diff --git a/Logo.png b/Logo.png new file mode 100644 index 0000000..dba3d72 Binary files /dev/null and b/Logo.png differ diff --git a/README.md b/README.md new file mode 100644 index 0000000..56118da --- /dev/null +++ b/README.md @@ -0,0 +1,13 @@ +![logo](Logo.png) + +This repo contains every single version of MariENB ever made. +For the sake of neater organization, they are divided in specific branches: + +- **historic**: Alpha versions of MariENB. +- **legacy**: 1.x releases. +- **twopoint-modular**: 2.0.x releases that used a modular packaging model. +- **twopoint-dust**: 2.x releases for Fallout: DUST. +- **twopoint-fnv**: 2.x releases for Fallout: New Vegas. +- **twopoint-skyrim**: 2.x releases for Skyrim. +- **threepoint-frost**: 3.x releases for Fallout: FROST. +- **threepoint-fo4**: 3.x releases for Fallout 4. \ No newline at end of file diff --git a/enbseries/COPYING b/enbseries/COPYING deleted file mode 100644 index 94a9ed0..0000000 --- a/enbseries/COPYING +++ /dev/null @@ -1,674 +0,0 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. 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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