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 @@
+
+
+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. Therefore, you have
-certain responsibilities if you distribute copies of the software, or if
-you modify it: responsibilities to respect the freedom of others.
-
- For example, if you distribute copies of such a program, whether
-gratis or for a fee, you must pass on to the recipients the same
-freedoms that you received. You must make sure that they, too, receive
-or can get the source code. And you must show them these terms so they
-know their rights.
-
- Developers that use the GNU GPL protect your rights with two steps:
-(1) assert copyright on the software, and (2) offer you this License
-giving you legal permission to copy, distribute and/or modify it.
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- For the developers' and authors' protection, the GPL clearly explains
-that there is no warranty for this free software. For both users' and
-authors' sake, the GPL requires that modified versions be marked as
-changed, so that their problems will not be attributed erroneously to
-authors of previous versions.
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- Some devices are designed to deny users access to install or run
-modified versions of the software inside them, although the manufacturer
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-pattern of such abuse occurs in the area of products for individuals to
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-patents cannot be used to render the program non-free.
-
- The precise terms and conditions for copying, distribution and
-modification follow.
-
- TERMS AND CONDITIONS
-
- 0. Definitions.
-
- "This License" refers to version 3 of the GNU General Public License.
-
- "Copyright" also means copyright-like laws that apply to other kinds of
-works, such as semiconductor masks.
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- "The Program" refers to any copyrightable work licensed under this
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-.
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