcdebug ) return dfc;
+ float2 bresl;
+ if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = 1.0/bresl;
+ float4 res = TextureColor.Sample(Sampler1,coord);
+ /*
+ Skip blurring areas that are perfectly in focus. The performance
+ gain is negligible in most cases, though.
+ */
+ if ( dfc <= dofminblur ) return res;
+ float dep = TextureDepth.Sample(Sampler1,coord).x;
+ float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
+ *(bresl/256.0),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;
+ return res;
+}
+float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
+ float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
+ if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
+ if ( dfcdebug ) return dfc;
+ float2 bresl;
+ if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
+ 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 = TextureColor.Sample(Sampler1,coord);
+ if ( !dofpostblur ) return res;
+ int i;
+ [unroll] for ( i=0; i<16; i++ )
+ res += TextureColor.Sample(Sampler1,coord+ofs[i]*bof*dfc);
+ res /= 17.0;
+ return res;
+}
+
+/* screen frost overlay */
+float4 PS_DebugFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = TextureColor.Sample(Sampler1,coord);
+ if ( !focusdisplay || (focuscircle == -1) ) return res;
+ if ( focuscircle == -2 )
+ {
+ if ( distance(coord,tempInfo2.zw) < 0.01 )
+ res.rgb = float3(1,0,0);
+ 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;
+ }
+ if ( distance(coord,focuscenter) < 0.01 ) 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 = focuscenter.x+sin(fan)*bof.x;
+ tcoord.y = focuscenter.y+cos(fan)*bof.y;
+ if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
+ tcoord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x;
+ tcoord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y;
+ if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
+ tcoord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x;
+ tcoord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y;
+ if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
+ return res;
+}
+
+technique11 Aperture
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Aperture()));
+ }
+}
+
+technique11 ReadFocus
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_ReadFocus()));
+ }
+}
+
+technique11 Focus
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Focus()));
+ }
+}
+
+technique11 Prepass
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_PreFilters()));
+ }
+}
+technique11 Prepass1
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DepthGrade()));
+ }
+}
+technique11 Prepass2
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
+ }
+}
+technique11 Prepass3
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
+ }
+}
+technique11 Prepass4
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DoFBlur()));
+ }
+}
+technique11 Prepass5
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DoFPostBlur()));
+ }
+}
+technique11 Prepass6
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DebugFocus()));
+ }
+}
+
+technique11 PrepassB
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_PreFilters()));
+ }
+}
+technique11 PrepassB1
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DepthGrade()));
+ }
+}
+technique11 PrepassB2
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
+ }
+}
+technique11 PrepassB3
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
+ }
+}
+technique11 PrepassB4
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkeh()));
+ }
+}
+technique11 PrepassB5
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DoFPostBlur()));
+ }
+}
+technique11 PrepassB6
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_DebugFocus()));
+ }
+}
+
diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini
new file mode 100644
index 0000000..8cbbfb7
--- /dev/null
+++ b/enbseries/enbdepthoffield.fx.ini
@@ -0,0 +1,175 @@
+[ENBDEPTHOFFIELD.FX]
+TECHNIQUE=1
+Fixed ResolutionX=1920
+Fixed ResolutionY=1080
+Depth Cutoff=999998.0
+Near Z=0.05
+Far Z=3098.0
+Distortion Chromatic Aberration=9.5
+Enable Hot Air Refraction=false
+Heat Texture Size=6.4
+Heat Speed=0.45
+Heat Fade Contrast=235.0
+Heat Fade Intensity=1.1
+Heat Fade Offset=-0.59
+Heat Intensity=0.6
+Heat Contrast=0.95
+Heat Factor Dawn=0.32
+Heat Factor Sunrise=0.83
+Heat Factor Day=1.06
+Heat Factor Sunset=0.85
+Heat Factor Dusk=0.38
+Heat Factor Night=0.0
+Heat Factor Interior=0.0
+Focus Mode=1
+Display Focus Points=false
+Enable Manual Focus=false
+Manual Focus Depth=1.0
+Focus Point Center=0.5, 0.48, 0
+Focus Triangle Angle=0.5
+Focus Triangle Radius Night=9.0
+Focus Triangle Radius Day=12.0
+Focus Triangle Radius Interior=10.5
+Focus Triangle Blending Night=0.75
+Focus Triangle Blending Day=0.9
+Focus Triangle Blending Interior=0.8
+Focus Maximum Depth Night=990.0
+Focus Maximum Depth Day=994.0
+Focus Maximum Depth Interior=988.0
+Focus Circle Discard Center Depth=0.01
+DOF Intensity Night=471.689972
+DOF Intensity Day=421.940002
+DOF Intensity Interior=438.609985
+DOF Contrast Night=4.15
+DOF Contrast Day=4.46
+DOF Contrast Interior=4.32
+DOF Shift Night=0.0
+DOF Shift Day=0.0
+DOF Shift Interior=0.0
+DOF Fixed Focus Intensity Night=188.770004
+DOF Fixed Focus Intensity Day=211.830002
+DOF Fixed Focus Intensity Interior=177.649994
+DOF Fixed Focus Contrast Night=2.21
+DOF Fixed Focus Contrast Day=2.63
+DOF Fixed Focus Contrast Interior=2.35
+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=1.0
+DOF Fixed Focus Blend Day=1.0
+DOF Fixed Focus Blend Interior=1.0
+DOF Fixed Focus Depth=0.01
+DOF Fixed Focus Cap=0.01
+DOF Fixed Unfocus Intensity Night=1.15
+DOF Fixed Unfocus Intensity Day=1.09
+DOF Fixed Unfocus Intensity Interior=1.24
+DOF Fixed Unfocus Contrast Night=96.980003
+DOF Fixed Unfocus Contrast Day=134.399994
+DOF Fixed Unfocus Contrast Interior=65.19001
+DOF Fixed Unfocus Shift Night=-0.92
+DOF Fixed Unfocus Shift Day=-1.1
+DOF Fixed Unfocus Shift Interior=-0.78
+DOF Fixed Unfocus Blend Night=1.0
+DOF Fixed Unfocus Blend Day=1.0
+DOF Fixed Unfocus Blend Interior=1.0
+DOF Fixed Unfocus Depth=0.0
+DOF Fixed Use Cutoff=true
+Disable DOF=false
+Use Only Fixed DOF=false
+DOF Gather Blur Radius=8.0
+Enable DOF Post-Blur=true
+DOF Post-Blur Radius=1.0
+DOF Blur Chromatic Aberration=1.35
+Enable DOF Highlights=true
+DOF Highlight Threshold=0.47
+DOF Highlight Gain=2.16
+DOF Bokeh Blur Radius=1.74
+DOF Bokeh Edge Bias=0.62
+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=700.0
+Edgevision Fade Intensity Day=800.0
+Edgevision Fade Intensity Interior=600.0
+Edgevision Contrast=0.25
+Edgevision Intensity=1.0
+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
+Depth Grading Center Depth=0.0
+Depth Grading Contrast Night=284.570007
+Depth Grading Contrast Day=296.130005
+Depth Grading Contrast Interior=290.209991
+Depth Grading Intensity Night=1.07
+Depth Grading Intensity Day=1.17
+Depth Grading Intensity Interior=1.19
+Depth Grading Shift Night=-0.65
+Depth Grading Shift Day=-0.63
+Depth Grading Shift Interior=-0.59
+Depth Grading Blend Night=0.3
+Depth Grading Blend Day=0.4
+Depth Grading Blend Interior=0.5
+Enable RGB Grading=true
+Grading Intensity Night=1.05, 0.96, 0.89
+Grading Intensity Day=0.98, 1, 1.02
+Grading Intensity Interior=0.98, 0.99, 1.02
+Grading Contrast Night=1.03, 0.98, 0.96
+Grading Contrast Day=1, 0.96, 0.93
+Grading Contrast Interior=1, 0.97, 0.94
+Enable Vibrance Grading=true
+Grading Color Night=-0.67, -0.36, -0.45
+Grading Color Day=-0.73, -0.36, -0.3
+Grading Color Interior=-0.153, -0.359, -0.629
+Grading Color Factor Night=-0.11
+Grading Color Factor Day=-0.13
+Grading Color Factor Interior=-0.11
+Enable HSV Grading=true
+Grading Saturation Intensity Night=1.07
+Grading Saturation Intensity Day=1.04
+Grading Saturation Intensity Interior=1.14
+Grading Saturation Contrast Night=1.08
+Grading Saturation Contrast Day=1.09
+Grading Saturation Contrast Interior=1.07
+Grading Value Intensity Night=0.8
+Grading Value Intensity Day=0.73
+Grading Value Intensity Interior=0.72
+Grading Value Contrast Night=0.9
+Grading Value Contrast Day=0.92
+Grading Value Contrast Interior=0.95
+Colorize After HSV=true
diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx
new file mode 100644
index 0000000..e69f5d5
--- /dev/null
+++ b/enbseries/enbeffect.fx
@@ -0,0 +1,1233 @@
+/*
+ enbeffect.fx : MariENB3 base shader.
+ (C)2016-2019 Marisa Kirisame, UnSX Team.
+ Part of MariENB3, the personal ENB of Marisa for Fallout 4.
+ Released under the GNU GPLv3 (or later).
+*/
+#include "menbglobaldefs.fx"
+
+string str_misc = "Miscellaneous";
+/* fixed resolution, keeps blur filters at a consistent internal resolution */
+int2 fixed
+<
+ string UIName = "Fixed Resolution";
+ string UIWidget = "Vector";
+ int2 UIMin = {0,0};
+> = {1920,1080};
+string str_dist = "Distortion Filters";
+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_dw
+<
+ string UIName = "Frost Factor Dawn";
+ string UIWidget = "Spinner";
+> = {0.1};
+float frostfactor_sr
+<
+ string UIName = "Frost Factor Sunrise";
+ string UIWidget = "Spinner";
+> = {0.0};
+float frostfactor_dy
+<
+ string UIName = "Frost Factor Day";
+ string UIWidget = "Spinner";
+> = {0.0};
+float frostfactor_ss
+<
+ string UIName = "Frost Factor Sunset";
+ string UIWidget = "Spinner";
+> = {0.0};
+float frostfactor_ds
+<
+ string UIName = "Frost Factor Dusk";
+ string UIWidget = "Spinner";
+> = {0.1};
+float frostfactor_nt
+<
+ string UIName = "Frost Factor Night";
+ string UIWidget = "Spinner";
+> = {0.25};
+float frostfactor_i
+<
+ string UIName = "Frost Factor Interior";
+ string UIWidget = "Spinner";
+> = {0.0};
+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 */
+float3 nm
+<
+ string UIName = "Grain Magnification";
+ string UIWidget = "Vector";
+> = {13.25,19.64,17.35};
+float3 nm1
+<
+ string UIName = "Grain Pass 1 Magnification";
+ string UIWidget = "Vector";
+> = {2.05,3.11,2.22};
+float3 nm2
+<
+ string UIName = "Grain Pass 2 Magnification";
+ string UIWidget = "Vector";
+> = {4.25,0.42,6.29};
+/* 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};
+/* eye adaptation */
+string str_adaptation = "Eye Adaptation";
+bool aenable
+<
+ string UIName = "Enable Adaptation";
+ string UIWidget = "Checkbox";
+> = {false};
+/* tone mapping */
+string str_tonemap = "Tone Mapping";
+/*
+ algorithms:
+ -1 : Disabled
+ 0 : Vanilla
+ 1 : Linear
+ 2 : Reinhard
+ 3 : Uncharted 2
+ 4 : Hejl Dawson
+ 5 : Haarm-Peter Duiker
+*/
+int tmapenable
+<
+ string UIName = "Tonemapping Method";
+ string UIWidget = "Spinner";
+ int UIMin = -1;
+ int UIMax = 5;
+> = {3};
+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 */
+float3 grademul_n
+<
+ string UIName = "Grading Intensity Night";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 grademul_d
+<
+ string UIName = "Grading Intensity Day";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 grademul_i
+<
+ string UIName = "Grading Intensity Interior";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+/* color component contrasts */
+float3 gradepow_n
+<
+ string UIName = "Grading Contrast Night";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 gradepow_d
+<
+ string UIName = "Grading Contrast Day";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 gradepow_i
+<
+ string UIName = "Grading Contrast Interior";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+/* colorization factors */
+bool gradeenable2
+<
+ string UIName = "Enable Vibrance Grading";
+ string UIWidget = "Checkbox";
+> = {false};
+float3 gradecol_n
+<
+ string UIName = "Grading Color Night";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 gradecol_d
+<
+ string UIName = "Grading Color Day";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+float3 gradecol_i
+<
+ string UIName = "Grading Color Interior";
+ string UIWidget = "Vector";
+> = {1.0,1.0,1.0};
+/* 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};
+/* 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};
+/* vanilla */
+string str_vanilla = "Vanilla Processing";
+bool vgradeenable
+<
+ string UIName = "Enable Vanilla Imagespace";
+ string UIWidget = "Checkbox";
+> = {true};
+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 vtintblend
+<
+ string UIName = "Vanilla Tint Blend";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 1.0;
+> = {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};
+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};
+string str_debug = "Debugging";
+bool bloomdebug
+<
+ string UIName = "Display Bloom";
+ string UIWidget = "Checkbox";
+> = {false};
+bool adaptdebug
+<
+ string UIName = "Display Adaptation";
+ string UIWidget = "Checkbox";
+> = {false};
+
+float4 Timer;
+float4 ScreenSize;
+float ENightDayFactor;
+float EInteriorFactor;
+float4 TimeOfDay1;
+float4 TimeOfDay2;
+
+#ifdef SKYRIMSE
+float4 Params01[7];
+#else
+float4 Params01[6];
+#endif
+float4 ENBParams01;
+Texture2D TextureColor;
+Texture2D TextureBloom;
+Texture2D TextureAdaptation;
+
+Texture2D TextureNoise1
+<
+ string ResourceName = "menbnoise1.png";
+>;
+Texture2D TextureNoise2
+<
+ string ResourceName = "menbnoise2.png";
+>;
+Texture2D TextureNoise3
+<
+ string ResourceName = "menbnoise3.png";
+>;
+Texture3D TextureLUTN
+<
+ string ResourceName = "menblut_night.dds";
+>;
+Texture3D TextureLUTD
+<
+ string ResourceName = "menblut_day.dds";
+>;
+Texture3D TextureLUTI
+<
+ string ResourceName = "menblut_interior.dds";
+>;
+Texture2D TextureTonemap
+<
+ string ResourceName = "menbfilmlut.png";
+>;
+Texture2D TextureFrost
+<
+#ifdef FROST_DDS
+ string ResourceName = "menbfrost.dds";
+#else
+ string ResourceName = "menbfrost.png";
+#endif
+>;
+
+SamplerState Sampler0
+{
+ Filter = MIN_MAG_MIP_POINT;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ MaxLOD = 0;
+};
+SamplerState Sampler1
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ MaxLOD = 0;
+};
+SamplerState Sampler2
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ MaxLOD = 0;
+};
+SamplerState SamplerLUT
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ AddressW = Clamp;
+ MaxLOD = 0;
+};
+
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_OUTPUT_POST
+{
+ float4 pos : SV_POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+
+VS_OUTPUT_POST VS_Draw( VS_INPUT_POST IN )
+{
+ VS_OUTPUT_POST OUT;
+ OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
+ OUT.txcoord0.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))
+/* 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) && (fixed.y > 0) ) bresl = fixed;
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
+ float2 ofs = TextureFrost.Sample(Sampler2,nc).xy;
+ ofs = (ofs-0.5)*2.0;
+ ofs *= pow(length(ofs),frostpow)*froststrength;
+ float todpow = max(0.0,todx_ind(frostfactor));
+ ofs *= todpow;
+ /*ofs *= max(0.0,coldfactor-warmfactor);*/
+ 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 = TextureNoise1.Sample(Sampler2,coord*dirtmc*nr).rgb;
+ float2 ds = float2(res.r+res.g,res.g+res.b)/2.0;
+ float3 ncoll = TextureNoise1.Sample(Sampler2,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;
+}
+
+float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord0.xy;
+ float2 bresl;
+ if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
+ else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float4 res, mud;
+ if ( frostenable )
+ {
+ float2 ofs = ScreenFrost(coord);
+ ofs -= coord;
+ float2 ofr, ofg, ofb;
+ ofr = ofs*(1.0-distcha*0.01);
+ ofg = ofs;
+ ofb = ofs*(1.0+distcha*0.01);
+ res = float4(TextureColor.Sample(Sampler0,coord+ofr).r,
+ TextureColor.Sample(Sampler0,coord+ofg).g,
+ TextureColor.Sample(Sampler0,coord+ofb).b,1.0);
+#ifdef SKYRIMSE
+ mud = float4(TextureBloom.Sample(Sampler1,coord+ofr).r,
+ TextureBloom.Sample(Sampler1,coord+ofg).g,
+ TextureBloom.Sample(Sampler1,coord+ofb).b,1.0);
+#else
+ mud = float4(TextureBloom.Sample(Sampler1,
+ Params01[4].zw*(coord+ofr)).r,
+ TextureBloom.Sample(Sampler1,Params01[4].zw
+ *(coord+ofg)).g,TextureBloom.Sample(Sampler1,
+ Params01[4].zw*(coord+ofb)).b,1.0);
+#endif
+ float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
+ float bmp = pow(max(0,TextureFrost.SampleLevel(Sampler2,nc,
+ 0).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;
+ float todpow = max(0.0,todx_ind(frostfactor));
+ dist *= todpow;
+ /* Weathers not implemented in FO4 ENB as of 0.291 */
+ /*dist *= max(0.0,coldfactor-warmfactor);*/
+ res.rgb *= 1.0+bmp*dist;
+ }
+ else
+ {
+ res = TextureColor.Sample(Sampler0,coord);
+#ifdef SKYRIMSE
+ mud = TextureBloom.Sample(Sampler1,coord);
+#else
+ mud = TextureBloom.Sample(Sampler1,Params01[4].zw*coord);
+#endif
+ }
+ /* Insert MariENB filters here */
+ float2 adapt = Adaptation(coord);
+ if ( bloomdebug ) res.rgb *= 0;
+ float3 bcol = mud.rgb*ENBParams01.x;
+ res.rgb += bcol;
+ if ( aenable ) res.rgb *= adapt.x;
+ 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,adapt.y);
+ 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);
+ /* fade has same index on both games */
+ res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);
+ if ( adaptdebug ) res.rgb = TextureAdaptation.Sample(Sampler1,coord).x;
+ res.rgb = max(0,res.rgb);
+ res.a = 1.0;
+ return res;
+}
+
+float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float4 res;
+ float4 color;
+ color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
+ float4 r0, r1, r2, r3;
+#ifdef SKYRIMSE
+ /*
+ You won't believe how HARD Boris has mangled this code.
+ After fixing the horrid code style and the unnecessary scientific
+ notation on floats, it's still unreadable.
+ It's also completely broken and results in a black screen.
+ */
+ float2 scaleduv=Params01[6].xy*IN.txcoord0.xy;
+ scaleduv = max(scaleduv, 0.0);
+ scaleduv = min(scaleduv, Params01[6].zy);
+ r1.xy = scaleduv;
+ r0.xyz = color.xyz;
+ if ( Params01[0].x > 0.5 ) r1.xy = IN.txcoord0.xy;
+ r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
+ r2.xy = TextureAdaptation.Sample(Sampler1,IN.txcoord0.xy).xy;
+ r0.w = dot(float3(0.2125,0.7154,0.0721),r0.xyz);
+ r0.w = max(r0.w,0.00001);
+ r1.w = r2.y/r2.x;
+ r2.y = r0.w*r1.w;
+ if ( Params01[2].z >= 0.5 ) r2.z = 0xffffffff;
+ else r2.z = 0;
+ r3.xy = r1.w*r0.w+float2(-0.004,1.0);
+ r1.w = max(r3.x, 0.0);
+ r3.xz = r1.w*6.2+float2(0.5,1.7);
+ r2.w = r1.w*r3.x;
+ r1.w = r1.w*r3.z+0.06;
+ r1.w = r2.w/r1.w;
+ r1.w = pow(r1.w,2.2);
+ r1.w = r1.w*Params01[2].y;
+ r2.w = r2.y*Params01[2].y+1.0;
+ r2.y = r2.w*r2.y;
+ r2.y = r2.y/r3.y;
+ if (r2.z == 0) r1.w = r2.y;
+ else r1.w = r1.w;
+ r0.w = r1.w/r0.w;
+ r1.w = saturate(Params01[2].x-r1.w);
+ r1.xyz = r1*r1.w;
+ r0.xyz = r0*r0.w+r1;
+ r1.x = dot(r0.xyz,float3(0.2125,0.7154,0.0721));
+ r0.w = 1.0;
+ r0 = r0-r1.x;
+ r0 = Params01[3].x*r0+r1.x;
+ r1 = Params01[4]*r1.x-r0;
+ r0 = Params01[4].w*r1+r0;
+ r0 = Params01[3].w*r0-r2.x;
+ r0 = Params01[3].z*r0+r2.x;
+ r0.xyz = saturate(r0);
+ r1.xyz = pow(r1.xyz,Params01[6].w);
+ r1 = Params01[5]-r0;
+ res = Params01[5].w*r1+r0;
+#else
+ r0.xyz = color.xyz;
+ r1.xy = Params01[4].zw*IN.txcoord0.xy;
+ r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
+ r0.w = TextureAdaptation.Sample(Sampler0,IN.txcoord0.xy).x;
+ r1.w = Params01[1].z/(0.001+r0.w);
+ r2.x = r1.w
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
+ SetPixelShader(CompileShader(ps_5_0, PS_Draw()));
+ }
+}
+
+technique11 ORIGINALPOSTPROCESS
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
+ SetPixelShader(CompileShader(ps_5_0, PS_DrawOriginal()));
+ }
+}
diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini
new file mode 100644
index 0000000..6a0db7a
--- /dev/null
+++ b/enbseries/enbeffect.fx.ini
@@ -0,0 +1,112 @@
+[ENBEFFECT.FX]
+TECHNIQUE=1
+Fixed ResolutionX=1920
+Fixed ResolutionY=1080
+Distortion Chromatic Aberration=1.29
+Enable Screen Frost=true
+Frost Contrast=0.24
+Frost Strength=0.37
+Frost Radial Contrast=0.9
+Frost Radial Intensity=0.86
+Frost Radial Offset=-0.88
+Frost Texture Blend=2.15
+Frost Texture Blend Contrast=1.45
+Frost Texture Size=1.0
+Frost Factor Dawn=1.02
+Frost Factor Sunrise=0.79
+Frost Factor Day=0.61
+Frost Factor Sunset=0.78
+Frost Factor Dusk=1.02
+Frost Factor Night=1.32
+Frost Factor Interior=0.22
+Enable Grain=true
+Grain Speed=25.0
+Grain Intensity=0.65
+Grain Saturation=-0.35
+Grain Two-Pass=true
+Grain Blending Mode=3
+Grain Dark Mask Contrast=22.139999
+Grain Two-Pass Factor=0.04
+Grain Magnification=13.3, 19.6, 17.4
+Grain Pass 1 Magnification=2.05, 3.11, 2.22
+Grain Pass 2 Magnification=4.25, 9.42, 6.29
+Grain Contrast=8.45
+Apply Grain Before Tone Mapping=true
+Enable Dirt=false
+Dirt Coord Factor=0.03
+Dirt Luminance Factor=0.0
+Dirt Coord Zoom=1.63
+Dirt Luminance Zoom=1.0
+Enable Adaptation=true
+Tonemapping Method=3
+Tonemap Exposure Night=1.07
+Tonemap Exposure Day=1.140001
+Tonemap Exposure Interior=1.209999
+Tonemap Blend Night=1.0
+Tonemap Blend Day=1.0
+Tonemap Blend Interior=1.0
+Uncharted2 Shoulder Strength Night=0.15
+Uncharted2 Shoulder Strength Day=0.2
+Uncharted2 Shoulder Strength Interior=0.16
+Uncharted2 Linear Strength Night=1.54
+Uncharted2 Linear Strength Day=1.59
+Uncharted2 Linear Strength Interior=1.55
+Uncharted2 Linear Angle Night=0.74
+Uncharted2 Linear Angle Day=0.77
+Uncharted2 Linear Angle Interior=0.67
+Uncharted2 Toe Strength Night=1.44
+Uncharted2 Toe Strength Day=1.25
+Uncharted2 Toe Strength Interior=1.19
+Uncharted2 Toe Numerator Night=4.21
+Uncharted2 Toe Numerator Day=4.28
+Uncharted2 Toe Numerator Interior=4.23
+Uncharted2 Toe Denominator Night=1.31
+Uncharted2 Toe Denominator Day=1.5
+Uncharted2 Toe Denominator Interior=1.42
+Uncharted2 Linear White Night=18.450001
+Uncharted2 Linear White Day=14.14
+Uncharted2 Linear White Interior=12.13
+Enable RGB Grading=true
+Grading Intensity Night=1.03, 0.98, 0.88
+Grading Intensity Day=1.04, 1, 0.94
+Grading Intensity Interior=0.98, 0.95, 0.94
+Grading Contrast Night=1.03, 0.99, 0.92
+Grading Contrast Day=1, 0.98, 0.93
+Grading Contrast Interior=0.99, 1, 0.98
+Enable Vibrance Grading=true
+Grading Color Night=-0.82, -0.39, -0.65
+Grading Color Day=-0.43, -0.12, -0.7
+Grading Color Interior=-0.61, -0.1, -0.43
+Grading Color Factor Night=-0.05
+Grading Color Factor Day=-0.1
+Grading Color Factor Interior=-0.07
+Enable HSV Grading=true
+Grading Saturation Intensity Night=1.09
+Grading Saturation Intensity Day=1.14
+Grading Saturation Intensity Interior=1.09
+Grading Saturation Contrast Night=1.11
+Grading Saturation Contrast Day=1.07
+Grading Saturation Contrast Interior=1.17
+Grading Value Intensity Night=0.85
+Grading Value Intensity Day=0.87
+Grading Value Intensity Interior=0.87
+Grading Value Contrast Night=1.02
+Grading Value Contrast Day=1.07
+Grading Value Contrast Interior=1.08
+Colorize After HSV=true
+Enable LUT Grading=true
+LUT Blend Night=0.58
+LUT Blend Day=0.7
+LUT Blend Interior=0.64
+Enable Technicolor=true
+Technicolor Blend=0.5
+Enable Vanilla Imagespace=true
+Vanilla Tint Contrast=0.85
+Vanilla Tint Strength=1.23
+Vanilla Tint Blend=0.95
+Vanilla Vibrance Contrast=0.82
+Vanilla Vibrance Strength=1.0
+Vanilla Vibrance Blend=0.98
+Vanilla Contrast Blend=0.84
+Display Bloom=false
+Display Adaptation=false
diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx
new file mode 100644
index 0000000..e35684d
--- /dev/null
+++ b/enbseries/enbeffectpostpass.fx
@@ -0,0 +1,918 @@
+/*
+ enbeffectpostpass.fx : MariENB3 extra shader.
+ (C)2016-2019 Marisa Kirisame, UnSX Team.
+ Part of MariENB3, the personal ENB of Marisa for Fallout 4.
+ Released under the GNU GPLv3 (or later).
+*/
+#include "menbglobaldefs.fx"
+
+#ifdef WITH_SMAA
+/* new SMAA filter */
+string str_smaa = "SMAA";
+bool smaaenable
+<
+ string UIName = "Enable SMAA";
+ string UIWidget = "Checkbox";
+> = {false};
+int smaadebug
+<
+ string UIName = "SMAA Debugging";
+ string UIWidget = "Spinner";
+ int UIMin = 0;
+ int UIMax = 2;
+> = {0};
+#endif
+/* Depth-cutting chroma key */
+string str_mask = "Depth Chroma Key";
+bool maskenable
+<
+ string UIName = "Enable Chroma Key";
+ string UIWidget = "Checkbox";
+> = {false};
+float3 mask
+<
+ string UIName = "Chroma Key Red";
+ string UIWidget = "Color";
+> = {0.0,1.0,0.0};
+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};
+/* luma sharpen because of reasons */
+string str_lsharp = "Luma Sharpen";
+bool lsharpenable
+<
+ string UIName = "Luma Sharpen Enable";
+ string UIWidget = "Checkbox";
+> = {false};
+float lsharpradius
+<
+ string UIName = "Luma Sharpen Radius";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.8};
+float lsharpclamp
+<
+ string UIName = "Luma Sharpen Clamp";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {0.02};
+float lsharpblend
+<
+ string UIName = "Luma Sharpen Blending";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+> = {1.2};
+/* 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};
+float3 vigcolor
+<
+ string UIName = "Vignette Color";
+ string UIWidget = "Vector";
+> = {0.0,0.0,0.0};
+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};
+/* colour matrix */
+string str_cmat = "Color Matrix";
+bool cmatenable
+<
+ string UIName = "Enable Color Matrix";
+ string UIWidget = "Checkbox";
+> = {false};
+float cmat_rr
+<
+ string UIName = "Color Matrix Red Red";
+ string UIWidget = "Spinner";
+> = {1.0};
+float cmat_rg
+<
+ string UIName = "Color Matrix Red Green";
+ string UIWidget = "Spinner";
+> = {0.0};
+float cmat_rb
+<
+ string UIName = "Color Matrix Red Blue";
+ string UIWidget = "Spinner";
+> = {0.0};
+float cmat_gr
+<
+ string UIName = "Color Matrix Green Red";
+ string UIWidget = "Spinner";
+> = {0.0};
+float cmat_gg
+<
+ string UIName = "Color Matrix Green Green";
+ string UIWidget = "Spinner";
+> = {1.0};
+float cmat_gb
+<
+ string UIName = "Color Matrix Green Blue";
+ string UIWidget = "Spinner";
+> = {0.0};
+float cmat_br
+<
+ string UIName = "Color Matrix Blue Red";
+ string UIWidget = "Spinner";
+> = {0.0};
+float cmat_bg
+<
+ string UIName = "Color Matrix Blue Green";
+ string UIWidget = "Spinner";
+> = {0.0};
+float cmat_bb
+<
+ string UIName = "Color Matrix Blue Blue";
+ string UIWidget = "Spinner";
+> = {1.0};
+bool cmatnormalize
+<
+ string UIName = "Normalize Matrix";
+ string UIWidget = "Checkbox";
+> = {false};
+/* hue-saturation */
+string str_hs = "Hue-Saturation";
+bool hsenable
+<
+ string UIName = "Enable Hue-Saturation";
+ string UIWidget = "Checkbox";
+> = {false};
+float hsover
+<
+ string UIName = "Overlap";
+ string UIWidget = "Spinner";
+ float UIMin = 0.0;
+ float UIMax = 0.5;
+> = {0.0};
+float hshue_a
+<
+ string UIName = "Global Hue";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hssat_a
+<
+ string UIName = "Global Saturation";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hsval_a
+<
+ string UIName = "Global Value";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hshue_r
+<
+ string UIName = "Red Hue";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hssat_r
+<
+ string UIName = "Red Saturation";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hsval_r
+<
+ string UIName = "Red Value";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hshue_y
+<
+ string UIName = "Yellow Hue";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hssat_y
+<
+ string UIName = "Yellow Saturation";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hsval_y
+<
+ string UIName = "Yellow Value";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hshue_g
+<
+ string UIName = "Green Hue";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hssat_g
+<
+ string UIName = "Green Saturation";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hsval_g
+<
+ string UIName = "Green Value";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hshue_c
+<
+ string UIName = "Cyan Hue";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hssat_c
+<
+ string UIName = "Cyan Saturation";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hsval_c
+<
+ string UIName = "Cyan Value";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hshue_b
+<
+ string UIName = "Blue Hue";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hssat_b
+<
+ string UIName = "Blue Saturation";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hsval_b
+<
+ string UIName = "Blue Value";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hshue_m
+<
+ string UIName = "Magenta Hue";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hssat_m
+<
+ string UIName = "Magenta Saturation";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+float hsval_m
+<
+ string UIName = "Magenta Value";
+ string UIWidget = "Spinner";
+ float UIMin = -1.0;
+ float UIMax = 1.0;
+> = {0.0};
+/* colour balance */
+
+/* gaussian blur matrices */
+/* radius: 4, std dev: 1.5 */
+static const float gauss4[4] =
+{
+ 0.270682, 0.216745, 0.111281, 0.036633
+};
+
+float4 ScreenSize;
+Texture2D TextureOriginal;
+Texture2D TextureColor;
+Texture2D TextureDepth;
+Texture2D TextureVignette
+<
+#ifdef VIGNETTE_DDS
+ string ResourceName = "menbvignette.dds";
+#else
+ string ResourceName = "menbvignette.png";
+#endif
+>;
+
+SamplerState Sampler
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ MaxLOD = 0;
+};
+SamplerState SamplerB
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Border;
+ AddressV = Border;
+ MaxLOD = 0;
+};
+
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_OUTPUT_POST
+{
+ float4 pos : SV_POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+
+VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
+{
+ VS_OUTPUT_POST OUT;
+ OUT.pos = 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(mask.r,mask.g,mask.b,1.0);
+ return res;
+}
+
+/* That "luma sharpen" thingy, added just because someone might want it */
+float4 PS_LumaSharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = TextureColor.Sample(Sampler,coord);
+ if ( !lsharpenable ) return res;
+ float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
+ float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*lsharpradius;
+ float4 crawling = TextureColor.Sample(Sampler,coord+float2(0,-1)*bof);
+ crawling += TextureColor.Sample(Sampler,coord+float2(-1,0)*bof);
+ crawling += TextureColor.Sample(Sampler,coord+float2(1,0)*bof);
+ crawling += TextureColor.Sample(Sampler,coord+float2(0,1)*bof);
+ crawling *= 0.25;
+ float4 inmyskin = res-crawling;
+ float thesewounds = luminance(inmyskin.rgb);
+ thesewounds = clamp(thesewounds,-lsharpclamp*0.01,lsharpclamp*0.01);
+ float4 theywillnotheal = res+thesewounds*lsharpblend;
+ return theywillnotheal;
+}
+
+/* vignette filtering */
+float4 PS_Vignette( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = TextureColor.Sample(Sampler,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 = vigcolor;
+ }
+ 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 = vigcolor;
+ }
+ else
+ {
+ /* textured vignette (rgb = color, alpha = blend) */
+ vigdata = TextureVignette.Sample(Sampler,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)]
+ *TextureColor.Sample(Sampler,coord
+ +float2(i,j)*bof).rgb;
+ }
+ /* 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);
+}
+
+/* Colour matrix */
+float3 ColorMatrix( float3 res )
+{
+ float3x3 cmat = float3x3(cmat_rr,cmat_rg,cmat_rb,
+ cmat_gr,cmat_gg,cmat_gb,
+ cmat_br,cmat_bg,cmat_bb);
+ res = mul(res,cmat);
+ if ( cmatnormalize )
+ {
+ float cmscale = (cmat._11+cmat._12+cmat._13+cmat._21
+ +cmat._22+cmat._23+cmat._31+cmat._32+cmat._33)/3.0;
+ res /= cmscale;
+ }
+ return res;
+}
+
+/* Hue-Saturation filter from GIMP */
+float hs_hue_overlap( float hue_p, float hue_s, float res )
+{
+ float v = hue_p+hue_s;
+ res += (hshue_a+v)/2.0;
+ return res%1.0;
+}
+float hs_hue( float hue, float res )
+{
+ res += (hshue_a+hue)/2.0;
+ return res%1.0;
+}
+float hs_sat( float sat, float res )
+{
+ float v = hssat_a+sat;
+ res *= v+1.0;
+ return clamp(res,0.0,1.0);
+}
+float hs_val( float val, float res )
+{
+ float v = (hsval_a+val)/2.0;
+ if ( v < 0.0 ) return res*(v+1.0);
+ return res+(v*(1.0-res));
+}
+float3 HueSaturation( float3 res )
+{
+ float3 hsv = rgb2hsv(res);
+ float ch = hsv.x*6.0;
+ int ph = 0, sh = 0;
+ float pv = 0.0, sv = 0.0;
+ bool usesh = false;
+ float hues[6] = {hshue_r,hshue_y,hshue_g,hshue_c,hshue_b,hshue_m};
+ float sats[6] = {hssat_r,hssat_y,hssat_g,hssat_c,hssat_b,hssat_m};
+ float vals[6] = {hsval_r,hsval_y,hsval_g,hsval_c,hsval_b,hsval_m};
+ float v;
+ [loop] for ( float h=0.0; h<7.0; h+=1.0 )
+ {
+ float ht = h+0.5;
+ if ( ch < ht+hsover )
+ {
+ ph = floor(h);
+ if ( (hsover > 0.0) && (ch > ht-hsover) )
+ {
+ usesh = true;
+ sh = ph+1;
+ sv = (ch-ht+hsover)/(2.0*hsover);
+ pv = 1.0-sv;
+ }
+ else usesh = false;
+ break;
+ }
+ }
+ if ( ph >= 6 )
+ {
+ ph = 0;
+ usesh = false;
+ }
+ if ( sh >= 6 ) sh = 0;
+ if ( usesh )
+ {
+ hsv.x = hs_hue_overlap(hues[ph]*pv,hues[sh]*sv,hsv.x);
+ hsv.y = hs_sat(sats[ph],hsv.y)*pv+hs_sat(sats[sh],hsv.y)*sv;
+ hsv.z = hs_val(vals[ph],hsv.z)*pv+hs_val(vals[sh],hsv.z)*sv;
+ }
+ else
+ {
+ hsv.x = hs_hue(hues[ph],hsv.x);
+ hsv.y = hs_sat(sats[ph],hsv.y);
+ hsv.z = hs_val(vals[ph],hsv.z);
+ }
+ return hsv2rgb(hsv);
+}
+
+/* Colour Balance filter from GIMP */
+
+/* Additional filters that don't fit in enbeffect */
+float4 PS_Append( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = TextureColor.Sample(Sampler,coord);
+ if ( cmatenable ) res.rgb = ColorMatrix(res.rgb);
+ if ( hsenable ) res.rgb = HueSaturation(res.rgb);
+ res.rgb = max(res.rgb,0.0);
+ res.a = 1.0;
+ return res;
+}
+
+/* ultimate super-cinematic immersive black bars */
+float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res = TextureColor.Sample(Sampler,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;
+Texture2D TextureSearch
+<
+ string ResourceName = "SMAA/SearchTex.dds";
+>;
+
+#define SMAA_RT_METRICS float4(1.0/ScreenSize.x,1.0/(ScreenSize.x*ScreenSize.w),ScreenSize.x,ScreenSize.x*ScreenSize.w)
+#define SMAA_HLSL_4_1
+
+#include "SMAA/SMAA.fxh"
+
+DepthStencilState DisableDepthReplaceStencil
+{
+ DepthEnable = FALSE;
+ StencilEnable = TRUE;
+ FrontFaceStencilPass = REPLACE;
+};
+DepthStencilState DisableDepthUseStencil
+{
+ DepthEnable = FALSE;
+ StencilEnable = TRUE;
+ FrontFaceStencilFunc = EQUAL;
+};
+BlendState NoBlending
+{
+ AlphaToCoverageEnable = FALSE;
+ BlendEnable[0] = FALSE;
+};
+
+VS_OUTPUT_POST SMAAEdgeDetectionWrapVS( VS_INPUT_POST IN,
+ out float4 offset[3] : TEXCOORD1 )
+{
+ VS_OUTPUT_POST OUT = VS_PostProcess(IN);
+ if ( smaaenable ) SMAAEdgeDetectionVS(IN.txcoord.xy,offset);
+ return OUT;
+}
+VS_OUTPUT_POST SMAABlendingWeightCalculationWrapVS( VS_INPUT_POST IN,
+ out float2 pixcoord : TEXCOORD1, out float4 offset[3] : TEXCOORD2 )
+{
+ VS_OUTPUT_POST OUT = VS_PostProcess(IN);
+ if ( smaaenable )
+ SMAABlendingWeightCalculationVS(IN.txcoord.xy,pixcoord,offset);
+ return OUT;
+}
+VS_OUTPUT_POST SMAANeighborhoodBlendingWrapVS( VS_INPUT_POST IN,
+ out float4 offset : TEXCOORD1 )
+{
+ VS_OUTPUT_POST OUT = VS_PostProcess(IN);
+ if ( smaaenable ) SMAANeighborhoodBlendingVS(IN.txcoord.xy,offset);
+ return OUT;
+}
+
+float4 SMAAEdgeDetectionWrapPS( VS_OUTPUT_POST IN,
+ float4 offset[3] : TEXCOORD1 ) : SV_Target
+{
+ if ( !smaaenable ) return float4(0.0,0.0,0.0,1.0);
+ float2 coord = IN.txcoord.xy;
+ float2 edges;
+ //edges = SMAADepthEdgeDetectionPS(coord,offset,TextureDepth);
+ //edges = SMAALumaEdgeDetectionPS(coord,offset,TextureColor);
+ edges = SMAAColorEdgeDetectionPS(coord,offset,TextureColor);
+ return float4(edges,0.0,1.0);
+}
+float4 SMAABlendingWeightCalculationWrapPS( VS_OUTPUT_POST IN,
+ float2 pixcoord : TEXCOORD1, float4 offset[3] : TEXCOORD2 ) : SV_Target
+{
+ if ( !smaaenable ) return float4(0.0,0.0,0.0,1.0);
+ return SMAABlendingWeightCalculationPS(IN.txcoord.xy,pixcoord,offset,
+ RenderTargetRGBA32,TextureArea,TextureSearch,0.0);
+}
+float4 SMAANeighborhoodBlendingWrapPS( VS_OUTPUT_POST IN,
+ float4 offset : TEXCOORD1 ) : SV_Target
+{
+ float2 coord = IN.txcoord.xy;
+ float4 res;
+ if ( !smaaenable ) res = TextureColor.Sample(Sampler,coord);
+ else res = SMAANeighborhoodBlendingPS(coord,offset,TextureColor,
+ RenderTargetRGBA64);
+ float3 RGB = res.rgb*(res.rgb*(res.rgb*0.305306011+0.682171111)
+ +0.012522878);
+ res.rgb = RGB;
+ res.a = 1.0;
+ if ( smaadebug == 1 ) return RenderTargetRGBA32.Sample(Sampler,coord);
+ if ( smaadebug == 2 ) return RenderTargetRGBA64.Sample(Sampler,coord);
+ return res;
+}
+float4 PS_ToSRGB( VS_OUTPUT_POST IN ) : SV_Target
+{
+ float4 res = TextureColor.Sample(Sampler,IN.txcoord.xy);
+ float3 S1 = sqrt(res.rgb);
+ float3 S2 = sqrt(S1);
+ float3 S3 = sqrt(S2);
+ float3 sRGB = 0.662002687*S1+0.684122060*S2-0.323583601*S3
+ -0.0225411470*res.rgb;
+ res.rgb = sRGB;
+ return res;
+}
+
+/* end SMAA integration code */
+
+technique11 ExtraFilters
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Append()));
+ }
+}
+technique11 ExtraFilters1
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,SMAAEdgeDetectionWrapVS()));
+ SetPixelShader(CompileShader(ps_5_0,SMAAEdgeDetectionWrapPS()));
+ SetDepthStencilState(DisableDepthReplaceStencil,1);
+ SetBlendState(NoBlending,float4(0.0,0.0,0.0,0.0),0xFFFFFFFF);
+ }
+}
+technique11 ExtraFilters2
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,SMAABlendingWeightCalculationWrapVS()));
+ SetPixelShader(CompileShader(ps_5_0,SMAABlendingWeightCalculationWrapPS()));
+ SetDepthStencilState(DisableDepthUseStencil,1);
+ SetBlendState(NoBlending, float4(0.0,0.0,0.0,0.0),0xFFFFFFFF);
+ }
+}
+technique11 ExtraFilters3
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_ToSRGB()));
+ }
+}
+technique11 ExtraFilters4
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,SMAANeighborhoodBlendingWrapVS()));
+ SetPixelShader(CompileShader(ps_5_0,SMAANeighborhoodBlendingWrapPS()));
+ }
+}
+technique11 ExtraFilters5
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
+ }
+}
+technique11 ExtraFilters6
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
+ }
+}
+technique11 ExtraFilters7
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
+ }
+}
+technique11 ExtraFilters8
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
+ }
+}
+#else
+technique11 ExtraFilters
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Append()));
+ }
+}
+technique11 ExtraFilters1
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
+ }
+}
+technique11 ExtraFilters2
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
+ }
+}
+technique11 ExtraFilters3
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
+ }
+}
+technique11 ExtraFilters4
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
+ }
+}
+#endif
diff --git a/enbseries/enbeffectpostpass.fx.ini b/enbseries/enbeffectpostpass.fx.ini
new file mode 100644
index 0000000..1b53653
--- /dev/null
+++ b/enbseries/enbeffectpostpass.fx.ini
@@ -0,0 +1,64 @@
+[ENBEFFECTPOSTPASS.FX]
+TECHNIQUE=1
+Enable Chroma Key=false
+Chroma Key Red=0, 1, 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
+Luma Sharpen Enable=true
+Luma Sharpen Radius=0.8
+Luma Sharpen Clamp=0.1
+Luma Sharpen Blending=8.0
+Enable Black Bars=false
+Box Horizontal Ratio=2.39
+Box Vertical Ratio=1.0
+Enable Vignette=false
+Enable Border Blur=false
+Vignette Shape=0
+Vignette Blending Mode=0
+Vignette Contrast=1.0
+Vignette Intensity=1.0
+Vignette Shift=0.0
+Vignette Color=0, 0, 0
+Border Blur Contrast=1.0
+Border Blur Intensity=1.0
+Border Blur Shift=0.0
+Border Blur Radius=1.0
+Enable Color Matrix=false
+Color Matrix Red Red=1.0
+Color Matrix Red Green=0.0
+Color Matrix Red Blue=0.0
+Color Matrix Green Red=0.0
+Color Matrix Green Green=1.0
+Color Matrix Green Blue=0.0
+Color Matrix Blue Red=0.0
+Color Matrix Blue Green=0.0
+Color Matrix Blue Blue=1.0
+Normalize Matrix=false
+Enable Hue-Saturation=false
+Overlap=0.0
+Global Hue=0.0
+Global Saturation=0.0
+Global Value=0.0
+Red Hue=0.0
+Red Saturation=0.0
+Red Value=0.0
+Yellow Hue=0.0
+Yellow Saturation=0.0
+Yellow Value=0.0
+Green Hue=0.0
+Green Saturation=0.0
+Green Value=0.0
+Cyan Hue=0.0
+Cyan Saturation=0.0
+Cyan Value=0.0
+Blue Hue=0.0
+Blue Saturation=0.0
+Blue Value=0.0
+Magenta Hue=0.0
+Magenta Saturation=0.0
+Magenta Value=0.0
+Enable SMAA=true
+SMAA Debugging=0
diff --git a/enbseries/enblens.fx b/enbseries/enblens.fx
new file mode 100644
index 0000000..df6a8e9
--- /dev/null
+++ b/enbseries/enblens.fx
@@ -0,0 +1,33 @@
+/* This shader intentionally left blank */
+struct VS_INPUT_POST
+{
+ float3 pos : POSITION;
+ float2 txcoord : TEXCOORD0;
+};
+struct VS_OUTPUT_POST
+{
+ float4 pos : SV_POSITION;
+ float2 txcoord0 : TEXCOORD0;
+};
+VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
+{
+ VS_OUTPUT_POST OUT;
+ float4 pos;
+ pos.xyz = IN.pos.xyz;
+ pos.w = 1.0;
+ OUT.pos = pos;
+ OUT.txcoord0.xy = IN.txcoord.xy;
+ return OUT;
+}
+float4 PS_Nothing(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
+{
+ return float4(0.0,0.0,0.0,1.0);
+}
+technique11 Nothing
+{
+ pass p0
+ {
+ SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
+ SetPixelShader(CompileShader(ps_5_0,PS_Nothing()));
+ }
+}
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/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..a573cd0
--- /dev/null
+++ b/enbseries/menbglobaldefs.fx
@@ -0,0 +1,83 @@
+/*
+ menbglobaldefs.fx : MariENB3 global shared code.
+ (C)2016-2019 Marisa Kirisame, UnSX Team.
+ Part of MariENB3, the personal ENB of Marisa for Fallout 4.
+ Released under the GNU GPLv3 (or later).
+*/
+/* are we running on skyrim special edition or on fallout 4? */
+//#define SKYRIMSE
+/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
+//#define HQBLOOM
+/* [New in 3.5.1] compiles in SMAA support */
+#define WITH_SMAA
+/* time of day and interior interpolation */
+#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
+ -(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
+#define tod_ind(a) lerp(lerp(a##_n,a##_d,ndfact),a##_i,EInteriorFactor)
+#define todx_ind(a) lerp(a##_dw*TimeOfDay1.x+a##_sr*TimeOfDay1.y+a##_dy\
+ *TimeOfDay1.z+a##_ss*TimeOfDay1.w+a##_ds*TimeOfDay2.x+a##_nt\
+ *TimeOfDay2.y,a##_i,EInteriorFactor)
+/* weather macros (not very useful yet) */
+#define weatherfactor(id) ((Weather.x==id)?(Weather.y==id)?(1.0):(Weather.z)\
+ :(Weather.y==id)?(1.0-Weather.z):(0.0))
+/*
+ Explanation of macro, because some of the people reading this likely don't
+ know what a ternary conditional is:
+
+ (Weather.x==id) -> transitioning to wanted weather?
+ ?(Weather.y==id) -> coming from wanted weather?
+ ?(1.0) -> if so, always 1
+ :(Weather.z) -> if not, return transition
+ :(Weather.y==id) -> not transitioning but coming from wanted weather?
+ ?(1.0-Weather.z) -> return inverse transition
+ :(0.0) -> otherwise return 0
+*/
+/* temperate no fog */
+#define WT_NEUTRAL 0.0
+#define WT_GENERAL 1.0
+#define WT_DARK 2.0
+/* cold no fog */
+#define WT_HARBOR 3.0
+#define WT_FROSTY 4.0
+/* warm no fog */
+#define WT_HEAT 5.0
+#define WT_SCORCHED 6.0
+/* temperate fog */
+#define WT_GENERALFOG 7.0
+#define WT_GENERALRAIN 8.0
+#define WT_DARKFOG 9.0
+#define WT_DARKRAIN 10.0
+/* cold fog */
+#define WT_HARBORFOG 11.0
+#define WT_FROSTYFOG 12.0
+#define WT_HARBORRAIN 13.0
+/* warm fog */
+#define WT_HEATFOG 14.0
+#define WT_SCORCHEDFOG 15.0
+/* temperature and fog interpolation macros */
+#define istemperate(x) (((x>=0.0)&&(x<=2.0))||((x>=7.0)&&(x<=10.0)))
+#define iscold(x) (((x>=3.0)&&(x<=4.0))||((x>=11.0)&&(x<=13.0)))
+#define iswarm(x) (((x>=5.0)&&(x<=6.0))||((x>=14.0)&&(x<=15.0)))
+#define isfog(x) ((x>=7.0)&&(x<=15.0))
+#define temperatefactor (istemperate(Weather.x)?istemperate(Weather.y)?(1.0)\
+ :(Weather.z):istemperate(Weather.y)?(1.0-Weather.z):(0.0))
+#define coldfactor (iscold(Weather.x)?iscold(Weather.y)?(1.0):(Weather.z)\
+ :iscold(Weather.y)?(1.0-Weather.z):(0.0))
+#define warmfactor (iswarm(Weather.x)?iswarm(Weather.y)?(1.0):(Weather.z)\
+ :iswarm(Weather.y)?(1.0-Weather.z):(0.0))
+#define fogfactor (isfog(Weather.x)?isfog(Weather.y)?(1.0):(Weather.z)\
+ :isfog(Weather.y)?(1.0-Weather.z):(0.0))
+/* asset definitions */
+/* texture sizes */
+#define NOISESIZE 256.0
+#define HEATSIZE 512.0
+#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
+/* SMAA quality */
+//#define SMAA_PRESET_LOW
+//#define SMAA_PRESET_MEDIUM
+//#define SMAA_PRESET_HIGH
+#define SMAA_PRESET_ULTRA
diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png
new file mode 100644
index 0000000..89d123a
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..715c2c1
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..92b8ab0
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..19104b4
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/menbvignette.png b/enbseries/menbvignette.png
new file mode 100644
index 0000000..a05f8fc
Binary files /dev/null and b/enbseries/menbvignette.png differ
diff --git a/enbseries/menbweatherinfo.txt b/enbseries/menbweatherinfo.txt
new file mode 100644
index 0000000..f177071
--- /dev/null
+++ b/enbseries/menbweatherinfo.txt
@@ -0,0 +1,59 @@
+Weather reference
+
+0 Neutral Generic or unsupported weathers
+1 General Most of the temperate areas of the Commonwealth
+2 Dark Shady areas
+3 Harbor Fog-less Far Harbor sections
+4 Frosty FROST weather
+5 Heat Warmer parts of the Commonwealth
+6 Scorched Mostly used for the bombs dropping in the intro
+7 General Fog Temperate fogs
+8 General Rain Temperate rains
+9 Dark Fog Shady areas with fog
+A Dark Rain Shady areas with rain
+B Harbor Fog The fog, duh
+C Frosty Fog When you can't see in FROST
+D Harbor Rain Rainy Far Harbor
+E Heat Fog Warmth with fog
+F Scorched Fog Glowing sea, mostly
+
+Only weathers used in FROST will be included.
+If there's any I've missed, please notify me.
+It's not like it really matters for now, ENB
+doesn't yet handle weathers.
+
+Fallout4
+
+f1033 CommonwealthGSOvercast -
+171621 DefaultInteriorWeatherNoLUT -
+1a65f0 DefaultInteriorWeather -
+1c3473 CommonwealthFoggy -
+1c3d5e CommonwealthGSRadstorm -
+1c8556 CommonwealthOvercast -
+222394 CommonwealthGSRadstormOld -
+2392a3 CommonwealthGSRadstormBackup -
+
+DLCCoast
+
+74c6 DLC03_RadStorm -
+74f5 DLC03_RadMistWeather -
+74fa DLC03_RainWeather -
+7fba DLC03_RadFogWeather -
+9962 DLC03_ClearWeather -
+45f6f DLC03_ClearWeatherFast -
+5d0c4 DLC03_radmistweatherFast -
+
+DLCNukaWorld (worldspace not implemented in FROST)
+
+7e3b DLC04NukaWorldClear -
+30acd DLC04NukaWorldRain -
+367ca DLC04NukaWorldClearDusty -
+
+FROST
+
+2224b CommonwealthFoggyLight -
+25054 CommonwealthOvercastStormy -
+
+Nuclear Winter Snow Only
+
+80d - -
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