diff --git a/Logo.png b/Logo.png new file mode 100644 index 0000000..dba3d72 Binary files /dev/null and b/Logo.png differ diff --git a/README.md b/README.md new file mode 100644 index 0000000..56118da --- /dev/null +++ b/README.md @@ -0,0 +1,13 @@ +![logo](Logo.png) + +This repo contains every single version of MariENB ever made. +For the sake of neater organization, they are divided in specific branches: + +- **historic**: Alpha versions of MariENB. +- **legacy**: 1.x releases. +- **twopoint-modular**: 2.0.x releases that used a modular packaging model. +- **twopoint-dust**: 2.x releases for Fallout: DUST. +- **twopoint-fnv**: 2.x releases for Fallout: New Vegas. +- **twopoint-skyrim**: 2.x releases for Skyrim. +- **threepoint-frost**: 3.x releases for Fallout: FROST. +- **threepoint-fo4**: 3.x releases for Fallout 4. \ No newline at end of file diff --git a/enbseries.ini b/enbseries.ini deleted file mode 100644 index 5d40160..0000000 --- a/enbseries.ini +++ /dev/null @@ -1,441 +0,0 @@ -[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 deleted file mode 100644 index 94a9ed0..0000000 --- a/enbseries/COPYING +++ /dev/null @@ -1,674 +0,0 @@ - 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. 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If your program is a subroutine library, you -may consider it more useful to permit linking proprietary applications with -the library. If this is what you want to do, use the GNU Lesser General -Public License instead of this License. But first, please read -. diff --git a/enbseries/SMAA/AreaTex.dds b/enbseries/SMAA/AreaTex.dds deleted file mode 100644 index 7a3b1f8..0000000 Binary files a/enbseries/SMAA/AreaTex.dds and /dev/null differ diff --git a/enbseries/SMAA/LICENSE.txt b/enbseries/SMAA/LICENSE.txt deleted file mode 100644 index dbce0e6..0000000 --- a/enbseries/SMAA/LICENSE.txt +++ /dev/null @@ -1,24 +0,0 @@ -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 deleted file mode 100644 index 1c09f68..0000000 --- a/enbseries/SMAA/SMAA.fxh +++ /dev/null @@ -1,1364 +0,0 @@ -/** - * 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 deleted file mode 100644 index f48ec89..0000000 Binary files a/enbseries/SMAA/SearchTex.dds and /dev/null differ diff --git a/enbseries/VERSION b/enbseries/VERSION deleted file mode 100644 index b8b322a..0000000 --- a/enbseries/VERSION +++ /dev/null @@ -1 +0,0 @@ -3.5.3 "Old Man Winter" diff --git a/enbseries/_weatherlist.ini b/enbseries/_weatherlist.ini deleted file mode 100644 index 33cd735..0000000 --- a/enbseries/_weatherlist.ini +++ /dev/null @@ -1,213 +0,0 @@ -[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 deleted file mode 100644 index c2a8545..0000000 --- a/enbseries/enbadaptation.fx +++ /dev/null @@ -1,105 +0,0 @@ -/* - 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 deleted file mode 100644 index 5bcee41..0000000 --- a/enbseries/enbadaptation.fx.ini +++ /dev/null @@ -1,2 +0,0 @@ -[ENBADAPTATION.FX] -TECHNIQUE=0 diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx deleted file mode 100644 index 8ecb260..0000000 --- a/enbseries/enbbloom.fx +++ /dev/null @@ -1,776 +0,0 @@ -/* - 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 deleted file mode 100644 index a2936b6..0000000 --- a/enbseries/enbbloom.fx.ini +++ /dev/null @@ -1,48 +0,0 @@ -[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 deleted file mode 100644 index ced2a5d..0000000 --- a/enbseries/enbdepthoffield.fx +++ /dev/null @@ -1,1878 +0,0 @@ -/* - 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 deleted file mode 100644 index 8cbbfb7..0000000 --- a/enbseries/enbdepthoffield.fx.ini +++ /dev/null @@ -1,175 +0,0 @@ -[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 deleted file mode 100644 index e69f5d5..0000000 --- a/enbseries/enbeffect.fx +++ /dev/null @@ -1,1233 +0,0 @@ -/* - 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 deleted file mode 100644 index 6a0db7a..0000000 --- a/enbseries/enbeffect.fx.ini +++ /dev/null @@ -1,112 +0,0 @@ -[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 deleted file mode 100644 index e35684d..0000000 --- a/enbseries/enbeffectpostpass.fx +++ /dev/null @@ -1,918 +0,0 @@ -/* - 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 deleted file mode 100644 index 1b53653..0000000 --- a/enbseries/enbeffectpostpass.fx.ini +++ /dev/null @@ -1,64 +0,0 @@ -[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 deleted file mode 100644 index df6a8e9..0000000 --- a/enbseries/enblens.fx +++ /dev/null @@ -1,33 +0,0 @@ -/* 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 deleted file mode 100644 index d1938c1..0000000 --- a/enbseries/enblens.fx.ini +++ /dev/null @@ -1,2 +0,0 @@ -[ENBLENS.FX] -TECHNIQUE=0 diff --git a/enbseries/menbfilmlut.png b/enbseries/menbfilmlut.png deleted file mode 100644 index fec04d6..0000000 Binary files a/enbseries/menbfilmlut.png and /dev/null differ diff --git a/enbseries/menbfrost.png b/enbseries/menbfrost.png deleted file mode 100644 index 78e8f9e..0000000 Binary files a/enbseries/menbfrost.png and /dev/null differ diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx deleted file mode 100644 index a573cd0..0000000 --- a/enbseries/menbglobaldefs.fx +++ /dev/null @@ -1,83 +0,0 @@ -/* - 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 deleted file mode 100644 index 89d123a..0000000 Binary files a/enbseries/menbheat.png and /dev/null differ diff --git a/enbseries/menblut_day.dds b/enbseries/menblut_day.dds deleted file mode 100644 index 715c2c1..0000000 Binary files a/enbseries/menblut_day.dds and /dev/null differ diff --git a/enbseries/menblut_interior.dds b/enbseries/menblut_interior.dds deleted file mode 100644 index 92b8ab0..0000000 Binary files a/enbseries/menblut_interior.dds and /dev/null differ diff --git a/enbseries/menblut_night.dds b/enbseries/menblut_night.dds deleted file mode 100644 index 19104b4..0000000 Binary files a/enbseries/menblut_night.dds and /dev/null differ diff --git a/enbseries/menbnoise1.png b/enbseries/menbnoise1.png deleted file mode 100644 index 2d794f5..0000000 Binary files a/enbseries/menbnoise1.png and /dev/null differ diff --git a/enbseries/menbnoise2.png b/enbseries/menbnoise2.png deleted file mode 100644 index 3e915eb..0000000 Binary files a/enbseries/menbnoise2.png and /dev/null differ diff --git a/enbseries/menbnoise3.png b/enbseries/menbnoise3.png deleted file mode 100644 index 450769f..0000000 Binary files a/enbseries/menbnoise3.png and /dev/null differ diff --git a/enbseries/menbvignette.png b/enbseries/menbvignette.png deleted file mode 100644 index a05f8fc..0000000 Binary files a/enbseries/menbvignette.png and /dev/null differ diff --git a/enbseries/menbweatherinfo.txt b/enbseries/menbweatherinfo.txt deleted file mode 100644 index f177071..0000000 --- a/enbseries/menbweatherinfo.txt +++ /dev/null @@ -1,59 +0,0 @@ -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 - - \ No newline at end of file