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+
+
+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/COPYING b/enbseries/COPYING
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--- a/enbseries/COPYING
+++ /dev/null
@@ -1,674 +0,0 @@
- GNU GENERAL PUBLIC LICENSE
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-IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
-ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
-
- 16. Limitation of Liability.
-
- IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
-WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
-THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
-GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
-USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
-DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
-PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
-EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
-SUCH DAMAGES.
-
- 17. Interpretation of Sections 15 and 16.
-
- If the disclaimer of warranty and limitation of liability provided
-above cannot be given local legal effect according to their terms,
-reviewing courts shall apply local law that most closely approximates
-an absolute waiver of all civil liability in connection with the
-Program, unless a warranty or assumption of liability accompanies a
-copy of the Program in return for a fee.
-
- END OF TERMS AND CONDITIONS
-
- How to Apply These Terms to Your New Programs
-
- If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
-
- To do so, attach the following notices to the program. It is safest
-to attach them to the start of each source file to most effectively
-state the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
-
-
- Copyright (C)
-
- This program is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program. If not, see .
-
-Also add information on how to contact you by electronic and paper mail.
-
- If the program does terminal interaction, make it output a short
-notice like this when it starts in an interactive mode:
-
- Copyright (C)
- This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
- This is free software, and you are welcome to redistribute it
- under certain conditions; type `show c' for details.
-
-The hypothetical commands `show w' and `show c' should show the appropriate
-parts of the General Public License. Of course, your program's commands
-might be different; for a GUI interface, you would use an "about box".
-
- You should also get your employer (if you work as a programmer) or school,
-if any, to sign a "copyright disclaimer" for the program, if necessary.
-For more information on this, and how to apply and follow the GNU GPL, see
-.
-
- The GNU General Public License does not permit incorporating your program
-into proprietary programs. If your program is a subroutine library, you
-may consider it more useful to permit linking proprietary applications with
-the library. If this is what you want to do, use the GNU Lesser General
-Public License instead of this License. But first, please read
-.
diff --git a/enbseries/effect.txt b/enbseries/effect.txt
deleted file mode 100644
index 13ab03a..0000000
--- a/enbseries/effect.txt
+++ /dev/null
@@ -1,12 +0,0 @@
-/*
- effect.txt : MariENB extra shader.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* do not touch this! */
-#define E_SHADER_3_0
-/* separate for easier maintenance */
-#include "menbextrasettings.fx"
-#include "menbextrainternals.fx"
-#include "menbextrafilters.fx"
diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx
deleted file mode 100644
index 8f92d2f..0000000
--- a/enbseries/enbbloom.fx
+++ /dev/null
@@ -1,12 +0,0 @@
-/*
- enbbloom.fx : MariENB bloom filter.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* do not touch this! */
-#define E_SHADER_3_0
-/* separate for easier maintenance */
-#include "menbbloomsettings.fx"
-#include "menbbloominternals.fx"
-#include "menbbloomfilters.fx"
diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx
deleted file mode 100644
index 97a242f..0000000
--- a/enbseries/enbeffect.fx
+++ /dev/null
@@ -1,12 +0,0 @@
-/*
- enbeffect.fx : MariENB base shader.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* do not touch this! */
-#define E_SHADER_3_0
-/* separate for easier maintenance */
-#include "menbeffectsettings.fx"
-#include "menbeffectinternals.fx"
-#include "menbeffectfilters.fx"
diff --git a/enbseries/enbeffectprepass.fx b/enbseries/enbeffectprepass.fx
deleted file mode 100644
index c1d01f6..0000000
--- a/enbseries/enbeffectprepass.fx
+++ /dev/null
@@ -1,12 +0,0 @@
-/*
- enbeffectprepass.fx : MariENB pre-pass filters.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* do not touch this! */
-#define E_SHADER_3_0
-/* separate for easier maintenance */
-#include "menbprepasssettings.fx"
-#include "menbprepassinternals.fx"
-#include "menbprepassfilters.fx"
diff --git a/enbseries/enblens.fx b/enbseries/enblens.fx
deleted file mode 100644
index 3848047..0000000
--- a/enbseries/enblens.fx
+++ /dev/null
@@ -1,76 +0,0 @@
-/*
- enblens.fx : MariENB Lens filters.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/*
- This shader left unimplemented. Development of the filter is a massive pain
- in the ass thanks to the incompetence of a certain individual named Boris
- Vorontsov and the major breakage of his ENB project.
-
- Lots of blind debugging are necessary to get the goddamn thing to compile,
- and from the looks of it the filter, which worked flawlessly on MariEFX, is
- completely unportable to this massive bag of dicks. After DAYS of
- selectively commenting out code, the only way it can compile is if the
- shader does NOTHING. For ever minor change to the code, five minutes of
- waiting are needed so the entire thing recompiles! FIVE MINUTES! Just how
- can you fuck up that badly? By comparison eFX takes mere seconds to reload
- everything on the considerably more complex MariEFX project, but this... I
- can't imagine what awful programming resulted in such a terrible bottleneck.
-
- tl;dr: Fuck you, Boris.
-
- -- Marisa
-*/
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord0.xy = IN.txcoord0.xy;
- return OUT;
-}
-float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR
-{
- return 0.0;
-}
-technique Draw
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Dummy();
- PixelShader = compile ps_3_0 PS_Dummy();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SeparateAlphaBlendEnable = FALSE;
- SRGBWriteEnable = FALSE;
- }
-}
-technique LensPostPass
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Dummy();
- PixelShader = compile ps_3_0 PS_Dummy();
- AlphaBlendEnable = TRUE;
- SrcBlend = ONE;
- DestBlend = ONE;
- ColorWriteEnable = RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaTestEnable = FALSE;
- SeparateAlphaBlendEnable = FALSE;
- SRGBWriteEnable = FALSE;
- }
-}
diff --git a/enbseries/enbpalette.bmp b/enbseries/enbpalette.bmp
deleted file mode 100644
index 03a8f6d..0000000
Binary files a/enbseries/enbpalette.bmp and /dev/null differ
diff --git a/enbseries/enbraindrops.tga b/enbseries/enbraindrops.tga
deleted file mode 100644
index 38062ef..0000000
Binary files a/enbseries/enbraindrops.tga and /dev/null differ
diff --git a/enbseries/enbsunsprite.fx b/enbseries/enbsunsprite.fx
deleted file mode 100644
index a648e2f..0000000
--- a/enbseries/enbsunsprite.fx
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
- enbsunsprite.fx : MariENB sun sprite filters.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* This shader intentionally does nothing */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.vpos = pos;
- OUT.txcoord.xy = IN.txcoord.xy;
- return OUT;
-}
-float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- return 0.0;
-}
-technique Draw
-{
- pass P0
- {
- VertexShader = compile vs_3_0 VS_Dummy();
- PixelShader = compile ps_3_0 PS_Dummy();
- AlphaBlendEnable = TRUE;
- SrcBlend = ONE;
- DestBlend = ONE;
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/menbbloomfilters.fx b/enbseries/menbbloomfilters.fx
deleted file mode 100644
index 38668e7..0000000
--- a/enbseries/menbbloomfilters.fx
+++ /dev/null
@@ -1,259 +0,0 @@
-/*
- menbbloomfilters.fx : MariENB bloom shader routines.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-#define tod ENightDayFactor
-#define ind EInteriorFactor
-VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
-{
- VS_OUTPUT_POST OUT;
- float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1);
- OUT.vpos = pos;
- OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy;
- return OUT;
-}
-/* helper functions */
-/* photometric */
-#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
-/* CCIR601 */
-//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
-float3 rgb2hsv( float3 c )
-{
- float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
- float4 p = (c.g bloomcap ) hsv.z = bloomcap;
- res.rgb = hsv2rgb(hsv);
- res = max(res+bloombump,0);
- hsv = rgb2hsv(res.rgb);
- hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0);
- hsv.z = pow(hsv.z,bloompower);
- res.rgb = hsv2rgb(hsv)*bloomintensity;
- res.a = 1.0;
- return res;
-}
-/* Horizontal blur step goes here */
-float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
-{
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0);
- int i;
- [unroll] for ( i=-7; i<=7; i++ )
- res += gauss8[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
- *TempParameters.z*bloomradius);
- res.a = 1.0;
- return res;
-}
-/* This is the vertical step */
-float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
-{
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
- int i;
- [unroll] for ( i=-7; i<=7; i++ )
- res += gauss8[abs(i)]*tex2D(SamplerBloom1,coord+float2(0,i)
- *TempParameters.z*bloomradius);
- /* blue shift */
- float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
- float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
- float3 blu_in = float3(blu_in_r,blu_in_g,blu_in_b);
- float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b);
- float3 blu = lerp(lerp(blu_n,blu_d,tod),lerp(blu_in,blu_id,tod),ind);
- float bsi = lerp(lerp(bsi_n,bsi_d,tod),lerp(bsi_in,bsi_id,tod),ind);
- float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
- lm = lm/(1.0+lm);
- lm *= 1.0-saturate((TempParameters.w-1.0)*bslp);
- blu = saturate(blu+(TempParameters.w-1.0)*bsbp);
- res.rgb *= lerp(1.0,blu,lm);
- res.a = 1.0;
- return res;
-}
-/*
- Horizontal anamorphic bloom step. This is somewhat realistic except that
- most lenses (e.g.: glasses, both convex and concave) cause VERTICAL
- anamorphic bloom due to their curvature. However since ENB doesn't let me
- switch the order of the blurring, it's impossible to do so. I don't really
- have a problem with that, this also looks nice.
-
- I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
- they call "anamorphic lens flare", which has an ass-backwards-retarded
- implementation, which serves to showcase their incompetence. Rather than use
- a single-axis massive-scale blur like I do, they simply awkwardly stretch
- sampling coordinates along one axis, which doesn't even have the same effect
- as it just makes it so bright areas ONLY at the very middle of the screen
- produces sharp bright lines extending towards the sides.
-*/
-float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
-{
- if ( !alfenable ) return float4(0,0,0,1);
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
- int i;
- [unroll] for ( i=-79; i<=79; i++ )
- res += gauss80[abs(i)]*tex2D(SamplerBloom1,coord+float2(i,0)
- *TempParameters.z*bloomradius*flen);
- /* blue shift */
- float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
- float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
- float3 flu_in = float3(flu_in_r,flu_in_g,flu_in_b);
- float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b);
- float3 flu = lerp(lerp(flu_n,flu_d,tod),lerp(flu_in,flu_id,tod),ind);
- float fsi = lerp(lerp(fsi_n,fsi_d,tod),lerp(fsi_in,fsi_id,tod),ind);
- float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
- lm = lm/(1.0+lm);
- float fbl = lerp(lerp(fbl_n,fbl_d,tod),lerp(fbl_in,fbl_id,tod),ind);
- float fpw = lerp(lerp(fpw_n,fpw_d,tod),lerp(fpw_in,fpw_id,tod),ind);
- res.rgb *= lerp(1.0,flu,lm);
- res.rgb = pow(res.rgb,fpw)*fbl;
- res.a = 1.0;
- return res;
-}
-/* end pass, mix it all up */
-float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
-{
- float2 coord = In.txcoord0.xy;
- float4 res = float4(0,0,0,0);
- res += bloommix1*tex2D(SamplerBloom1,coord); // P1
- res += bloommix2*tex2D(SamplerBloom2,coord); // P2
- res += bloommix3*tex2D(SamplerBloom3,coord); // P3
- res += bloommix4*tex2D(SamplerBloom4,coord); // P4
- res += bloommix5*tex2D(SamplerBloom5,coord); // Prepass
- res += bloommix6*tex2D(SamplerBloom6,coord); // Base
- res += bloommix7*tex2D(SamplerBloom7,coord); // P5
- res += bloommix8*tex2D(SamplerBloom8,coord); // P6
- res.rgb /= 6.0;
- if ( alfenable ) res.rgb *= 0.5;
- res.rgb = clamp(res.rgb,0,32768);
- res.a = 1.0;
- return res;
-}
-/* crappy lens filter, useful when playing characters with glasses */
-float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
-{
- float4 mud = float4(0,0,0,0);
- if ( !dirtenable ) return mud;
- float2 coord = In.txcoord0.xy;
- float2 ccoord = coord;
- if ( dirtaspect ) ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
- float4 crap = tex2D(SamplerLens,ccoord);
- mud += dirtmix1*tex2D(SamplerBloom1,coord); // P1
- mud += dirtmix2*tex2D(SamplerBloom2,coord); // P2
- mud += dirtmix3*tex2D(SamplerBloom3,coord); // P3
- mud += dirtmix4*tex2D(SamplerBloom4,coord); // P4
- mud += dirtmix5*tex2D(SamplerBloom5,coord); // Prepass
- mud += dirtmix6*tex2D(SamplerBloom6,coord); // Base
- mud += dirtmix7*tex2D(SamplerBloom7,coord); // P5
- mud += dirtmix8*tex2D(SamplerBloom8,coord); // P6
- mud.rgb /= 6.0;
- if ( alfenable ) mud.rgb *= 0.5;
- mud.rgb = clamp(mud.rgb,0,32768);
- float mudmax = luminance(mud.rgb);
- float mudn = max(mudmax/(1.0+mudmax),0.0);
- mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
- mud.rgb *= mudn*ldirtfactor*crap.rgb;
- mud.a = 1.0;
- return mud;
-}
-/* techniques */
-technique BloomPrePass
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomPrePass();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique BloomTexture1
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomTexture1();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
- pass p1
- {
- AlphaBlendEnable = true;
- SrcBlend = One;
- DestBlend = One;
- PixelShader = compile ps_3_0 PS_AnamPass();
- }
-}
-technique BloomTexture2
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomTexture2();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique BloomPostPass
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Bloom();
- PixelShader = compile ps_3_0 PS_BloomPostPass();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- CullMode = NONE;
- AlphaBlendEnable = FALSE;
- AlphaTestEnable = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
- pass p1
- {
- AlphaBlendEnable = true;
- SrcBlend = One;
- DestBlend = One;
- PixelShader = compile ps_3_0 PS_LensDirtPass();
- }
-}
diff --git a/enbseries/menbbloominternals.fx b/enbseries/menbbloominternals.fx
deleted file mode 100644
index 9f70a6e..0000000
--- a/enbseries/menbbloominternals.fx
+++ /dev/null
@@ -1,183 +0,0 @@
-/*
- menbbloominternals.fx : MariENB bloom internal variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* mathematical constants */
-static const float pi = 3.1415926535898;
-/* gaussian blur matrices */
-/* radius: 3, std dev: 0.7014 */
-/*static const float gauss3[3] = {0.568780, 0.205851, 0.009759};*/
-/* 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: 36, std dev: 32 */
-/*static const float gauss36[36] =
-{
- 0.017014, 0.017006, 0.016981, 0.016939, 0.016881, 0.016807,
- 0.016717, 0.016612, 0.016490, 0.016354, 0.016203, 0.016038,
- 0.015859, 0.015666, 0.015461, 0.015244, 0.015015, 0.014775,
- 0.014524, 0.014264, 0.013995, 0.013718, 0.013433, 0.013141,
- 0.012843, 0.012539, 0.012231, 0.011918, 0.011602, 0.011284,
- 0.010964, 0.010642, 0.010319, 0.009997, 0.009675, 0.009355
-};*/
-/* radius: 80, std dev: 30 */
-static const float gauss80[80] =
-{
- 0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
- 0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
- 0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
- 0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
- 0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
- 0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
- 0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
- 0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
- 0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
- 0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
- 0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
- 0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
- 0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
- 0.000456, 0.000418
-};
-/* standard stuff */
-float4 ScreenSize;
-float4 TempParameters;
-float4 BloomParameters;
-float ENightDayFactor;
-float EInteriorFactor;
-/* samplers and textures */
-texture2D texBloom1;
-texture2D texBloom2;
-texture2D texBloom3;
-texture2D texBloom4;
-texture2D texBloom5;
-texture2D texBloom6;
-texture2D texBloom7;
-texture2D texBloom8;
-texture2D texLens
-<
- string ResourceName = "menblens.png";
->;
-sampler2D SamplerBloom1 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom4 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom5 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom6 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom7 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloom8 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerLens = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
diff --git a/enbseries/menbbloomsettings.fx b/enbseries/menbbloomsettings.fx
deleted file mode 100644
index 5184db1..0000000
--- a/enbseries/menbbloomsettings.fx
+++ /dev/null
@@ -1,473 +0,0 @@
-/*
- menbbloomsettings.fx : MariENB bloom user-tweakable variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-string str_bloompre = "Bloom Prepass";
-/* bloom intensity */
-float bloomintensity_n
-<
- string UIName = "Bloom Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bloomintensity_d
-<
- string UIName = "Bloom Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bloomintensity_in
-<
- string UIName = "Bloom Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bloomintensity_id
-<
- string UIName = "Bloom Intensity Interior Day";
- 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_in
-<
- string UIName = "Bloom Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bloompower_id
-<
- string UIName = "Bloom Contrast Interior Day";
- 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_in
-<
- string UIName = "Bloom Saturation Interior Night";
- string UIWidget = "Spinner";
-> = {0.75};
-float bloomsaturation_id
-<
- string UIName = "Bloom Saturation Interior Day";
- 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_in
-<
- string UIName = "Bloom Offset Interior Night";
- string UIWidget = "Spinner";
-> = {-0.5};
-float bloombump_id
-<
- string UIName = "Bloom Offset Interior Day";
- 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_in
-<
- string UIName = "Bloom Intensity Cap Interior Night";
- string UIWidget = "Spinner";
-> = {20.0};
-float bloomcap_id
-<
- string UIName = "Bloom Intensity Cap Interior Day";
- string UIWidget = "Spinner";
-> = {20.0};
-string str_bloomper = "Bloom Per-pass";
-/* bloom blur radius */
-float bloomradius
-<
- string UIName = "Bloom Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-/* bloom tint/blueshift parameters */
-float blu_n_r
-<
- string UIName = "Blue Shift Night Red";
- string UIWidget = "Spinner";
-> = {0.2};
-float blu_n_g
-<
- string UIName = "Blue Shift Night Green";
- string UIWidget = "Spinner";
-> = {0.6};
-float blu_n_b
-<
- string UIName = "Blue Shift Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float blu_d_r
-<
- string UIName = "Blue Shift Day Red";
- string UIWidget = "Spinner";
-> = {0.2};
-float blu_d_g
-<
- string UIName = "Blue Shift Day Green";
- string UIWidget = "Spinner";
-> = {0.6};
-float blu_d_b
-<
- string UIName = "Blue Shift Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float blu_in_r
-<
- string UIName = "Blue Shift Interior Night Red";
- string UIWidget = "Spinner";
-> = {0.2};
-float blu_in_g
-<
- string UIName = "Blue Shift Interior Night Green";
- string UIWidget = "Spinner";
-> = {0.6};
-float blu_in_b
-<
- string UIName = "Blue Shift Interior Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float blu_id_r
-<
- string UIName = "Blue Shift Interior Day Red";
- string UIWidget = "Spinner";
-> = {0.2};
-float blu_id_g
-<
- string UIName = "Blue Shift Interior Day Green";
- string UIWidget = "Spinner";
-> = {0.6};
-float blu_id_b
-<
- string UIName = "Blue Shift Interior Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float bsi_n
-<
- string UIName = "Blue Shift Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float bsi_d
-<
- string UIName = "Blue Shift Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float bsi_in
-<
- string UIName = "Blue Shift Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float bsi_id
-<
- string UIName = "Blue Shift Intensity Interior Day";
- 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_in
-<
- string UIName = "Anamorphic Bloom Blend Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.75};
-float fbl_id
-<
- string UIName = "Anamorphic Bloom Blend Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.75};
-float flu_n_r
-<
- string UIName = "Anamorphic Bloom Blue Shift Night Red";
- string UIWidget = "Spinner";
-> = {0.4};
-float flu_n_g
-<
- string UIName = "Anamorphic Bloom Blue Shift Night Green";
- string UIWidget = "Spinner";
-> = {0.1};
-float flu_n_b
-<
- string UIName = "Anamorphic Bloom Blue Shift Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float flu_d_r
-<
- string UIName = "Anamorphic Bloom Blue Shift Day Red";
- string UIWidget = "Spinner";
-> = {0.5};
-float flu_d_g
-<
- string UIName = "Anamorphic Bloom Blue Shift Day Green";
- string UIWidget = "Spinner";
-> = {0.1};
-float flu_d_b
-<
- string UIName = "Anamorphic Bloom Blue Shift Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float flu_in_r
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Night Red";
- string UIWidget = "Spinner";
-> = {0.5};
-float flu_in_g
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Night Green";
- string UIWidget = "Spinner";
-> = {0.1};
-float flu_in_b
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float flu_id_r
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Day Red";
- string UIWidget = "Spinner";
-> = {0.5};
-float flu_id_g
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Day Green";
- string UIWidget = "Spinner";
-> = {0.1};
-float flu_id_b
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float fsi_n
-<
- string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float fsi_d
-<
- string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float fsi_in
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float fsi_id
-<
- string UIName = "Anamorphic Bloom Blue Shift Interior Day";
- 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_in
-<
- string UIName = "Anamorphic Bloom Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float fpw_id
-<
- string UIName = "Anamorphic Bloom Contrast Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float flen
-<
- string UIName = "Anamorphic Bloom Radius Multiplier";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-string str_bloompost = "Bloom Post-pass";
-/* bloom mix factors */
-float bloommix1
-<
- string UIName = "Bloom Pass 1 Blend";
- string UIWidget = "Spinner";
-> = {0.75};
-float bloommix2
-<
- string UIName = "Bloom Pass 2 Blend";
- string UIWidget = "Spinner";
-> = {0.8};
-float bloommix3
-<
- string UIName = "Bloom Pass 3 Blend";
- string UIWidget = "Spinner";
-> = {0.85};
-float bloommix4
-<
- string UIName = "Bloom Pass 4 Blend";
- string UIWidget = "Spinner";
-> = {0.9};
-float bloommix7
-<
- string UIName = "Bloom Pass 7 Blend";
- string UIWidget = "Spinner";
-> = {0.95};
-float bloommix8
-<
- string UIName = "Bloom Pass 8 Blend";
- string UIWidget = "Spinner";
-> = {1.0};
-float bloommix5
-<
- string UIName = "Bloom Prepass Blend";
- string UIWidget = "Spinner";
-> = {0.0};
-float bloommix6
-<
- string UIName = "Bloom Base Blend";
- string UIWidget = "Spinner";
-> = {0.0};
-string str_bloomdirt = "Lens Dirt";
-bool dirtenable
-<
- string UIName = "Enable Lens Dirt";
- string UIWidget = "Checkbox";
-> = {false};
-float dirtmix1
-<
- string UIName = "Dirt Pass 1 Blend";
- string UIWidget = "Spinner";
-> = {0.0};
-float dirtmix2
-<
- string UIName = "Dirt Pass 2 Blend";
- string UIWidget = "Spinner";
-> = {0.1};
-float dirtmix3
-<
- string UIName = "Dirt Pass 3 Blend";
- string UIWidget = "Spinner";
-> = {1.2};
-float dirtmix4
-<
- string UIName = "Dirt Pass 4 Blend";
- string UIWidget = "Spinner";
-> = {0.5};
-float dirtmix7
-<
- string UIName = "Dirt Pass 7 Blend";
- string UIWidget = "Spinner";
-> = {1.0};
-float dirtmix8
-<
- string UIName = "Dirt Pass 8 Blend";
- string UIWidget = "Spinner";
-> = {3.0};
-float dirtmix5
-<
- string UIName = "Dirt Prepass Blend";
- string UIWidget = "Spinner";
-> = {0.0};
-float dirtmix6
-<
- string UIName = "Dirt Base Blend";
- string UIWidget = "Spinner";
-> = {0.0};
-bool dirtaspect
-<
- string UIName = "Dirt Texture Preserve Aspect";
- string UIWidget = "Checkbox";
-> = {true};
-float ldirtpow
-<
- string UIName = "Dirt Contrast";
- string UIWidget = "Spinner";
-> = {1.25};
-float ldirtfactor
-<
- string UIName = "Dirt Factor";
- string UIWidget = "Spinner";
-> = {1.5};
diff --git a/enbseries/menbcgafont.png b/enbseries/menbcgafont.png
deleted file mode 100644
index 845c118..0000000
Binary files a/enbseries/menbcgafont.png and /dev/null differ
diff --git a/enbseries/menbdots.png b/enbseries/menbdots.png
deleted file mode 100644
index 2027ba1..0000000
Binary files a/enbseries/menbdots.png and /dev/null differ
diff --git a/enbseries/menbdrawutil.fx b/enbseries/menbdrawutil.fx
deleted file mode 100644
index c49c893..0000000
--- a/enbseries/menbdrawutil.fx
+++ /dev/null
@@ -1,162 +0,0 @@
-/*
- menbdrawutil.fx : MariENB drawing utilities.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/*
- This code is unused for now due to the fact ENB just shits itself and
- whitescreens (sometimes goes black for a split second, then back to white)
- when drawing too much text. For no known reason whatsoever, so likely it's
- just because ENB is shit, period.
-*/
-texture2D tfnt
-<
- string ResourceName = "menbcgafont.png";
->;
-sampler2D sfnt = sampler_state
-{
- Texture = ;
- MinFilter = POINT;
- MagFilter = POINT;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* Get a glyph */
-float GetChar( in float2 coord, in int chr, in bool bold )
-{
- float2 siz = float2(1./32.,1./16.);
- float cv = float(chr)*siz.x;
- float2 ccoord = float2(frac(cv),siz.y*floor(cv));
- if ( bold ) ccoord.y += 0.5;
- return tex2D(sfnt,ccoord+coord*siz).x;
-}
-/* Draw a single glyph */
-float DrawChar( in float2 coord, inout float2 of, in int chr, in bool bold )
-{
- if ( chr == 0 ) return 0.;
- float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bresl = rresl/8.;
- float2 cc = coord*bresl-of;
- of.x += 1.;
- if ( (cc.x >= 0.) && (cc.y >= 0.) && (cc.x < 1.) && (cc.y < 1.) )
- return GetChar(cc,chr,bold);
- return 0.;
-}
-/* Draw a string */
-float DrawText1( in float2 coord, inout float2 of, in int4 ta, in bool bold )
-{
- float res = DrawChar(coord,of,ta.x,bold);
- res += DrawChar(coord,of,ta.y,bold);
- res += DrawChar(coord,of,ta.z,bold);
- res += DrawChar(coord,of,ta.w,bold);
- return res;
-}
-float DrawText2( in float2 coord, inout float2 of, in int4 ta, in int4 tb,
- in bool bold )
-{
- float res = DrawChar(coord,of,ta.x,bold);
- res += DrawChar(coord,of,ta.y,bold);
- res += DrawChar(coord,of,ta.z,bold);
- res += DrawChar(coord,of,ta.w,bold);
- res += DrawChar(coord,of,tb.x,bold);
- res += DrawChar(coord,of,tb.y,bold);
- res += DrawChar(coord,of,tb.z,bold);
- res += DrawChar(coord,of,tb.w,bold);
- return res;
-}
-float DrawText3( in float2 coord, inout float2 of, in int4 ta, in int4 tb,
- in int4 tc, in bool bold )
-{
- float res = DrawChar(coord,of,ta.x,bold);
- res += DrawChar(coord,of,ta.y,bold);
- res += DrawChar(coord,of,ta.z,bold);
- res += DrawChar(coord,of,ta.w,bold);
- res += DrawChar(coord,of,tb.x,bold);
- res += DrawChar(coord,of,tb.y,bold);
- res += DrawChar(coord,of,tb.z,bold);
- res += DrawChar(coord,of,tb.w,bold);
- res += DrawChar(coord,of,tc.x,bold);
- res += DrawChar(coord,of,tc.y,bold);
- res += DrawChar(coord,of,tc.z,bold);
- res += DrawChar(coord,of,tc.w,bold);
- return res;
-}
-float DrawText4( in float2 coord, inout float2 of, in int4 ta, in int4 tb,
- in int4 tc, in int4 td, in bool bold )
-{
- float res = DrawChar(coord,of,ta.x,bold);
- res += DrawChar(coord,of,ta.y,bold);
- res += DrawChar(coord,of,ta.z,bold);
- res += DrawChar(coord,of,ta.w,bold);
- res += DrawChar(coord,of,tb.x,bold);
- res += DrawChar(coord,of,tb.y,bold);
- res += DrawChar(coord,of,tb.z,bold);
- res += DrawChar(coord,of,tb.w,bold);
- res += DrawChar(coord,of,tc.x,bold);
- res += DrawChar(coord,of,tc.y,bold);
- res += DrawChar(coord,of,tc.z,bold);
- res += DrawChar(coord,of,tc.w,bold);
- res += DrawChar(coord,of,td.x,bold);
- res += DrawChar(coord,of,td.y,bold);
- res += DrawChar(coord,of,td.z,bold);
- res += DrawChar(coord,of,td.w,bold);
- return res;
-}
-/* Draw a float */
-float DrawFloat( in float2 coord, inout float2 of, in float f, in bool bold )
-{
- float res = 0.;
- if ( f < 0. ) res += DrawChar(coord,of,45,bold);
- int fi = abs(floor(f));
- int nn = fi, i = 0;
- do
- {
- nn /= 10;
- i++;
- } while ( nn > 0 );
- do
- {
- i--;
- res += DrawChar(coord,of,(fi/pow(10,i))%10+48,bold);
- } while ( i > 0 );
- res += DrawChar(coord,of,46,bold);
- float fd = abs(frac(f));
- for ( i=1; i<7; i++ )
- res += DrawChar(coord,of,floor(fd*pow(10,i))%10+48,bold);
- return res;
-}
-float DrawFloat2( in float2 coord, inout float2 of, in float2 f, in bool bold )
-{
- float res = 0.;
- res += DrawFloat(coord,of,f.x,bold);
- res += DrawText1(coord,of,int4(44,32,0,0),bold);
- res += DrawFloat(coord,of,f.y,bold);
- return res;
-}
-float DrawFloat3( in float2 coord, inout float2 of, in float3 f, in bool bold )
-{
- float res = 0.;
- res += DrawFloat(coord,of,f.x,bold);
- res += DrawText1(coord,of,int4(44,32,0,0),bold);
- res += DrawFloat(coord,of,f.y,bold);
- res += DrawText1(coord,of,int4(44,32,0,0),bold);
- res += DrawFloat(coord,of,f.z,bold);
- return res;
-}
-float DrawFloat4( in float2 coord, inout float2 of, in float4 f, in bool bold )
-{
- float res = 0.;
- res += DrawFloat(coord,of,f.x,bold);
- res += DrawText1(coord,of,int4(44,32,0,0),bold);
- res += DrawFloat(coord,of,f.y,bold);
- res += DrawText1(coord,of,int4(44,32,0,0),bold);
- res += DrawFloat(coord,of,f.z,bold);
- res += DrawText1(coord,of,int4(44,32,0,0),bold);
- res += DrawFloat(coord,of,f.w,bold);
- return res;
-}
diff --git a/enbseries/menbeffectfilters.fx b/enbseries/menbeffectfilters.fx
deleted file mode 100644
index 1e5d45f..0000000
--- a/enbseries/menbeffectfilters.fx
+++ /dev/null
@@ -1,490 +0,0 @@
-/*
- menbeffectfilters.fx : MariENB base shader routines.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* If defined, this is for Fallout 3 and New Vegas */
-//#define FALLOUT
-VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord0.xy = IN.txcoord0.xy;
- return OUT;
-}
-#ifdef FALLOUT
-float4 _c1 : register(c1);
-float4 _c2 : register(c2);
-float4 _c19 : register(c19);
-float4 _c20 : register(c20);
-float4 _c22 : register(c22);
-#define _r1 _c1
-#define _r2 _c2
-#define _r3 _c19
-#define _r4 _c20
-#define _r5 _c22
-/*
- FALLOUT REGISTERS
-
- r1 (c1): r2 (c2): r3 (c19):
- x -> adapt max x -> unused x -> vibrance
- y -> unused y -> unused y -> balancer
- z -> unused z -> bloom mix z -> multiplier 1
- w -> unused w -> unused w -> multiplier 2
-
- r4 (c20): r5 (c22):
- x -> tint red x -> fade red
- y -> tint green y -> fade green
- z -> tint blue z -> fade blue
- w -> tint value w -> fade value
-*/
-#else
-float4 _c1 : register(c1);
-float4 _c2 : register(c2);
-float4 _c3 : register(c3);
-float4 _c4 : register(c4);
-float4 _c5 : register(c5);
-#define _r1 _c1
-#define _r2 _c2
-#define _r3 _c3
-#define _r4 _c4
-#define _r5 _c5
-/*
- SKYRIM REGISTERS
-
- r1 (c1): r2 (c2): r3 (c3):
- x -> adapt max x -> bloom bump (?) x -> vibrance
- y -> adapt min y -> bloom mult (?) y -> unused
- z -> unused z -> unused z -> multiplier 1
- w -> unused w -> unused w -> multiplier 2
-
- r4 (c4): r5 (c5):
- x -> tint red x -> fade red
- y -> tint green y -> fade green
- z -> tint blue z -> fade blue
- w -> tint value w -> fade value
-*/
-#endif
-#define tod ENightDayFactor
-#define ind EInteriorFactor
-/* 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.ginline assembly
- Have to keep this part intact, sadly
- Boris what the fuck have you done
- */
- PixelShader = asm
- {
-#ifdef FALLOUT
- ps_2_x
- def c0,0.5,0,0,0
- def c3,0.298999995,0.587000012,0.114,0
- dcl t0.xy
- dcl t1.xy
- dcl_2d s0
- dcl_2d s1
- texld r0,t1,s1
- texld r1,t0,s0
- max r0.w,r1.w,c1.x
- rcp r0.w,r0.w
- mul r1.w,r0.w,c0.x
- mul r0.w,r0.w,c1.x
- mul r1.xyz,r1,r1.w
- max r2.xyz,r1,c0.y
- mad r0.xyz,r0.w,r0,r2
- dp3 r0.w,r0,c3
- lrp r1.xyz,c19.x,r0,r0.w
- mad r0.xyz,r0.w,c20,-r1
- mad r0.xyz,c20.w,r0,r1
- mad r0.xyz,c19.w,r0,-c19.y
- mad r0.xyz,c19.z,r0,c19.y
- lrp r1.xyz,c22.w,c22,r0
- mov r1.w,c2.z
- mov oC0,r1
-#else
- ps_3_0
- def c6,0,0,0,0
- def c7,0.212500006,0.715399981,0.0720999986,1
- dcl_texcoord v0.xy
- dcl_2d s0
- dcl_2d s1
- dcl_2d s2
- rcp r0.x,c2.y
- texld r1,v0,s2
- mul r0.yz,r1.xxyw,c1.y
- rcp r0.w,r0.y
- mul r0.z,r0.w,r0.z
- texld r1,v0,s1
- mul r1.xyz,r1,c1.y
- dp3 r0.w,c7,r1
- mul r1.w,r0.w,r0.z
- mad r0.z,r0.z,r0.w,c7.w
- rcp r0.z,r0.z
- mad r0.x,r1.w,r0.x,c7.w
- mul r0.x,r0.x,r1.w
- mul r0.x,r0.z,r0.x
- cmp r0.x,-r0.w,c6.x,r0.x
- rcp r0.z,r0.w
- mul r0.z,r0.z,r0.x
- add_sat r0.x,-r0.x,c2.x
- texld r2,v0,s0
- mul r2.xyz,r2,c1.y
- mul r2.xyz,r0.x,r2
- mad r1.xyz,r1,r0.z,r2
- dp3 r0.x,r1,c7
- mov r1.w,c7.w
- lrp r2,c3.x,r1,r0.x
- mad r1,r0.x,c4,-r2
- mad r1,c4.w,r1,r2
- mad r1,c3.w,r1,-r0.y
- mad r0,c3.z,r1,r0.y
- add r1,-r0,c5
- mad oC0,c5.w,r1,r0
-#endif
- };
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- ZEnable = FALSE;
- ZWriteEnable = FALSE;
- CullMode = NONE;
- AlphaTestEnable = FALSE;
- AlphaBlendEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/menbeffectinternals.fx b/enbseries/menbeffectinternals.fx
deleted file mode 100644
index 851aa28..0000000
--- a/enbseries/menbeffectinternals.fx
+++ /dev/null
@@ -1,196 +0,0 @@
-/*
- menbeffectinternals.fx : MariENB base internal variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/*
- dithering threshold maps
- don't touch unless you know what you're doing
-*/
-static const float checkers[4] =
-{
- 1.0,0.0,
- 0.0,1.0
-};
-#define d(x) x/4.0
-static const float ordered2[4] =
-{
- d(0),d(2),
- d(4),d(2)
-};
-#undef d
-#define d(x) x/9.0
-static const float ordered3[9] =
-{
- d(2),d(6),d(3),
- d(5),d(0),d(8),
- d(1),d(7),d(4)
-};
-#undef d
-#define d(x) x/16.0
-static const float ordered4[16] =
-{
- d( 0),d( 8),d( 2),d(10),
- d(12),d( 4),d(14),d( 6),
- d( 3),d(11),d( 1),d( 9),
- d(15),d( 7),d(13),d( 5)
-};
-#undef d
-#define d(x) x/64.0
-static const float ordered8[64] =
-{
- d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
- d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
- d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
- d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
- d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
- d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
- d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
- d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
-};
-#undef d
-/* standard stuff */
-float4 ScreenSize;
-float4 Timer;
-float ENightDayFactor;
-float EInteriorFactor;
-float EBloomAmount;
-/* samplers and textures */
-texture2D texs0;
-texture2D texs1;
-texture2D texs2;
-texture2D texs3;
-texture2D texs4;
-texture2D texs7;
-texture2D texNoise2
-<
- string ResourceName = "menbnoise1.png";
->;
-texture2D texNoise3
-<
- string ResourceName = "menbnoise2.png";
->;
-texture2D texLUT
-<
- string ResourceName = "menblutpreset.png";
->;
-sampler2D _s0 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s1 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s4 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D _s7 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerNoise2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = POINT;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerNoise3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerLUT = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord0 : TEXCOORD0;
-};
diff --git a/enbseries/menbeffectsettings.fx b/enbseries/menbeffectsettings.fx
deleted file mode 100644
index bb85469..0000000
--- a/enbseries/menbeffectsettings.fx
+++ /dev/null
@@ -1,815 +0,0 @@
-/*
- menbeffectsettings.fx : MariENB base user-tweakable variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* film grain */
-string str_noise = "Film Grain";
-bool ne
-<
- string UIName = "Enable Grain";
- string UIWidget = "Checkbox";
-> = {false};
-/* speed of grain */
-float nf
-<
- string UIName = "Grain Speed";
- string UIWidget = "Spinner";
-> = {2500.0};
-/* intensity of grain */
-float ni
-<
- string UIName = "Grain Intensity";
- string UIWidget = "Spinner";
-> = {0.05};
-/* saturation of grain */
-float ns
-<
- string UIName = "Grain Saturation";
- string UIWidget = "Spinner";
-> = {0.0};
-/* use two-pass grain (double the texture fetches, but looks less uniform) */
-bool np
-<
- string UIName = "Grain Two-Pass";
- string UIWidget = "Checkbox";
-> = {true};
-/*
- blending mode for grain:
- 0 -> normal
- 1 -> add
- 2 -> overlay
- 3 -> "dark mask", a personal invention
-*/
-int nb
-<
- string UIName = "Grain Blending Mode";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 3;
-> = {1};
-/* dark mask blend mode contrast for mask image */
-float bnp
-<
- string UIName = "Grain Dark Mask Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.5};
-/* two-pass distortion factor (0 = look just like one-pass grain) */
-float nk
-<
- string UIName = "Grain Two-Pass Factor";
- string UIWidget = "Spinner";
-> = {0.04};
-/* zoom factors for each component of each noise texture */
-float nm1
-<
- string UIName = "Grain Magnification 1";
- string UIWidget = "Spinner";
-> = {13.25};
-float nm2
-<
- string UIName = "Grain Magnification 2";
- string UIWidget = "Spinner";
-> = {19.64};
-float nm3
-<
- string UIName = "Grain Magnification 3";
- string UIWidget = "Spinner";
-> = {17.35};
-float nm11
-<
- string UIName = "Grain Pass 1 Magnification 1";
- string UIWidget = "Spinner";
-> = {2.05};
-float nm12
-<
- string UIName = "Grain Pass 1 Magnification 2";
- string UIWidget = "Spinner";
-> = {3.11};
-float nm13
-<
- string UIName = "Grain Pass 1 Magnification 3";
- string UIWidget = "Spinner";
-> = {2.22};
-float nm21
-<
- string UIName = "Grain Pass 2 Magnification 1";
- string UIWidget = "Spinner";
-> = {4.25};
-float nm22
-<
- string UIName = "Grain Pass 2 Magnification 2";
- string UIWidget = "Spinner";
-> = {0.42};
-float nm23
-<
- string UIName = "Grain Pass 2 Magnification 3";
- string UIWidget = "Spinner";
-> = {6.29};
-/* contrast of grain */
-float nj
-<
- string UIName = "Grain Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-/* "adaptation" factors */
-string str_adaptation = "Eye Adaptation";
-bool aenable
-<
- string UIName = "Enable Adaptation";
- string UIWidget = "Checkbox";
-> = {false};
-float amin_n
-<
- string UIName = "Adaptation Min Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float amin_d
-<
- string UIName = "Adaptation Min Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float amin_in
-<
- string UIName = "Adaptation Min Interior Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float amin_id
-<
- string UIName = "Adaptation Min Interior Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float amax_n
-<
- string UIName = "Adaptation Max Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float amax_d
-<
- string UIName = "Adaptation Max Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float amax_in
-<
- string UIName = "Adaptation Max Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float amax_id
-<
- string UIName = "Adaptation Max Interior Day";
- string UIWidget = "Spinner";
-> = {1.0};
-/* tone mapping */
-string str_tonemap = "Filmic Tone Mapping";
-bool tmapenable
-<
- string UIName = "Enable Tonemapping";
- string UIWidget = "Checkbox";
-> = {false};
-float unA_n
-<
- string UIName = "Tonemap Shoulder Strength Night";
- string UIWidget = "Spinner";
-> = {0.5};
-float unA_d
-<
- string UIName = "Tonemap Shoulder Strength Day";
- string UIWidget = "Spinner";
-> = {0.5};
-float unA_in
-<
- string UIName = "Tonemap Shoulder Strength Interior Night";
- string UIWidget = "Spinner";
-> = {0.5};
-float unA_id
-<
- string UIName = "Tonemap Shoulder Strength Interior Day";
- string UIWidget = "Spinner";
-> = {0.5};
-float unB_n
-<
- string UIName = "Tonemap Linear Strength Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float unB_d
-<
- string UIName = "Tonemap Linear Strength Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float unB_in
-<
- string UIName = "Tonemap Linear Strength Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float unB_id
-<
- string UIName = "Tonemap Linear Strength Interior Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float unC_n
-<
- string UIName = "Tonemap Linear Angle Night";
- string UIWidget = "Spinner";
-> = {0.2};
-float unC_d
-<
- string UIName = "Tonemap Linear Angle Day";
- string UIWidget = "Spinner";
-> = {0.2};
-float unC_in
-<
- string UIName = "Tonemap Linear Angle Interior Night";
- string UIWidget = "Spinner";
-> = {0.2};
-float unC_id
-<
- string UIName = "Tonemap Linear Angle Interior Day";
- string UIWidget = "Spinner";
-> = {0.2};
-float unD_n
-<
- string UIName = "Tonemap Toe Strength Night";
- string UIWidget = "Spinner";
-> = {0.75};
-float unD_d
-<
- string UIName = "Tonemap Toe Strength Day";
- string UIWidget = "Spinner";
-> = {0.75};
-float unD_in
-<
- string UIName = "Tonemap Toe Strength Interior Night";
- string UIWidget = "Spinner";
-> = {0.75};
-float unD_id
-<
- string UIName = "Tonemap Toe Strength Interior Day";
- string UIWidget = "Spinner";
-> = {0.75};
-float unE_n
-<
- string UIName = "Tonemap Toe Numerator Night";
- string UIWidget = "Spinner";
-> = {0.02};
-float unE_d
-<
- string UIName = "Tonemap Toe Numerator Day";
- string UIWidget = "Spinner";
-> = {0.02};
-float unE_in
-<
- string UIName = "Tonemap Toe Numerator Interior Night";
- string UIWidget = "Spinner";
-> = {0.02};
-float unE_id
-<
- string UIName = "Tonemap Toe Numerator Interior Day";
- string UIWidget = "Spinner";
-> = {0.02};
-float unF_n
-<
- string UIName = "Tonemap Toe Denominator Night";
- string UIWidget = "Spinner";
-> = {0.30};
-float unF_d
-<
- string UIName = "Tonemap Toe Denominator Day";
- string UIWidget = "Spinner";
-> = {0.30};
-float unF_in
-<
- string UIName = "Tonemap Toe Denominator Interior Night";
- string UIWidget = "Spinner";
-> = {0.30};
-float unF_id
-<
- string UIName = "Tonemap Toe Denominator Interior Day";
- string UIWidget = "Spinner";
-> = {0.30};
-float unW_n
-<
- string UIName = "Tonemap Linear White Night";
- string UIWidget = "Spinner";
-> = {10.0};
-float unW_d
-<
- string UIName = "Tonemap Linear White Day";
- string UIWidget = "Spinner";
-> = {10.0};
-float unW_in
-<
- string UIName = "Tonemap Linear White Interior Night";
- string UIWidget = "Spinner";
-> = {10.0};
-float unW_id
-<
- string UIName = "Tonemap Linear White Interior Day";
- string UIWidget = "Spinner";
-> = {10.0};
-bool tmapbeforecomp
-<
- string UIName = "Tonemap Before Compensate";
- string UIWidget = "Checkbox";
-> = {false};
-/* overshine/bloom compensation */
-string str_comp = "Overbright Compensation";
-bool compenable
-<
- string UIName = "Enable Compensate";
- string UIWidget = "Checkbox";
-> = {false};
-/* compensation factor */
-float compfactor_n
-<
- string UIName = "Compensate Factor Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float compfactor_d
-<
- string UIName = "Compensate Factor Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float compfactor_in
-<
- string UIName = "Compensate Factor Interior Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float compfactor_id
-<
- string UIName = "Compensate Factor Interior Day";
- string UIWidget = "Spinner";
-> = {0.0};
-/* compensation power (contrast) */
-float comppow_n
-<
- string UIName = "Compensate Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float comppow_d
-<
- string UIName = "Compensate Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float comppow_in
-<
- string UIName = "Compensate Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float comppow_id
-<
- string UIName = "Compensate Contrast Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-/* compensation saturation (higher values desaturate highlights) */
-float compsat_n
-<
- string UIName = "Compensate Saturation Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float compsat_d
-<
- string UIName = "Compensate Saturation Day";
- string UIWidget = "Spinner";
-> = {1.0};
-float compsat_in
-<
- string UIName = "Compensate Saturation Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float compsat_id
-<
- string UIName = "Compensate Saturation Interior Day";
- string UIWidget = "Spinner";
-> = {1.0};
-/* Color grading */
-string str_grade = "Color Grading Suite";
-bool gradeenable1
-<
- string UIName = "Enable RGB Grading";
- string UIWidget = "Checkbox";
-> = {false};
-/* color component multipliers */
-float grademul_r_n
-<
- string UIName = "Grading Intensity Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_g_n
-<
- string UIName = "Grading Intensity Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_b_n
-<
- string UIName = "Grading Intensity Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_r_d
-<
- string UIName = "Grading Intensity Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_g_d
-<
- string UIName = "Grading Intensity Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_b_d
-<
- string UIName = "Grading Intensity Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_r_in
-<
- string UIName = "Grading Intensity Interior Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_g_in
-<
- string UIName = "Grading Intensity Interior Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_b_in
-<
- string UIName = "Grading Intensity Interior Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_r_id
-<
- string UIName = "Grading Intensity Interior Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_g_id
-<
- string UIName = "Grading Intensity Interior Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float grademul_b_id
-<
- string UIName = "Grading Intensity Interior Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-/* color component contrasts */
-float gradepow_r_n
-<
- string UIName = "Grading Contrast Night Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_g_n
-<
- string UIName = "Grading Contrast Night Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_b_n
-<
- string UIName = "Grading Contrast Night Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_r_d
-<
- string UIName = "Grading Contrast Day Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_g_d
-<
- string UIName = "Grading Contrast Day Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_b_d
-<
- string UIName = "Grading Contrast Day Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_r_in
-<
- string UIName = "Grading Contrast Interior Night Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_g_in
-<
- string UIName = "Grading Contrast Interior Night Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_b_in
-<
- string UIName = "Grading Contrast Interior Night Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_r_id
-<
- string UIName = "Grading Contrast Interior Day Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_g_id
-<
- string UIName = "Grading Contrast Interior Day Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float gradepow_b_id
-<
- string UIName = "Grading Contrast Interior Day Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-/* colorization factors */
-bool gradeenable2
-<
- string UIName = "Enable Vibrance Grading";
- string UIWidget = "Checkbox";
-> = {false};
-float gradecol_r_n
-<
- string UIName = "Grading Color Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_g_n
-<
- string UIName = "Grading Color Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_b_n
-<
- string UIName = "Grading Color Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_r_d
-<
- string UIName = "Grading Color Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_g_d
-<
- string UIName = "Grading Color Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_b_d
-<
- string UIName = "Grading Color Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_r_in
-<
- string UIName = "Grading Color Interior Night Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_g_in
-<
- string UIName = "Grading Color Interior Night Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_b_in
-<
- string UIName = "Grading Color Interior Night Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_r_id
-<
- string UIName = "Grading Color Interior Day Red";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_g_id
-<
- string UIName = "Grading Color Interior Day Green";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradecol_b_id
-<
- string UIName = "Grading Color Interior Day Blue";
- string UIWidget = "Spinner";
-> = {1.0};
-/* blend factor for colorization (negative values are quite fancy) */
-float gradecolfact_n
-<
- string UIName = "Grading Color Factor Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float gradecolfact_d
-<
- string UIName = "Grading Color Factor Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float gradecolfact_in
-<
- string UIName = "Grading Color Factor Interior Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float gradecolfact_id
-<
- string UIName = "Grading Color Factor Interior Day";
- 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_in
-<
- string UIName = "Grading Saturation Intensity Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradesatmul_id
-<
- string UIName = "Grading Saturation Intensity Interior Day";
- 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_in
-<
- string UIName = "Grading Saturation Contrast Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradesatpow_id
-<
- string UIName = "Grading Saturation Contrast Interior Day";
- 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_in
-<
- string UIName = "Grading Value Intensity Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradevalmul_id
-<
- string UIName = "Grading Value Intensity Interior Day";
- 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_in
-<
- string UIName = "Grading Value Contrast Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float gradevalpow_id
-<
- string UIName = "Grading Value Contrast Interior Day";
- string UIWidget = "Spinner";
-> = {1.0};
-bool colorizeafterhsv
-<
- string UIName = "Colorize After HSV";
- string UIWidget = "Checkbox";
-> = {true};
-/* game tinting support */
-string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
-bool tintenable
-<
- string UIName = "Enable Vanilla Tint";
- string UIWidget = "Checkbox";
-> = {true};
-float tintblend
-<
- string UIName = "Vanilla Tint Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-bool tintbeforegrade
-<
- string UIName = "Use Tinting Before Grading";
- string UIWidget = "Checkbox";
-> = {false};
-/* vanilla grading */
-bool vgradeenable
-<
- string UIName = "Enable Vanilla Grading";
- string UIWidget = "Checkbox";
-> = {true};
-float vgradeblend
-<
- string UIName = "Vanilla Grading Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-bool fadebeforefilm
-<
- string UIName = "Fade Before Film Filters";
- string UIWidget = "Checkbox";
-> = {false};
-/* 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_in
-<
- string UIName = "LUT Blend Interior Night";
- string UIWidget = "Spinner";
-> = {1.0};
-float lutblend_id
-<
- string UIName = "LUT Blend Interior Day";
- string UIWidget = "Spinner";
-> = {1.0};
-int clut
-<
- string UIName = "LUT Preset";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 63;
-> = {1};
-/* not using ENB's own variables, sorry */
-string str_enbpal = "ENB Palette";
-bool palenable
-<
- string UIName = "Enable ENB Palette";
- string UIWidget = "Checkbox";
-> = {false};
-float palblend
-<
- string UIName = "Palette Blend";
- string UIWidget = "Spinner";
-> = {1.0};
-string str_dither = "Dithering";
-bool dodither
-<
- string UIName = "Enable Post Dither";
- string UIWidget = "Checkbox";
-> = {true};
-int dither
-<
- string UIName = "Dither Pattern";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 4;
-> = {4};
-string str_debug = "Debugging";
-bool bloomdebug
-<
- string UIName = "Display Bloom";
- string UIWidget = "Checkbox";
-> = {false};
diff --git a/enbseries/menbextrafilters.fx b/enbseries/menbextrafilters.fx
deleted file mode 100644
index 72e2678..0000000
--- a/enbseries/menbextrafilters.fx
+++ /dev/null
@@ -1,580 +0,0 @@
-/*
- menbextrafilters.fx : MariENB extra shader routines.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord.xy = IN.txcoord.xy;
- return OUT;
-}
-/* helpers */
-/* photometric */
-#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
-/* CCIR601 */
-//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
-float3 rgb2hsv( float3 c )
-{
- float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
- float4 p = (c.g0.5);
- }
- float dist = 2.0;
- int idx = 0;
- if ( cgapal == 1 )
- {
- [unroll] for ( int i=0; i<4; i++ )
- if ( distance(dac.rgb,cga1l[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,cga1l[i]);
- }
- color.rgb = cga1l[idx];
- }
- else if ( cgapal == 2 )
- {
- [unroll] for ( int i=0; i<4; i++ )
- if ( distance(dac.rgb,cga1h[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,cga1h[i]);
- }
- color.rgb = cga1h[idx];
- }
- else if ( cgapal == 3 )
- {
- [unroll] for ( int i=0; i<4; i++ )
- if ( distance(dac.rgb,cga2l[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,cga2l[i]);
- }
- color.rgb = cga2l[idx];
- }
- else if ( cgapal == 4 )
- {
- [unroll] for ( int i=0; i<4; i++ )
- if ( distance(dac.rgb,cga2h[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,cga2h[i]);
- }
- color.rgb = cga2h[idx];
- }
- else if ( cgapal == 5 )
- {
- [unroll] for ( int i=0; i<4; i++ )
- if ( distance(dac.rgb,cga3l[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,cga3l[i]);
- }
- color.rgb = cga3l[idx];
- }
- else if ( cgapal == 6 )
- {
- [unroll] for ( int i=0; i<4; i++ )
- if ( distance(dac.rgb,cga3h[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,cga3h[i]);
- }
- color.rgb = cga3h[idx];
- }
- return color;
-}
-/*
- EGA technically only had the 320x200 16-colour graphic mode, but when VGA
- came out, it was possible to tweak the DAC, allowing for custom palettes.
- AOS EGA is a palette based on my terminal colour scheme on Linux, which I
- also use for AliceOS.
-*/
-float4 ReduceEGA( in float4 color, in float2 coord )
-{
- float4 dac = ReducePrepass(color,coord);
- float dist = 2.0;
- int idx = 0;
- if ( egapal == 0 )
- {
- [unroll] for ( int i=0; i<16; i++ )
- if ( distance(dac.rgb,stdega[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,stdega[i]);
- }
- color.rgb = stdega[idx];
- }
- else
- {
- [unroll] for ( int i=0; i<16; i++ )
- if ( distance(dac.rgb,aosega[i]) < dist )
- {
- idx = i;
- dist = distance(dac.rgb,aosega[i]);
- }
- color.rgb = aosega[idx];
- }
- return color;
-}
-/* A two bits per channel mode that can usually fit VGA mode 13h and mode x */
-float4 ReduceRGB2( in float4 color, in float2 coord )
-{
- float4 dac = ReducePrepass(color,coord);
- color.rgb = trunc(dac.rgb*4.0)/4.0;
- return color;
-}
-/* Effectively has 256 colours, with a magenta tint due to precision loss */
-float4 ReduceRGB323( in float4 color, in float2 coord )
-{
- float4 dac = ReducePrepass(color,coord);
- color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0);
- return color;
-}
-/* 4096 colours, no actual graphics hardware existed that used 4bpc, though */
-float4 ReduceRGB4( in float4 color, in float2 coord )
-{
- float4 dac = ReducePrepass(color,coord);
- color.rgb = trunc(dac.rgb*16.0)/16.0;
- return color;
-}
-/*
- The classic 16-bit colour mode everyone from my generation would remember,
- especially that subtle green tint and the banding due to lack of dithering
- in most games and GPUs at that time.
-*/
-float4 ReduceRGB565( in float4 color, in float2 coord )
-{
- float4 dac = ReducePrepass(color,coord);
- color.rgb = trunc(dac.rgb*float3(32.0,64.0,32.0))
- /float3(32.0,64.0,32.0);
- return color;
-}
-/*
- If you see no difference when using this, then it could be because your
- own screen is already 6bpc. This is the case for a lot of LCDs, both old
- and modern. 8bpc tends to be the norm on IPS, though. 10bpc is the next
- step, but for now it's only used internally in video codecs for more
- efficient compression with lower quality loss. I seem to recall that in
- most *nix systems such as Linux it's possible to have 10bpc already with
- NVIDIA, but it causes compatibility issues with a lot of programs.
-*/
-float4 ReduceRGB6( in float4 color, in float2 coord )
-{
- float4 dac = ReducePrepass(color,coord);
- color.rgb = trunc(dac.rgb*64.0)/64.0;
- return color;
-}
-/* TODO this will use Doom's 256-colour palette, just for the heck of it */
-float4 ReduceRGBDoom( in float4 color, in float2 coord )
-{
- return color;
-}
-/* Retro rockets */
-float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !useblock ) return res;
- float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float4 tcol;
- float2 bresl = rresl;
- float2 sresl = float2(sresx,sresy);
- if ( bresx <= 0 || bresy <= 0 ) bresl = rresl;
- else
- {
- if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx;
- else bresl.x = bresx;
- if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
- else bresl.y = bresy;
- }
- if ( sresl.x <= 0 ) sresl.x = rresl.x/bresl.x;
- if ( sresl.y <= 0 ) sresl.y = rresl.y/bresl.y;
- float2 ncoord = coord*(rresl/bresl);
- ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5;
- ncoord = floor(ncoord*bresl)/bresl;
- if ( bresx <= 0 || bresy <= 0 ) ncoord = coord;
- tcol = tex2D(SamplerColor,ncoord);
- if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl);
- else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl);
- else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl);
- else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl);
- else if ( paltype == 4 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl);
- else if ( paltype == 5 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl);
- else if ( paltype == 6 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl);
- else res = tcol;
- if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 )
- res *= 0;
- res.a = 1.0;
- return res;
-}
-/* ASCII art (more like CP437 art) */
-float4 PS_ASCII( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !asciienable ) return res;
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT);
- float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT);
- float2 bscl = floor(bresl/cresl);
- /*
- Here I use the "cheap" method, based on the overall luminance of each
- glyph, rather than attempt to search for the best fitting glyph for
- each cell. If you want to know why, take a look at the ASCII filter
- bundled with the Dolphin emulator, and be prepared for the resulting
- seconds per frame it runs at. The calculations needed for such a filter
- are completely insane even for the highest-end GPUs.
- */
- float3 col = tex2D(SamplerColor,floor(bscl*coord)/bscl).rgb;
- int lum = luminance(col)*FONT_LEVELS;
- float2 itx = floor(coord*bresl);
- float2 blk = floor(itx/cresl)*cresl;
- float2 ofs = itx-blk;
- ofs.y += lum*cresl.y;
- ofs /= fresl;
- float gch = tex2D(SamplerFont,ofs).x;
- if ( gch < 0.5 ) res.rgb = res.rgb*asciiblend;
- else
- {
- if ( asciimono ) res.rgb = 1.0;
- else res.rgb = col;
- }
- return res;
-}
-float4 PS_ChromaKey( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !maskenable ) return res;
- if ( tex2D(SamplerDepth,coord).x > maskd )
- return float4(maskr,maskg,maskb,1.0);
- return res;
-}
-/* 2x2 RGBI dot matrix, not even close to anything that exists IRL but meh */
-float4 PS_DotMatrix( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !dotenable ) return res;
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- bresl.xy *= 1.0/(dotsize*2.0);
- float4 dac = float4(res.r*0.5,res.g*0.5,res.b*0.5,(res.r+res.g+res.b)/6.0);
- /*
- There are two types of CRTs: aperture grille and shadow mask.
- The former is blurry and has scanlines (rather big ones, even), but is
- cheap to emulate; while the latter is the one most known for its crisp,
- square pixels with minimal distortion. Most individuals into this whole
- "retro graphics" stuff prefer aperture grille, which looks like shit,
- then again, that's the sort of visual quality they want. The main issue
- with shadow mask CRTs is that it's impossible to accurately emulate them
- unless done on a screen with a HUGE resolution. After all, the subpixels
- need to be clearly visible, and if on top of it you add curvature
- distortion, you need to reduce moire patterns that will inevitably show
- up at low resolutions.
-
- It would be more desirable to eventually have flat panels that can
- display arbitrary resolutions using a form of scaling that preserves
- square pixels with unnoticeable distortion (typically, with nearest
- neighbour you'd get some pixels that are bigger/smaller than others if
- the upscale resolution isn't an integer multiple of the real resolution.
-
- This 2x2 RGBI thing is a rather naïve filter I made many years ago, it
- looks unlike any real CRT, but scales well. Its only problem is moire
- patterns when using the default size of 2x2.
- */
- float4 dots = tex2D(SamplerDots,coord*bresl)*dac;
- float3 tcol = pow((dots.rgb+dots.a),dotpow)*dotmult;
- res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
- return res;
-}
-/* that's right, CRT curvature */
-float4 PS_Curvature( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !curveenable ) return res;
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*curvesoft;
- float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab*0.003);
- float2 center = float2(coord.x-0.5,coord.y-0.5);
- float zfact = 100.0/lenszoom;
- float r2 = center.x*center.x+center.y*center.y;
- float f = 1+r2*lensdist*0.01;
- float x = f*zfact*center.x+0.5;
- float y = f*zfact*center.y+0.5;
- float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5;
- float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5;
- float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5;
- int i,j;
- float4 idist = float4(0,0,0,0);
- /*
- sticking a 5x5 gaussian blur with a tweakable radius in here to attempt
- to reduce moire patterns in some cases. Supersampling would be more
- useful for that, but ENB sucks ass through a crazy straw in that aspect,
- so it would be more desirable to use GeDoSaTo (I sure hope I can port
- all my stuff to it one day, at least the damn thing is FOSS).
- */
- [unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ )
- {
- idist += gauss3[abs(i)]*gauss3[abs(j)]
- *float4(tex2D(SamplerColorb,rcoord+bof*float2(i,j)).r,
- tex2D(SamplerColorb,gcoord+bof*float2(i,j)).g,
- tex2D(SamplerColorb,bcoord+bof*float2(i,j)).b,
- tex2D(SamplerColorb,float2(x,y)+bof*float2(i,j)).a);
- }
- res.rgb = idist.rgb;
- return res;
-}
-/* Why am I doing this */
-float4 PS_Blur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !bssblurenable ) return res;
- float2 ofs[16] =
- {
- float2(1.0,1.0), float2(-1.0,-1.0),
- float2(-1.0,1.0), float2(1.0,-1.0),
-
- float2(1.0,0.0), float2(-1.0,0.0),
- float2(0.0,1.0), float2(0.0,-1.0),
-
- float2(1.41,0.0), float2(-1.41,0.0),
- float2(0.0,1.41), float2(0.0,-1.41),
-
- float2(1.41,1.41), float2(-1.41,-1.41),
- float2(-1.41,1.41), float2(1.41,-1.41)
- };
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*bssblurradius;
- int i;
- [unroll] for ( i=0; i<16; i++ )
- res += tex2D(SamplerColor,coord+ofs[i]*bof);
- res /= 17.0;
- res.a = 1.0;
- return res;
-}
-float4 PS_Sharp( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !bsssharpenable ) return res;
- float2 ofs[8] =
- {
- float2(1.0,1.0), float2(-1.0,-1.0),
- float2(-1.0,1.0), float2(1.0,-1.0),
-
- float2(1.41,1.41), float2(-1.41,-1.41),
- float2(-1.41,1.41), float2(1.41,-1.41)
- };
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*bsssharpradius;
- float4 tcol = res;
- int i;
- [unroll] for ( i=0; i<8; i++ )
- tcol += tex2D(SamplerColor,coord+ofs[i]*bof);
- tcol /= 9.0;
- float4 orig = res;
- res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount);
- float rg = clamp(pow(orig.b,3.0),0.0,1.0);
- res = lerp(res,orig,rg);
- res.a = 1.0;
- return res;
-}
-float4 PS_Shift( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !bssshiftenable ) return res;
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = (1.0/bresl)*bssshiftradius;
- res.g = tex2D(SamplerColor,coord).g;
- res.r = tex2D(SamplerColor,coord+float2(0,-bof.y)).r;
- res.b = tex2D(SamplerColor,coord+float2(0,bof.y)).b;
- res.a = 1.0;
- return res;
-}
-technique PostProcess
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Blur();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess2
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Sharp();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess3
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Shift();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess4
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_ChromaKey();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess5
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Retro();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess6
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_ASCII();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess7
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DotMatrix();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess8
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Curvature();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/menbextrainternals.fx b/enbseries/menbextrainternals.fx
deleted file mode 100644
index b0c2af3..0000000
--- a/enbseries/menbextrainternals.fx
+++ /dev/null
@@ -1,237 +0,0 @@
-/*
- menbextrainternals.fx : MariENB extra internal variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/*
- dithering threshold maps
- don't touch unless you know what you're doing
-*/
-static const float checkers[4] =
-{
- 1.0,0.0,
- 0.0,1.0
-};
-#define d(x) x/4.0
-static const float ordered2[4] =
-{
- d(0),d(2),
- d(4),d(2)
-};
-#undef d
-#define d(x) x/9.0
-static const float ordered3[9] =
-{
- d(2),d(6),d(3),
- d(5),d(0),d(8),
- d(1),d(7),d(4)
-};
-#undef d
-#define d(x) x/16.0
-static const float ordered4[16] =
-{
- d( 0),d( 8),d( 2),d(10),
- d(12),d( 4),d(14),d( 6),
- d( 3),d(11),d( 1),d( 9),
- d(15),d( 7),d(13),d( 5)
-};
-#undef d
-#define d(x) x/64.0
-static const float ordered8[64] =
-{
- d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
- d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
- d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
- d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
- d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
- d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
- d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
- d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
-};
-#undef d
-/*
- palettes
- don't touch unless you know what you're doing
-*/
-#define d(x) x/3.0
-static const float3 cga1l[4] =
-{
- float3(d(0),d(0),d(0)),
- float3(d(0),d(2),d(2)),
- float3(d(2),d(0),d(2)),
- float3(d(2),d(2),d(2))
-};
-static const float3 cga1h[4] =
-{
- float3(d(0),d(0),d(0)),
- float3(d(1),d(3),d(3)),
- float3(d(3),d(1),d(3)),
- float3(d(3),d(3),d(3))
-};
-static const float3 cga2l[4] =
-{
- float3(d(0),d(0),d(0)),
- float3(d(0),d(2),d(0)),
- float3(d(2),d(0),d(0)),
- float3(d(2),d(1),d(0))
-};
-static const float3 cga2h[4] =
-{
- float3(d(0),d(0),d(0)),
- float3(d(1),d(3),d(1)),
- float3(d(3),d(1),d(1)),
- float3(d(3),d(2),d(1))
-};
-static const float3 cga3l[4] =
-{
- float3(d(0),d(0),d(0)),
- float3(d(0),d(2),d(2)),
- float3(d(2),d(0),d(0)),
- float3(d(2),d(2),d(2))
-};
-static const float3 cga3h[4] =
-{
- float3(d(0),d(0),d(0)),
- float3(d(1),d(3),d(3)),
- float3(d(3),d(1),d(1)),
- float3(d(3),d(3),d(3))
-};
-static const float3 stdega[16] =
-{
- float3(d(0),d(0),d(0)),
- float3(d(2),d(0),d(0)),
- float3(d(0),d(2),d(0)),
- float3(d(2),d(1),d(0)),
- float3(d(0),d(0),d(2)),
- float3(d(2),d(0),d(2)),
- float3(d(0),d(2),d(2)),
- float3(d(2),d(2),d(2)),
- float3(d(1),d(1),d(1)),
- float3(d(3),d(1),d(1)),
- float3(d(1),d(3),d(1)),
- float3(d(3),d(3),d(1)),
- float3(d(1),d(1),d(3)),
- float3(d(3),d(1),d(3)),
- float3(d(1),d(3),d(3)),
- float3(d(3),d(3),d(3))
-};
-#undef d
-#define d(x) x/256.0
-static const float3 aosega[16] =
-{
- float3(d( 0),d( 0),d( 0)),
- float3(d(128),d( 0),d( 0)),
- float3(d( 32),d(128),d( 0)),
- float3(d(160),d( 64),d( 32)),
- float3(d( 0),d( 32),d( 88)),
- float3(d( 60),d( 0),d( 88)),
- float3(d( 16),d(160),d(208)),
- float3(d( 88),d( 88),d( 88)),
- float3(d( 32),d( 32),d( 32)),
- float3(d(256),d( 64),d( 64)),
- float3(d( 72),d(256),d( 64)),
- float3(d(256),d(224),d( 60)),
- float3(d( 48),d(128),d(256)),
- float3(d(192),d( 48),d(256)),
- float3(d( 72),d(224),d(256)),
- float3(d(256),d(256),d(256)),
-};
-#undef d
-/* dimensions for ascii art font */
-#define FONT_WIDTH 8
-#define FONT_HEIGHT 4096
-#define GLYPH_WIDTH 8
-#define GLYPH_HEIGHT 16
-#define FONT_LEVELS 255
-/* gauss stuff */
-float gauss3[3] =
-{
- 0.444814, 0.239936, 0.037657
-};
-/* standard stuff */
-float4 ScreenSize;
-float ENightDayFactor;
-float EInteriorFactor;
-/* samplers and textures */
-texture2D texColor;
-texture2D texDepth;
-texture2D texFont
-<
- string ResourceName = "menbvgaluma.png";
->;
-texture2D texDots
-<
- string ResourceName = "menbdots.png";
->;
-sampler2D SamplerColor = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerColorb = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Border;
- AddressV = Border;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerDepth = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerFont = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = POINT;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerDots = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
diff --git a/enbseries/menbextrasettings.fx b/enbseries/menbextrasettings.fx
deleted file mode 100644
index 168a36b..0000000
--- a/enbseries/menbextrasettings.fx
+++ /dev/null
@@ -1,285 +0,0 @@
-/*
- menbextrasettings.fx : MariENB extra user-tweakable variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* BlockGFX filter, I'm proud of it */
-string str_block = "BlockGFX Suite";
-bool useblock
-<
- string UIName = "Enable Block GFX";
- string UIWidget = "Checkbox";
-> = {false};
-/*
- emulated resolution:
- 0 or 1 : real resolution
- <1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution)
- >1 : this resolution (e.g.: 320x200 is good ol' Mode 13h)
-*/
-float bresx
-<
- string UIName = "Emulated Resolution Width";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float bresy
-<
- string UIName = "Emulated Resolution Height";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-/* zooming factors (<=0 for stretch) */
-float sresx
-<
- string UIName = "Zoom Factor X";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float sresy
-<
- string UIName = "Zoom Factor Y";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-/*
- palette type:
- -1 : disable
- 0 : CGA (320x200 4-color, or 640x200 monochrome)
- 1 : EGA (320x200, 16 colors)
- 2 : RGB2 (64-color quarter VGA palette, used in AOS)
- 3 : RGB323 (8-bit RGB, I don't think this was a real thing)
- 4 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
- 5 : RGB565 (ol' 16-bit "true color")
- 6 : RGB6 (typical screens incapable of 8bpc)
-*/
-int paltype
-<
- string UIName = "Palette Type";
- string UIWidget = "Spinner";
- int UIMin = -1;
- int UIMax = 6;
-> = {1};
-/*
- CGA palette to use:
- 0 : black, white.
- 1 : black, cyan, magenta, white. low contrast
- 2 : black, cyan, magenta, white. high contrast
- 3 : black, green, red, brown. low contrast
- 4 : black, green, red, brown. high contrast
- 5 : black, cyan, red, white. low contrast
- 6 : black, cyan, red, white. high contrast
-*/
-int cgapal
-<
- string UIName = "CGA Palette";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 6;
-> = {1};
-/*
- EGA palette to use:
- 0 : Standard EGA
- 1 : AOS EGA (it's designed for text, but looks well on images too)
-*/
-int egapal
-<
- string UIName = "EGA Palette";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 1;
-> = {0};
-/*
- Dithering mode:
- -1 : No dithering, just raw banding
- 0 : 2x2 checkerboard dithering, looks like ass
- 1 : 2x2 ordered dithering
- 2 : 3x3 ordered dithering
- 3 : 4x4 ordered dithering
- 4 : 8x8 ordered dithering
-*/
-int dither
-<
- string UIName = "Dithering Pattern";
- string UIWidget = "Spinner";
- int UIMin = -1;
- int UIMax = 4;
-> = {4};
-/* gamma modifier for base color, lower values raise midtones and viceversa */
-float bgamma
-<
- string UIName = "Contrast Modifier";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.35};
-/* saturation modifier for base color, helps with limited palettes */
-float bsaturation
-<
- string UIName = "Saturation Modifier";
- string UIWidget = "Spinner";
-> = {1.1};
-/* base brightness bump for the dither grid */
-float bdbump
-<
- string UIName = "Dither Offset";
- string UIWidget = "Spinner";
-> = {-0.1};
-/* range multiplier for the dither grid */
-float bdmult
-<
- string UIName = "Dither Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.25};
-/* ASCII art filter */
-string str_ascii = "Luma ASCII Art Filter";
-bool asciienable
-<
- string UIName = "Enable ASCII";
- string UIWidget = "Checkbox";
-> = {false};
-bool asciimono
-<
- string UIName = "ASCII Monochrome";
- string UIWidget = "Checkbox";
-> = {true};
-float asciiblend
-<
- string UIName = "ASCII Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-string str_mask = "Depth Chroma Key";
-bool maskenable
-<
- string UIName = "Enable Chroma Key";
- string UIWidget = "Checkbox";
-> = {false};
-float maskr
-<
- string UIName = "Chroma Key Red";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-float maskg
-<
- string UIName = "Chroma Key Green";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float maskb
-<
- string UIName = "Chroma Key Blue";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.0};
-float maskd
-<
- string UIName = "Chroma Key Depth";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.5};
-string str_dot = "RGBI Dot Matrix";
-bool dotenable
-<
- string UIName = "Enable Dot Matrix";
- string UIWidget = "Checkbox";
-> = {false};
-int dotsize
-<
- string UIName = "Dot Size";
- string UIWidget = "Spinner";
- int UIMin = 1;
-> = {1};
-float dotblend
-<
- string UIName = "Dot Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.4};
-float dotmult
-<
- string UIName = "Dot Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float dotpow
-<
- string UIName = "Dot Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-string str_curve = "Lens Curvature";
-bool curveenable
-<
- string UIName = "Enable Curvature";
- string UIWidget = "Checkbox";
-> = {false};
-float chromaab
-<
- string UIName = "Curve Chromatic Aberration";
- string UIWidget = "Spinner";
-> = {0.0};
-float lenszoom
-<
- string UIName = "Curve Zooming";
- string UIWidget = "Spinner";
-> = {50.0};
-float lensdist
-<
- string UIName = "Curve Distortion";
- string UIWidget = "Spinner";
-> = {0.0};
-float curvesoft
-<
- string UIName = "Curve Sampling Soften";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-/* BlurSharpShift, some people are obsessed with this nonsense */
-string str_bss = "BlurSharpShift";
-bool bssblurenable
-<
- string UIName = "Enable Blur";
- string UIWidget = "Checkbox";
-> = {false};
-float bssblurradius
-<
- string UIName = "Blur Sampling Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.25};
-bool bsssharpenable
-<
- string UIName = "Enable Sharp";
- string UIWidget = "Checkbox";
-> = {false};
-float bsssharpradius
-<
- string UIName = "Sharp Sampling Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float bsssharpamount
-<
- string UIName = "Sharpening Amount";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {6.0};
-bool bssshiftenable
-<
- string UIName = "Enable Shift";
- string UIWidget = "Checkbox";
-> = {false};
-float bssshiftradius
-<
- string UIName = "Shift Sampling Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.75};
diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png
deleted file mode 100644
index 6c30b8f..0000000
Binary files a/enbseries/menbheat.png and /dev/null differ
diff --git a/enbseries/menblens.png b/enbseries/menblens.png
deleted file mode 100644
index b346376..0000000
Binary files a/enbseries/menblens.png and /dev/null differ
diff --git a/enbseries/menblensbump.png b/enbseries/menblensbump.png
deleted file mode 100644
index 8af3ec6..0000000
Binary files a/enbseries/menblensbump.png and /dev/null differ
diff --git a/enbseries/menblensdiff.png b/enbseries/menblensdiff.png
deleted file mode 100644
index 2d95e30..0000000
Binary files a/enbseries/menblensdiff.png and /dev/null differ
diff --git a/enbseries/menblutpreset.png b/enbseries/menblutpreset.png
deleted file mode 100644
index 0f54c92..0000000
Binary files a/enbseries/menblutpreset.png and /dev/null differ
diff --git a/enbseries/menblutpresetnames.txt b/enbseries/menblutpresetnames.txt
deleted file mode 100644
index dfc15ec..0000000
--- a/enbseries/menblutpresetnames.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-sikkmod
-
-00 adrenaline
-01 base
-02 c2_alienvesselgreenblue
-03 c2_alnvsl_streets
-04 c2_battery_park_ab1_pier
-05 c2_battery_park_ab2_park
-06 c2_battery_park_spear
-07 c2_battery_park_streets
-08 c2_black_control
-09 c2_centralpark
-10 c2_centralstation_streets
-11 c2_collided_buildings
-12 c2_collided_hotel
-13 c2_convoy
-14 c2_cxp_360
-15 c2_cxp_pc
-16 c2_desaturate
-17 c2_downtown2
-18 c2_downtown_streets
-19 c2_flash_blindness
-20 c2_hive_ab3_crater
-21 c2_liberty_test11
-22 c2_madisonsquare_rapids
-23 c2_pier_2
-24 c2_pier_3
-25 c2_pier_sunset
-26 c2_pier
-27 c2_pipeline
-28 c2_rooftops_inside
-29 c2_rooftops_outside
-30 c2_rooftops
-31 c2_roosevelt_park
-32 c2_spear_streets_spore2
-33 c2_spear_streets_spore
-34 c2_spear_streets
-35 c2_terminal_5
-36 c2_timesquare_blackout
-37 c2_timesquare_global
-38 cold
-39 dry
-40 neutral
-41 riddick2
-42 sepia
-43 udk_ce2
-44 udk_dawn02
-45 udk_day05
-46 udk_dm_deck01
-47 udk_dm_deck02
-48 udk_dm_deck03
-49 udk_necropolis01
-50 udk_night03
-51 udk_stormy
-52 warm
-
-marienb
-
-53 mk_dust_1
-54 mk_dust_2
-55 mk_red
-56 mk_blue
-57 mk_brown
-58 mk_flame
-59 mk_golden
-60 mk_dust_3
-61 mk_dust_4
-62 mk_desat_1
-63 mk_desat_2
\ No newline at end of file
diff --git a/enbseries/menbnoise1.png b/enbseries/menbnoise1.png
deleted file mode 100644
index 3e915eb..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 450769f..0000000
Binary files a/enbseries/menbnoise2.png and /dev/null differ
diff --git a/enbseries/menbprepassfilters.fx b/enbseries/menbprepassfilters.fx
deleted file mode 100644
index e45e638..0000000
--- a/enbseries/menbprepassfilters.fx
+++ /dev/null
@@ -1,736 +0,0 @@
-/*
- menbprepassfilters.fx : MariENB prepass shader routines.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-#define tod ENightDayFactor
-#define ind EInteriorFactor
-VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
-{
- VS_OUTPUT_POST OUT;
- OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.txcoord.xy = IN.txcoord.xy;
- return OUT;
-}
-/* helper functions */
-/* photometric */
-#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
-/* CCIR601 */
-//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
-/* these are znear/zfar values for Skyrim, but MAY match Fallout too */
-float depthlinear( float2 coord )
-{
- float z = tex2D(SamplerDepth,coord).x;
- return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
-}
-/* That "luma sharpen" thingy, added just because someone might want it */
-float3 Sharpen( float3 res, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- if ( fixedx>0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius;
- float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof);
- crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof);
- crawling += tex2D(SamplerColor,coord+float2(1,0)*bof);
- crawling += tex2D(SamplerColor,coord+float2(0,1)*bof);
- crawling *= 0.25;
- float3 inmyskin = res-crawling.rgb;
- float thesewounds = luminance(inmyskin);
- thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01);
- float3 theywillnotheal = res+thesewounds*sharpblend;
- return theywillnotheal;
-}
-/* New and improved edge detection, for contour shading */
-float3 Edge( float3 res, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- if ( fixedx>0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float edgefadepow = lerp(lerp(edgefadepow_n,edgefadepow_d,tod),
- lerp(edgefadepow_in,edgefadepow_id,tod),ind);
- float edgefademult = lerp(lerp(edgefademult_n,edgefademult_d,tod),
- lerp(edgefademult_in,edgefademult_id,tod),ind);
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgeradius;
- 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) > (edgethreshold*0.00001) ) mud = 1.0;
- float fade = 1.0-tex2D(SamplerDepth,coord).x;
- mud *= saturate(pow(fade,edgefadepow)*edgefademult);
- mud = saturate(pow(mud,edgepow)*edgemult);
- if ( edgedebug ) return 1.0-mud;
- return lerp(res,0,mud);
-}
-/* Secondary "comicbook filter" for additional contour shading */
-float3 EdgeColor( float3 res, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- if ( fixedx>0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*celradius;
- float3 col = tex2D(SamplerColor,coord).rgb;
- float lum = luminance(col);
- float3 ccol = tex2D(SamplerColor,coord+float2(-1,-1)*bof).rgb;
- ccol += tex2D(SamplerColor,coord+float2(0,-1)*bof).rgb;
- ccol += tex2D(SamplerColor,coord+float2(1,-1)*bof).rgb;
- ccol += tex2D(SamplerColor,coord+float2(-1,0)*bof).rgb;
- ccol += tex2D(SamplerColor,coord+float2(1,0)*bof).rgb;
- ccol += tex2D(SamplerColor,coord+float2(-1,1)*bof).rgb;
- ccol += tex2D(SamplerColor,coord+float2(0,1)*bof).rgb;
- ccol += tex2D(SamplerColor,coord+float2(1,1)*bof).rgb;
- ccol /= 8.0;
- float clum = luminance(ccol);
- float mud = abs(clum-lum);
- mud = saturate(pow(mud,celpow)*celmult);
- if ( celdebug ) return 1.0-mud;
- return lerp(res,0,mud);
-}
-/* old Edgevision mode */
-float3 EdgeView( float3 res, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- if ( fixedx>0 ) bresl.x = fixedx;
- if ( fixedy>0 ) bresl.y = fixedy;
- float edgevfadepow = lerp(lerp(edgevfadepow_n,edgevfadepow_d,tod),
- lerp(edgevfadepow_in,edgevfadepow_id,tod),ind);
- float edgevfademult = lerp(lerp(edgevfademult_n,edgevfademult_d,tod),
- lerp(edgevfademult_in,edgevfademult_id,tod),ind);
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius;
- float mdx = 0, mdy = 0, mud = 0;
- /* this reduces texture fetches by half, big difference */
- float3x3 depths;
- depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
- depths[0][1] = depthlinear(coord+float2( 0,-1)*bof);
- depths[0][2] = depthlinear(coord+float2( 1,-1)*bof);
- depths[1][0] = depthlinear(coord+float2(-1, 0)*bof);
- depths[1][1] = depthlinear(coord+float2( 0, 0)*bof);
- depths[1][2] = depthlinear(coord+float2( 1, 0)*bof);
- depths[2][0] = depthlinear(coord+float2(-1, 1)*bof);
- depths[2][1] = depthlinear(coord+float2( 0, 1)*bof);
- depths[2][2] = depthlinear(coord+float2( 1, 1)*bof);
- mdx += GX[0][0]*depths[0][0];
- mdx += GX[0][1]*depths[0][1];
- mdx += GX[0][2]*depths[0][2];
- mdx += GX[1][0]*depths[1][0];
- mdx += GX[1][1]*depths[1][1];
- mdx += GX[1][2]*depths[1][2];
- mdx += GX[2][0]*depths[2][0];
- mdx += GX[2][1]*depths[2][1];
- mdx += GX[2][2]*depths[2][2];
- mdy += GY[0][0]*depths[0][0];
- mdy += GY[0][1]*depths[0][1];
- mdy += GY[0][2]*depths[0][2];
- mdy += GY[1][0]*depths[1][0];
- mdy += GY[1][1]*depths[1][1];
- mdy += GY[1][2]*depths[1][2];
- mdy += GY[2][0]*depths[2][0];
- mdy += GY[2][1]*depths[2][1];
- mdy += GY[2][2]*depths[2][2];
- mud = pow(mdx*mdx+mdy*mdy,0.5);
- float fade = 1.0-tex2D(SamplerDepth,coord).x;
- mud *= saturate(pow(fade,edgevfadepow)*edgevfademult);
- mud = saturate(pow(mud,edgevpow)*edgevmult);
- return mud;
-}
-/* the pass that happens before everything else */
-float4 PS_FirstPass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
- if ( edgeenable ) res.rgb = Edge(res.rgb,coord);
- if ( celenable ) res.rgb = EdgeColor(res.rgb,coord);
- if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
- return res;
-}
-/*
- Thank you Boris for not providing access to a normal buffer. Guesswork using
- the depth buffer results in imprecise normals that aren't smoothed.
-*/
-float3 pseudonormal( float dep, float2 coord )
-{
- float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 ofs1 = float2(0,1.0/bresl.y);
- float2 ofs2 = float2(1.0/bresl.x,0);
- float dep1 = tex2D(SamplerDepth,coord+ofs1).x;
- float dep2 = tex2D(SamplerDepth,coord+ofs2).x;
- float3 p1 = float3(ofs1,dep1-dep);
- float3 p2 = float3(ofs2,dep2-dep);
- float3 normal = cross(p1,p2);
- normal.z = -normal.z;
- return normalize(normal);
-}
-/* get occlusion using single-pass single-step Ray Marching with 64 samples */
-float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- float ssaofadepow = lerp(lerp(ssaofadepow_n,ssaofadepow_d,tod),
- lerp(ssaofadepow_in,ssaofadepow_id,tod),ind);
- float ssaofademult = lerp(lerp(ssaofademult_n,ssaofademult_d,tod),
- lerp(ssaofademult_in,ssaofademult_id,tod),ind);
- if ( !ssaoenable ) return res;
- float depth = tex2D(SamplerDepth,coord).x;
- float ldepth = depthlinear(coord);
- if ( depth >= cutoff*0.000001 )
- {
- res.a = 1.0;
- return res;
- }
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float3 normal = pseudonormal(depth,coord);
- float2 nc = coord*(bresl/256.0);
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
- float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x*ssaonoise).xy;
- float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0;
- rnormal = normalize(rnormal);
- normal = normalize(normal);
- float occ = 0.0;
- int i;
- float3 sample;
- float sdepth, so, delta;
- float sclamp = ssaoclamp/1000.0;
- if ( ssaoquarter ) [unroll] for ( i=0; i<16; i++ )
- {
- sample = reflect(ssao_samples_lq[i],rnormal);
- sample *= sign(dot(normal,sample));
- so = ldepth-sample.z*bof;
- sdepth = depthlinear(coord+bof*sample.xy/ldepth);
- delta = saturate(so-sdepth);
- delta *= 1.0-smoothstep(0.0,sclamp,delta);
- if ( (delta > 0.0) && (delta < sclamp) ) occ += 1.0-delta;
- }
- else [unroll] for ( i=0; i<64; i++ )
- {
- sample = reflect(ssao_samples_hq[i],rnormal);
- sample *= sign(dot(normal,sample));
- so = ldepth-sample.z*bof;
- sdepth = depthlinear(coord+bof*sample.xy/ldepth);
- delta = saturate(so-sdepth);
- delta *= 1.0-smoothstep(0.0,sclamp,delta);
- if ( (delta > 0.0) && (delta < sclamp) ) occ += 1.0-delta;
- }
- float uocc = saturate(occ/(ssaoquarter?16.0:64.0));
- float fade = 1.0-depth;
- uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult);
- uocc = saturate(pow(uocc,ssaopow)*ssaomult);
- res.a = saturate(1.0-(uocc*ssaoblend));
- return res;
-}
-/* the blur passes use bilateral filtering to mostly preserve borders */
-float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !ssaoenable ) return res;
- if ( !ssaobenable ) return res;
- float bresl = ScreenSize.x;
- float bof = (1.0/bresl)*ssaobradius;
- float isd, sd, ds, sw, tw = 0;
- res.a = 0.0;
- int i;
- isd = tex2D(SamplerDepth,coord).x;
- [unroll] for ( i=-15; i<=15; i++ )
- {
- sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
- ds = abs(isd-sd)*ssaobfact+0.5;
- sw = 1.0/(ds+1.0);
- sw *= gauss16[abs(i)];
- tw += sw;
- res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a;
- }
- res.a /= tw;
- return res;
-}
-float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float4 res = tex2D(SamplerColor,coord);
- if ( !ssaoenable ) return res;
- if ( !ssaobenable )
- {
- if ( ssaodebug ) return saturate(res.a);
- return res*res.a;
- }
- float bresl = ScreenSize.x*ScreenSize.w;
- float bof = (1.0/bresl)*ssaobradius;
- float isd, sd, ds, sw, tw = 0;
- res.a = 0.0;
- int i;
- isd = tex2D(SamplerDepth,coord).x;
- [unroll] for ( i=-15; i<=15; i++ )
- {
- sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
- ds = abs(isd-sd)*ssaobfact+0.5;
- sw = 1.0/(ds+1.0);
- sw *= gauss16[abs(i)];
- tw += sw;
- res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a;
- }
- res.a /= tw;
- if ( ssaodebug ) return saturate(res.a);
- res *= res.a;
- return res;
-}
-/* Focus */
-float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
-{
- if ( dofdisable ) return 0.0;
- if ( focusmanual ) return focusmanualvalue;
- float focusmax = lerp(lerp(focusmax_n,focusmax_d,tod),lerp(focusmax_in,
- focusmax_id,tod),ind);
- float2 fcenter = float2(focuscenter_x,focuscenter_y);
- float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
- if ( !focuscircle ) return cfocus;
- /* using polygons inscribed into a circle, in this case a triangle */
- float focusradius = lerp(lerp(focusradius_n,focusradius_d,tod),
- lerp(focusradius_in,focusradius_id,tod),ind);
- float focusmix = lerp(lerp(focusmix_n,focusmix_d,tod),lerp(focusmix_in,
- focusmix_id,tod),ind);
- float cstep = (1.0/3.0);
- float mfocus;
- float2 coord;
- float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
- float fan = focuscircleangle*2.0*pi;
- coord.x = fcenter.x+sin(fan)*bof.x;
- coord.y = fcenter.y+cos(fan)*bof.y;
- mfocus = cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
- coord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
- coord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
- mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
- coord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
- coord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
- mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
- cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus;
- return cfocus;
-}
-float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR
-{
- if ( dofdisable ) return 0.0;
- return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x,
- saturate(FadeFactor)),0.0);
-}
-/* Depth of Field */
-float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- if ( dofdisable ) return tex2D(SamplerColor,coord);
- float dofpow = lerp(lerp(dofpow_n,dofpow_d,tod),lerp(dofpow_in,
- dofpow_id,tod),ind);
- float dofmult = lerp(lerp(dofmult_n,dofmult_d,tod),lerp(dofmult_in,
- dofmult_id,tod),ind);
- float dofbump = lerp(lerp(dofbump_n,dofbump_d,tod),lerp(dofbump_in,
- dofbump_id,tod),ind);
- float doffixedfocuspow = lerp(lerp(doffixedfocuspow_n,
- doffixedfocuspow_d,tod),lerp(doffixedfocuspow_in,
- doffixedfocuspow_id,tod),ind);
- float doffixedfocusmult = lerp(lerp(doffixedfocusmult_n,
- doffixedfocusmult_d,tod),lerp(doffixedfocusmult_in,
- doffixedfocusmult_id,tod),ind);
- float doffixedfocusbump = lerp(lerp(doffixedfocusbump_n,
- doffixedfocusbump_d,tod),lerp(doffixedfocusbump_in,
- doffixedfocusbump_id,tod),ind);
- float doffixedfocusblend = lerp(lerp(doffixedfocusblend_n,
- doffixedfocusblend_d,tod),lerp(doffixedfocusblend_in,
- doffixedfocusblend_id,tod),ind);
- float doffixedunfocuspow = lerp(lerp(doffixedunfocuspow_n,
- doffixedunfocuspow_d,tod),lerp(doffixedunfocuspow_in,
- doffixedunfocuspow_id,tod),ind);
- float doffixedunfocusmult = lerp(lerp(doffixedunfocusmult_n,
- doffixedunfocusmult_d,tod),lerp(doffixedunfocusmult_in,
- doffixedunfocusmult_id,tod),ind);
- float doffixedunfocusbump = lerp(lerp(doffixedunfocusbump_n,
- doffixedunfocusbump_d,tod),lerp(doffixedunfocusbump_in,
- doffixedunfocusbump_id,tod),ind);
- float doffixedunfocusblend = lerp(lerp(doffixedunfocusblend_n,
- doffixedunfocusblend_d,tod),lerp(doffixedunfocusblend_in,
- doffixedunfocusblend_id,tod),ind);
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y);
- float dep = tex2D(SamplerDepth,coord).x;
- float foc = tex2D(SamplerFocus,coord).x;
- float dfc = abs(dep-foc);
- float dff = abs(dep);
- float dfu = dff;
- if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
- /*
- Change power of dof based on field of view. Works only in Skyrim,
- Boris is just such a fucking assbutt that he doesn't update the
- FO3/FNV version to be feature-equal to this, inventing pathetic
- excuses. The FieldOfView variable seems to hold bogus values in
- Fallout completely unrelated to actual FOV (yes, I checked if it's
- in radians, and no, it isn't). The value appears to be 1.134452.
- I'll try to investigate its origins someday.
- */
- if ( dofrelfov )
- {
- float relfovfactor = lerp(lerp(relfovfactor_n,relfovfactor_d,
- tod),lerp(relfovfactor_in,relfovfactor_id,tod),ind);
- float relfov = (FieldOfView-fovdefault)/fovdefault;
- dofpow = max(0,dofpow+relfov*relfovfactor);
- }
- dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
- dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
- +doffixedfocusbump,0.0,1.0);
- dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
- +doffixedunfocusbump,0.0,1.0);
- dfc *= lerp(1.0,dff,doffixedfocusblend);
- dfc += lerp(0.0,dfu,doffixedunfocusblend);
- dfc = saturate(dfc);
- float4 res = tex2D(SamplerColor,coord);
- res.a = dfc;
- return res;
-}
-/*
- This method skips blurring areas that are perfectly in focus. The
- performance gain is negligible in most cases, though. It also provides the
- option to use or NOT use bilateral filtering. Which I'll probably remove
- soon because no bilateral filtering is pointless.
-*/
-float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- if ( dofdisable ) return tex2D(SamplerColor,coord);
- float dfc = tex2D(SamplerColor,coord).a;
- if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
- if ( dfcdebug ) return dfc;
- float bresl = (fixedx>0)?fixedx:ScreenSize.x;
- float bof = (1.0/bresl)*dofbradius;
- float4 res = float4(0,0,0,0);
- if ( dfc <= 0.0 )
- {
- res = tex2D(SamplerColor,coord);
- res.a = dfc;
- return res;
- }
- int i;
- if ( dofbilateral )
- {
- float isd, sd, ds, sw, tw = 0;
- isd = dfc;
- [unroll] for ( i=-7; i<=7; i++ )
- {
- sd = tex2D(SamplerColor,coord+float2(i,0)*bof*dfc).a;
- ds = abs(isd-sd)*dofbfact+0.5;
- sw = 1.0/(ds+1.0);
- sw *= gauss8[abs(i)];
- tw += sw;
- res += sw*tex2D(SamplerColor,coord+float2(i,0)*bof
- *dfc);
- }
- res /= tw;
- }
- else
- {
- [unroll] for ( i=-7; i<=7; i++ )
- res += gauss8[abs(i)]*tex2D(SamplerColor,coord
- +float2(i,0)*bof*dfc);
- }
- res.a = dfc;
- return res;
-}
-float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- if ( dofdisable ) return tex2D(SamplerColor,coord);
- float dfc = tex2D(SamplerColor,coord).a;
- if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
- if ( dfcdebug ) return dfc;
- float bresl = (fixedy>0)?fixedy:(ScreenSize.x*ScreenSize.w);
- float bof = (1.0/bresl)*dofbradius;
- float4 res = float4(0,0,0,0);
- if ( dfc <= 0.0 )
- {
- res = tex2D(SamplerColor,coord);
- res.a = dfc;
- return res;
- }
- int i;
- if ( dofbilateral )
- {
- float isd, sd, ds, sw, tw = 0;
- isd = dfc;
- [unroll] for ( i=-7; i<=7; i++ )
- {
- sd = tex2D(SamplerColor,coord+float2(0,i)*bof*dfc).a;
- ds = abs(isd-sd)*dofbfact+0.5;
- sw = 1.0/(ds+1.0);
- sw *= gauss8[abs(i)];
- tw += sw;
- res += sw*tex2D(SamplerColor,coord+float2(0,i)*bof
- *dfc);
- }
- res /= tw;
- }
- else
- {
- [unroll] for ( i=-7; i<=7; i++ )
- res += gauss8[abs(i)]*tex2D(SamplerColor,coord
- +float2(0,i)*bof*dfc);
- }
- res.a = 1.0;
- return res;
-}
-/*
- Underwater distortion, which currently has no real use due to Boris being
- lazy. fWaterLevel doesn't yet provide any usable values.
-*/
-float2 UnderwaterDistort( float2 coord )
-{
- float2 ofs = float2(0.0,0.0);
- float siny = sin(pi*2.0*(coord.y*uwm1+Timer.x*uwf1*100.0))*uws1;
- ofs.y = siny+sin(pi*2.0*(coord.x*uwm2+Timer.x*uwf2*100.0))*uws2;
- ofs.x = siny+sin(pi*2.0*(coord.x*uwm3+Timer.x*uwf3*100.0))*uws3;
- ofs -= (coord-0.5)*2.0*uwz;
- return coord+ofs*0.01;
-}
-/*
- Distant hot air refraction. Not very realistic, but does the job. Currently
- it isn't fully depth-aware, so you'll see that close objects get distorted
- around their borders.
-*/
-float2 DistantHeat( float2 coord )
-{
- float2 bresl;
- float dep, odep;
- dep = tex2D(SamplerDepth,coord).x;
- float distfade = clamp(pow(dep,heatfadepow)*heatfademul+heatfadebump,
- 0.0,1.0);
- if ( distfade <= 0.0 ) return coord;
- float todpow = pow(tod*(1.0-ind),heattodpow);
- if ( !heatalways && (todpow <= 0.0) ) return coord;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 nc = coord*(bresl/256.0)*heatsize;
- float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
- float2 ofs = tex2D(SamplerHeat,nc+ts).xy;
- ofs = (ofs-0.5)*2.0;
- ofs *= pow(length(ofs),heatpow);
- if ( !heatalways ) ofs *= todpow;
- odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
- float odistfade = clamp(pow(odep,heatfadepow)*heatfademul+heatfadebump,
- 0.0,1.0);
- if ( odistfade <= 0.0 ) return coord;
- return coord+ofs*heatstrength*distfade*0.01;
-}
-/* The pass that happens after everything else */
-float4 PS_LastPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float2 ofs = coord;
- if ( waterenable ) ofs = UnderwaterDistort(ofs);
- if ( heatenable ) ofs = DistantHeat(ofs);
- ofs -= coord;
- float4 res;
- if ( distcha != 0.0 )
- {
- float2 ofr, ofg, ofb;
- ofr = ofs*(1.0-distcha*0.01);
- ofg = ofs;
- ofb = ofs*(1.0+distcha*0.01);
- res = float4(tex2D(SamplerColor,coord+ofr).r,
- tex2D(SamplerColor,coord+ofg).g,
- tex2D(SamplerColor,coord+ofb).b,1.0);
- }
- else res = tex2D(SamplerColor,coord+ofs);
- if ( !focusdisplay ) return res;
- /* put red dots where focus points are */
- float2 fcenter = float2(focuscenter_x,focuscenter_y);
- if ( distance(coord,fcenter) < 0.01 ) res.rgb = float3(1,0,0);
- float cstep = (1.0/3.0);
- float2 tcoord;
- float focusradius = lerp(lerp(focusradius_n,focusradius_d,tod),
- lerp(focusradius_in,focusradius_id,tod),ind);
- float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
- float fan = focuscircleangle*2.0*pi;
- tcoord.x = fcenter.x+sin(fan)*bof.x;
- tcoord.y = fcenter.y+cos(fan)*bof.y;
- if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
- tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
- tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
- if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
- tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
- tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
- if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
- return res;
-}
-technique ReadFocus
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_ReadFocus();
- ZENABLE = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique WriteFocus
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_WriteFocus();
- ZENABLE = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_FirstPass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess2
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_SSAOPrepass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess3
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_SSAOBlurH();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess4
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_SSAOBlurV();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess5
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFPrepass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess6
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFBlurH();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess7
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_DoFBlurV();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-technique PostProcess8
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_LastPass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/enbseries/menbprepassinternals.fx b/enbseries/menbprepassinternals.fx
deleted file mode 100644
index cc937f6..0000000
--- a/enbseries/menbprepassinternals.fx
+++ /dev/null
@@ -1,199 +0,0 @@
-/*
- menbprepassinternals.fx : MariENB prepass internal variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* mathematical constants */
-static const float pi = 3.1415926535898;
-/* edge detect factors */
-static const float3x3 GX =
-{
- -1, 0, 1,
- -2, 0, 2,
- -1, 0, 1
-};
-static const float3x3 GY =
-{
- 1, 2, 1,
- 0, 0, 0,
- -1,-2,-1
-};
-/* gaussian kernels */
-/* radius: 8, std dev: 6 */
-static const float gauss8[8] =
-{
- 0.084247, 0.083085, 0.079694, 0.074348,
- 0.067460, 0.059533, 0.051099, 0.042657
-};
-/* 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
-};
-/* SSAO samples */
-static const float3 ssao_samples_lq[16] =
-{
- float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014),
- float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026),
- float3(-0.0097, 0.0275,-0.0092),float3(-0.0178,-0.0072, 0.0491),
- float3( 0.0227,-0.0431,-0.0681),float3( 0.1052, 0.0332,-0.0588),
- float3( 0.0997, 0.0056, 0.1473),float3(-0.1252, 0.2019, 0.0564),
- float3(-0.1054,-0.2072, 0.2271),float3(-0.0542, 0.3096, 0.2814),
- float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
- float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
-};
-static const float3 ssao_samples_hq[64] =
-{
- float3( 0.0000,-0.0000,-0.0000),float3( 0.0000, 0.0000,-0.0000),
- float3( 0.0001,-0.0000,-0.0000),float3( 0.0002, 0.0001,-0.0001),
- float3(-0.0000,-0.0005, 0.0000),float3( 0.0004,-0.0004,-0.0006),
- float3( 0.0005,-0.0011,-0.0004),float3(-0.0000, 0.0013,-0.0014),
- float3( 0.0024, 0.0006, 0.0013),float3(-0.0017,-0.0017, 0.0030),
- float3(-0.0037, 0.0033,-0.0011),float3( 0.0010, 0.0018,-0.0063),
- float3( 0.0059, 0.0056,-0.0020),float3(-0.0009, 0.0083,-0.0063),
- float3(-0.0110, 0.0065,-0.0016),float3( 0.0089, 0.0070,-0.0108),
- float3(-0.0115,-0.0134,-0.0062),float3(-0.0121,-0.0172, 0.0071),
- float3(-0.0066, 0.0246,-0.0060),float3( 0.0057,-0.0279, 0.0109),
- float3(-0.0269,-0.0160,-0.0164),float3( 0.0402, 0.0045, 0.0034),
- float3( 0.0248,-0.0045, 0.0390),float3( 0.0110,-0.0491,-0.0159),
- float3(-0.0193,-0.0431, 0.0363),float3( 0.0441, 0.0271,-0.0426),
- float3( 0.0385,-0.0428,-0.0482),float3(-0.0623,-0.0501, 0.0249),
- float3( 0.0683,-0.0000, 0.0631),float3( 0.1008, 0.0180,-0.0114),
- float3(-0.0156,-0.0713, 0.0871),float3(-0.0561,-0.0757, 0.0822),
- float3( 0.0714, 0.0850,-0.0805),float3(-0.1320,-0.0042, 0.0711),
- float3( 0.1553, 0.0486,-0.0167),float3(-0.1164,-0.0125,-0.1341),
- float3( 0.1380,-0.1230,-0.0562),float3( 0.0868,-0.1897,-0.0175),
- float3( 0.0749, 0.1495, 0.1525),float3(-0.2038,-0.1324,-0.0235),
- float3( 0.0205, 0.1920, 0.1784),float3( 0.1637,-0.0964,-0.2092),
- float3( 0.2875, 0.0966,-0.0020),float3( 0.0572,-0.0180,-0.3194),
- float3(-0.3329, 0.0981,-0.0189),float3( 0.2627, 0.2092,-0.1585),
- float3( 0.1783,-0.3359,-0.1108),float3( 0.2675, 0.2056,-0.2533),
- float3(-0.1852, 0.3017,-0.2759),float3(-0.0944, 0.3532, 0.3061),
- float3(-0.0022,-0.3744, 0.3404),float3(-0.0600,-0.4031,-0.3487),
- float3(-0.2663, 0.4915, 0.1004),float3(-0.2442, 0.4253, 0.3468),
- float3( 0.2583, 0.1321,-0.5645),float3(-0.0219, 0.4516, 0.4943),
- float3(-0.5503, 0.2597,-0.3590),float3( 0.2239,-0.5571,-0.4398),
- float3(-0.7210,-0.1982, 0.2339),float3( 0.7948,-0.1848, 0.1145),
- float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
- float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
-};
-/* standard stuff */
-float4 ScreenSize;
-float ENightDayFactor;
-float EInteriorFactor;
-float FadeFactor;
-float4 Timer;
-float FieldOfView;
-/* samplers and textures */
-texture2D texColor;
-texture2D texDepth;
-texture2D texNoise3
-<
- string ResourceName = "menbnoise2.png";
->;
-texture2D texHeat
-<
- string ResourceName = "menbheat.png";
->;
-texture2D texFocus;
-texture2D texCurr;
-texture2D texPrev;
-sampler2D SamplerColor = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerDepth = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerNoise3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerHeat = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerFocus = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerCurr = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerPrev = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-/* whatever */
-struct VS_OUTPUT_POST
-{
- float4 vpos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
-struct VS_INPUT_POST
-{
- float3 pos : POSITION;
- float2 txcoord : TEXCOORD0;
-};
diff --git a/enbseries/menbprepasssettings.fx b/enbseries/menbprepasssettings.fx
deleted file mode 100644
index dbcfe7b..0000000
--- a/enbseries/menbprepasssettings.fx
+++ /dev/null
@@ -1,936 +0,0 @@
-/*
- menbprepasssettings.fx : MariENB prepass user-tweakable variables.
- (C)2013-2015 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-string str_misc = "Miscellaneous";
-/* fixed resolution, keeps blur filters at a consistent internal resolution */
-int fixedx
-<
- string UIName = "Fixed Resolution Width";
- string UIWidget = "Spinner";
- int UIMin = 0;
-> = {1920};
-int fixedy
-<
- string UIName = "Fixed Resolution Height";
- string UIWidget = "Spinner";
- int UIMin = 0;
-> = {1080};
-float cutoff
-<
- string UIName = "Depth Cutoff";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1000000.0;
-> = {999949.0};
-float zNear
-<
- string UIName = "Near Z";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-float zFar
-<
- string UIName = "Far Z";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {3098.0};
-string str_dist = "Distortion Filters";
-float distcha
-<
- string UIName = "Distortion Chromatic Aberration";
- string UIWidget = "Spinner";
-> = {10.0};
-bool waterenable
-<
- string UIName = "Enable Underwater";
- string UIWidget = "Checkbox";
-> = {false};
-float uwm1
-<
- string UIName = "Underwater Frequency 1";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.4};
-float uwm2
-<
- string UIName = "Underwater Frequency 2";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.6};
-float uwm3
-<
- string UIName = "Underwater Frequency 3";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.4};
-float uwf1
-<
- string UIName = "Underwater Speed 1";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {10.0};
-float uwf2
-<
- string UIName = "Underwater Speed 2";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {8.0};
-float uwf3
-<
- string UIName = "Underwater Speed 3";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {16.0};
-float uws1
-<
- string UIName = "Underwater Amplitude 1";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.3};
-float uws2
-<
- string UIName = "Underwater Amplitude 2";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float uws3
-<
- string UIName = "Underwater Amplitude 3";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.8};
-float uwz
-<
- string UIName = "Underwater Zoom";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.5};
-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 heattodpow
-<
- string UIName = "Heat Time-of-day Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.2};
-bool heatalways
-<
- string UIName = "Heat Always Enable";
- string UIWidget = "Checkbox";
-> = {false};
-string str_focus = "Focusing Parameters";
-/* circle (triangle, actually) average focus */
-bool focuscircle
-<
- string UIName = "Enable Focus Triangle";
- string UIWidget = "Checkbox";
-> = {true};
-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 */
-float focuscenter_x
-<
- string UIName = "Focus Point Center X";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {0.5};
-float focuscenter_y
-<
- string UIName = "Focus Point Center Y";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {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_in
-<
- string UIName = "Focus Triangle Radius Interior Night";
- string UIWidget = "Spinner";
-> = {20.0};
-float focusradius_id
-<
- string UIName = "Focus Triangle Radius Interior Day";
- 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_in
-<
- string UIName = "Focus Triangle Blending Interior Night";
- string UIWidget = "Spinner";
-> = {0.5};
-float focusmix_id
-<
- string UIName = "Focus Triangle Blending Interior Day";
- 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_in
-<
- string UIName = "Focus Maximum Depth Interior Night";
- string UIWidget = "Spinner";
-> = {1000.0};
-float focusmax_id
-<
- string UIName = "Focus Maximum Depth Interior Day";
- string UIWidget = "Spinner";
-> = {1000.0};
-/* dof filter */
-string str_dof = "Depth Of Field";
-/* dof multiplier (makes unfocused depths more blurry) */
-float dofmult_n
-<
- string UIName = "DOF Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float dofmult_d
-<
- string UIName = "DOF Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float dofmult_in
-<
- string UIName = "DOF Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float dofmult_id
-<
- string UIName = "DOF Intensity Interior Day";
- 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_in
-<
- string UIName = "DOF Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-float dofpow_id
-<
- string UIName = "DOF Contrast Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-/* dof bump (to emulate tilt shift I guess, I brought it back) */
-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_in
-<
- string UIName = "DOF Shift Interior Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float dofbump_id
-<
- string UIName = "DOF Shift Interior Day";
- 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_in
-<
- string UIName = "DOF Fixed Focus Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocusmult_id
-<
- string UIName = "DOF Fixed Focus Intensity Interior Day";
- 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_in
-<
- string UIName = "DOF Fixed Focus Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float doffixedfocuspow_id
-<
- string UIName = "DOF Fixed Focus Contrast Interior Day";
- 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_in
-<
- string UIName = "DOF Fixed Focus Shift Interior Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedfocusbump_id
-<
- string UIName = "DOF Fixed Focus Shift Interior Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedfocusblend_n
-<
- string UIName = "DOF Fixed Focus Blend Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedfocusblend_d
-<
- string UIName = "DOF Fixed Focus Blend Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedfocusblend_in
-<
- string UIName = "DOF Fixed Focus Blend Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedfocusblend_id
-<
- string UIName = "DOF Fixed Focus Blend Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {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_in
-<
- string UIName = "DOF Fixed Unfocus Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float doffixedunfocusmult_id
-<
- string UIName = "DOF Fixed Unfocus Intensity Interior Day";
- 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_in
-<
- string UIName = "DOF Fixed Unfocus Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1000.0};
-float doffixedunfocuspow_id
-<
- string UIName = "DOF Fixed Unfocus Contrast Interior Day";
- 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_in
-<
- string UIName = "DOF Fixed Unfocus Shift Interior Night";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedunfocusbump_id
-<
- string UIName = "DOF Fixed Unfocus Shift Interior Day";
- string UIWidget = "Spinner";
-> = {0.0};
-float doffixedunfocusblend_n
-<
- string UIName = "DOF Fixed Unfocus Blend Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedunfocusblend_d
-<
- string UIName = "DOF Fixed Unfocus Blend Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedunfocusblend_in
-<
- string UIName = "DOF Fixed Unfocus Blend Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-float doffixedunfocusblend_id
-<
- string UIName = "DOF Fixed Unfocus Blend Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {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};
-/* use bilateral filtering for sharper dof blurring */
-bool dofbilateral
-<
- string UIName = "DOF Bilateral Blur";
- string UIWidget = "Checkbox";
-> = {true};
-float dofbfact
-<
- string UIName = "DOF Bilateral Factor";
- string UIWidget = "Spinner";
-> = {20.0};
-float dofbradius
-<
- string UIName = "DOF Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-bool dofrelfov
-<
- string UIName = "DOF Relative to FOV";
- string UIWidget = "Checkbox";
-> = {true};
-float fovdefault
-<
- string UIName = "Default FOV";
- string UIWidget = "Spinner";
- float UIMin = 1.0;
- float UIMax = 180.0;
-> = {75.0};
-float relfovfactor_n
-<
- string UIName = "DOF Relative Factor Night";
- string UIWidget = "Spinner";
-> = {2.0};
-float relfovfactor_d
-<
- string UIName = "DOF Relative Factor Day";
- string UIWidget = "Spinner";
-> = {2.0};
-float relfovfactor_in
-<
- string UIName = "DOF Relative Factor Interior Night";
- string UIWidget = "Spinner";
-> = {2.0};
-float relfovfactor_id
-<
- string UIName = "DOF Relative Factor Interior Day";
- string UIWidget = "Spinner";
-> = {2.0};
-bool dofdebug
-<
- string UIName = "Debug Depth";
- string UIWidget = "Checkbox";
-> = {false};
-bool dfcdebug
-<
- string UIName = "Debug Focus";
- string UIWidget = "Checkbox";
-> = {false};
-/* enable edge detect filters */
-string str_edge = "Depth Edge Detection";
-bool edgeenable
-<
- string UIName = "Enable Depth Edge Detect";
- string UIWidget = "Checkbox";
-> = {false};
-/* factors */
-float edgefadepow_n
-<
- string UIName = "Edge Fade Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgefadepow_d
-<
- string UIName = "Edge Fade Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgefadepow_in
-<
- string UIName = "Edge Fade Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgefadepow_id
-<
- string UIName = "Edge Fade Contrast Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgefademult_n
-<
- string UIName = "Edge Fade Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgefademult_d
-<
- string UIName = "Edge Fade Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgefademult_in
-<
- string UIName = "Edge Fade Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgefademult_id
-<
- string UIName = "Edge Fade Intensity Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgepow
-<
- string UIName = "Edge Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.5};
-float edgemult
-<
- string UIName = "Edge Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float edgeradius
-<
- string UIName = "Edge Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.01};
-float edgethreshold
-<
- string UIName = "Edge Threshold";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.01};
-bool edgedebug
-<
- string UIName = "Debug Edge";
- string UIWidget = "Checkbox";
-> = {false};
-/* use luma edge detection filter */
-string str_cel = "Luma Edge Detection";
-bool celenable
-<
- string UIName = "Enable Luma Edge Detect";
- string UIWidget = "Checkbox";
-> = {false};
-float celradius
-<
- string UIName = "Cel Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float celmult
-<
- string UIName = "Cel Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {4.0};
-float celpow
-<
- string UIName = "Cel Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-bool celdebug
-<
- string UIName = "Debug Cel";
- 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_in
-<
- string UIName = "Edgevision Fade Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgevfadepow_id
-<
- string UIName = "Edgevision Fade Contrast Interior Day";
- 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_in
-<
- string UIName = "Edgevision Fade Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {500.0};
-float edgevfademult_id
-<
- string UIName = "Edgevision Fade Intensity Interior Day";
- 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};
-/* ssao filter */
-string str_ssao = "Ray Marching SSAO";
-bool ssaoenable
-<
- string UIName = "Enable SSAO";
- string UIWidget = "Checkbox";
-> = {false};
-float ssaoradius
-<
- string UIName = "SSAO Radius";
- string UIWidget = "Spinner";
-> = {1.0};
-int ssaonoise
-<
- string UIName = "SSAO Noise";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 1;
-> = {1};
-float ssaofadepow_n
-<
- string UIName = "SSAO Fade Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-float ssaofadepow_d
-<
- string UIName = "SSAO Fade Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-float ssaofadepow_in
-<
- string UIName = "SSAO Fade Contrast Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-float ssaofadepow_id
-<
- string UIName = "SSAO Fade Contrast Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-float ssaofademult_n
-<
- string UIName = "SSAO Fade Intensity Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float ssaofademult_d
-<
- string UIName = "SSAO Fade Intensity Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float ssaofademult_in
-<
- string UIName = "SSAO Fade Intensity Interior Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float ssaofademult_id
-<
- string UIName = "SSAO Fade Intensity Interior Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float ssaomult
-<
- string UIName = "SSAO Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.5};
-float ssaopow
-<
- string UIName = "SSAO Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.5};
-float ssaoblend
-<
- string UIName = "SSAO Blending";
- string UIWidget = "Spinner";
-> = {1.0};
-bool ssaobenable
-<
- string UIName = "SSAO Blur";
- string UIWidget = "Checkbox";
-> = {true};
-float ssaobfact
-<
- string UIName = "SSAO Bilateral Factor";
- string UIWidget = "Spinner";
-> = {10000.0};
-float ssaoclamp
-<
- string UIName = "SSAO Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float ssaobradius
-<
- string UIName = "SSAO Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-bool ssaodebug
-<
- string UIName = "Debug SSAO";
- string UIWidget = "Checkbox";
-> = {false};
-bool ssaoquarter
-<
- string UIName = "SSAO Use Less Samples";
- string UIWidget = "Checkbox";
-> = {false};
-/* luma sharpen because of reasons */
-string str_sharp = "Luma Sharpen";
-bool sharpenable
-<
- string UIName = "Sharpen Enable";
- string UIWidget = "Checkbox";
-> = {false};
-float sharpradius
-<
- string UIName = "Sharpen Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.8};
-float sharpclamp
-<
- string UIName = "Sharpen Clamp";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.02};
-float sharpblend
-<
- string UIName = "Sharpen Blending";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.2};
diff --git a/enbseries/menbvgafont.png b/enbseries/menbvgafont.png
deleted file mode 100644
index 716e76f..0000000
Binary files a/enbseries/menbvgafont.png and /dev/null differ
diff --git a/enbseries/menbvgaluma.png b/enbseries/menbvgaluma.png
deleted file mode 100644
index ff6cccf..0000000
Binary files a/enbseries/menbvgaluma.png and /dev/null differ
diff --git a/settings_dust/enbseries.ini b/settings_dust/enbseries.ini
deleted file mode 100644
index be42647..0000000
--- a/settings_dust/enbseries.ini
+++ /dev/null
@@ -1,163 +0,0 @@
-[GLOBAL]
-UseEffect=true
-
-[EFFECT]
-UseOriginalPostProcessing=false
-UseOriginalObjectsProcessing=false
-EnableBloom=true
-EnableLens=false
-EnableAdaptation=true
-EnableDepthOfField=true
-EnableAmbientOcclusion=false
-EnableDetailedShadow=false
-EnableSunRays=true
-EnableSunGlare=false
-
-[COLORCORRECTION]
-UsePaletteTexture=true
-UseProceduralCorrection=false
-Brightness=1.0
-GammaCurve=1.0
-
-[NIGHTDAY]
-DetectorDefaultDay=false
-DetectorLevelDay=0.5
-DetectorLevelNight=0.15
-DetectorLevelCurve=0.5
-
-[ADAPTATION]
-ForceMinMaxValues=true
-AdaptationSensitivity=0.34
-AdaptationTime=1.44
-AdaptationMin=0.44
-AdaptationMax=1.29
-
-[BLOOM]
-Quality=1
-AmountDay=1.0
-AmountNight=1.0
-AmountInterior=1.0
-BlueShiftAmountDay=0.0
-BlueShiftAmountNight=0.0
-BlueShiftAmountInterior=0.0
-
-[LENS]
-LenzReflectionIntensityDay=1.0
-LenzReflectionIntensityNight=1.0
-LenzReflectionIntensityInterior=1.0
-LenzReflectionPowerDay=1.0
-LenzReflectionPowerNight=1.0
-LenzReflectionPowerInterior=1.0
-LenzDirtIntensityDay=1.0
-LenzDirtIntensityNight=1.0
-LenzDirtIntensityInterior=1.0
-LenzDirtPowerDay=1.0
-LenzDirtPowerNight=1.0
-LenzDirtPowerInterior=1.0
-
-[SSAO_SSIL]
-EnableSupersampling=false
-UseIndirectLighting=true
-SamplingQuality=1
-SamplingPrecision=1
-SamplingRange=1.0
-FadeFogRangeDay=0.5
-FadeFogRangeNight=0.5
-SizeScale=0.5
-SourceTexturesScale=0.5
-FilterQuality=1
-AOAmount=1.5
-AOAmountInterior=1.4
-ILAmount=0.5
-ILAmountInterior=0.4
-AOIntensity=0.8
-AOIntensityInterior=0.6
-AOType=0
-AOMixingType=0
-AOMixingTypeInterior=0
-EnableDenoiser=true
-
-[ENVIRONMENT]
-LightingIntensityDay=1.0
-LightingIntensityNight=1.0
-LightingIntensityInterior=1.0
-LightingCurveDay=1.0
-LightingCurveNight=1.0
-LightingCurveInterior=1.0
-LightingDesaturationDay=0.0
-LightingDesaturationNight=0.0
-LightingDesaturationInterior=0.0
-
-AmbientLightingIntensityDay=0.75
-AmbientLightingIntensityNight=0.75
-AmbientLightingIntensityInterior=0.75
-AmbientLightingCurveDay=1.5
-AmbientLightingCurveNight=1.5
-AmbientLightingCurveInterior=1.5
-AmbientLightingDesaturationDay=0.0
-AmbientLightingDesaturationNight=0.0
-AmbientLightingDesaturationInterior=0.0
-
-FogColorMultiplierDay=0.85
-FogColorMultiplierNight=0.7
-FogColorMultiplierInterior=0.85
-FogColorCurveDay=1.25
-FogColorCurveNight=1.4
-FogColorCurveInterior=1.2
-
-[SKY]
-Enable=true
-
-StarsIntensity=0.9
-StarsCurve=1.25
-
-CloudsIntensityDay=0.900001
-CloudsIntensityNight=0.800001
-CloudsCurveDay=1.2
-CloudsCurveNight=1.15
-CloudsDesaturationDay=0.0
-CloudsDesaturationNight=0.0
-
-CloudsEdgeClamp=0.25
-CloudsEdgeIntensity=0.75
-
-GradientIntensityDay=0.950001
-GradientIntensityNight=1.0
-
-GradientDesaturationDay=0.05
-GradientDesaturationNight=0.65
-
-GradientTopIntensityDay=0.9
-GradientTopIntensityNight=1.0
-GradientTopCurveDay=0.75
-GradientTopCurveNight=0.7
-
-GradientMiddleIntensityDay=0.85
-GradientMiddleIntensityNight=1.200001
-GradientMiddleCurveDay=0.8
-GradientMiddleCurveNight=0.7
-
-GradientHorizonIntensityDay=1.000001
-GradientHorizonIntensityNight=1.1
-GradientHorizonCurveDay=1.0
-GradientHorizonCurveNight=0.8
-
-SunIntensity=4.0
-SunDesaturation=0.0
-SunCoronaIntensity=0.001
-SunCoronaCurve=1.0
-SunCoronaDesaturation=0.0
-MoonIntensity=3.0
-MoonCurve=1.0
-MoonDesaturation=0.0
-MoonCoronaIntensity=0.001
-
-[DEPTHOFFIELD]
-FadeTime=0.4
-
-[SHADOW]
-DetailedShadowQuality=1
-ShadowDesaturation=0.8
-
-[RAYS]
-SunRaysMultiplier=1.25
diff --git a/settings_dust/enbseries/effect.txt.ini b/settings_dust/enbseries/effect.txt.ini
deleted file mode 100644
index c5555d8..0000000
--- a/settings_dust/enbseries/effect.txt.ini
+++ /dev/null
@@ -1,33 +0,0 @@
-[EFFECT.TXT]
-TECHNIQUE=0
-Enable Block GFX=false
-Emulated Resolution Width=0.5
-Emulated Resolution Height=0.5
-Zoom Factor X=0.0
-Zoom Factor Y=0.0
-Palette Type=4
-CGA Palette=4
-EGA Palette=0
-Dithering Pattern=4
-Contrast Modifier=1.0
-Saturation Modifier=1.0
-Dither Offset=-0.05
-Dither Range=0.15
-Enable ASCII=false
-ASCII Monochrome=false
-ASCII Blend=0.0
-Enable Chroma Key=false
-Chroma Key Red=0.0
-Chroma Key Green=0.25
-Chroma Key Blue=0.0
-Chroma Key Depth=0.98
-Enable Dot Matrix=false
-Dot Size=1
-Dot Blend=0.3
-Dot Intensity=2.4
-Dot Contrast=0.8
-Enable Curvature=false
-Curve Chromatic Aberration=1.0
-Curve Zooming=50.5
-Curve Distortion=0.0
-Curve Sampling Soften=0.0
diff --git a/settings_dust/enbseries/enbbloom.fx.ini b/settings_dust/enbseries/enbbloom.fx.ini
deleted file mode 100644
index 0422588..0000000
--- a/settings_dust/enbseries/enbbloom.fx.ini
+++ /dev/null
@@ -1,87 +0,0 @@
-[ENBBLOOM.FX]
-TECHNIQUE=0
-Bloom Intensity Night=1.28
-Bloom Intensity Day=1.17
-Bloom Intensity Interior Night=1.39
-Bloom Intensity Interior Day=1.22
-Bloom Contrast Night=0.93
-Bloom Contrast Day=0.84
-Bloom Contrast Interior Night=0.91
-Bloom Contrast Interior Day=0.79
-Bloom Saturation Night=1.05
-Bloom Saturation Day=1.03
-Bloom Saturation Interior Night=1.07
-Bloom Saturation Interior Day=1.04
-Bloom Offset Night=-0.14
-Bloom Offset Day=-0.18
-Bloom Offset Interior Night=-0.1
-Bloom Offset Interior Day=-0.16
-Bloom Intensity Cap Night=100.0
-Bloom Intensity Cap Day=100.0
-Bloom Intensity Cap Interior Night=100.0
-Bloom Intensity Cap Interior Day=100.0
-Bloom Blur Radius=1.0
-Blue Shift Night Red=0.7
-Blue Shift Night Green=0.4
-Blue Shift Night Blue=1.0
-Blue Shift Day Red=0.2
-Blue Shift Day Green=0.6
-Blue Shift Day Blue=1.0
-Blue Shift Interior Night Red=0.6
-Blue Shift Interior Night Green=0.3
-Blue Shift Interior Night Blue=1.0
-Blue Shift Interior Day Red=0.3
-Blue Shift Interior Day Green=0.7
-Blue Shift Interior Day Blue=1.0
-Blue Shift Intensity Night=0.44
-Blue Shift Intensity Day=0.34
-Blue Shift Intensity Interior Night=0.48
-Blue Shift Intensity Interior Day=0.38
-Blue Shift Luminance Factor Per-pass=0.44
-Blue Shift Color Factor Per-pass=0.83
-Enable Anamorphic Bloom=true
-Anamorphic Bloom Blend Night=0.45
-Anamorphic Bloom Blend Day=0.38
-Anamorphic Bloom Blend Interior Night=0.56
-Anamorphic Bloom Blend Interior Day=0.42
-Anamorphic Bloom Blue Shift Night Red=0.35
-Anamorphic Bloom Blue Shift Night Green=0.08
-Anamorphic Bloom Blue Shift Night Blue=1.0
-Anamorphic Bloom Blue Shift Day Red=0.35
-Anamorphic Bloom Blue Shift Day Green=0.57
-Anamorphic Bloom Blue Shift Day Blue=1.0
-Anamorphic Bloom Blue Shift Interior Night Red=0.42
-Anamorphic Bloom Blue Shift Interior Night Green=0.21
-Anamorphic Bloom Blue Shift Interior Night Blue=1.0
-Anamorphic Bloom Blue Shift Interior Day Red=0.21
-Anamorphic Bloom Blue Shift Interior Day Green=0.42
-Anamorphic Bloom Blue Shift Interior Day Blue=1.0
-Anamorphic Bloom Blue Shift Intensity Night=1.22
-Anamorphic Bloom Blue Shift Intensity Day=1.13
-Anamorphic Bloom Blue Shift Interior Night=1.57
-Anamorphic Bloom Blue Shift Interior Day=1.34
-Anamorphic Bloom Contrast Night=1.19
-Anamorphic Bloom Contrast Day=1.28
-Anamorphic Bloom Contrast Interior Night=1.19
-Anamorphic Bloom Contrast Interior Day=1.23
-Anamorphic Bloom Radius Multiplier=4.0
-Bloom Pass 1 Blend=1.32
-Bloom Pass 2 Blend=0.87
-Bloom Pass 3 Blend=0.74
-Bloom Pass 4 Blend=0.56
-Bloom Pass 7 Blend=0.47
-Bloom Pass 8 Blend=0.33
-Bloom Prepass Blend=0.0
-Bloom Base Blend=0.0
-Enable Lens Dirt=true
-Dirt Pass 1 Blend=0.16
-Dirt Pass 2 Blend=0.29
-Dirt Pass 3 Blend=0.66
-Dirt Pass 4 Blend=0.86
-Dirt Pass 7 Blend=1.51
-Dirt Pass 8 Blend=7.06
-Dirt Prepass Blend=0.0
-Dirt Base Blend=0.0
-Dirt Texture Preserve Aspect=true
-Dirt Contrast=0.58
-Dirt Factor=0.39
diff --git a/settings_dust/enbseries/enbeffect.fx.ini b/settings_dust/enbseries/enbeffect.fx.ini
deleted file mode 100644
index 0494561..0000000
--- a/settings_dust/enbseries/enbeffect.fx.ini
+++ /dev/null
@@ -1,149 +0,0 @@
-[ENBEFFECT.FX]
-TECHNIQUE=0
-Enable Grain=true
-Grain Speed=2500.0
-Grain Intensity=0.05
-Grain Saturation=0.33
-Grain Two-Pass=true
-Grain Blending Mode=3
-Grain Dark Mask Contrast=2.43
-Grain Two-Pass Factor=0.04
-Grain Magnification 1=13.25
-Grain Magnification 2=19.639999
-Grain Magnification 3=17.35
-Grain Pass 1 Magnification 1=2.05
-Grain Pass 1 Magnification 2=3.11
-Grain Pass 1 Magnification 3=2.22
-Grain Pass 2 Magnification 1=4.25
-Grain Pass 2 Magnification 2=0.42
-Grain Pass 2 Magnification 3=6.29
-Grain Contrast=2.59
-Enable Adaptation=true
-Adaptation Min Night=0.38
-Adaptation Min Day=0.53
-Adaptation Min Interior Night=0.37
-Adaptation Min Interior Day=0.41
-Adaptation Max Night=1.08
-Adaptation Max Day=1.19
-Adaptation Max Interior Night=1.04
-Adaptation Max Interior Day=1.08
-Enable Tonemapping=true
-Tonemap Shoulder Strength Night=0.65
-Tonemap Shoulder Strength Day=0.52
-Tonemap Shoulder Strength Interior Night=0.66
-Tonemap Shoulder Strength Interior Day=0.54
-Tonemap Linear Strength Night=1.11
-Tonemap Linear Strength Day=1.13
-Tonemap Linear Strength Interior Night=1.1
-Tonemap Linear Strength Interior Day=1.04
-Tonemap Linear Angle Night=0.65
-Tonemap Linear Angle Day=0.69
-Tonemap Linear Angle Interior Night=0.78
-Tonemap Linear Angle Interior Day=0.85
-Tonemap Toe Strength Night=1.12
-Tonemap Toe Strength Day=1.36
-Tonemap Toe Strength Interior Night=1.15
-Tonemap Toe Strength Interior Day=1.28
-Tonemap Toe Numerator Night=4.17
-Tonemap Toe Numerator Day=4.59
-Tonemap Toe Numerator Interior Night=3.95
-Tonemap Toe Numerator Interior Day=4.3
-Tonemap Toe Denominator Night=3.43
-Tonemap Toe Denominator Day=3.17
-Tonemap Toe Denominator Interior Night=2.42
-Tonemap Toe Denominator Interior Day=2.76
-Tonemap Linear White Night=5.59
-Tonemap Linear White Day=7.28
-Tonemap Linear White Interior Night=4.22
-Tonemap Linear White Interior Day=5.96
-Tonemap Before Compensate=true
-Enable Compensate=true
-Compensate Factor Night=0.18
-Compensate Factor Day=0.14
-Compensate Factor Interior Night=0.15
-Compensate Factor Interior Day=0.13
-Compensate Contrast Night=1.26
-Compensate Contrast Day=1.21
-Compensate Contrast Interior Night=1.27
-Compensate Contrast Interior Day=1.25
-Compensate Saturation Night=1.22
-Compensate Saturation Day=1.23
-Compensate Saturation Interior Night=1.21
-Compensate Saturation Interior Day=1.18
-Enable RGB Grading=true
-Grading Intensity Night Red=1.17
-Grading Intensity Night Green=1.08
-Grading Intensity Night Blue=1.02
-Grading Intensity Day Red=1.17
-Grading Intensity Day Green=1.09
-Grading Intensity Day Blue=1.02
-Grading Intensity Interior Night Red=1.12
-Grading Intensity Interior Night Green=1.07
-Grading Intensity Interior Night Blue=1.04
-Grading Intensity Interior Day Red=1.16
-Grading Intensity Interior Day Green=1.08
-Grading Intensity Interior Day Blue=1.05
-Grading Contrast Night Red=1.03
-Grading Contrast Night Green=0.96
-Grading Contrast Night Blue=0.92
-Grading Contrast Day Red=1.0
-Grading Contrast Day Green=0.98
-Grading Contrast Day Blue=0.87
-Grading Contrast Interior Night Red=1.02
-Grading Contrast Interior Night Green=0.96
-Grading Contrast Interior Night Blue=0.81
-Grading Contrast Interior Day Red=1.01
-Grading Contrast Interior Day Green=0.95
-Grading Contrast Interior Day Blue=0.89
-Enable Vibrance Grading=true
-Grading Color Night Red=-0.87
-Grading Color Night Green=-0.28
-Grading Color Night Blue=-0.2
-Grading Color Day Red=-0.75
-Grading Color Day Green=-0.23
-Grading Color Day Blue=-0.13
-Grading Color Interior Night Red=-0.91
-Grading Color Interior Night Green=-0.19
-Grading Color Interior Night Blue=-0.37
-Grading Color Interior Day Red=-0.84
-Grading Color Interior Day Green=-0.26
-Grading Color Interior Day Blue=-0.17
-Grading Color Factor Night=-0.15
-Grading Color Factor Day=-0.21
-Grading Color Factor Interior Night=-0.15
-Grading Color Factor Interior Day=-0.19
-Enable HSV Grading=true
-Grading Saturation Intensity Night=1.1
-Grading Saturation Intensity Day=1.13
-Grading Saturation Intensity Interior Night=1.13
-Grading Saturation Intensity Interior Day=1.1
-Grading Saturation Contrast Night=1.22
-Grading Saturation Contrast Day=1.14
-Grading Saturation Contrast Interior Night=1.22
-Grading Saturation Contrast Interior Day=1.18
-Grading Value Intensity Night=1.17
-Grading Value Intensity Day=1.09
-Grading Value Intensity Interior Night=1.12
-Grading Value Intensity Interior Day=1.1
-Grading Value Contrast Night=1.05
-Grading Value Contrast Day=1.09
-Grading Value Contrast Interior Night=1.07
-Grading Value Contrast Interior Day=1.14
-Colorize After HSV=true
-Enable Vanilla Tint=true
-Vanilla Tint Blend=1.0
-Use Tinting Before Grading=true
-Enable Vanilla Grading=true
-Vanilla Grading Blend=1.0
-Fade Before Film Filters=false
-Enable LUT Grading=true
-LUT Blend Night=0.27
-LUT Blend Day=0.37
-LUT Blend Interior Night=0.14
-LUT Blend Interior Day=0.2
-LUT Preset=60
-Enable ENB Palette=false
-Palette Blend=1.0
-Enable Post Dither=true
-Dither Pattern=4
-Display Bloom=false
diff --git a/settings_dust/enbseries/enbeffectprepass.fx.ini b/settings_dust/enbseries/enbeffectprepass.fx.ini
deleted file mode 100644
index fbd74cd..0000000
--- a/settings_dust/enbseries/enbeffectprepass.fx.ini
+++ /dev/null
@@ -1,160 +0,0 @@
-[ENBEFFECTPREPASS.FX]
-TECHNIQUE=0
-Fixed Resolution Width=1920
-Fixed Resolution Height=1080
-Depth Cutoff=999998.0
-Distortion Chromatic Aberration=22.92
-Enable Underwater=false
-Underwater Frequency 1=1.44
-Underwater Frequency 2=1.64
-Underwater Frequency 3=1.5
-Underwater Speed 1=23.450001
-Underwater Speed 2=31.799999
-Underwater Speed 3=25.379999
-Underwater Amplitude 1=0.25
-Underwater Amplitude 2=0.27
-Underwater Amplitude 3=0.29
-Underwater Zoom=1.28
-Enable Hot Air Refraction=true
-Heat Texture Size=2.08
-Heat Speed=0.73
-Heat Fade Contrast=319.76001
-Heat Fade Intensity=1.14
-Heat Fade Offset=-0.56
-Heat Intensity=1.08
-Heat Contrast=1.64
-Heat Time-of-day Contrast=2.82
-Heat Always Enable=false
-Enable Focus Triangle=true
-Display Focus Points=false
-Enable Manual Focus=false
-Manual Focus Depth=0.75
-Focus Point Center X=0.5
-Focus Point Center Y=0.5
-Focus Triangle Angle=0.5
-Focus Triangle Radius Night=15.0
-Focus Triangle Radius Day=20.0
-Focus Triangle Radius Interior Night=10.0
-Focus Triangle Radius Interior Day=15.0
-Focus Triangle Blending Night=0.2
-Focus Triangle Blending Day=0.3
-Focus Triangle Blending Interior Night=0.15
-Focus Triangle Blending Interior Day=0.25
-Focus Maximum Depth Night=990.349976
-Focus Maximum Depth Day=994.340027
-Focus Maximum Depth Interior Night=984.919983
-Focus Maximum Depth Interior Day=989.539978
-DOF Intensity Night=575.900024
-DOF Intensity Day=494.299988
-DOF Intensity Interior Night=580.799988
-DOF Intensity Interior Day=442.299988
-DOF Contrast Night=1.55
-DOF Contrast Day=2.04
-DOF Contrast Interior Night=1.49
-DOF Contrast Interior Day=1.87
-DOF Shift Night=0.0
-DOF Shift Day=0.0
-DOF Shift Interior Night=0.0
-DOF Shift Interior Day=0.0
-DOF Fixed Focus Intensity Night=1.0
-DOF Fixed Focus Intensity Day=1.0
-DOF Fixed Focus Intensity Interior Night=1.0
-DOF Fixed Focus Intensity Interior Day=1.0
-DOF Fixed Focus Contrast Night=1.0
-DOF Fixed Focus Contrast Day=1.0
-DOF Fixed Focus Contrast Interior Night=1.0
-DOF Fixed Focus Contrast Interior Day=1.0
-DOF Fixed Focus Shift Night=0.0
-DOF Fixed Focus Shift Day=0.0
-DOF Fixed Focus Shift Interior Night=0.0
-DOF Fixed Focus Shift Interior Day=0.0
-DOF Fixed Focus Blend Night=0.0
-DOF Fixed Focus Blend Day=0.0
-DOF Fixed Focus Blend Interior Night=0.0
-DOF Fixed Focus Blend Interior Day=0.0
-DOF Fixed Unfocus Intensity Night=1.73
-DOF Fixed Unfocus Intensity Day=1.62
-DOF Fixed Unfocus Intensity Interior Night=1.68
-DOF Fixed Unfocus Intensity Interior Day=1.53
-DOF Fixed Unfocus Contrast Night=797.460022
-DOF Fixed Unfocus Contrast Day=814.669983
-DOF Fixed Unfocus Contrast Interior Night=456.339996
-DOF Fixed Unfocus Contrast Interior Day=542.710022
-DOF Fixed Unfocus Shift Night=-0.92
-DOF Fixed Unfocus Shift Day=-0.96
-DOF Fixed Unfocus Shift Interior Night=-0.95
-DOF Fixed Unfocus Shift Interior Day=-0.97
-DOF Fixed Unfocus Blend Night=1.0
-DOF Fixed Unfocus Blend Day=1.0
-DOF Fixed Unfocus Blend Interior Night=1.0
-DOF Fixed Unfocus Blend Interior Day=1.0
-Disable DOF=false
-DOF Bilateral Blur=true
-DOF Bilateral Factor=5.0
-DOF Blur Radius=1.0
-DOF Relative to FOV=false
-Default FOV=75.0
-DOF Relative Factor Night=0.0
-DOF Relative Factor Day=0.0
-DOF Relative Factor Interior Night=0.0
-DOF Relative Factor Interior Day=0.0
-Debug Depth=false
-Debug Focus=false
-Enable Depth Edge Detect=false
-Edge Fade Contrast Night=1.82
-Edge Fade Contrast Day=1.86
-Edge Fade Contrast Interior Night=2.9
-Edge Fade Contrast Interior Day=3.0
-Edge Fade Intensity Night=700.0
-Edge Fade Intensity Day=800.0
-Edge Fade Intensity Interior Night=700.0
-Edge Fade Intensity Interior Day=800.0
-Edge Contrast=0.25
-Edge Intensity=2.0
-Edge Radius=4.0
-Edge Threshold=0.01
-Debug Edge=false
-Enable Luma Edge Detect=false
-Cel Radius=1.0
-Cel Intensity=4.0
-Cel Contrast=0.75
-Debug Cel=false
-Enable Edgevision=false
-Edgevision Fade Contrast Night=1.82
-Edgevision Fade Contrast Day=1.86
-Edgevision Fade Contrast Interior Night=2.9
-Edgevision Fade Contrast Interior Day=3.0
-Edgevision Fade Intensity Night=700.0
-Edgevision Fade Intensity Day=800.0
-Edgevision Fade Intensity Interior Night=500.0
-Edgevision Fade Intensity Interior Day=600.0
-Edgevision Contrast=0.25
-Edgevision Intensity=32.0
-Edgevision Radius=1.0
-Enable SSAO=true
-SSAO Radius=0.15
-SSAO Noise=0
-SSAO Fade Contrast Night=0.94
-SSAO Fade Contrast Day=0.23
-SSAO Fade Contrast Interior Night=0.49
-SSAO Fade Contrast Interior Day=0.27
-SSAO Fade Intensity Night=30.59
-SSAO Fade Intensity Day=25.940001
-SSAO Fade Intensity Interior Night=26.41
-SSAO Fade Intensity Interior Day=21.389999
-SSAO Intensity=1.0
-SSAO Contrast=1.0
-SSAO Blending=1.0
-SSAO Blur=true
-SSAO Bilateral Factor=5000.0
-SSAO Range=0.25
-SSAO Blur Radius=1.0
-Debug SSAO=false
-Sharpen Enable=true
-Sharpen Radius=1.0
-Sharpen Clamp=0.1
-Sharpen Blending=4.0
-DOF Fixed Use Cutoff=true
-SSAO Use Less Samples=true
-Near Z=0.05
-Far Z=64000.0
diff --git a/settings_fnv/enbseries.ini b/settings_fnv/enbseries.ini
deleted file mode 100644
index 1d8f39b..0000000
--- a/settings_fnv/enbseries.ini
+++ /dev/null
@@ -1,163 +0,0 @@
-[GLOBAL]
-UseEffect=true
-
-[EFFECT]
-UseOriginalPostProcessing=false
-UseOriginalObjectsProcessing=false
-EnableBloom=true
-EnableLens=false
-EnableAdaptation=true
-EnableDepthOfField=true
-EnableAmbientOcclusion=false
-EnableDetailedShadow=false
-EnableSunRays=true
-EnableSunGlare=false
-
-[COLORCORRECTION]
-UsePaletteTexture=true
-UseProceduralCorrection=false
-Brightness=1.0
-GammaCurve=1.0
-
-[NIGHTDAY]
-DetectorDefaultDay=false
-DetectorLevelDay=0.7
-DetectorLevelNight=0.2
-DetectorLevelCurve=1.0
-
-[ADAPTATION]
-ForceMinMaxValues=true
-AdaptationSensitivity=0.34
-AdaptationTime=1.44
-AdaptationMin=0.44
-AdaptationMax=1.29
-
-[BLOOM]
-Quality=1
-AmountDay=1.0
-AmountNight=1.0
-AmountInterior=1.0
-BlueShiftAmountDay=0.0
-BlueShiftAmountNight=0.0
-BlueShiftAmountInterior=0.0
-
-[LENS]
-LenzReflectionIntensityDay=1.0
-LenzReflectionIntensityNight=1.0
-LenzReflectionIntensityInterior=1.0
-LenzReflectionPowerDay=1.0
-LenzReflectionPowerNight=1.0
-LenzReflectionPowerInterior=1.0
-LenzDirtIntensityDay=1.0
-LenzDirtIntensityNight=1.0
-LenzDirtIntensityInterior=1.0
-LenzDirtPowerDay=1.0
-LenzDirtPowerNight=1.0
-LenzDirtPowerInterior=1.0
-
-[SSAO_SSIL]
-EnableSupersampling=false
-UseIndirectLighting=true
-SamplingQuality=1
-SamplingPrecision=1
-SamplingRange=1.0
-FadeFogRangeDay=0.5
-FadeFogRangeNight=0.5
-SizeScale=0.5
-SourceTexturesScale=0.5
-FilterQuality=1
-AOAmount=1.5
-AOAmountInterior=1.4
-ILAmount=0.5
-ILAmountInterior=0.4
-AOIntensity=0.8
-AOIntensityInterior=0.6
-AOType=0
-AOMixingType=0
-AOMixingTypeInterior=0
-EnableDenoiser=true
-
-[ENVIRONMENT]
-LightingIntensityDay=1.0
-LightingIntensityNight=1.0
-LightingIntensityInterior=1.0
-LightingCurveDay=1.0
-LightingCurveNight=1.0
-LightingCurveInterior=1.0
-LightingDesaturationDay=0.0
-LightingDesaturationNight=0.0
-LightingDesaturationInterior=0.0
-
-AmbientLightingIntensityDay=1.0
-AmbientLightingIntensityNight=1.0
-AmbientLightingIntensityInterior=1.0
-AmbientLightingCurveDay=1.0
-AmbientLightingCurveNight=1.0
-AmbientLightingCurveInterior=1.0
-AmbientLightingDesaturationDay=0.0
-AmbientLightingDesaturationNight=0.0
-AmbientLightingDesaturationInterior=0.0
-
-FogColorMultiplierDay=1.0
-FogColorMultiplierNight=1.0
-FogColorMultiplierInterior=1.0
-FogColorCurveDay=1.0
-FogColorCurveNight=1.0
-FogColorCurveInterior=1.0
-
-[SKY]
-Enable=true
-
-StarsIntensity=1.0
-StarsCurve=1.0
-
-CloudsIntensityDay=1.0
-CloudsIntensityNight=1.0
-CloudsCurveDay=1.0
-CloudsCurveNight=1.0
-CloudsDesaturationDay=0.0
-CloudsDesaturationNight=0.0
-
-CloudsEdgeClamp=0.25
-CloudsEdgeIntensity=1.0
-
-GradientIntensityDay=1.0
-GradientIntensityNight=1.0
-
-GradientDesaturationDay=0.0
-GradientDesaturationNight=0.0
-
-GradientTopIntensityDay=1.0
-GradientTopIntensityNight=1.0
-GradientTopCurveDay=1.0
-GradientTopCurveNight=1.0
-
-GradientMiddleIntensityDay=1.0
-GradientMiddleIntensityNight=1.0
-GradientMiddleCurveDay=1.0
-GradientMiddleCurveNight=1.0
-
-GradientHorizonIntensityDay=1.0
-GradientHorizonIntensityNight=1.0
-GradientHorizonCurveDay=1.0
-GradientHorizonCurveNight=1.0
-
-SunIntensity=3.0
-SunDesaturation=0.0
-SunCoronaIntensity=0.001
-SunCoronaCurve=1.0
-SunCoronaDesaturation=0.0
-MoonIntensity=2.0
-MoonCurve=1.0
-MoonDesaturation=0.0
-MoonCoronaIntensity=0.001
-
-[DEPTHOFFIELD]
-FadeTime=0.4
-
-[SHADOW]
-DetailedShadowQuality=1
-ShadowDesaturation=0.0
-
-[RAYS]
-SunRaysMultiplier=0.1
diff --git a/settings_fnv/enbseries/effect.txt.ini b/settings_fnv/enbseries/effect.txt.ini
deleted file mode 100644
index c5555d8..0000000
--- a/settings_fnv/enbseries/effect.txt.ini
+++ /dev/null
@@ -1,33 +0,0 @@
-[EFFECT.TXT]
-TECHNIQUE=0
-Enable Block GFX=false
-Emulated Resolution Width=0.5
-Emulated Resolution Height=0.5
-Zoom Factor X=0.0
-Zoom Factor Y=0.0
-Palette Type=4
-CGA Palette=4
-EGA Palette=0
-Dithering Pattern=4
-Contrast Modifier=1.0
-Saturation Modifier=1.0
-Dither Offset=-0.05
-Dither Range=0.15
-Enable ASCII=false
-ASCII Monochrome=false
-ASCII Blend=0.0
-Enable Chroma Key=false
-Chroma Key Red=0.0
-Chroma Key Green=0.25
-Chroma Key Blue=0.0
-Chroma Key Depth=0.98
-Enable Dot Matrix=false
-Dot Size=1
-Dot Blend=0.3
-Dot Intensity=2.4
-Dot Contrast=0.8
-Enable Curvature=false
-Curve Chromatic Aberration=1.0
-Curve Zooming=50.5
-Curve Distortion=0.0
-Curve Sampling Soften=0.0
diff --git a/settings_fnv/enbseries/enbbloom.fx.ini b/settings_fnv/enbseries/enbbloom.fx.ini
deleted file mode 100644
index 956830f..0000000
--- a/settings_fnv/enbseries/enbbloom.fx.ini
+++ /dev/null
@@ -1,87 +0,0 @@
-[ENBBLOOM.FX]
-TECHNIQUE=0
-Bloom Intensity Night=1.05
-Bloom Intensity Day=1.01
-Bloom Intensity Interior Night=1.07
-Bloom Intensity Interior Day=1.03
-Bloom Contrast Night=1.08
-Bloom Contrast Day=1.04
-Bloom Contrast Interior Night=1.11
-Bloom Contrast Interior Day=1.09
-Bloom Saturation Night=1.05
-Bloom Saturation Day=1.03
-Bloom Saturation Interior Night=1.07
-Bloom Saturation Interior Day=1.04
-Bloom Offset Night=-0.16
-Bloom Offset Day=-0.2
-Bloom Offset Interior Night=-0.14
-Bloom Offset Interior Day=-0.18
-Bloom Intensity Cap Night=100.0
-Bloom Intensity Cap Day=100.0
-Bloom Intensity Cap Interior Night=100.0
-Bloom Intensity Cap Interior Day=100.0
-Bloom Blur Radius=1.0
-Blue Shift Night Red=0.7
-Blue Shift Night Green=0.4
-Blue Shift Night Blue=1.0
-Blue Shift Day Red=0.2
-Blue Shift Day Green=0.6
-Blue Shift Day Blue=1.0
-Blue Shift Interior Night Red=0.6
-Blue Shift Interior Night Green=0.3
-Blue Shift Interior Night Blue=1.0
-Blue Shift Interior Day Red=0.3
-Blue Shift Interior Day Green=0.7
-Blue Shift Interior Day Blue=1.0
-Blue Shift Intensity Night=0.44
-Blue Shift Intensity Day=0.34
-Blue Shift Intensity Interior Night=0.48
-Blue Shift Intensity Interior Day=0.38
-Blue Shift Luminance Factor Per-pass=0.44
-Blue Shift Color Factor Per-pass=0.83
-Enable Anamorphic Bloom=true
-Anamorphic Bloom Blend Night=0.45
-Anamorphic Bloom Blend Day=0.38
-Anamorphic Bloom Blend Interior Night=0.55
-Anamorphic Bloom Blend Interior Day=0.42
-Anamorphic Bloom Blue Shift Night Red=0.35
-Anamorphic Bloom Blue Shift Night Green=0.08
-Anamorphic Bloom Blue Shift Night Blue=1.0
-Anamorphic Bloom Blue Shift Day Red=0.35
-Anamorphic Bloom Blue Shift Day Green=0.57
-Anamorphic Bloom Blue Shift Day Blue=1.0
-Anamorphic Bloom Blue Shift Interior Night Red=0.42
-Anamorphic Bloom Blue Shift Interior Night Green=0.21
-Anamorphic Bloom Blue Shift Interior Night Blue=1.0
-Anamorphic Bloom Blue Shift Interior Day Red=0.21
-Anamorphic Bloom Blue Shift Interior Day Green=0.42
-Anamorphic Bloom Blue Shift Interior Day Blue=1.0
-Anamorphic Bloom Blue Shift Intensity Night=1.22
-Anamorphic Bloom Blue Shift Intensity Day=1.13
-Anamorphic Bloom Blue Shift Interior Night=1.57
-Anamorphic Bloom Blue Shift Interior Day=1.34
-Anamorphic Bloom Contrast Night=1.19
-Anamorphic Bloom Contrast Day=1.28
-Anamorphic Bloom Contrast Interior Night=1.19
-Anamorphic Bloom Contrast Interior Day=1.23
-Anamorphic Bloom Radius Multiplier=4.0
-Bloom Pass 1 Blend=0.97
-Bloom Pass 2 Blend=0.82
-Bloom Pass 3 Blend=0.71
-Bloom Pass 4 Blend=0.58
-Bloom Pass 7 Blend=0.46
-Bloom Pass 8 Blend=0.22
-Bloom Prepass Blend=0.0
-Bloom Base Blend=0.0
-Enable Lens Dirt=false
-Dirt Pass 1 Blend=0.16
-Dirt Pass 2 Blend=0.29
-Dirt Pass 3 Blend=0.66
-Dirt Pass 4 Blend=0.86
-Dirt Pass 7 Blend=1.51
-Dirt Pass 8 Blend=7.06
-Dirt Prepass Blend=0.0
-Dirt Base Blend=0.0
-Dirt Texture Preserve Aspect=true
-Dirt Contrast=0.58
-Dirt Factor=0.39
diff --git a/settings_fnv/enbseries/enbeffect.fx.ini b/settings_fnv/enbseries/enbeffect.fx.ini
deleted file mode 100644
index 4941094..0000000
--- a/settings_fnv/enbseries/enbeffect.fx.ini
+++ /dev/null
@@ -1,149 +0,0 @@
-[ENBEFFECT.FX]
-TECHNIQUE=0
-Enable Grain=true
-Grain Speed=2500.0
-Grain Intensity=0.03
-Grain Saturation=0.33
-Grain Two-Pass=true
-Grain Blending Mode=3
-Grain Dark Mask Contrast=2.43
-Grain Two-Pass Factor=0.04
-Grain Magnification 1=13.25
-Grain Magnification 2=19.639999
-Grain Magnification 3=17.35
-Grain Pass 1 Magnification 1=2.05
-Grain Pass 1 Magnification 2=3.11
-Grain Pass 1 Magnification 3=2.22
-Grain Pass 2 Magnification 1=4.25
-Grain Pass 2 Magnification 2=0.42
-Grain Pass 2 Magnification 3=6.29
-Grain Contrast=2.59
-Enable Adaptation=true
-Adaptation Min Night=0.38
-Adaptation Min Day=0.44
-Adaptation Min Interior Night=0.37
-Adaptation Min Interior Day=0.41
-Adaptation Max Night=0.94
-Adaptation Max Day=1.0
-Adaptation Max Interior Night=0.92
-Adaptation Max Interior Day=0.97
-Enable Tonemapping=true
-Tonemap Shoulder Strength Night=0.65
-Tonemap Shoulder Strength Day=0.56
-Tonemap Shoulder Strength Interior Night=0.66
-Tonemap Shoulder Strength Interior Day=0.54
-Tonemap Linear Strength Night=1.11
-Tonemap Linear Strength Day=1.11
-Tonemap Linear Strength Interior Night=1.1
-Tonemap Linear Strength Interior Day=1.04
-Tonemap Linear Angle Night=0.65
-Tonemap Linear Angle Day=0.54
-Tonemap Linear Angle Interior Night=0.72
-Tonemap Linear Angle Interior Day=0.64
-Tonemap Toe Strength Night=1.12
-Tonemap Toe Strength Day=1.26
-Tonemap Toe Strength Interior Night=1.15
-Tonemap Toe Strength Interior Day=1.28
-Tonemap Toe Numerator Night=4.17
-Tonemap Toe Numerator Day=4.59
-Tonemap Toe Numerator Interior Night=3.95
-Tonemap Toe Numerator Interior Day=4.3
-Tonemap Toe Denominator Night=3.43
-Tonemap Toe Denominator Day=3.17
-Tonemap Toe Denominator Interior Night=2.42
-Tonemap Toe Denominator Interior Day=2.76
-Tonemap Linear White Night=5.59
-Tonemap Linear White Day=7.28
-Tonemap Linear White Interior Night=4.22
-Tonemap Linear White Interior Day=5.96
-Tonemap Before Compensate=true
-Enable Compensate=true
-Compensate Factor Night=0.18
-Compensate Factor Day=0.14
-Compensate Factor Interior Night=0.15
-Compensate Factor Interior Day=0.13
-Compensate Contrast Night=1.26
-Compensate Contrast Day=1.21
-Compensate Contrast Interior Night=1.27
-Compensate Contrast Interior Day=1.25
-Compensate Saturation Night=1.22
-Compensate Saturation Day=1.23
-Compensate Saturation Interior Night=1.21
-Compensate Saturation Interior Day=1.18
-Enable RGB Grading=true
-Grading Intensity Night Red=1.04
-Grading Intensity Night Green=1.05
-Grading Intensity Night Blue=1.06
-Grading Intensity Day Red=1.08
-Grading Intensity Day Green=1.09
-Grading Intensity Day Blue=1.03
-Grading Intensity Interior Night Red=1.03
-Grading Intensity Interior Night Green=1.06
-Grading Intensity Interior Night Blue=1.07
-Grading Intensity Interior Day Red=1.08
-Grading Intensity Interior Day Green=1.05
-Grading Intensity Interior Day Blue=1.03
-Grading Contrast Night Red=1.0
-Grading Contrast Night Green=0.96
-Grading Contrast Night Blue=0.92
-Grading Contrast Day Red=1.0
-Grading Contrast Day Green=0.98
-Grading Contrast Day Blue=0.87
-Grading Contrast Interior Night Red=1.0
-Grading Contrast Interior Night Green=0.93
-Grading Contrast Interior Night Blue=0.88
-Grading Contrast Interior Day Red=1.0
-Grading Contrast Interior Day Green=0.95
-Grading Contrast Interior Day Blue=0.89
-Enable Vibrance Grading=true
-Grading Color Night Red=-0.87
-Grading Color Night Green=-0.28
-Grading Color Night Blue=-0.2
-Grading Color Day Red=-0.75
-Grading Color Day Green=-0.23
-Grading Color Day Blue=-0.13
-Grading Color Interior Night Red=-0.89
-Grading Color Interior Night Green=-0.11
-Grading Color Interior Night Blue=-0.48
-Grading Color Interior Day Red=-0.84
-Grading Color Interior Day Green=-0.26
-Grading Color Interior Day Blue=-0.17
-Grading Color Factor Night=-0.15
-Grading Color Factor Day=-0.21
-Grading Color Factor Interior Night=-0.17
-Grading Color Factor Interior Day=-0.19
-Enable HSV Grading=true
-Grading Saturation Intensity Night=1.17
-Grading Saturation Intensity Day=1.19
-Grading Saturation Intensity Interior Night=1.18
-Grading Saturation Intensity Interior Day=1.23
-Grading Saturation Contrast Night=1.23
-Grading Saturation Contrast Day=1.14
-Grading Saturation Contrast Interior Night=1.2
-Grading Saturation Contrast Interior Day=1.14
-Grading Value Intensity Night=1.21
-Grading Value Intensity Day=1.23
-Grading Value Intensity Interior Night=1.2
-Grading Value Intensity Interior Day=1.22
-Grading Value Contrast Night=1.14
-Grading Value Contrast Day=1.22
-Grading Value Contrast Interior Night=1.15
-Grading Value Contrast Interior Day=1.19
-Colorize After HSV=true
-Enable Vanilla Tint=true
-Vanilla Tint Blend=1.0
-Use Tinting Before Grading=true
-Enable Vanilla Grading=true
-Vanilla Grading Blend=1.0
-Fade Before Film Filters=false
-Enable LUT Grading=true
-LUT Blend Night=0.22
-LUT Blend Day=0.09
-LUT Blend Interior Night=0.18
-LUT Blend Interior Day=0.11
-LUT Preset=61
-Enable ENB Palette=false
-Palette Blend=1.0
-Enable Post Dither=true
-Dither Pattern=4
-Display Bloom=false
diff --git a/settings_fnv/enbseries/enbeffectprepass.fx.ini b/settings_fnv/enbseries/enbeffectprepass.fx.ini
deleted file mode 100644
index 76f6519..0000000
--- a/settings_fnv/enbseries/enbeffectprepass.fx.ini
+++ /dev/null
@@ -1,160 +0,0 @@
-[ENBEFFECTPREPASS.FX]
-TECHNIQUE=0
-Fixed Resolution Width=1920
-Fixed Resolution Height=1080
-Depth Cutoff=999998.0
-Distortion Chromatic Aberration=22.92
-Enable Underwater=false
-Underwater Frequency 1=1.44
-Underwater Frequency 2=1.64
-Underwater Frequency 3=1.5
-Underwater Speed 1=23.450001
-Underwater Speed 2=31.799999
-Underwater Speed 3=25.379999
-Underwater Amplitude 1=0.25
-Underwater Amplitude 2=0.27
-Underwater Amplitude 3=0.29
-Underwater Zoom=1.28
-Enable Hot Air Refraction=true
-Heat Texture Size=2.08
-Heat Speed=0.73
-Heat Fade Contrast=319.76001
-Heat Fade Intensity=1.14
-Heat Fade Offset=-0.81
-Heat Intensity=0.73
-Heat Contrast=1.12
-Heat Time-of-day Contrast=4.11
-Heat Always Enable=false
-Enable Focus Triangle=true
-Display Focus Points=false
-Enable Manual Focus=false
-Manual Focus Depth=0.75
-Focus Point Center X=0.5
-Focus Point Center Y=0.5
-Focus Triangle Angle=0.5
-Focus Triangle Radius Night=15.0
-Focus Triangle Radius Day=20.0
-Focus Triangle Radius Interior Night=10.0
-Focus Triangle Radius Interior Day=15.0
-Focus Triangle Blending Night=0.2
-Focus Triangle Blending Day=0.3
-Focus Triangle Blending Interior Night=0.15
-Focus Triangle Blending Interior Day=0.25
-Focus Maximum Depth Night=990.349976
-Focus Maximum Depth Day=994.340027
-Focus Maximum Depth Interior Night=984.919983
-Focus Maximum Depth Interior Day=989.539978
-DOF Intensity Night=575.900024
-DOF Intensity Day=494.299988
-DOF Intensity Interior Night=580.799988
-DOF Intensity Interior Day=442.299988
-DOF Contrast Night=3.07
-DOF Contrast Day=3.55
-DOF Contrast Interior Night=2.91
-DOF Contrast Interior Day=3.3
-DOF Shift Night=0.0
-DOF Shift Day=0.0
-DOF Shift Interior Night=0.0
-DOF Shift Interior Day=0.0
-DOF Fixed Focus Intensity Night=1.0
-DOF Fixed Focus Intensity Day=1.0
-DOF Fixed Focus Intensity Interior Night=1.0
-DOF Fixed Focus Intensity Interior Day=1.0
-DOF Fixed Focus Contrast Night=1.0
-DOF Fixed Focus Contrast Day=1.0
-DOF Fixed Focus Contrast Interior Night=1.0
-DOF Fixed Focus Contrast Interior Day=1.0
-DOF Fixed Focus Shift Night=0.0
-DOF Fixed Focus Shift Day=0.0
-DOF Fixed Focus Shift Interior Night=0.0
-DOF Fixed Focus Shift Interior Day=0.0
-DOF Fixed Focus Blend Night=0.0
-DOF Fixed Focus Blend Day=0.0
-DOF Fixed Focus Blend Interior Night=0.0
-DOF Fixed Focus Blend Interior Day=0.0
-DOF Fixed Unfocus Intensity Night=1.28
-DOF Fixed Unfocus Intensity Day=1.14
-DOF Fixed Unfocus Intensity Interior Night=1.03
-DOF Fixed Unfocus Intensity Interior Day=1.01
-DOF Fixed Unfocus Contrast Night=797.460022
-DOF Fixed Unfocus Contrast Day=814.669983
-DOF Fixed Unfocus Contrast Interior Night=356.339996
-DOF Fixed Unfocus Contrast Interior Day=442.709991
-DOF Fixed Unfocus Shift Night=-1.05
-DOF Fixed Unfocus Shift Day=-1.34
-DOF Fixed Unfocus Shift Interior Night=-1.02
-DOF Fixed Unfocus Shift Interior Day=-1.28
-DOF Fixed Unfocus Blend Night=1.0
-DOF Fixed Unfocus Blend Day=1.0
-DOF Fixed Unfocus Blend Interior Night=1.0
-DOF Fixed Unfocus Blend Interior Day=1.0
-Disable DOF=false
-DOF Bilateral Blur=true
-DOF Bilateral Factor=2.0
-DOF Blur Radius=1.0
-DOF Relative to FOV=false
-Default FOV=75.0
-DOF Relative Factor Night=0.0
-DOF Relative Factor Day=0.0
-DOF Relative Factor Interior Night=0.0
-DOF Relative Factor Interior Day=0.0
-Debug Depth=false
-Debug Focus=false
-Enable Depth Edge Detect=false
-Edge Fade Contrast Night=1.82
-Edge Fade Contrast Day=1.86
-Edge Fade Contrast Interior Night=2.9
-Edge Fade Contrast Interior Day=3.0
-Edge Fade Intensity Night=700.0
-Edge Fade Intensity Day=800.0
-Edge Fade Intensity Interior Night=700.0
-Edge Fade Intensity Interior Day=800.0
-Edge Contrast=0.25
-Edge Intensity=2.0
-Edge Radius=1.0
-Edge Threshold=0.01
-Debug Edge=false
-Enable Luma Edge Detect=false
-Cel Radius=1.0
-Cel Intensity=4.0
-Cel Contrast=0.75
-Debug Cel=false
-Enable Edgevision=false
-Edgevision Fade Contrast Night=1.82
-Edgevision Fade Contrast Day=1.86
-Edgevision Fade Contrast Interior Night=2.9
-Edgevision Fade Contrast Interior Day=3.0
-Edgevision Fade Intensity Night=700.0
-Edgevision Fade Intensity Day=800.0
-Edgevision Fade Intensity Interior Night=500.0
-Edgevision Fade Intensity Interior Day=600.0
-Edgevision Contrast=0.25
-Edgevision Intensity=32.0
-Edgevision Radius=1.0
-Enable SSAO=true
-SSAO Radius=0.15
-SSAO Noise=0
-SSAO Fade Contrast Night=0.39
-SSAO Fade Contrast Day=0.23
-SSAO Fade Contrast Interior Night=0.32
-SSAO Fade Contrast Interior Day=0.27
-SSAO Fade Intensity Night=30.59
-SSAO Fade Intensity Day=25.940001
-SSAO Fade Intensity Interior Night=26.41
-SSAO Fade Intensity Interior Day=21.389999
-SSAO Intensity=1.0
-SSAO Contrast=1.0
-SSAO Blending=1.0
-SSAO Blur=true
-SSAO Bilateral Factor=50000.0
-SSAO Range=0.1
-SSAO Blur Radius=1.0
-Debug SSAO=false
-Sharpen Enable=true
-Sharpen Radius=1.0
-Sharpen Clamp=0.1
-Sharpen Blending=4.0
-DOF Fixed Use Cutoff=true
-SSAO Use Less Samples=true
-Near Z=0.05
-Far Z=64000.0
diff --git a/settings_skyrim/enbseries.ini b/settings_skyrim/enbseries.ini
deleted file mode 100644
index f77026f..0000000
--- a/settings_skyrim/enbseries.ini
+++ /dev/null
@@ -1,894 +0,0 @@
-[GLOBAL]
-AdditionalConfigFile=
-UseEffect=true
-
-[EFFECT]
-UseOriginalPostProcessing=false
-UseOriginalObjectsProcessing=false
-EnableBloom=true
-EnableAdaptation=true
-EnableAmbientOcclusion=false
-EnableDepthOfField=true
-EnableDetailedShadow=true
-EnableSunRays=true
-EnableSkyLighting=false
-EnableImageBasedLighting=false
-EnableReflection=true
-EnableSoftParticles=true
-EnableParticleLights=true
-EnableSunGlare=false
-EnableSubSurfaceScattering=true
-EnableLens=false
-EnableWater=true
-EnableUnderwater=true
-EnableCloudShadows=true
-EnableVolumetricRays=true
-EnableProceduralSun=true
-EnableMist=true
-
-[BLOOM]
-Quality=1
-AmountDay=1.0
-AmountNight=1.0
-BlueShiftAmountDay=1.0
-BlueShiftAmountNight=1.0
-AmountSunrise=1.0
-AmountSunset=1.0
-AmountInteriorDay=1.0
-AmountInteriorNight=1.0
-BlueShiftAmountSunrise=1.0
-BlueShiftAmountSunset=1.0
-BlueShiftAmountInteriorDay=1.0
-BlueShiftAmountInteriorNight=1.0
-IgnoreWeatherSystem=true
-
-[CAMERAFX]
-LenzReflectionIntensityDay=0.0
-LenzReflectionIntensityNight=0.0
-LenzReflectionIntensityInterior=0.0
-LenzReflectionPowerDay=0.0
-LenzReflectionPowerNight=0.0
-LenzReflectionPowerInterior=0.0
-LenzReflectionIntensitySunrise=0.0
-LenzReflectionIntensitySunset=0.0
-LenzReflectionIntensityInteriorDay=0.0
-LenzReflectionIntensityInteriorNight=0.0
-LenzReflectionPowerSunrise=1.0
-LenzReflectionPowerSunset=1.0
-LenzReflectionPowerInteriorDay=1.0
-LenzReflectionPowerInteriorNight=1.0
-
-[SSAO_SSIL]
-UseIndirectLighting=true
-UseComplexIndirectLighting=true
-SamplingQuality=1
-SamplingRange=0.3
-FadeFogRangeDay=0.0
-FadeFogRangeNight=3.0
-FadeFogRangeInterior=0.0
-SizeScale=0.25
-SourceTexturesScale=0.25
-FilterQuality=1
-AOAmount=1.1
-ILAmount=0.31
-UseComplexAmbientOcclusion=true
-UseAmbientIndirectLighting=true
-SamplingPrecision=1
-FadeFogRange=2.76
-FilterType=0
-AOAmountInterior=1.2
-ILAmountInterior=0.38
-AOIntensity=1.14
-AOIntensityInterior=1.22
-AOType=0
-AOMixingType=0
-AOMixingTypeInterior=0
-UseOldType=false
-EnableDenoiser=false
-EnableSupersampling=false
-EnableComplexFilter=true
-ILType=0
-
-[NIGHTDAY]
-DetectorDefaultDay=false
-DetectorLevelDay=0.75
-DetectorLevelNight=0.25
-DetectorLevelCurve=1.0
-DetectorOldVersion=false
-
-[ADAPTATION]
-ForceMinMaxValues=true
-AdaptationSensitivity=0.56
-AdaptationTime=2.32
-AdaptationMin=0.32
-AdaptationMax=1.18
-
-[ENVIRONMENT]
-DirectLightingIntensityDay=1.9
-DirectLightingIntensityNight=1.7
-DirectLightingIntensityInterior=1.014688
-DirectLightingCurveDay=1.5
-DirectLightingCurveNight=1.4
-DirectLightingCurveInterior=1.25
-DirectLightingDesaturationDay=0.04
-DirectLightingDesaturationNight=0.15
-DirectLightingDesaturationInterior=0.0
-SpecularAmountMultiplierDay=1.21
-SpecularAmountMultiplierNight=1.43
-SpecularAmountMultiplierInterior=1.0
-SpecularPowerMultiplierDay=1.011
-SpecularPowerMultiplierNight=1.241
-SpecularPowerMultiplierInterior=1.0
-SpecularFromLightDay=0.0
-SpecularFromLightNight=0.0
-SpecularFromLightInterior=0.0
-AmbientLightingIntensityDay=0.47
-AmbientLightingIntensityNight=0.47
-AmbientLightingIntensityInterior=0.914
-AmbientLightingCurveDay=0.97
-AmbientLightingCurveNight=1.09
-AmbientLightingCurveInterior=0.75
-AmbientLightingDesaturationDay=0.09
-AmbientLightingDesaturationNight=0.16
-AmbientLightingDesaturationInterior=0.0
-PointLightingIntensityDay=1.23
-PointLightingIntensityNight=1.27
-PointLightingIntensityInterior=0.825
-PointLightingCurveDay=1.03875
-PointLightingCurveNight=1.16
-PointLightingCurveInterior=0.825
-PointLightingDesaturationDay=0.29
-PointLightingDesaturationNight=0.28
-PointLightingDesaturationInterior=0.0
-FogColorMultiplierDay=0.64
-FogColorMultiplierNight=0.32
-FogColorMultiplierInterior=0.5
-FogColorCurveDay=0.57
-FogColorCurveNight=0.96
-FogColorCurveInterior=1.0
-ColorPowDay=1.0
-ColorPowNight=1.0
-ColorPowInterior=0.9
-DirectLightingIntensitySunrise=2.16
-DirectLightingIntensitySunset=2.38
-DirectLightingIntensityInteriorDay=1.21
-DirectLightingIntensityInteriorNight=1.14
-DirectLightingCurveSunrise=1.58
-DirectLightingCurveSunset=1.730001
-DirectLightingCurveInteriorDay=1.3
-DirectLightingCurveInteriorNight=1.38
-DirectLightingDesaturationSunrise=0.02
-DirectLightingDesaturationSunset=0.02
-DirectLightingDesaturationInteriorDay=0.08
-DirectLightingDesaturationInteriorNight=0.14
-SpecularAmountMultiplierSunrise=1.31
-SpecularAmountMultiplierSunset=1.36
-SpecularAmountMultiplierInteriorDay=1.31
-SpecularAmountMultiplierInteriorNight=1.5
-SpecularPowerMultiplierSunrise=0.961
-SpecularPowerMultiplierSunset=0.891
-SpecularPowerMultiplierInteriorDay=0.851
-SpecularPowerMultiplierInteriorNight=0.941
-SpecularFromLightSunrise=0.0
-SpecularFromLightSunset=0.0
-SpecularFromLightInteriorDay=0.0
-SpecularFromLightInteriorNight=0.0
-AmbientLightingIntensitySunrise=0.33
-AmbientLightingIntensitySunset=0.38
-AmbientLightingIntensityInteriorDay=0.3
-AmbientLightingIntensityInteriorNight=0.27
-AmbientLightingCurveSunrise=1.18
-AmbientLightingCurveSunset=1.28
-AmbientLightingCurveInteriorDay=1.11
-AmbientLightingCurveInteriorNight=1.17
-AmbientLightingDesaturationSunrise=0.15
-AmbientLightingDesaturationSunset=0.06
-AmbientLightingDesaturationInteriorDay=0.23
-AmbientLightingDesaturationInteriorNight=0.15
-AmbientColorFilterAmountSunrise=0.32
-AmbientColorFilterAmountDay=0.43
-AmbientColorFilterAmountSunset=0.34
-AmbientColorFilterAmountNight=0.31
-AmbientColorFilterAmountInteriorDay=0.28
-AmbientColorFilterAmountInteriorNight=0.24
-AmbientColorFilterTopSunrise=0.494, 0.443, 0.188
-AmbientColorFilterTopDay=0.655, 0.698, 0.741
-AmbientColorFilterTopSunset=0.522, 0.196, 0.0196
-AmbientColorFilterTopNight=0.129, 0.145, 0.38
-AmbientColorFilterTopInteriorDay=0.204, 0.239, 0.314
-AmbientColorFilterTopInteriorNight=0.169, 0.239, 0.357
-AmbientColorFilterMiddleSunrise=0.227, 0.137, 0.0471
-AmbientColorFilterMiddleDay=0.157, 0.188, 0.212
-AmbientColorFilterMiddleSunset=0.278, 0.102, 0.0353
-AmbientColorFilterMiddleNight=0.0314, 0.0706, 0.11
-AmbientColorFilterMiddleInteriorDay=0.051, 0.0627, 0.0745
-AmbientColorFilterMiddleInteriorNight=0.0275, 0.0392, 0.051
-AmbientColorFilterBottomSunrise=0.00392, 0.0275, 0.0353
-AmbientColorFilterBottomDay=0.0275, 0.0392, 0.051
-AmbientColorFilterBottomSunset=0.0118, 0.0275, 0.0353
-AmbientColorFilterBottomNight=0, 0.00392, 0.0157
-AmbientColorFilterBottomInteriorDay=0.0118, 0.0118, 0.0196
-AmbientColorFilterBottomInteriorNight=0.00392, 0.00784, 0.0196
-PointLightingIntensitySunrise=1.33
-PointLightingIntensitySunset=1.39
-PointLightingIntensityInteriorDay=1.15
-PointLightingIntensityInteriorNight=1.19
-PointLightingCurveSunrise=1.16
-PointLightingCurveSunset=1.2
-PointLightingCurveInteriorDay=1.09
-PointLightingCurveInteriorNight=1.13
-PointLightingDesaturationSunrise=0.25
-PointLightingDesaturationSunset=0.2
-PointLightingDesaturationInteriorDay=0.22
-PointLightingDesaturationInteriorNight=0.17
-ParticleLightsIntensitySunrise=1.02
-ParticleLightsIntensityDay=0.84
-ParticleLightsIntensitySunset=1.1
-ParticleLightsIntensityNight=0.98
-ParticleLightsIntensityInteriorDay=1.0
-ParticleLightsIntensityInteriorNight=1.11
-FogColorMultiplierSunrise=0.51
-FogColorMultiplierSunset=0.49
-FogColorMultiplierInteriorDay=0.48
-FogColorMultiplierInteriorNight=0.38
-FogColorCurveSunrise=0.72
-FogColorCurveSunset=0.76
-FogColorCurveInteriorDay=0.56
-FogColorCurveInteriorNight=0.71
-ColorPowSunrise=1.0
-ColorPowSunset=1.0
-ColorPowInteriorDay=1.0
-ColorPowInteriorNight=1.0
-IgnoreWeatherSystem=true
-
-[SKY]
-Enable=true
-StarsIntensity=1.54
-StarsCurve=1.37
-AuroraBorealisIntensity=1.14
-AuroraBorealisCurve=0.57
-CloudsIntensityDay=1.040001
-CloudsIntensityNight=0.500001
-CloudsIntensityInterior=1.49
-CloudsCurveDay=1.18
-CloudsCurveNight=1.13
-CloudsCurveInterior=1.5
-CloudsDesaturationDay=0.16
-CloudsDesaturationNight=0.05
-CloudsDesaturationInterior=0.14
-CloudsEdgeClamp=0.38
-CloudsEdgeIntensity=1.4
-GradientIntensityDay=1.370001
-GradientIntensityNight=0.890001
-GradientIntensityInterior=0.85
-GradientDesaturationDay=0.34
-GradientDesaturationNight=0.05
-GradientDesaturationInterior=0.325
-GradientTopIntensityDay=1.510001
-GradientTopIntensityNight=1.550001
-GradientTopIntensityInterior=5.6125
-GradientTopCurveDay=1.36
-GradientTopCurveNight=1.57
-GradientTopCurveInterior=2.15
-GradientMiddleIntensityDay=1.430001
-GradientMiddleIntensityNight=1.000001
-GradientMiddleIntensityInterior=2.4
-GradientMiddleCurveDay=1.18
-GradientMiddleCurveNight=1.3
-GradientMiddleCurveInterior=1.65
-GradientHorizonIntensityDay=1.26
-GradientHorizonIntensityNight=1.470001
-GradientHorizonIntensityInterior=2.33
-GradientHorizonCurveDay=1.5
-GradientHorizonCurveNight=1.66
-GradientHorizonCurveInterior=1.25
-SunIntensity=3.0
-SunDesaturation=0.0
-SunCoronaIntensity=1.281
-SunCoronaCurve=1.06
-SunCoronaDesaturation=0.09
-MoonIntensity=1.6
-MoonCurve=1.0
-MoonDesaturation=0.2
-DisableWrongSkyMath=true
-CloudsIntensitySunrise=0.880001
-CloudsIntensitySunset=0.620001
-CloudsIntensityInteriorDay=0.98
-CloudsIntensityInteriorNight=0.43
-CloudsCurveSunrise=1.27
-CloudsCurveSunset=1.54
-CloudsCurveInteriorDay=1.12
-CloudsCurveInteriorNight=1.12
-CloudsDesaturationSunrise=0.04
-CloudsDesaturationSunset=0.02
-CloudsDesaturationInteriorDay=0.13
-CloudsDesaturationInteriorNight=0.04
-GradientIntensitySunrise=1.460001
-GradientIntensitySunset=1.640001
-GradientIntensityInteriorDay=1.19
-GradientIntensityInteriorNight=0.870001
-GradientDesaturationSunrise=0.45
-GradientDesaturationSunset=0.1
-GradientDesaturationInteriorDay=0.29
-GradientDesaturationInteriorNight=0.04
-GradientTopIntensitySunrise=1.620001
-GradientTopIntensitySunset=1.69
-GradientTopIntensityInteriorDay=2.7
-GradientTopIntensityInteriorNight=1.48
-GradientTopCurveSunrise=1.66
-GradientTopCurveSunset=1.89
-GradientTopCurveInteriorDay=2.47
-GradientTopCurveInteriorNight=1.59
-GradientMiddleIntensitySunrise=1.380001
-GradientMiddleIntensitySunset=1.44
-GradientMiddleIntensityInteriorDay=2.6
-GradientMiddleIntensityInteriorNight=1.09
-GradientMiddleCurveSunrise=1.58
-GradientMiddleCurveSunset=1.91
-GradientMiddleCurveInteriorDay=2.2
-GradientMiddleCurveInteriorNight=1.4
-GradientHorizonIntensitySunrise=2.05
-GradientHorizonIntensitySunset=2.21
-GradientHorizonIntensityInteriorDay=1.91
-GradientHorizonIntensityInteriorNight=1.82
-GradientHorizonCurveSunrise=1.13
-GradientHorizonCurveSunset=1.13
-GradientHorizonCurveInteriorDay=1.44
-GradientHorizonCurveInteriorNight=1.34
-SunIntensitySunrise=1.53
-SunIntensityDay=1.73
-SunIntensitySunset=1.56
-SunIntensityNight=1.38
-SunIntensityInteriorDay=1.7
-SunIntensityInteriorNight=1.4
-SunDesaturationSunrise=0.0
-SunDesaturationDay=0.0
-SunDesaturationSunset=0.0
-SunDesaturationNight=0.0
-SunDesaturationInteriorDay=0.0
-SunDesaturationInteriorNight=0.0
-SunColorFilterSunrise=0.984, 0.831, 0.522
-SunColorFilterDay=0.992, 0.89, 0.78
-SunColorFilterSunset=0.925, 0.373, 0.0314
-SunColorFilterNight=0.996, 0.282, 0.0471
-SunColorFilterInteriorDay=0.98, 0.937, 0.847
-SunColorFilterInteriorNight=0.988, 0.357, 0.0392
-SunGlowIntensitySunrise=1.27
-SunGlowIntensityDay=1.18
-SunGlowIntensitySunset=1.36
-SunGlowIntensityNight=1.41
-SunGlowIntensityInteriorDay=1.3
-SunGlowIntensityInteriorNight=1.46
-SunGlowHazinessSunrise=0.03
-SunGlowHazinessDay=0.1
-SunGlowHazinessSunset=0.04
-SunGlowHazinessNight=0.01
-SunGlowHazinessInteriorDay=0.11
-SunGlowHazinessInteriorNight=0.01
-MoonIntensitySunrise=0.78
-MoonIntensityDay=0.53
-MoonIntensitySunset=0.81
-MoonIntensityNight=1.95
-MoonIntensityInteriorDay=0.69
-MoonIntensityInteriorNight=2.14
-MoonCurveSunrise=0.89
-MoonCurveDay=0.61
-MoonCurveSunset=0.84
-MoonCurveNight=1.07
-MoonCurveInteriorDay=0.59
-MoonCurveInteriorNight=1.04
-MoonDesaturationSunrise=0.55
-MoonDesaturationDay=0.81
-MoonDesaturationSunset=0.58
-MoonDesaturationNight=0.42
-MoonDesaturationInteriorDay=0.83
-MoonDesaturationInteriorNight=0.45
-CloudsOpacitySunrise=1.0
-CloudsOpacityDay=1.0
-CloudsOpacitySunset=1.0
-CloudsOpacityNight=1.0
-CloudsOpacityInteriorDay=1.0
-CloudsOpacityInteriorNight=1.0
-CloudsEdgeFadeRange=0.82
-CloudsEdgeMoonMultiplier=2.78
-IgnoreWeatherSystem=true
-
-[OBJECT]
-SubSurfaceScatteringMultiplierDay=0.11
-SubSurfaceScatteringMultiplierNight=0.09
-SubSurfaceScatteringMultiplierInterior=0.0
-SubSurfaceScatteringPowerDay=0.92
-SubSurfaceScatteringPowerNight=1.05
-SubSurfaceScatteringPowerInterior=1.1
-SubSurfaceScatteringMultiplierSunrise=0.2
-SubSurfaceScatteringMultiplierSunset=0.23
-SubSurfaceScatteringMultiplierInteriorDay=0.27
-SubSurfaceScatteringMultiplierInteriorNight=0.31
-SubSurfaceScatteringPowerSunrise=0.84
-SubSurfaceScatteringPowerSunset=0.73
-SubSurfaceScatteringPowerInteriorDay=0.82
-SubSurfaceScatteringPowerInteriorNight=0.93
-IgnoreWeatherSystem=true
-SpecularAmountMultiplierSunrise=1.41
-SpecularAmountMultiplierDay=1.3
-SpecularAmountMultiplierSunset=1.51
-SpecularAmountMultiplierNight=1.66
-SpecularAmountMultiplierInteriorDay=1.56
-SpecularAmountMultiplierInteriorNight=1.78
-SpecularPowerMultiplierSunrise=0.82
-SpecularPowerMultiplierDay=1.03
-SpecularPowerMultiplierSunset=0.77
-SpecularPowerMultiplierNight=0.6
-SpecularPowerMultiplierInteriorDay=0.75
-SpecularPowerMultiplierInteriorNight=0.54
-
-[LIGHTSPRITE]
-IntensityDay=0.53
-IntensityNight=1.56
-IntensityInterior=0.5
-CurveDay=0.93
-CurveNight=1.305
-CurveInterior=0.925
-IntensitySunrise=0.92
-IntensitySunset=0.99
-IntensityInteriorDay=1.82
-IntensityInteriorNight=1.75
-CurveSunrise=1.16
-CurveSunset=0.93
-CurveInteriorDay=1.21
-CurveInteriorNight=1.34
-IgnoreWeatherSystem=true
-
-[WINDOWLIGHT]
-Intensity=2.625
-Curve=1.0
-IntensitySunrise=1.54
-IntensityDay=1.46
-IntensitySunset=1.67
-IntensityNight=1.88
-IntensityInteriorDay=1.38
-IntensityInteriorNight=1.97
-CurveSunrise=1.2
-CurveDay=1.13
-CurveSunset=1.19
-CurveNight=1.07
-CurveInteriorDay=1.04
-CurveInteriorNight=1.14
-IgnoreWeatherSystem=true
-
-[VOLUMETRICFOG]
-IntensityDay=1.106
-IntensityNight=0.89
-IntensityInterior=0.265
-CurveDay=1.11
-CurveNight=0.8
-CurveInterior=1.0
-IntensitySunrise=0.73
-IntensitySunset=0.74
-IntensityInteriorDay=1.17
-IntensityInteriorNight=0.85
-CurveSunrise=0.98
-CurveSunset=1.15
-CurveInteriorDay=1.16
-CurveInteriorNight=0.86
-LightingInfluenceSunrise=0.89
-LightingInfluenceDay=0.58
-LightingInfluenceSunset=0.96
-LightingInfluenceNight=0.85
-LightingInfluenceInteriorDay=0.58
-LightingInfluenceInteriorNight=0.88
-EnableShadows=true
-IgnoreWeatherSystem=true
-OpacitySunrise=0.29
-OpacityDay=0.47
-OpacitySunset=0.33
-OpacityNight=0.25
-OpacityInteriorDay=0.35
-OpacityInteriorNight=0.2
-
-[FIRE]
-IntensityDay=1.64
-IntensityNight=1.84
-IntensityInterior=1.65
-CurveDay=0.67
-CurveNight=0.63
-CurveInterior=1.0
-IntensitySunrise=1.75
-IntensitySunset=1.73
-IntensityInteriorDay=2.23
-IntensityInteriorNight=1.88
-CurveSunrise=0.71
-CurveSunset=0.73
-CurveInteriorDay=0.78
-CurveInteriorNight=0.75
-AdditiveBlending=true
-IgnoreWeatherSystem=true
-
-[COLORCORRECTION]
-UsePaletteTexture=true
-Brightness=1.0
-GammaCurve=1.0
-UseProceduralCorrection=false
-
-[SHADOW]
-ShadowCastersFix=false
-ShadowQualityFix=true
-DetailedShadowQuality=1
-UseBilateralShadowFilter=true
-UseShadowFilter=true
-ShadowFilterQuality=1
-ShadowBlurRange=4.0
-ShadowBlurRangeInterior=4.0
-IgnoreWeatherSystem=true
-
-[DEPTHOFFIELD]
-FadeTime=0.4
-Quality=1
-IgnoreWeatherSystem=true
-
-[RAYS]
-SunRaysMultiplier=0.75
-SunRaysMultiplierSunrise=0.62
-SunRaysMultiplierDay=0.57
-SunRaysMultiplierSunset=0.73
-SunRaysMultiplierNight=0.84
-SunRaysMultiplierInteriorDay=0.69
-SunRaysMultiplierInteriorNight=0.91
-IgnoreWeatherSystem=true
-
-[SKYLIGHTING]
-Quality=1
-FilterQuality=1
-AmbientMinLevel=0.39375
-AmbientMinLevelSunrise=0.33
-AmbientMinLevelDay=0.68
-AmbientMinLevelSunset=0.4
-AmbientMinLevelNight=0.26
-AmbientMinLevelInteriorDay=0.2
-AmbientMinLevelInteriorNight=0.18
-IgnoreWeatherSystem=true
-
-[WEATHER]
-EnableMultipleWeathers=false
-
-[TIMEOFDAY]
-Enable=true
-DawnDuration=1.0
-SunriseTime=8.0
-DayTime=12.0
-SunsetTime=18.0
-DuskDuration=1.0
-NightTime=0.0
-
-[VEGETATION]
-SubSurfaceScatteringMultiplierSunrise=0.87
-SubSurfaceScatteringMultiplierDay=0.8
-SubSurfaceScatteringMultiplierSunset=0.97
-SubSurfaceScatteringMultiplierNight=0.84
-SubSurfaceScatteringMultiplierInteriorDay=0.86
-SubSurfaceScatteringMultiplierInteriorNight=0.88
-SubSurfaceScatteringPowerSunrise=2.12
-SubSurfaceScatteringPowerDay=2.37
-SubSurfaceScatteringPowerSunset=1.94
-SubSurfaceScatteringPowerNight=1.9
-SubSurfaceScatteringPowerInteriorDay=2.17
-SubSurfaceScatteringPowerInteriorNight=1.85
-IgnoreWeatherSystem=true
-SpecularAmountMultiplierSunrise=1.5
-SpecularAmountMultiplierDay=1.31
-SpecularAmountMultiplierSunset=1.67
-SpecularAmountMultiplierNight=1.85
-SpecularAmountMultiplierInteriorDay=1.3
-SpecularAmountMultiplierInteriorNight=1.42
-SpecularPowerMultiplierSunrise=0.9
-SpecularPowerMultiplierDay=1.15
-SpecularPowerMultiplierSunset=0.82
-SpecularPowerMultiplierNight=0.67
-SpecularPowerMultiplierInteriorDay=1.18
-SpecularPowerMultiplierInteriorNight=0.84
-
-[PARTICLE]
-IntensitySunrise=1.09
-IntensityDay=1.06
-IntensitySunset=1.14
-IntensityNight=0.95
-IntensityInteriorDay=0.97
-IntensityInteriorNight=0.89
-LightingInfluenceSunrise=1.06
-LightingInfluenceDay=0.79
-LightingInfluenceSunset=1.15
-LightingInfluenceNight=0.95
-LightingInfluenceInteriorDay=0.85
-LightingInfluenceInteriorNight=0.83
-IgnoreWeatherSystem=true
-
-[REFLECTION]
-Quality=1
-FilterQuality=1
-FilterBluriness=1.0
-SizeScale=0.25
-SourceTexturesScale=0.25
-Amount=0.35
-Power=1.06
-GlosinessMin=0.12
-GlosinessMax=0.92
-EnableDenoiser=false
-DenoiserType=0
-EnableSupersampling=false
-ExteriorEnable=true
-InteriorEnable=true
-IgnoreWeatherSystem=true
-AmountInterior=0.42
-PowerInterior=1.11
-
-[IMAGEBASEDLIGHTING]
-AdditiveAmountSunrise=0.02
-AdditiveAmountDay=0.03
-AdditiveAmountSunset=0.02
-AdditiveAmountNight=0.01
-AdditiveAmountInteriorDay=0.02
-AdditiveAmountInteriorNight=0.01
-MultiplicativeAmountSunrise=0.09
-MultiplicativeAmountDay=0.06
-MultiplicativeAmountSunset=0.1
-MultiplicativeAmountNight=0.03
-MultiplicativeAmountInteriorDay=0.05
-MultiplicativeAmountInteriorNight=0.02
-ReflectiveAmountSunrise=0.15
-ReflectiveAmountDay=0.12
-ReflectiveAmountSunset=0.17
-ReflectiveAmountNight=0.06
-ReflectiveAmountInteriorDay=0.11
-ReflectiveAmountInteriorNight=0.04
-IgnoreWeatherSystem=true
-
-[RAIN]
-Enable=false
-EnableAntialiasing=false
-EnableSupersampling=false
-MotionStretch=0.8
-MotionTransparency=0.65
-IgnoreWeatherSystem=true
-
-[EYES]
-SubSurfaceScatteringMultiplierSunrise=0.21
-SubSurfaceScatteringMultiplierDay=0.12
-SubSurfaceScatteringMultiplierSunset=0.29
-SubSurfaceScatteringMultiplierNight=0.08
-SubSurfaceScatteringMultiplierInteriorDay=0.15
-SubSurfaceScatteringMultiplierInteriorNight=0.1
-SubSurfaceScatteringPowerSunrise=0.62
-SubSurfaceScatteringPowerDay=0.91
-SubSurfaceScatteringPowerSunset=0.64
-SubSurfaceScatteringPowerNight=0.52
-SubSurfaceScatteringPowerInteriorDay=0.79
-SubSurfaceScatteringPowerInteriorNight=0.55
-IgnoreWeatherSystem=true
-SpecularAmountMultiplierSunrise=2.26
-SpecularAmountMultiplierDay=2.14
-SpecularAmountMultiplierSunset=2.32
-SpecularAmountMultiplierNight=2.24
-SpecularAmountMultiplierInteriorDay=2.26
-SpecularAmountMultiplierInteriorNight=2.34
-SpecularPowerMultiplierSunrise=0.77
-SpecularPowerMultiplierDay=0.87
-SpecularPowerMultiplierSunset=0.75
-SpecularPowerMultiplierNight=0.68
-SpecularPowerMultiplierInteriorDay=0.79
-SpecularPowerMultiplierInteriorNight=0.6
-
-[SUBSURFACESCATTERING]
-Quality=1
-Radius=2.17
-Amount=0.72
-EpidermalAmount=0.91
-SubdermalAmount=0.85
-EpidermalDiffuseSaturation=-0.21
-SubdermalDiffuseSaturation=-0.09
-EpidermalMix=0.85
-SubdermalMix=0.36
-SubdermalTranslucency=0.93
-SubdermalPhase=0.83
-IgnoreWeatherSystem=true
-EnableTextureAlpha=true
-
-[LENS]
-ReflectionIntensitySunrise=1.0
-ReflectionIntensityDay=1.0
-ReflectionIntensitySunset=1.0
-ReflectionIntensityNight=1.0
-ReflectionIntensityInteriorDay=1.0
-ReflectionIntensityInteriorNight=1.0
-ReflectionPowerSunrise=1.0
-ReflectionPowerDay=1.0
-ReflectionPowerSunset=1.0
-ReflectionPowerNight=1.0
-ReflectionPowerInteriorDay=1.0
-ReflectionPowerInteriorNight=1.0
-DirtIntensitySunrise=1.0
-DirtIntensityDay=1.0
-DirtIntensitySunset=1.0
-DirtIntensityNight=1.0
-DirtIntensityInteriorDay=1.0
-DirtIntensityInteriorNight=1.0
-DirtPowerSunrise=1.0
-DirtPowerDay=1.0
-DirtPowerSunset=1.0
-DirtPowerNight=1.0
-DirtPowerInteriorDay=1.0
-DirtPowerInteriorNight=1.0
-IgnoreWeatherSystem=true
-
-[WATER]
-EnableDispersion=true
-EnableCaustics=true
-ReflectionAmount=0.86
-FrennelMultiplier=0.83
-FrennelMin=0.0
-FrennelMax=1.0
-DispersionAmount=0.93
-CausticsAmount=0.34
-EnableParallax=true
-EnableShadow=true
-EnableSelfReflection=true
-EnableLighting=true
-EnableDisplacement=true
-DisplacementQuality=1
-SunSpecularMultiplier=1.43
-SunScatteringMultiplier=2.04
-WavesAmplitudeSunrise=0.64
-WavesAmplitudeDay=0.7
-WavesAmplitudeSunset=0.64
-WavesAmplitudeNight=0.51
-WavesAmplitudeInteriorDay=0.55
-WavesAmplitudeInteriorNight=0.42
-ShadowQuality=1
-EnableShadowNoise=true
-SunLightingMultiplier=0.84
-WetMultiplier=0.85
-Muddiness=0.25
-EnablePreCache=true
-EnableVolumetricShadow=true
-DisplacementFilterQuality=1
-IgnoreWeatherSystem=true
-[UNDERWATER]
-EnableDispersion=true
-EnableParallax=true
-EnableDisplacement=true
-EnableSilhouette=true
-EnableBlurring=true
-EnableReflection=true
-EnableShadow=true
-ShadowQuality=1
-DispersionAmount=0.93
-ReflectionAmount=0.64
-TransparencyFade=1.88
-TransparencyCurve=1.32
-DeepnessFade=3.88
-DeepnessDarkening=0.93
-TintAmount=3.31
-TintFade=4.66
-SunScatteringMultiplier=1.68
-IgnoreWeatherSystem=true
-[CLOUDSHADOWS]
-EnableAtNight=true
-OpacitySunrise=0.85
-OpacityDay=0.57
-OpacitySunset=0.86
-OpacityNight=0.96
-OpacityInteriorDay=0.62
-OpacityInteriorNight=0.98
-IgnoreWeatherSystem=true
-[VOLUMETRICRAYS]
-Quality=1
-IntensitySunrise=0.49
-IntensityDay=0.41
-IntensitySunset=0.59
-IntensityNight=0.2
-IntensityInteriorDay=0.53
-IntensityInteriorNight=0.29
-DensitySunrise=4.35
-DensityDay=3.66
-DensitySunset=4.73
-DensityNight=3.63
-DensityInteriorDay=1.44
-DensityInteriorNight=0.65
-SkyColorAmountSunrise=0.53
-SkyColorAmountDay=0.32
-SkyColorAmountSunset=0.67
-SkyColorAmountNight=0.16
-SkyColorAmountInteriorDay=0.4
-SkyColorAmountInteriorNight=0.3
-IgnoreWeatherSystem=true
-[PROCEDURALSUN]
-Size=0.93
-EdgeSoftness=0.35
-GlowIntensitySunrise=1.69
-GlowIntensityDay=1.59
-GlowIntensitySunset=1.73
-GlowIntensityNight=1.94
-GlowIntensityInteriorDay=1.63
-GlowIntensityInteriorNight=2.09
-GlowCurveSunrise=1.42
-GlowCurveDay=1.28
-GlowCurveSunset=1.56
-GlowCurveNight=1.87
-GlowCurveInteriorDay=1.950001
-GlowCurveInteriorNight=2.4
-IgnoreWeatherSystem=true
-[MIST]
-ColorFromEnvironmentFog=0.75
-SkyLightingAmountSunrise=0.55
-SkyLightingAmountDay=0.37
-SkyLightingAmountSunset=0.47
-SkyLightingAmountNight=0.39
-SkyLightingAmountInteriorDay=0.88
-SkyLightingAmountInteriorNight=0.48
-SunLightingAmountSunrise=1.18
-SunLightingAmountDay=0.92
-SunLightingAmountSunset=1.2
-SunLightingAmountNight=0.19
-SunLightingAmountInteriorDay=0.87
-SunLightingAmountInteriorNight=0.05
-DesaturationSunrise=0.0
-DesaturationDay=0.0
-DesaturationSunset=0.0
-DesaturationNight=0.0
-DesaturationInteriorDay=0.0
-DesaturationInteriorNight=0.0
-ColorFilterSunrise=0.902, 0.761, 0.565
-ColorFilterDay=0.925, 0.984, 1
-ColorFilterSunset=0.941, 0.761, 0.612
-ColorFilterNight=0.396, 0.431, 0.663
-ColorFilterInteriorDay=0.757, 0.82, 0.851
-ColorFilterInteriorNight=0.51, 0.498, 0.631
-RelativeToCameraSunrise=0.12
-RelativeToCameraDay=0.51
-RelativeToCameraSunset=0.15
-RelativeToCameraNight=0.25
-RelativeToCameraInteriorDay=0.58
-RelativeToCameraInteriorNight=0.21
-VerticalOffsetSunrise=-9.31
-VerticalOffsetDay=-10.97
-VerticalOffsetSunset=-9.04
-VerticalOffsetNight=-11.14
-VerticalOffsetInteriorDay=-10.44
-VerticalOffsetInteriorNight=-11.26
-DensitySunrise=1.41
-DensityDay=1.25
-DensitySunset=1.38
-DensityNight=1.17
-DensityInteriorDay=1.29
-DensityInteriorNight=1.17
-VerticalFadeSunrise=4.93
-VerticalFadeDay=4.46
-VerticalFadeSunset=5.07
-VerticalFadeNight=4.83
-VerticalFadeInteriorDay=4.39
-VerticalFadeInteriorNight=4.78
-BottomTopSunrise=0.17
-BottomTopDay=0.0
-BottomTopSunset=0.09
-BottomTopNight=0.05
-BottomTopInteriorDay=0.0
-BottomTopInteriorNight=0.01
-ExponentialFadeSunrise=0.89
-ExponentialFadeDay=0.95
-ExponentialFadeSunset=0.83
-ExponentialFadeNight=1.14
-ExponentialFadeInteriorDay=0.96
-ExponentialFadeInteriorNight=1.09
-IgnoreWeatherSystem=true
-EnableAnchors=false
-DistanceFadeSunrise=0.0
-DistanceFadeDay=0.0
-DistanceFadeSunset=0.0
-DistanceFadeNight=0.0
-DistanceFadeInteriorDay=0.0
-DistanceFadeInteriorNight=0.0
-AnchorsAmountSunrise=1.0
-AnchorsAmountDay=1.0
-AnchorsAmountSunset=1.0
-AnchorsAmountNight=1.0
-AnchorsAmountInteriorDay=1.0
-AnchorsAmountInteriorNight=1.0
diff --git a/settings_skyrim/enbseries/effect.txt.ini b/settings_skyrim/enbseries/effect.txt.ini
deleted file mode 100644
index f800b3e..0000000
--- a/settings_skyrim/enbseries/effect.txt.ini
+++ /dev/null
@@ -1,33 +0,0 @@
-[EFFECT.TXT]
-TECHNIQUE=0
-Enable Block GFX=false
-Emulated Resolution Width=0.5
-Emulated Resolution Height=0.5
-Zoom Factor X=0.0
-Zoom Factor Y=0.0
-Palette Type=4
-CGA Palette=1
-EGA Palette=0
-Dithering Pattern=4
-Contrast Modifier=1.0
-Saturation Modifier=1.0
-Dither Offset=-0.1
-Dither Range=0.15
-Enable ASCII=false
-ASCII Monochrome=true
-ASCII Blend=0.0
-Enable Chroma Key=false
-Chroma Key Red=0.0
-Chroma Key Green=0.25
-Chroma Key Blue=0.0
-Chroma Key Depth=0.997
-Enable Dot Matrix=false
-Dot Size=1
-Dot Blend=0.3
-Dot Intensity=1.4
-Dot Contrast=0.75
-Enable Curvature=false
-Curve Chromatic Aberration=1.17
-Curve Zooming=50.66
-Curve Distortion=0.0
-Curve Sampling Soften=0.0
diff --git a/settings_skyrim/enbseries/enbbloom.fx.ini b/settings_skyrim/enbseries/enbbloom.fx.ini
deleted file mode 100644
index d6a8845..0000000
--- a/settings_skyrim/enbseries/enbbloom.fx.ini
+++ /dev/null
@@ -1,87 +0,0 @@
-[ENBBLOOM.FX]
-TECHNIQUE=0
-Bloom Intensity Night=1.0
-Bloom Intensity Day=0.93
-Bloom Intensity Interior Night=1.02
-Bloom Intensity Interior Day=0.96
-Bloom Contrast Night=0.75
-Bloom Contrast Day=0.84
-Bloom Contrast Interior Night=0.74
-Bloom Contrast Interior Day=0.79
-Bloom Saturation Night=1.07
-Bloom Saturation Day=1.03
-Bloom Saturation Interior Night=1.09
-Bloom Saturation Interior Day=1.06
-Bloom Offset Night=-0.11
-Bloom Offset Day=-0.24
-Bloom Offset Interior Night=-0.09
-Bloom Offset Interior Day=-0.13
-Bloom Intensity Cap Night=100.0
-Bloom Intensity Cap Day=100.0
-Bloom Intensity Cap Interior Night=100.0
-Bloom Intensity Cap Interior Day=100.0
-Bloom Blur Radius=1.0
-Blue Shift Night Red=0.7
-Blue Shift Night Green=0.4
-Blue Shift Night Blue=1.0
-Blue Shift Day Red=0.2
-Blue Shift Day Green=0.6
-Blue Shift Day Blue=1.0
-Blue Shift Interior Night Red=0.6
-Blue Shift Interior Night Green=0.3
-Blue Shift Interior Night Blue=1.0
-Blue Shift Interior Day Red=0.3
-Blue Shift Interior Day Green=0.7
-Blue Shift Interior Day Blue=1.0
-Blue Shift Intensity Night=0.39
-Blue Shift Intensity Day=0.2
-Blue Shift Intensity Interior Night=0.37
-Blue Shift Intensity Interior Day=0.19
-Blue Shift Luminance Factor Per-pass=0.44
-Blue Shift Color Factor Per-pass=0.84
-Enable Anamorphic Bloom=true
-Anamorphic Bloom Blend Night=0.46
-Anamorphic Bloom Blend Day=0.32
-Anamorphic Bloom Blend Interior Night=0.54
-Anamorphic Bloom Blend Interior Day=0.43
-Anamorphic Bloom Blue Shift Night Red=0.35
-Anamorphic Bloom Blue Shift Night Green=0.08
-Anamorphic Bloom Blue Shift Night Blue=1.0
-Anamorphic Bloom Blue Shift Day Red=0.35
-Anamorphic Bloom Blue Shift Day Green=0.57
-Anamorphic Bloom Blue Shift Day Blue=1.0
-Anamorphic Bloom Blue Shift Interior Night Red=0.42
-Anamorphic Bloom Blue Shift Interior Night Green=0.21
-Anamorphic Bloom Blue Shift Interior Night Blue=1.0
-Anamorphic Bloom Blue Shift Interior Day Red=0.21
-Anamorphic Bloom Blue Shift Interior Day Green=0.42
-Anamorphic Bloom Blue Shift Interior Day Blue=1.0
-Anamorphic Bloom Blue Shift Intensity Night=1.35
-Anamorphic Bloom Blue Shift Intensity Day=1.26
-Anamorphic Bloom Blue Shift Interior Night=1.54
-Anamorphic Bloom Blue Shift Interior Day=1.32
-Anamorphic Bloom Contrast Night=1.18
-Anamorphic Bloom Contrast Day=1.29
-Anamorphic Bloom Contrast Interior Night=1.17
-Anamorphic Bloom Contrast Interior Day=1.73
-Anamorphic Bloom Radius Multiplier=4.0
-Bloom Pass 1 Blend=1.0
-Bloom Pass 2 Blend=0.83
-Bloom Pass 3 Blend=0.72
-Bloom Pass 4 Blend=0.54
-Bloom Pass 7 Blend=0.39
-Bloom Pass 8 Blend=0.22
-Bloom Prepass Blend=0.0
-Bloom Base Blend=0.0
-Enable Lens Dirt=false
-Dirt Pass 1 Blend=0.08
-Dirt Pass 2 Blend=0.14
-Dirt Pass 3 Blend=0.24
-Dirt Pass 4 Blend=0.52
-Dirt Pass 7 Blend=1.12
-Dirt Pass 8 Blend=6.87
-Dirt Prepass Blend=0.0
-Dirt Base Blend=0.0
-Dirt Texture Preserve Aspect=true
-Dirt Contrast=0.92
-Dirt Factor=0.71
diff --git a/settings_skyrim/enbseries/enbeffect.fx.ini b/settings_skyrim/enbseries/enbeffect.fx.ini
deleted file mode 100644
index a4c285a..0000000
--- a/settings_skyrim/enbseries/enbeffect.fx.ini
+++ /dev/null
@@ -1,149 +0,0 @@
-[ENBEFFECT.FX]
-TECHNIQUE=0
-Enable Grain=false
-Grain Speed=2500.0
-Grain Intensity=0.05
-Grain Saturation=0.22
-Grain Two-Pass=true
-Grain Blending Mode=3
-Grain Dark Mask Contrast=2.46
-Grain Two-Pass Factor=0.04
-Grain Magnification 1=13.25
-Grain Magnification 2=19.639999
-Grain Magnification 3=17.35
-Grain Pass 1 Magnification 1=2.05
-Grain Pass 1 Magnification 2=3.11
-Grain Pass 1 Magnification 3=2.22
-Grain Pass 2 Magnification 1=4.25
-Grain Pass 2 Magnification 2=0.42
-Grain Pass 2 Magnification 3=6.29
-Grain Contrast=2.8
-Enable Adaptation=true
-Adaptation Min Night=0.38
-Adaptation Min Day=0.57
-Adaptation Min Interior Night=0.46
-Adaptation Min Interior Day=0.49
-Adaptation Max Night=1.06
-Adaptation Max Day=1.11
-Adaptation Max Interior Night=1.04
-Adaptation Max Interior Day=1.08
-Enable Tonemapping=true
-Tonemap Shoulder Strength Night=0.73
-Tonemap Shoulder Strength Day=0.56
-Tonemap Shoulder Strength Interior Night=0.63
-Tonemap Shoulder Strength Interior Day=0.53
-Tonemap Linear Strength Night=1.12
-Tonemap Linear Strength Day=1.1
-Tonemap Linear Strength Interior Night=1.13
-Tonemap Linear Strength Interior Day=1.09
-Tonemap Linear Angle Night=0.62
-Tonemap Linear Angle Day=0.67
-Tonemap Linear Angle Interior Night=0.73
-Tonemap Linear Angle Interior Day=0.78
-Tonemap Toe Strength Night=1.11
-Tonemap Toe Strength Day=1.29
-Tonemap Toe Strength Interior Night=1.19
-Tonemap Toe Strength Interior Day=1.3
-Tonemap Toe Numerator Night=4.34
-Tonemap Toe Numerator Day=4.84
-Tonemap Toe Numerator Interior Night=4.5
-Tonemap Toe Numerator Interior Day=4.9
-Tonemap Toe Denominator Night=3.51
-Tonemap Toe Denominator Day=3.08
-Tonemap Toe Denominator Interior Night=2.37
-Tonemap Toe Denominator Interior Day=2.75
-Tonemap Linear White Night=6.61
-Tonemap Linear White Day=8.77
-Tonemap Linear White Interior Night=5.53
-Tonemap Linear White Interior Day=7.27
-Tonemap Before Compensate=true
-Enable Compensate=true
-Compensate Factor Night=0.28
-Compensate Factor Day=0.24
-Compensate Factor Interior Night=0.25
-Compensate Factor Interior Day=0.22
-Compensate Contrast Night=1.32
-Compensate Contrast Day=1.28
-Compensate Contrast Interior Night=1.38
-Compensate Contrast Interior Day=1.3
-Compensate Saturation Night=1.11
-Compensate Saturation Day=1.07
-Compensate Saturation Interior Night=1.13
-Compensate Saturation Interior Day=1.12
-Enable RGB Grading=true
-Grading Intensity Night Red=1.17
-Grading Intensity Night Green=1.09
-Grading Intensity Night Blue=1.06
-Grading Intensity Day Red=1.17
-Grading Intensity Day Green=1.08
-Grading Intensity Day Blue=1.02
-Grading Intensity Interior Night Red=1.12
-Grading Intensity Interior Night Green=1.07
-Grading Intensity Interior Night Blue=1.04
-Grading Intensity Interior Day Red=1.04
-Grading Intensity Interior Day Green=1.09
-Grading Intensity Interior Day Blue=1.04
-Grading Contrast Night Red=1.03
-Grading Contrast Night Green=0.97
-Grading Contrast Night Blue=0.95
-Grading Contrast Day Red=1.0
-Grading Contrast Day Green=0.98
-Grading Contrast Day Blue=0.95
-Grading Contrast Interior Night Red=1.02
-Grading Contrast Interior Night Green=0.98
-Grading Contrast Interior Night Blue=0.95
-Grading Contrast Interior Day Red=0.98
-Grading Contrast Interior Day Green=0.98
-Grading Contrast Interior Day Blue=0.95
-Enable Vibrance Grading=true
-Grading Color Night Red=-0.92
-Grading Color Night Green=-0.16
-Grading Color Night Blue=-0.12
-Grading Color Day Red=-0.84
-Grading Color Day Green=-0.32
-Grading Color Day Blue=-0.12
-Grading Color Interior Night Red=-1.17
-Grading Color Interior Night Green=-0.15
-Grading Color Interior Night Blue=-0.05
-Grading Color Interior Day Red=-0.9
-Grading Color Interior Day Green=-0.3
-Grading Color Interior Day Blue=-0.12
-Grading Color Factor Night=-0.26
-Grading Color Factor Day=-0.22
-Grading Color Factor Interior Night=-0.31
-Grading Color Factor Interior Day=-0.35
-Enable HSV Grading=true
-Grading Saturation Intensity Night=1.36
-Grading Saturation Intensity Day=1.27
-Grading Saturation Intensity Interior Night=1.4
-Grading Saturation Intensity Interior Day=1.33
-Grading Saturation Contrast Night=1.16
-Grading Saturation Contrast Day=1.09
-Grading Saturation Contrast Interior Night=1.13
-Grading Saturation Contrast Interior Day=1.06
-Grading Value Intensity Night=1.11
-Grading Value Intensity Day=1.06
-Grading Value Intensity Interior Night=1.12
-Grading Value Intensity Interior Day=1.09
-Grading Value Contrast Night=1.05
-Grading Value Contrast Day=1.08
-Grading Value Contrast Interior Night=1.05
-Grading Value Contrast Interior Day=1.13
-Colorize After HSV=true
-Enable Vanilla Tint=true
-Vanilla Tint Blend=1.0
-Use Tinting Before Grading=true
-Enable Vanilla Grading=true
-Vanilla Grading Blend=1.0
-Fade Before Film Filters=false
-Enable LUT Grading=true
-LUT Blend Night=0.23
-LUT Blend Day=0.28
-LUT Blend Interior Night=0.16
-LUT Blend Interior Day=0.18
-LUT Preset=61
-Enable ENB Palette=false
-Palette Blend=1.0
-Enable Post Dither=true
-Dither Pattern=4
-Display Bloom=false
diff --git a/settings_skyrim/enbseries/enbeffectprepass.fx.ini b/settings_skyrim/enbseries/enbeffectprepass.fx.ini
deleted file mode 100644
index 2bd4b56..0000000
--- a/settings_skyrim/enbseries/enbeffectprepass.fx.ini
+++ /dev/null
@@ -1,158 +0,0 @@
-[ENBEFFECTPREPASS.FX]
-TECHNIQUE=0
-Fixed Resolution Width=1920
-Fixed Resolution Height=1080
-Depth Cutoff=999998.0
-Distortion Chromatic Aberration=12.46
-Enable Underwater=false
-Underwater Speed 1=24.309999
-Underwater Speed 2=21.9
-Underwater Speed 3=26.549999
-Underwater Frequency 1=1.35
-Underwater Frequency 2=1.64
-Underwater Frequency 3=1.38
-Underwater Amplitude 1=0.11
-Underwater Amplitude 2=0.16
-Underwater Amplitude 3=0.18
-Underwater Zoom=1.09
-Enable Hot Air Refraction=true
-Heat Texture Size=2.13
-Heat Speed=1.16
-Heat Fade Contrast=234.339996
-Heat Fade Intensity=1.17
-Heat Fade Offset=-0.64
-Heat Intensity=0.53
-Heat Contrast=1.36
-Heat Time-of-day Contrast=4.02
-Heat Always Enable=false
-Enable Focus Triangle=true
-Display Focus Points=false
-Enable Manual Focus=false
-Manual Focus Depth=0.75
-Focus Point Center X=0.5
-Focus Point Center Y=0.5
-Focus Triangle Angle=0.0
-Focus Triangle Radius Night=15.0
-Focus Triangle Radius Day=20.0
-Focus Triangle Radius Interior Night=10.0
-Focus Triangle Radius Interior Day=15.0
-Focus Triangle Blending Night=0.2
-Focus Triangle Blending Day=0.3
-Focus Triangle Blending Interior Night=0.15
-Focus Triangle Blending Interior Day=0.25
-Focus Maximum Depth Night=990.349976
-Focus Maximum Depth Day=994.340027
-Focus Maximum Depth Interior Night=984.919983
-Focus Maximum Depth Interior Day=989.539978
-DOF Intensity Night=475.899994
-DOF Intensity Day=294.299988
-DOF Intensity Interior Night=480.799988
-DOF Intensity Interior Day=242.300003
-DOF Contrast Night=3.34
-DOF Contrast Day=4.29
-DOF Contrast Interior Night=3.32
-DOF Contrast Interior Day=4.16
-DOF Shift Night=0.0
-DOF Shift Day=0.0
-DOF Shift Interior Night=0.0
-DOF Shift Interior Day=0.0
-DOF Fixed Focus Intensity Night=1.0
-DOF Fixed Focus Intensity Day=1.0
-DOF Fixed Focus Intensity Interior Night=1.0
-DOF Fixed Focus Intensity Interior Day=1.0
-DOF Fixed Focus Contrast Night=1.0
-DOF Fixed Focus Contrast Day=1.0
-DOF Fixed Focus Contrast Interior Night=1.0
-DOF Fixed Focus Contrast Interior Day=1.0
-DOF Fixed Focus Shift Night=0.0
-DOF Fixed Focus Shift Day=0.0
-DOF Fixed Focus Shift Interior Night=0.0
-DOF Fixed Focus Shift Interior Day=0.0
-DOF Fixed Focus Blend Night=0.0
-DOF Fixed Focus Blend Day=0.0
-DOF Fixed Focus Blend Interior Night=0.0
-DOF Fixed Focus Blend Interior Day=0.0
-DOF Fixed Unfocus Intensity Night=1.28
-DOF Fixed Unfocus Intensity Day=1.31
-DOF Fixed Unfocus Intensity Interior Night=1.0
-DOF Fixed Unfocus Intensity Interior Day=1.0
-DOF Fixed Unfocus Contrast Night=50.389999
-DOF Fixed Unfocus Contrast Day=96.959991
-DOF Fixed Unfocus Contrast Interior Night=50.0
-DOF Fixed Unfocus Contrast Interior Day=50.0
-DOF Fixed Unfocus Shift Night=-0.95
-DOF Fixed Unfocus Shift Day=-0.98
-DOF Fixed Unfocus Shift Interior Night=-1.0
-DOF Fixed Unfocus Shift Interior Day=-1.0
-DOF Fixed Unfocus Blend Night=1.0
-DOF Fixed Unfocus Blend Day=1.0
-DOF Fixed Unfocus Blend Interior Night=1.0
-DOF Fixed Unfocus Blend Interior Day=1.0
-DOF Fixed Use Cutoff=true
-Disable DOF=false
-DOF Bilateral Blur=true
-DOF Bilateral Factor=5.0
-DOF Blur Radius=1.0
-DOF Relative to FOV=true
-Default FOV=75.0
-DOF Relative Factor Night=2.25
-DOF Relative Factor Day=1.95
-DOF Relative Factor Interior Night=2.4
-DOF Relative Factor Interior Day=2.1
-Debug Depth=false
-Debug Focus=false
-Enable Depth Edge Detect=false
-Edge Fade Contrast Night=1.14
-Edge Fade Contrast Day=1.08
-Edge Fade Contrast Interior Night=1.19
-Edge Fade Contrast Interior Day=1.35
-Edge Fade Intensity Night=700.0
-Edge Fade Intensity Day=800.0
-Edge Fade Intensity Interior Night=500.0
-Edge Fade Intensity Interior Day=600.0
-Edge Contrast=0.5
-Edge Intensity=1.0
-Edge Radius=4.0
-Edge Threshold=0.45
-Debug Edge=false
-Enable Luma Edge Detect=false
-Cel Radius=2.0
-Cel Intensity=2.0
-Cel Contrast=0.5
-Debug Cel=false
-Enable Edgevision=false
-Edgevision Fade Contrast Night=1.82
-Edgevision Fade Contrast Day=1.86
-Edgevision Fade Contrast Interior Night=2.9
-Edgevision Fade Contrast Interior Day=3.0
-Edgevision Fade Intensity Night=700.0
-Edgevision Fade Intensity Day=800.0
-Edgevision Fade Intensity Interior Night=500.0
-Edgevision Fade Intensity Interior Day=600.0
-Edgevision Contrast=0.25
-Edgevision Intensity=4.0
-Edgevision Radius=1.0
-Enable SSAO=true
-SSAO Radius=0.15
-SSAO Noise=0
-SSAO Fade Contrast Night=0.16
-SSAO Fade Contrast Day=0.18
-SSAO Fade Contrast Interior Night=0.12
-SSAO Fade Contrast Interior Day=0.14
-SSAO Fade Intensity Night=2.01
-SSAO Fade Intensity Day=2.47
-SSAO Fade Intensity Interior Night=2.06
-SSAO Fade Intensity Interior Day=2.17
-SSAO Intensity=1.0
-SSAO Contrast=1.0
-SSAO Blending=1.0
-SSAO Blur=true
-SSAO Bilateral Factor=5000.0
-SSAO Range=0.25
-SSAO Blur Radius=1.0
-Debug SSAO=false
-Sharpen Enable=true
-Sharpen Radius=1.0
-Sharpen Clamp=0.1
-Sharpen Blending=4.0
-SSAO Use Less Samples=true