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+
+
+This repo contains every single version of MariENB ever made.
+For the sake of neater organization, they are divided in specific branches:
+
+- **historic**: Alpha versions of MariENB.
+- **legacy**: 1.x releases.
+- **twopoint-modular**: 2.0.x releases that used a modular packaging model.
+- **twopoint-dust**: 2.x releases for Fallout: DUST.
+- **twopoint-fnv**: 2.x releases for Fallout: New Vegas.
+- **twopoint-skyrim**: 2.x releases for Skyrim.
+- **threepoint-frost**: 3.x releases for Fallout: FROST.
+- **threepoint-fo4**: 3.x releases for Fallout 4.
\ No newline at end of file
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+++ /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
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diff --git a/code/COPYING b/code/COPYING
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@@ -1,674 +0,0 @@
- GNU GENERAL PUBLIC LICENSE
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- 11. Patents.
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- A contributor's "essential patent claims" are all patent claims
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-(such as an express permission to practice a patent or covenant not to
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-consistent with the requirements of this License, to extend the patent
-license to downstream recipients. "Knowingly relying" means you have
-actual knowledge that, but for the patent license, your conveying the
-covered work in a country, or your recipient's use of the covered work
-in a country, would infringe one or more identifiable patents in that
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-you grant is automatically extended to all recipients of the covered
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- A patent license is "discriminatory" if it does not include within
-the scope of its coverage, prohibits the exercise of, or is
-conditioned on the non-exercise of one or more of the rights that are
-specifically granted under this License. You may not convey a covered
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-in the business of distributing software, under which you make payment
-to the third party based on the extent of your activity of conveying
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-or that patent license was granted, prior to 28 March 2007.
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- Nothing in this License shall be construed as excluding or limiting
-any implied license or other defenses to infringement that may
-otherwise be available to you under applicable patent law.
-
- 12. No Surrender of Others' Freedom.
-
- If conditions are imposed on you (whether by court order, agreement or
-otherwise) that contradict the conditions of this License, they do not
-excuse you from the conditions of this License. If you cannot convey a
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-not convey it at all. For example, if you agree to terms that obligate you
-to collect a royalty for further conveying from those to whom you convey
-the Program, the only way you could satisfy both those terms and this
-License would be to refrain entirely from conveying the Program.
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- 13. Use with the GNU Affero General Public License.
-
- Notwithstanding any other provision of this License, you have
-permission to link or combine any covered work with a work licensed
-under version 3 of the GNU Affero General Public License into a single
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-but the special requirements of the GNU Affero General Public License,
-section 13, concerning interaction through a network will apply to the
-combination as such.
-
- 14. Revised Versions of this License.
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- The Free Software Foundation may publish revised and/or new versions of
-the GNU General Public License from time to time. Such new versions will
-be similar in spirit to the present version, but may differ in detail to
-address new problems or concerns.
-
- Each version is given a distinguishing version number. If the
-Program specifies that a certain numbered version of the GNU General
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-option of following the terms and conditions either of that numbered
-version or of any later version published by the Free Software
-Foundation. If the Program does not specify a version number of the
-GNU General Public License, you may choose any version ever published
-by the Free Software Foundation.
-
- If the Program specifies that a proxy can decide which future
-versions of the GNU General Public License can be used, that proxy's
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-to choose that version for the Program.
-
- Later license versions may give you additional or different
-permissions. However, no additional obligations are imposed on any
-author or copyright holder as a result of your choosing to follow a
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- 15. Disclaimer of Warranty.
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- 16. Limitation of Liability.
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-reviewing courts shall apply local law that most closely approximates
-an absolute waiver of all civil liability in connection with the
-Program, unless a warranty or assumption of liability accompanies a
-copy of the Program in return for a fee.
-
- END OF TERMS AND CONDITIONS
-
- How to Apply These Terms to Your New Programs
-
- If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
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-to attach them to the start of each source file to most effectively
-state the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
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- Copyright (C)
-
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- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
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- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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- along with this program. If not, see .
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-Also add information on how to contact you by electronic and paper mail.
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- If the program does terminal interaction, make it output a short
-notice like this when it starts in an interactive mode:
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- 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.
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-The hypothetical commands `show w' and `show c' should show the appropriate
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-might be different; for a GUI interface, you would use an "about box".
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-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/code/effect.txt b/code/effect.txt
deleted file mode 100644
index a339967..0000000
--- a/code/effect.txt
+++ /dev/null
@@ -1,11 +0,0 @@
-/*
- effect.txt : MariENB extra shader.
- (C)2013-2016 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* separate for easier maintenance */
-#include "menbglobaldefs.fx"
-#include "menbextrasettings.fx"
-#include "menbextrainternals.fx"
-#include "menbextrafilters.fx"
diff --git a/code/enbbloom.fx b/code/enbbloom.fx
deleted file mode 100644
index 821798a..0000000
--- a/code/enbbloom.fx
+++ /dev/null
@@ -1,11 +0,0 @@
-/*
- enbbloom.fx : MariENB bloom filter.
- (C)2013-2016 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* separate for easier maintenance */
-#include "menbglobaldefs.fx"
-#include "menbbloomsettings.fx"
-#include "menbbloominternals.fx"
-#include "menbbloomfilters.fx"
diff --git a/code/enbeffect.fx b/code/enbeffect.fx
deleted file mode 100644
index 19d293d..0000000
--- a/code/enbeffect.fx
+++ /dev/null
@@ -1,13 +0,0 @@
-/*
- enbeffect.fx : MariENB base shader.
- (C)2013-2016 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 "menbglobaldefs.fx"
-#include "menbeffectsettings.fx"
-#include "menbeffectinternals.fx"
-#include "menbeffectfilters.fx"
diff --git a/code/enbeffectprepass.fx b/code/enbeffectprepass.fx
deleted file mode 100644
index e091db3..0000000
--- a/code/enbeffectprepass.fx
+++ /dev/null
@@ -1,11 +0,0 @@
-/*
- enbeffectprepass.fx : MariENB pre-pass filters.
- (C)2013-2016 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-/* separate for easier maintenance */
-#include "menbglobaldefs.fx"
-#include "menbprepasssettings.fx"
-#include "menbprepassinternals.fx"
-#include "menbprepassfilters.fx"
diff --git a/code/enblens.fx b/code/enblens.fx
deleted file mode 100644
index 91de7a8..0000000
--- a/code/enblens.fx
+++ /dev/null
@@ -1,57 +0,0 @@
-/*
- enblens.fx : MariENB Lens filters.
- (C)2013-2016 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-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/code/enbsunsprite.fx b/code/enbsunsprite.fx
deleted file mode 100644
index 382e85c..0000000
--- a/code/enbsunsprite.fx
+++ /dev/null
@@ -1,49 +0,0 @@
-/*
- enbsunsprite.fx : MariENB sun sprite filters.
- (C)2013-2016 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/code/menbbloomfilters.fx b/code/menbbloomfilters.fx
deleted file mode 100644
index 41a1873..0000000
--- a/code/menbbloomfilters.fx
+++ /dev/null
@@ -1,272 +0,0 @@
-/*
- menbbloomfilters.fx : MariENB bloom shader routines.
- (C)2013-2016 Marisa Kirisame, UnSX Team.
- Part of MariENB, the personal ENB of Marisa.
- Released under the GNU GPLv3 (or later).
-*/
-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;
- float sum = 0;
- float2 pp;
- [unroll] for ( i=-7; i<=7; i++ )
- {
- pp = coord+float2(i,0)*TempParameters.z*bloomradius;
- res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
- sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0;
- }
- res *= 1.0/sum;
- 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;
- float sum = 0;
- float2 pp;
- [unroll] for ( i=-7; i<=7; i++ )
- {
- pp = coord+float2(0,i)*TempParameters.z*bloomradius;
- res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
- sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0;
- }
- res *= 1.0/sum;
- /* 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 = tod_ind(blu);
- float bsi = tod_ind(bsi);
- float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
- lm = lm/(1.0+lm);
- lm *= 1.0-saturate((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;
- float sum = 0;
- float2 pp;
- [unroll] for ( i=-79; i<=79; i++ )
- {
- pp = coord+float2(i,0)*TempParameters.z*bloomradius*flen;
- res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
- sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
- }
- res *= 1.0/sum;
- /* 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 = tod_ind(flu);
- float fsi = tod_ind(fsi);
- float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
- lm = lm/(1.0+lm);
- float fbl = tod_ind(fbl);
- float fpw = tod_ind(fpw);
- 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(SamplerBloomC1,coord); // P1
- res += bloommix2*tex2D(SamplerBloomC2,coord); // P2
- res += bloommix3*tex2D(SamplerBloomC3,coord); // P3
- res += bloommix4*tex2D(SamplerBloomC4,coord); // P4
- res += bloommix5*tex2D(SamplerBloomC5,coord); // Prepass
- res += bloommix6*tex2D(SamplerBloomC6,coord); // Base
- res += bloommix7*tex2D(SamplerBloomC7,coord); // P5
- res += bloommix8*tex2D(SamplerBloomC8,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;
-#ifdef ASPECT_LENSDIRT
- ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
-#endif
- float4 crap = tex2D(SamplerLens,ccoord);
- mud += dirtmix1*tex2D(SamplerBloomC1,coord); // P1
- mud += dirtmix2*tex2D(SamplerBloomC2,coord); // P2
- mud += dirtmix3*tex2D(SamplerBloomC3,coord); // P3
- mud += dirtmix4*tex2D(SamplerBloomC4,coord); // P4
- mud += dirtmix5*tex2D(SamplerBloomC5,coord); // Prepass
- mud += dirtmix6*tex2D(SamplerBloomC6,coord); // Base
- mud += dirtmix7*tex2D(SamplerBloomC7,coord); // P5
- mud += dirtmix8*tex2D(SamplerBloomC8,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/code/menbbloominternals.fx b/code/menbbloominternals.fx
deleted file mode 100644
index 7b9a2e1..0000000
--- a/code/menbbloominternals.fx
+++ /dev/null
@@ -1,283 +0,0 @@
-/*
- menbbloominternals.fx : MariENB bloom internal variables.
- (C)2013-2016 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
-<
-#ifdef LENSDIRT_DDS
- string ResourceName = "menblens.dds";
-#else
- string ResourceName = "menblens.png";
-#endif
->;
-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 SamplerBloomC1 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC2 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC3 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC4 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC5 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC6 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC7 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerBloomC8 = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- 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/code/menbbloomsettings.fx b/code/menbbloomsettings.fx
deleted file mode 100644
index 60a30c7..0000000
--- a/code/menbbloomsettings.fx
+++ /dev/null
@@ -1,468 +0,0 @@
-/*
- menbbloomsettings.fx : MariENB bloom user-tweakable variables.
- (C)2013-2016 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};
-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/code/menbeffectfilters.fx b/code/menbeffectfilters.fx
deleted file mode 100644
index 2228432..0000000
--- a/code/menbeffectfilters.fx
+++ /dev/null
@@ -1,599 +0,0 @@
-/*
- menbeffectfilters.fx : MariENB base shader routines.
- (C)2013-2016 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.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
-/* helper functions */
-/* photometric */
-#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
-/* CCIR601 */
-//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
-/* overlay blend */
-#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
-/* "dark mask" blending is something I came up with and can't really explain */
-#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
-float3 rgb2hsv( float3 c )
-{
- float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
- float4 p = (c.g 0 0 0 0
- c7 -> 0.2125 0.7154 0.0721 1
- c6 is used in a cmp instruction
- c7 xyz is in a dot product, so we can assume it's a
- luminance calculation
- c7 w is used in some mad instructions as the "add"
- component, I wonder why
- s0 is diffuse
- s1 is bloom
- s2 is adaptation
-
- code
-
- rcp r0.x,c2.y
- r0.x now contains 1.0/c2.y (this is one of the bloom params)
- texld r1, v0, s2
- r1 contains the adaptation texture now
- mul r0.yz, r1.xxyw, c1.y
- r0.yz for some reason contains adaptation's xxyw (wat)
- multiplied by adapt min
- rcp r0.w, r0.y
- r0.w is now 1.0/r0.y (again, I don't know what's going on)
- mul r0.z, r0.w, r0.z
- r0.z *= r0.w, really don't know where this is going since
- I SERIOUSLY have no idea what all the adaptation texture
- channels do
-
- this is where adaptation ends and bloom stuff starts
-
- results:
- r0.x is 1.0/c2.y
- r0.y is ... I don't even know anymore, what the heck
- r0.z is ... I'm at a loss here too
- r0.w is 1.0/r0.y and I don't even know what r0.y is anyway
- r1 still contains the adaptation texture
-
- texld r1, v0, s1
- oh, here the bloom texture is loaded to r1
- mul r1.xyz,r1,c1.y
- multiplies bloom rgb by adaptation min
- dp3 r0.w, c7, r1
- r0.w contains the luminance of bloom
- mul r1.w, r0.w, r0.z
- multiplies the luminance by whatever was calculated from
- all the adaptation stuff
- mad r0.z, r0.z, r0.w, c7.w
- r0.z now contains r0.z multiplied by the original luminance
- plus one
- rcp r0.z, r0.z
- r0.z is now 1.0/r0.z
- mad r0.x, r1.w, r0.x, c7.w
- r0.x is now r1.w * r0.x + 1
- r0.x previously contained 1.0/c2.y, so this would be
- r1.w*(1.0/c2.y)+1 (no idea)
- mul r0.x,r0.x,r1.w
- r0.x changes again by multiplying it by r1.w (luminance?)
- mul r0.x,r0.z,r0.x
- here it gets multiplied by r0.z, which I HAVE NO IDEA what
- it is
- cmp r0.x,-r0.w,c6.x,r0.x
- r0.x contains c6.x if -r0.w >= 0, otherwise it's unchanged
- I'm only getting more confused at this point
- rcp r0.z,r0.w
- great, now we get the inverse of luminance to r0.z
- mul r0.z,r0.z,r0.x
- r0.z is multiplied by r0.x
- add_sat r0.x,-r0.x,c2.x
- r0.x now contains c2.x-r0.x, all of this is saturated
- I seriously don't know where this is going
-
- now it finally loads the diffuse
-
- results:
- r0.x is some sort of brightness modifier (?)
- r0.y never changed, and I still have no clue what it does
- r0.z is the inverse of bloom texture luminance
- r0.w is the bloom luminance
- r1 contains the bloom texture and something luminance-related
- on the alpha channel
-
- texld r2, v0, s0
- loads diffuse onto r2
- mul r2.xyz, r2, c1.y
- adjusts diffuse by adaptation min
- mul r2.xyz, r0.x, r2
- adjusts the brightness again from the bloom "section"
- mad r1.xyz, r1, r0.z, r2
- adds the bloom into diffuse using r0.z as the opacity,
- r1 now contains the blend, goodbye adaptation texture
- dp3 r0.x, r1, c7
- calculates the luminance of the diffuse+bloom, put in r0.x
- mov r1.w, c7.w
- r1.w is set to one
- lrp r2, c3.x, r1, r0.x
- r2 contains lerp(r0.x,r1,c3.x)
- c3.x is a vibrance/saturation factor
- OK this is at least very simple
- mad r1, r0.x, c4, -r2
- r1 is r0.x*c4-r2
- first instruction of tint filter
- mad r1, c4.w, r1, r2
- r1 is now c4.w*r1+r2
- second instruction of tint filter
- combining the two, we get
- r1 = c4.w*(r0.x*c4-r2)+r2
- I thought tinting was a simple lerp, but nope
- mad r1, c3.w, r1, -r0.y
- r1 is c3.w*r1-r0.y
- this is one of the contrast instructions, and it's where the
- whole adaptation mess comes from, since I have NO IDEA
- what r0.y contains
- mad r0, c3.z, r1, r0.y
- r0 is now c3.z*r1+r0.y
- the second contrast instruction, really at a loss here
- whole thing would be
- r0 = c3.z*(c3.w*r1-r0.y)+r0.y
- add r1, -r0, c5
- r1 contains c5-r0
- c5 is the fade parameters
- mad oC0, c5.w, r1, r0
- the final output color is c5.w*r1+r0
- so... oC0 = c5.w*(c5-r0)+r0
- I'm confused, this is also not a simple lerp, oh well?
-
- verdict: I HAVE NO IDEA WHAT r0.y CONTAINS, DAMN IT
-*/
-/* LUT colour grading */
-float3 GradingLUT( float3 res )
-{
- /*
- gross hacks were needed to "fix" the way direct3d interpolates on
- sampling, and to manually interpolate on the blue channel
-
- this could be alleviated if I could have all the LUTs as 64 separate
- volume maps, but PS 3.0 has a limit of 16 samplers and I think ENB
- can't load volume maps anyway.
- */
- float3 tcol = clamp(res,0.0001,0.9999);
- tcol.rg = tcol.rg*0.5+0.25;
-#ifdef LUTMODE_LEGACY
- float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0
- +clut/64.0);
- float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
- +clut/64.0);
- float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
-#endif
-#ifdef LUTMODE_16
- float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0);
- float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0);
- float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
-#endif
-#ifdef LUTMODE_64
- float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0);
- float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
- float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
-#endif
- float3 tcl1 = tex2D(SamplerLUT,lc1);
- float3 tcl2 = tex2D(SamplerLUT,lc2);
- tcol = lerp(tcl1,tcl2,dec);
- float lutblend = tod_ind(lutblend);
- return lerp(res,tcol,lutblend);
-}
-/* classic ENB palette colour grading, seems to kill dark and light values */
-float3 GradingPal( float3 res )
-{
- float4 adapt = tex2D(_s4,0.5);
- adapt = adapt/(adapt+1.0);
- float adapts = max(adapt.r,max(adapt.g,adapt.b));
- float3 palt;
- float2 coord;
- coord.y = adapts;
- coord.x = res.r;
- palt.r = tex2D(_s7,coord).r;
- coord.x = res.g;
- palt.g = tex2D(_s7,coord).g;
- coord.x = res.b;
- palt.b = tex2D(_s7,coord).b;
- return lerp(res,palt,palblend);
-}
-/* post-pass dithering, something apparently only my ENB does */
-float3 Dither( float3 res, float2 coord )
-{
- float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float3 col = res;
- float dml = (1.0/256.0);
- if ( dither == 1 )
- col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
- else if ( dither == 2 )
- col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
- else if ( dither == 3 )
- col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
- else if ( dither == 4 )
- col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
- else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
- col = (trunc(col*256.0)/256.0);
- return col;
-}
-/* Fuzzy */
-float3 FilmGrain( float3 res, float2 coord )
-{
- float ts = Timer.x*nf;
- float2 tcs = coord.xy;
- float2 s1 = tcs+float2(0,ts);
- float2 s2 = tcs+float2(ts,0);
- float2 s3 = tcs+float2(ts,ts);
- float n1, n2, n3;
- float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
- /*
- There are two methods of making noise here:
- 1. two-pass algorithm that produces a particular fuzz complete with
- a soft horizontal tear, reminiscent of old TV static.
- 2. simple version that has very noticeable tiling and visible
- scrolling at low speeds
- */
- if ( np )
- {
- n1 = tex2D(SamplerNoise2,s1*nm11*nr).r;
- n2 = tex2D(SamplerNoise2,s2*nm12*nr).g;
- n3 = tex2D(SamplerNoise2,s3*nm13*nr).b;
- s1 = tcs+float2(ts+n1*nk,n2*nk);
- s2 = tcs+float2(n2,ts+n3*nk);
- s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
- n1 = tex2D(SamplerNoise2,s1*nm21*nr).r;
- n2 = tex2D(SamplerNoise2,s2*nm22*nr).g;
- n3 = tex2D(SamplerNoise2,s3*nm23*nr).b;
- }
- else
- {
- n1 = tex2D(SamplerNoise3,s1*nm1*nr).r;
- n2 = tex2D(SamplerNoise3,s2*nm2*nr).g;
- n3 = tex2D(SamplerNoise3,s3*nm3*nr).b;
- }
- float n4 = (n1+n2+n3)/3;
- float3 ng = float3(n4,n4,n4);
- float3 nc = float3(n1,n2,n3);
- float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
- if ( nb == 1 ) return res+nt*ni;
- if ( nb == 2 ) return overlay(res,(nt*ni));
- if ( nb == 3 )
- {
- float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
- bn = pow(bn,bnp);
- float3 nn = saturate(nt*bn);
- return darkmask(res,(nn*ni));
- }
- return lerp(res,nt,ni);
-}
-/* MariENB shader */
-float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord0.xy;
- float4 res = tex2D(_s0,coord);
- if ( aenable ) res.rgb = Adaptation(res.rgb);
- if ( tmapenable ) res.rgb = Tonemap(res.rgb);
- if ( bloomdebug ) res.rgb *= 0;
- res.rgb += tex2D(_s3,coord).rgb*EBloomAmount;
- if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
- if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
- if ( colorizeafterhsv )
- {
- if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
- if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
- }
- else
- {
- if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
- if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
- }
- if ( lutenable ) res.rgb = GradingLUT(res.rgb);
- if ( palenable ) res.rgb = GradingPal(res.rgb);
- if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
-#ifdef FALLOUT
- res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
-#else
- res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb;
-#endif
- if ( dodither ) res.rgb = Dither(res.rgb,coord);
- res.rgb = max(0,res.rgb);
- res.a = 1.0;
- return res;
-}
-/*
- So... let me get this straight... rather than simply switching techniques,
- Boris just compiles the program twice with and without this macro, then
- toggling "UseEffect" switches between each variation? Wat?
-*/
-#ifndef ENB_FLIPTECHNIQUE
-#ifdef FALLOUT
-technique Shader_C1DAE3F7
-#else
-technique Shader_D6EC7DD1
-#endif
-#else
-technique Shader_ORIGINALPOSTPROCESS
-#endif
-{
- pass p0
- {
- VertexShader = compile vs_3_0 VS_Pass();
- PixelShader = compile ps_3_0 PS_Mari();
- ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
- ZEnable = FALSE;
- ZWriteEnable = FALSE;
- CullMode = NONE;
- AlphaTestEnable = FALSE;
- AlphaBlendEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
-#ifndef ENB_FLIPTECHNIQUE
-technique Shader_ORIGINALPOSTPROCESS
-#else
-#ifdef FALLOUT
-technique Shader_C1DAE3F7
-#else
-technique Shader_D6EC7DD1
-#endif
-#endif
-{
- pass p0
- {
-#ifdef FALLOUT
- VertexShader = asm
- {
- vs_1_1
- def c3,2,-2,0,0
- dcl_position v0
- dcl_texcoord v1
- mov r0.xy,c0
- mad oPos.xy,r0,-c3,v0
- add oT0.xy,v1,c1
- add oT1.xy,v1,c2
- mov oPos.zw,v0
- };
-#else
- VertexShader = compile vs_3_0 VS_Pass();
-#endif
- /* >inline assembly */
- 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/code/menbeffectinternals.fx b/code/menbeffectinternals.fx
deleted file mode 100644
index f9dc0de..0000000
--- a/code/menbeffectinternals.fx
+++ /dev/null
@@ -1,204 +0,0 @@
-/*
- menbeffectinternals.fx : MariENB base internal variables.
- (C)2013-2016 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
-<
-#ifdef LUTMODE_LEGACY
- string ResourceName = "menblutpreset.png";
-#endif
-#ifdef LUTMODE_16
- string ResourceName = "menblut16.png";
-#endif
-#ifdef LUTMODE_64
- string ResourceName = "menblut64.png";
-#endif
->;
-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/code/menbeffectsettings.fx b/code/menbeffectsettings.fx
deleted file mode 100644
index 2c52430..0000000
--- a/code/menbeffectsettings.fx
+++ /dev/null
@@ -1,730 +0,0 @@
-/*
- menbeffectsettings.fx : MariENB base user-tweakable variables.
- (C)2013-2016 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};
-/* 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 imagespace support */
-string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
-/* vanilla grading */
-bool vgradeenable
-<
- string UIName = "Enable Vanilla Imagespace";
- string UIWidget = "Checkbox";
-> = {true};
-float vtintblend
-<
- string UIName = "Vanilla Tint Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float vsatblend
-<
- string UIName = "Vanilla Vibrance Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-float vconblend
-<
- string UIName = "Vanilla Contrast Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
- float UIMax = 1.0;
-> = {1.0};
-/* 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};
-#ifdef LUTMODE_LEGACY
-int clut
-<
- string UIName = "LUT Preset";
- string UIWidget = "Spinner";
- int UIMin = 0;
- int UIMax = 63;
-> = {1};
-#endif
-/* 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/code/menbextrafilters.fx b/code/menbextrafilters.fx
deleted file mode 100644
index 7362c67..0000000
--- a/code/menbextrafilters.fx
+++ /dev/null
@@ -1,601 +0,0 @@
-/*
- menbextrafilters.fx : MariENB extra shader routines.
- (C)2013-2016 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;
-}
-/* Various VGA 256-colour palettes: Doom, Quake I, and the standard. */
-float4 ReduceDoom( in float4 color, in float2 coord )
-{
- float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
- float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
- return tex2D(SamplerDoom,lc);
-}
-float4 ReduceQuake( in float4 color, in float2 coord )
-{
- float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
- float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
- return tex2D(SamplerQuake,lc);
-}
-float4 ReduceVGA( in float4 color, in float2 coord )
-{
- float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
- float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
- return tex2D(SamplerVGA,lc);
-}
-/* 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 = ReduceVGA(tcol,(coord*rresl)/sresl);
- else if ( paltype == 5 ) res = ReduceDoom(tcol,(coord*rresl)/sresl);
- else if ( paltype == 6 ) res = ReduceQuake(tcol,(coord*rresl)/sresl);
- else if ( paltype == 7 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl);
- else if ( paltype == 8 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl);
- else if ( paltype == 9 ) 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 = clamp(luminance(col)*FONT_LEVELS,0,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/code/menbextrainternals.fx b/code/menbextrainternals.fx
deleted file mode 100644
index 404f9a5..0000000
--- a/code/menbextrainternals.fx
+++ /dev/null
@@ -1,279 +0,0 @@
-/*
- menbextrainternals.fx : MariENB extra internal variables.
- (C)2013-2016 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
-/* 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";
->;
-texture2D texDoom
-<
- string ResourceName = "menbdoomlut.png";
->;
-texture2D texQuake
-<
- string ResourceName = "menbquakelut.png";
->;
-texture2D texVGA
-<
- string ResourceName = "menbvgalut.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;
-};
-sampler2D SamplerDoom = sampler_state
-{
- Texture = ;
- MinFilter = POINT;
- MagFilter = POINT;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerQuake = sampler_state
-{
- Texture = ;
- MinFilter = POINT;
- MagFilter = POINT;
- MipFilter = NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerVGA = sampler_state
-{
- Texture = ;
- MinFilter = POINT;
- MagFilter = POINT;
- 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/code/menbextrasettings.fx b/code/menbextrasettings.fx
deleted file mode 100644
index ea816a2..0000000
--- a/code/menbextrasettings.fx
+++ /dev/null
@@ -1,289 +0,0 @@
-/*
- menbextrasettings.fx : MariENB extra user-tweakable variables.
- (C)2013-2016 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:
- -2 : Standard VGA 256-color palette
- -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 : VGA (256 colors, standard palette)
- 5 : Doom (256 colors, does not cover a lot)
- 6 : Quake I (256 colors, covers even less)
- 7 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
- 8 : RGB565 (ol' 16-bit "true color")
- 9 : RGB6 (typical screens incapable of 8bpc)
-*/
-int paltype
-<
- string UIName = "Palette Type";
- string UIWidget = "Spinner";
- int UIMin = -1;
- int UIMax = 9;
-> = {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/code/menbglobaldefs.fx b/code/menbglobaldefs.fx
deleted file mode 100644
index 8a76b27..0000000
--- a/code/menbglobaldefs.fx
+++ /dev/null
@@ -1,66 +0,0 @@
-/*
- menbglobaldefs.fx : MariENB global shared code.
- (C)2013-2016 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
-/* are we running on fallout 3 / new vegas or on skyrim? */
-//#define FALLOUT
-/* time of day and interior interpolation */
-#ifdef FALLOUT
-#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
- (x##_in+x##_id)*0.5,EInteriorFactor)
-#else
-#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
- lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor)
-#endif
-/* weather macros */
-#define WT_TEMPERATE 0.0
-#define WT_HOT 1.0
-#define WT_COLD 2.0
-#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\
- ?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\
- ?(1.0-WeatherAndTime.z):(0.0))
-/*
- Explanation of macro, because some of the people reading this likely don't
- know what a ternary conditional is:
-
- (WeatherAndTime.x==id) -> transitioning to wanted weather?
- ?(WeatherAndTime.y==id) -> coming from wanted weather?
- ?(1.0) -> if so, always 1
- :(WeatherAndTime.z) -> if not, return transition
- :(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
- ?(1.0-WeatherAndTime.z) -> return inverse transition
- :(0.0) -> otherwise return 0
-*/
-/* asset definitions */
-/* ascii art font */
-#define FONT_WIDTH 8
-#define FONT_HEIGHT 4096
-#define GLYPH_WIDTH 8
-#define GLYPH_HEIGHT 16
-#define FONT_LEVELS 255
-/*
- aspect correction for certain overlays
- uncommented : the textures are 1:1 and must be corrected
- commented : the textures are 16:9 or whatever ratio you use
-*/
-#define ASPECT_LENSDIRT
-/* texture sizes */
-#define NOISESIZE 256.0
-#define HEATSIZE 1024.0
-#define FROSTSIZE 1024.0
-/* LUT mode (use only one) - The 256px option was discarded for size reasons */
-//#define LUTMODE_LEGACY
-//#define LUTMODE_16
-#define LUTMODE_64
-/* some textures can be provided as DDS rather than PNG to save space */
-//#define HEAT_DDS
-//#define LENSDIRT_DDS
-//#define FROST_DDS
-//#define FROSTBUMP_DDS
-/* experimental features (TODO) */
-#define USE_BOKEH
-//#define MULTIPASS_RMAO
diff --git a/code/menbprepassfilters.fx b/code/menbprepassfilters.fx
deleted file mode 100644
index 252f2e4..0000000
--- a/code/menbprepassfilters.fx
+++ /dev/null
@@ -1,760 +0,0 @@
-/*
- menbprepassfilters.fx : MariENB prepass shader routines.
- (C)2013-2016 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;
-}
-/* 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;
-}
-/* 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 = tod_ind(edgevfadepow);
- float edgevfademult = tod_ind(edgevfademult);
- float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius;
- float mdx = 0, mdy = 0, mud = 0;
- /* this reduces texture fetches by half, big difference */
- float3x3 depths;
- depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
- depths[0][1] = depthlinear(coord+float2( 0,-1)*bof);
- depths[0][2] = depthlinear(coord+float2( 1,-1)*bof);
- depths[1][0] = depthlinear(coord+float2(-1, 0)*bof);
- depths[1][1] = depthlinear(coord+float2( 0, 0)*bof);
- depths[1][2] = depthlinear(coord+float2( 1, 0)*bof);
- depths[2][0] = depthlinear(coord+float2(-1, 1)*bof);
- depths[2][1] = depthlinear(coord+float2( 0, 1)*bof);
- depths[2][2] = depthlinear(coord+float2( 1, 1)*bof);
- mdx += GX[0][0]*depths[0][0];
- mdx += GX[0][1]*depths[0][1];
- mdx += GX[0][2]*depths[0][2];
- mdx += GX[1][0]*depths[1][0];
- mdx += GX[1][1]*depths[1][1];
- mdx += GX[1][2]*depths[1][2];
- mdx += GX[2][0]*depths[2][0];
- mdx += GX[2][1]*depths[2][1];
- mdx += GX[2][2]*depths[2][2];
- mdy += GY[0][0]*depths[0][0];
- mdy += GY[0][1]*depths[0][1];
- mdy += GY[0][2]*depths[0][2];
- mdy += GY[1][0]*depths[1][0];
- mdy += GY[1][1]*depths[1][1];
- mdy += GY[1][2]*depths[1][2];
- mdy += GY[2][0]*depths[2][0];
- mdy += GY[2][1]*depths[2][1];
- mdy += GY[2][2]*depths[2][2];
- mud = pow(mdx*mdx+mdy*mdy,0.5);
- float fade = 1.0-tex2D(SamplerDepth,coord).x;
- mud *= saturate(pow(fade,edgevfadepow)*edgevfademult);
- mud = saturate(pow(mud,edgevpow)*edgevmult);
- return mud;
-}
-/*
- Thank you Boris for not providing access to a normal buffer. Guesswork using
- the depth buffer results in imprecise normals that aren't smoothed. Plus
- there is no way to get the normal data from textures either. Also, three
- texture fetches are needed instead of one (great!)
-*/
-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);
-}
-/* Squeezed in are Edgevision and Sharpen and ssao prepass */
-float4 PS_EdgePlusSSAOPrepass( 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 ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
- /* get occlusion using single-step Ray Marching with 64 samples */
- float ssaofadepow = tod_ind(ssaofadepow);
- float ssaofademult = tod_ind(ssaofademult);
- 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);
- float occ = 0.0;
- int i;
- float3 sample;
- float sdepth, so, delta;
- float sclamp = ssaoclamp/100000.0;
- float sclampmin = ssaoclampmin/100000.0;
- 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 > sclampmin) && (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 > sclampmin) && (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;
-}
-/*
- 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 )
-{
- if ( !wateralways ) return 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. */
-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(ENightDayFactor*(1.0-EInteriorFactor),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/HEATSIZE)*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
-#ifndef FALLOUT
- *weatherfactor(WT_HOT)
-#endif
- ;
- 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;
-}
-/* Screen distortion filters */
-float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 ofs = coord;
- if ( waterenable ) ofs = UnderwaterDistort(ofs);
- if ( heatenable ) ofs = DistantHeat(ofs);
- ofs -= coord;
- float4 res;
- if ( (distcha != 0.0) && (length(ofs) != 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,
- tex2D(SamplerColor,coord+ofs).a);
- }
- else res = tex2D(SamplerColor,coord+ofs);
- return res;
-}
-/*
- The blur passes use bilateral filtering to mostly preserve borders.
- An additional factor using difference of normals was tested, but the
- performance decrease was too much, so it's gone forever.
-*/
-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;
- if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
- {
- sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
- ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
- sw = ds;
- sw *= gauss8[abs(i)];
- tw += sw;
- res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a;
- }
- else [unroll] for ( i=-15; i<=15; i++ )
- {
- sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
- ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
- sw = ds;
- 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;
- if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
- {
- sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
- ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
- sw = ds;
- sw *= gauss8[abs(i)];
- tw += sw;
- res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a;
- }
- else [unroll] for ( i=-15; i<=15; i++ )
- {
- sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
- ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
- sw = ds;
- 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 = tod_ind(focusmax);
- 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 = tod_ind(focusradius);
- float focusmix = tod_ind(focusmix);
- 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 = tod_ind(dofpow);
- float dofmult = tod_ind(dofmult);
- float dofbump = tod_ind(dofbump);
- float doffixedfocuspow = tod_ind(doffixedfocuspow);
- float doffixedfocusmult = tod_ind(doffixedfocusmult);
- float doffixedfocusbump = tod_ind(doffixedfocusbump);
- float doffixedfocusblend = tod_ind(doffixedunfocusblend);
- float doffixedunfocuspow = tod_ind(doffixedunfocuspow);
- float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
- float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
- float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
- 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.
- 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. Who
- could I blame for this mess? Boris? Bethesda? Hell if I know.
- */
-#ifndef FALLOUT
- if ( dofrelfov )
- {
- float relfovfactor = tod_ind(relfovfactor);
- float relfov = (FieldOfView-fovdefault)/fovdefault;
- dofpow = max(0,dofpow+relfov*relfovfactor);
- }
-#endif
- 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.
-*/
-#ifdef USE_BOKEH
-/* gather blur pass */
-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;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 bof = 1.0/bresl;
- float4 res = tex2D(SamplerColor,coord);
- float4 ccol = res;
- if ( dfc > 0.0 )
- {
- res *= 0;
- float dep = tex2D(SamplerDepth,coord).x;
- float sd, ds, sw, tw = 0;
- float2 bsz = bof*dofpradius*dfc;
- float4 sc;
- [unroll] for ( int i=0; i<32; i++ )
- {
- sc = tex2Dlod(SamplerColor,float4(coord.x
- +poisson32[i].x*bsz.x,coord.y+poisson32[i].y
- *bsz.y,0.0,dfc));
- ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
- sd = tex2D(SamplerColor,coord+poisson32[i]*bsz).a;
- sw = (ds>dep)?1.0:sd;
- tw += sw;
- res += sc*sw;
- }
- res /= tw;
- }
- res.a = dfc;
- return res;
-}
-/* nobody here, only one pass is really needed */
-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;
- float4 res = tex2D(SamplerColor,coord);
- res.a = 1.0;
- return res;
-}
-#else
-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;
- 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;
- 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;
- 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;
- res.a = 1.0;
- return res;
-}
-#endif
-/* Screen frost shader. Not very realistic either, but looks fine too. */
-float2 ScreenFrost( float2 coord )
-{
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
- float2 ofs = tex2D(SamplerFrostBump,nc).xy;
- ofs = (ofs-0.5)*2.0;
- ofs *= pow(length(ofs),frostpow)*froststrength;
- if ( !frostalways ) ofs *=
-#ifndef FALLOUT
- weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))*
-#endif
- (1.0-ENightDayFactor)*frostnight;
- if ( EInteriorFactor == 1.0 ) ofs *= frostind;
- float dist = distance(coord,float2(0.5,0.5))*2.0;
- ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0);
- return coord+ofs;
-}
-/* screen frost overlay */
-float4 PS_FrostPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
-{
- float2 coord = IN.txcoord.xy;
- float2 bresl;
- if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
- else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
- float2 ofs = coord;
- if ( frostenable ) ofs = ScreenFrost(ofs);
- ofs -= coord;
- float4 res;
- if ( (distcha != 0.0) && (length(ofs) != 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 ( frostenable )
- {
- float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
- float bmp = pow(tex2D(SamplerFrost,nc).x,frostbpow);
- float dist = distance(coord,float2(0.5,0.5))*2.0;
- dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
- 1.0)*frostblend;
- if ( !frostalways ) dist *=
-#ifndef FALLOUT
- weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))*
-#endif
- (1.0-ENightDayFactor)*frostnight;
- if ( EInteriorFactor == 1.0 ) dist *= frostind;
- res.rgb *= 1.0+bmp*dist;
- }
- if ( !focusdisplay ) return res;
- 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 = tod_ind(focusradius);
- 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_EdgePlusSSAOPrepass();
- 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_Distortion();
- 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_FrostPass();
- DitherEnable = FALSE;
- ZEnable = FALSE;
- CullMode = NONE;
- ALPHATESTENABLE = FALSE;
- SEPARATEALPHABLENDENABLE = FALSE;
- AlphaBlendEnable = FALSE;
- StencilEnable = FALSE;
- FogEnable = FALSE;
- SRGBWRITEENABLE = FALSE;
- }
-}
diff --git a/code/menbprepassinternals.fx b/code/menbprepassinternals.fx
deleted file mode 100644
index ae1b880..0000000
--- a/code/menbprepassinternals.fx
+++ /dev/null
@@ -1,267 +0,0 @@
-/*
- menbprepassinternals.fx : MariENB prepass internal variables.
- (C)2013-2016 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
-};
-/* 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)
-};
-/* For high quality DOF */
-#ifdef USE_BOKEH
-static const float2 poisson32[32] =
-{
- float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
- float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
- float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
- float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
- float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
- float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
- float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
- float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
- float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
- float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
- float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
- float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
- float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
- float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
- float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
- float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
-};
-#endif
-/* standard stuff */
-float4 ScreenSize;
-float ENightDayFactor;
-float EInteriorFactor;
-float FadeFactor;
-float4 Timer;
-float FieldOfView;
-float4 WeatherAndTime;
-/* this still doesn't do anything */
-extern float fWaterLevel;
-/* samplers and textures */
-texture2D texColor;
-texture2D texDepth;
-texture2D texNoise3
-<
- string ResourceName = "menbnoise2.png";
->;
-texture2D texHeat
-<
-#ifdef HEAT_DDS
- string ResourceName = "menbheat.dds";
-#else
- string ResourceName = "menbheat.png";
-#endif
->;
-texture2D texFrost
-<
-#ifdef FROST_DDS
- string ResourceName = "menbfrost.dds";
-#else
- string ResourceName = "menbfrost.png";
-#endif
->;
-texture2D texFrostBump
-<
-#ifdef FROSTBUMP_DDS
- string ResourceName = "menbfrostbump.dds";
-#else
- string ResourceName = "menbfrostbump.png";
-#endif
->;
-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 SamplerFrost = sampler_state
-{
- Texture = ;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;
- AddressU = Wrap;
- AddressV = Wrap;
- SRGBTexture = FALSE;
- MaxMipLevel = 0;
- MipMapLodBias = 0;
-};
-sampler2D SamplerFrostBump = 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/code/menbprepasssettings.fx b/code/menbprepasssettings.fx
deleted file mode 100644
index 07af301..0000000
--- a/code/menbprepasssettings.fx
+++ /dev/null
@@ -1,912 +0,0 @@
-/*
- menbprepasssettings.fx : MariENB prepass user-tweakable variables.
- (C)2013-2016 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 wateralways
-<
- string UIName = "Always Underwater";
- string UIWidget = "Checkbox";
-> = {false};
-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};
-bool frostenable
-<
- string UIName = "Enable Screen Frost";
- string UIWidget = "Checkbox";
-> = {false};
-float frostpow
-<
- string UIName = "Frost Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float froststrength
-<
- string UIName = "Frost Strength";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostrpow
-<
- string UIName = "Frost Radial Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostrmult
-<
- string UIName = "Frost Radial Intensity";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostrbump
-<
- string UIName = "Frost Radial Offset";
- string UIWidget = "Spinner";
-> = {0.0};
-float frostblend
-<
- string UIName = "Frost Texture Blend";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostbpow
-<
- string UIName = "Frost Texture Blend Contrast";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostsize
-<
- string UIName = "Frost Texture Size";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float frostind
-<
- string UIName = "Frost Indoor Factor";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.05};
-float frostnight
-<
- string UIName = "Frost Night Factor";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.25};
-bool frostalways
-<
- string UIName = "Frost 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};
-#ifndef USE_BOKEH
-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};
-#else
-float dofpradius
-<
- string UIName = "DOF Gather Blur Radius";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {6.0};
-#endif
-#ifndef FALLOUT
-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};
-#endif
-bool dofdebug
-<
- string UIName = "Debug Depth";
- string UIWidget = "Checkbox";
-> = {false};
-bool dfcdebug
-<
- string UIName = "Debug Focus";
- string UIWidget = "Checkbox";
-> = {false};
-/* use "edge vision" filter */
-string str_view = "Edgevision";
-bool edgevenable
-<
- string UIName = "Enable Edgevision";
- string UIWidget = "Checkbox";
-> = {false};
-/* factors */
-float edgevfadepow_n
-<
- string UIName = "Edgevision Fade Contrast Night";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgevfadepow_d
-<
- string UIName = "Edgevision Fade Contrast Day";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {2.0};
-float edgevfadepow_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";
- float UIMin = 0.0;
-> = {1000.0};
-float ssaoclamp
-<
- string UIName = "SSAO Range";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {1.0};
-float ssaoclampmin
-<
- string UIName = "SSAO Range Min";
- string UIWidget = "Spinner";
- float UIMin = 0.0;
-> = {0.0};
-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";
-> = {true};
-bool ssaohalfblur
-<
- string UIName = "SSAO Blur Use Less Samples";
- string UIWidget = "Checkbox";
-> = {true};
-/* 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};
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diff --git a/exampleluts/isolate_red/menblut64.png b/exampleluts/isolate_red/menblut64.png
deleted file mode 100644
index d7200d8..0000000
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diff --git a/exampleluts/isolate_saturated/menblut16.png b/exampleluts/isolate_saturated/menblut16.png
deleted file mode 100644
index 18a93bd..0000000
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diff --git a/exampleluts/isolate_saturated/menblut64.png b/exampleluts/isolate_saturated/menblut64.png
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index 63f3c8d..0000000
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diff --git a/exampleluts/rangetest/menblut16.png b/exampleluts/rangetest/menblut16.png
deleted file mode 100644
index 4b521be..0000000
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diff --git a/exampleluts/rangetest/menblut64.png b/exampleluts/rangetest/menblut64.png
deleted file mode 100644
index 4a40dae..0000000
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diff --git a/exampleluts/readme.txt b/exampleluts/readme.txt
deleted file mode 100644
index a478686..0000000
--- a/exampleluts/readme.txt
+++ /dev/null
@@ -1,12 +0,0 @@
-blue -> A cold, blue colorization palette.
-brown -> Pseudo-sepia palette.
-flame -> Hot flames.
-fnvdust -> Bad attempt at replicating the legacy FNV Dust palette.
-gold -> Exactly what it says on the tin.
-isolate_blue -> Softly isolate blues.
-isolate_green -> Same for greens.
-isolate_red -> And reds too.
-isolate_saturated -> A steep curve applied to saturation.
-rangetest -> Used to check how bad subpixel interpolation is.
-red -> Reddish-pink palette.
-skyrimdust -> Another replication of a legacy palette. Seems redder now.
diff --git a/exampleluts/red/menblut16.png b/exampleluts/red/menblut16.png
deleted file mode 100644
index d1142b6..0000000
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diff --git a/exampleluts/red/menblut64.png b/exampleluts/red/menblut64.png
deleted file mode 100644
index 5e86893..0000000
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diff --git a/exampleluts/skyrimdust/menblut16.png b/exampleluts/skyrimdust/menblut16.png
deleted file mode 100644
index a948f7e..0000000
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diff --git a/exampleluts/skyrimdust/menblut64.png b/exampleluts/skyrimdust/menblut64.png
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diff --git a/skyrim/enbseries.ini b/skyrim/enbseries.ini
deleted file mode 100644
index b7606a9..0000000
--- a/skyrim/enbseries.ini
+++ /dev/null
@@ -1,1148 +0,0 @@
-[GLOBAL]
-AdditionalConfigFile=
-UseEffect=true
-
-[EFFECT]
-UseOriginalPostProcessing=false
-UseOriginalObjectsProcessing=false
-EnableBloom=true
-EnableAdaptation=true
-EnableAmbientOcclusion=false
-EnableDepthOfField=true
-EnableDetailedShadow=true
-EnableSunRays=true
-EnableSkyLighting=true
-EnableImageBasedLighting=false
-EnableReflection=true
-EnableSoftParticles=true
-EnableParticleLights=true
-EnableSunGlare=false
-EnableSubSurfaceScattering=true
-EnableLens=false
-EnableWater=true
-EnableUnderwater=true
-EnableCloudShadows=true
-EnableVolumetricRays=false
-EnableProceduralSun=true
-EnableMist=true
-
-[BLOOM]
-Quality=1
-AmountDay=1.0
-AmountNight=1.0
-BlueShiftAmountDay=1.0
-BlueShiftAmountNight=1.0
-AmountSunrise=1.2
-AmountSunset=1.2
-AmountInteriorDay=1.0
-AmountInteriorNight=1.0
-BlueShiftAmountSunrise=1.0
-BlueShiftAmountSunset=1.0
-BlueShiftAmountInteriorDay=1.0
-BlueShiftAmountInteriorNight=1.0
-IgnoreWeatherSystem=true
-AmountDawn=1.3
-AmountDusk=1.3
-BlueShiftAmountDawn=1.0
-BlueShiftAmountDusk=1.0
-
-[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=0.15
-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=0.8
-AdaptationTime=3.0
-AdaptationMin=0.5
-AdaptationMax=0.5
-
-[ENVIRONMENT]
-DirectLightingIntensityDay=1.22
-DirectLightingIntensityNight=1.05
-DirectLightingIntensityInterior=1.014688
-DirectLightingCurveDay=1.27
-DirectLightingCurveNight=1.54
-DirectLightingCurveInterior=1.25
-DirectLightingDesaturationDay=0.07
-DirectLightingDesaturationNight=0.05
-DirectLightingDesaturationInterior=0.0
-SpecularAmountMultiplierDay=1.26
-SpecularAmountMultiplierNight=1.76
-SpecularAmountMultiplierInterior=1.0
-SpecularPowerMultiplierDay=0.691
-SpecularPowerMultiplierNight=0.511
-SpecularPowerMultiplierInterior=1.0
-SpecularFromLightDay=0.0
-SpecularFromLightNight=0.0
-SpecularFromLightInterior=0.0
-AmbientLightingIntensityDay=0.5
-AmbientLightingIntensityNight=0.17
-AmbientLightingIntensityInterior=0.914
-AmbientLightingCurveDay=0.91
-AmbientLightingCurveNight=1.3
-AmbientLightingCurveInterior=0.75
-AmbientLightingDesaturationDay=0.0
-AmbientLightingDesaturationNight=0.0
-AmbientLightingDesaturationInterior=0.0
-PointLightingIntensityDay=1.08
-PointLightingIntensityNight=1.17
-PointLightingIntensityInterior=0.825
-PointLightingCurveDay=1.03875
-PointLightingCurveNight=1.17
-PointLightingCurveInterior=0.825
-PointLightingDesaturationDay=0.0
-PointLightingDesaturationNight=0.0
-PointLightingDesaturationInterior=0.0
-FogColorMultiplierDay=0.76
-FogColorMultiplierNight=0.34
-FogColorMultiplierInterior=0.5
-FogColorCurveDay=0.88
-FogColorCurveNight=1.16
-FogColorCurveInterior=1.0
-ColorPowDay=1.0
-ColorPowNight=1.0
-ColorPowInterior=0.9
-DirectLightingIntensitySunrise=1.31
-DirectLightingIntensitySunset=1.39
-DirectLightingIntensityInteriorDay=1.32
-DirectLightingIntensityInteriorNight=1.14
-DirectLightingCurveSunrise=1.31
-DirectLightingCurveSunset=1.39
-DirectLightingCurveInteriorDay=1.38
-DirectLightingCurveInteriorNight=1.45
-DirectLightingDesaturationSunrise=0.12
-DirectLightingDesaturationSunset=0.12
-DirectLightingDesaturationInteriorDay=0.11
-DirectLightingDesaturationInteriorNight=0.18
-SpecularAmountMultiplierSunrise=1.56
-SpecularAmountMultiplierSunset=1.69
-SpecularAmountMultiplierInteriorDay=1.32
-SpecularAmountMultiplierInteriorNight=1.66
-SpecularPowerMultiplierSunrise=0.631
-SpecularPowerMultiplierSunset=0.661
-SpecularPowerMultiplierInteriorDay=0.711
-SpecularPowerMultiplierInteriorNight=0.611
-SpecularFromLightSunrise=0.0
-SpecularFromLightSunset=0.0
-SpecularFromLightInteriorDay=0.0
-SpecularFromLightInteriorNight=0.0
-AmbientLightingIntensitySunrise=0.32
-AmbientLightingIntensitySunset=0.28
-AmbientLightingIntensityInteriorDay=0.38
-AmbientLightingIntensityInteriorNight=0.27
-AmbientLightingCurveSunrise=1.03
-AmbientLightingCurveSunset=1.09
-AmbientLightingCurveInteriorDay=1.11
-AmbientLightingCurveInteriorNight=1.17
-AmbientLightingDesaturationSunrise=0.0
-AmbientLightingDesaturationSunset=0.0
-AmbientLightingDesaturationInteriorDay=0.0
-AmbientLightingDesaturationInteriorNight=0.0
-AmbientColorFilterAmountSunrise=0.32
-AmbientColorFilterAmountDay=0.43
-AmbientColorFilterAmountSunset=0.35
-AmbientColorFilterAmountNight=0.38
-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=1.14
-PointLightingIntensitySunset=1.18
-PointLightingIntensityInteriorDay=1.1
-PointLightingIntensityInteriorNight=1.13
-PointLightingCurveSunrise=1.16
-PointLightingCurveSunset=1.2
-PointLightingCurveInteriorDay=1.11
-PointLightingCurveInteriorNight=1.11
-PointLightingDesaturationSunrise=0.0
-PointLightingDesaturationSunset=0.0
-PointLightingDesaturationInteriorDay=0.0
-PointLightingDesaturationInteriorNight=0.0
-ParticleLightsIntensitySunrise=0.25
-ParticleLightsIntensityDay=0.21
-ParticleLightsIntensitySunset=0.23
-ParticleLightsIntensityNight=0.35
-ParticleLightsIntensityInteriorDay=0.26
-ParticleLightsIntensityInteriorNight=0.38
-FogColorMultiplierSunrise=0.67
-FogColorMultiplierSunset=0.63
-FogColorMultiplierInteriorDay=0.95
-FogColorMultiplierInteriorNight=0.7
-FogColorCurveSunrise=1.04
-FogColorCurveSunset=1.06
-FogColorCurveInteriorDay=0.96
-FogColorCurveInteriorNight=1.25
-ColorPowSunrise=1.0
-ColorPowSunset=1.0
-ColorPowInteriorDay=1.0
-ColorPowInteriorNight=1.0
-IgnoreWeatherSystem=true
-DirectLightingColorFilterSunrise=0.992, 0.863, 0.733
-DirectLightingColorFilterDay=1, 1, 1
-DirectLightingColorFilterSunset=0.988, 0.804, 0.643
-DirectLightingColorFilterNight=0.69, 0.875, 0.988
-DirectLightingColorFilterInteriorDay=1, 1, 1
-DirectLightingColorFilterInteriorNight=0.733, 0.847, 0.992
-FogColorFilterSunrise=0.867, 0.667, 0.49
-FogColorFilterDay=1, 1, 1
-FogColorFilterSunset=0.984, 0.506, 0.333
-FogColorFilterNight=0.267, 0.573, 0.878
-FogColorFilterInteriorDay=1, 1, 1
-FogColorFilterInteriorNight=1, 1, 1
-DirectLightingColorFilterAmountSunrise=0.0
-DirectLightingColorFilterAmountDay=0.0
-DirectLightingColorFilterAmountSunset=0.0
-DirectLightingColorFilterAmountNight=0.0
-DirectLightingColorFilterAmountInteriorDay=0.0
-DirectLightingColorFilterAmountInteriorNight=0.0
-FogColorFilterAmountSunrise=0.0
-FogColorFilterAmountDay=0.0
-FogColorFilterAmountSunset=0.0
-FogColorFilterAmountNight=0.0
-FogColorFilterAmountInteriorDay=0.0
-FogColorFilterAmountInteriorNight=0.0
-DirectLightingIntensityDawn=1.42
-DirectLightingIntensityDusk=1.43
-DirectLightingCurveDawn=1.34
-DirectLightingCurveDusk=1.46
-DirectLightingDesaturationDawn=0.08
-DirectLightingDesaturationDusk=0.09
-DirectLightingColorFilterAmountDawn=0.0
-DirectLightingColorFilterAmountDusk=0.0
-DirectLightingColorFilterDawn=0.976, 0.733, 0.49
-DirectLightingColorFilterDusk=0.98, 0.702, 0.455
-SpecularAmountMultiplierDawn=1.69
-SpecularAmountMultiplierDusk=1.75
-SpecularPowerMultiplierDawn=0.56
-SpecularPowerMultiplierDusk=0.57
-SpecularFromLightDawn=0.0
-SpecularFromLightDusk=0.0
-AmbientLightingIntensityDawn=0.22
-AmbientLightingIntensityDusk=0.25
-AmbientLightingCurveDawn=1.15
-AmbientLightingCurveDusk=1.15
-AmbientLightingDesaturationDawn=0.0
-AmbientLightingDesaturationDusk=0.0
-AmbientColorFilterAmountDawn=0.29
-AmbientColorFilterAmountDusk=0.28
-AmbientColorFilterTopDawn=0.369, 0.208, 0.0863
-AmbientColorFilterTopDusk=0.408, 0.125, 0.0235
-AmbientColorFilterMiddleDawn=0.169, 0.122, 0.0588
-AmbientColorFilterMiddleDusk=0.235, 0.0667, 0.0235
-AmbientColorFilterBottomDawn=0, 0, 0
-AmbientColorFilterBottomDusk=0, 0, 0
-PointLightingIntensityDawn=1.21
-PointLightingIntensityDusk=1.22
-PointLightingCurveDawn=1.18
-PointLightingCurveDusk=1.24
-PointLightingDesaturationDawn=0.0
-PointLightingDesaturationDusk=0.0
-ParticleLightsIntensityDawn=0.33
-ParticleLightsIntensityDusk=0.34
-FogColorMultiplierDawn=0.58
-FogColorMultiplierDusk=0.52
-FogColorCurveDawn=1.08
-FogColorCurveDusk=1.21
-FogColorFilterAmountDawn=0.0
-FogColorFilterAmountDusk=0.0
-FogColorFilterDawn=0.827, 0.518, 0.247
-FogColorFilterDusk=0.698, 0.4, 0.29
-ColorPowDawn=1.0
-ColorPowDusk=1.0
-
-[SKY]
-Enable=true
-StarsIntensity=1.36
-StarsCurve=1.37
-AuroraBorealisIntensity=1.14
-AuroraBorealisCurve=0.57
-CloudsIntensityDay=1.040001
-CloudsIntensityNight=0.280001
-CloudsIntensityInterior=1.49
-CloudsCurveDay=1.18
-CloudsCurveNight=2.09
-CloudsCurveInterior=1.5
-CloudsDesaturationDay=0.0
-CloudsDesaturationNight=0.0
-CloudsDesaturationInterior=0.14
-CloudsEdgeClamp=0.36
-CloudsEdgeIntensity=1.39
-GradientIntensityDay=1.080001
-GradientIntensityNight=0.510001
-GradientIntensityInterior=0.85
-GradientDesaturationDay=0.15
-GradientDesaturationNight=0.13
-GradientDesaturationInterior=0.325
-GradientTopIntensityDay=1.320001
-GradientTopIntensityNight=1.160001
-GradientTopIntensityInterior=5.6125
-GradientTopCurveDay=1.36
-GradientTopCurveNight=1.91
-GradientTopCurveInterior=2.15
-GradientMiddleIntensityDay=1.190001
-GradientMiddleIntensityNight=0.700001
-GradientMiddleIntensityInterior=2.4
-GradientMiddleCurveDay=1.18
-GradientMiddleCurveNight=1.64
-GradientMiddleCurveInterior=1.65
-GradientHorizonIntensityDay=1.18
-GradientHorizonIntensityNight=0.930001
-GradientHorizonIntensityInterior=2.33
-GradientHorizonCurveDay=1.5
-GradientHorizonCurveNight=1.91
-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=0.630001
-CloudsIntensitySunset=0.440001
-CloudsIntensityInteriorDay=0.98
-CloudsIntensityInteriorNight=0.32
-CloudsCurveSunrise=1.28
-CloudsCurveSunset=1.54
-CloudsCurveInteriorDay=1.12
-CloudsCurveInteriorNight=1.38
-CloudsDesaturationSunrise=0.0
-CloudsDesaturationSunset=0.0
-CloudsDesaturationInteriorDay=0.0
-CloudsDesaturationInteriorNight=0.0
-GradientIntensitySunrise=0.860001
-GradientIntensitySunset=0.850001
-GradientIntensityInteriorDay=1.19
-GradientIntensityInteriorNight=0.870001
-GradientDesaturationSunrise=0.24
-GradientDesaturationSunset=0.22
-GradientDesaturationInteriorDay=0.29
-GradientDesaturationInteriorNight=0.05
-GradientTopIntensitySunrise=1.240001
-GradientTopIntensitySunset=1.26
-GradientTopIntensityInteriorDay=2.7
-GradientTopIntensityInteriorNight=1.48
-GradientTopCurveSunrise=1.59
-GradientTopCurveSunset=1.66
-GradientTopCurveInteriorDay=2.47
-GradientTopCurveInteriorNight=1.59
-GradientMiddleIntensitySunrise=1.150001
-GradientMiddleIntensitySunset=1.09
-GradientMiddleIntensityInteriorDay=2.6
-GradientMiddleIntensityInteriorNight=1.09
-GradientMiddleCurveSunrise=1.39
-GradientMiddleCurveSunset=1.49
-GradientMiddleCurveInteriorDay=2.2
-GradientMiddleCurveInteriorNight=1.77
-GradientHorizonIntensitySunrise=1.25
-GradientHorizonIntensitySunset=1.36
-GradientHorizonIntensityInteriorDay=1.91
-GradientHorizonIntensityInteriorNight=1.4
-GradientHorizonCurveSunrise=1.64
-GradientHorizonCurveSunset=1.73
-GradientHorizonCurveInteriorDay=1.44
-GradientHorizonCurveInteriorNight=1.34
-SunIntensitySunrise=1.91
-SunIntensityDay=1.75
-SunIntensitySunset=1.93
-SunIntensityNight=1.04
-SunIntensityInteriorDay=1.79
-SunIntensityInteriorNight=1.16
-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=0.929, 0.357, 0.0275
-SunColorFilterNight=0.616, 0.282, 0.0588
-SunColorFilterInteriorDay=0.98, 0.937, 0.847
-SunColorFilterInteriorNight=0.729, 0.286, 0.0314
-SunGlowIntensitySunrise=0.84
-SunGlowIntensityDay=0.92
-SunGlowIntensitySunset=0.87
-SunGlowIntensityNight=0.42
-SunGlowIntensityInteriorDay=0.87
-SunGlowIntensityInteriorNight=0.31
-SunGlowHazinessSunrise=0.03
-SunGlowHazinessDay=0.1
-SunGlowHazinessSunset=0.04
-SunGlowHazinessNight=0.02
-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=0.9
-MoonCurveInteriorDay=0.59
-MoonCurveInteriorNight=0.9
-MoonDesaturationSunrise=0.21
-MoonDesaturationDay=0.49
-MoonDesaturationSunset=0.38
-MoonDesaturationNight=0.16
-MoonDesaturationInteriorDay=0.35
-MoonDesaturationInteriorNight=0.14
-CloudsOpacitySunrise=1.06
-CloudsOpacityDay=1.18
-CloudsOpacitySunset=1.01
-CloudsOpacityNight=0.9
-CloudsOpacityInteriorDay=1.21
-CloudsOpacityInteriorNight=1.05
-CloudsEdgeFadeRange=0.85
-CloudsEdgeMoonMultiplier=2.78
-IgnoreWeatherSystem=true
-GradientTopColorFilterSunrise=0.996, 0.902, 0.8
-GradientTopColorFilterDay=1, 1, 1
-GradientTopColorFilterSunset=0.996, 0.824, 0.612
-GradientTopColorFilterNight=1, 1, 1
-GradientTopColorFilterInteriorDay=1, 1, 1
-GradientTopColorFilterInteriorNight=1, 1, 1
-GradientMiddleColorFilterSunrise=0.965, 0.827, 0.584
-GradientMiddleColorFilterDay=1, 1, 1
-GradientMiddleColorFilterSunset=0.988, 0.635, 0.369
-GradientMiddleColorFilterNight=1, 1, 1
-GradientMiddleColorFilterInteriorDay=1, 1, 1
-GradientMiddleColorFilterInteriorNight=1, 1, 1
-GradientHorizonColorFilterSunrise=0.941, 0.714, 0.502
-GradientHorizonColorFilterDay=1, 1, 1
-GradientHorizonColorFilterSunset=0.98, 0.561, 0.259
-GradientHorizonColorFilterNight=1, 1, 1
-GradientHorizonColorFilterInteriorDay=1, 1, 1
-GradientHorizonColorFilterInteriorNight=1, 1, 1
-CloudsColorFilterSunrise=0.988, 0.863, 0.675
-CloudsColorFilterDay=1, 1, 1
-CloudsColorFilterSunset=0.906, 0.62, 0.467
-CloudsColorFilterNight=1, 1, 1
-CloudsColorFilterInteriorDay=1, 1, 1
-CloudsColorFilterInteriorNight=1, 1, 1
-CloudsIntensityDawn=0.55
-CloudsIntensityDusk=0.38
-CloudsCurveDawn=1.41
-CloudsCurveDusk=1.77
-CloudsDesaturationDawn=0.0
-CloudsDesaturationDusk=0.0
-CloudsOpacityDawn=0.97
-CloudsOpacityDusk=0.93
-CloudsColorFilterDawn=0.969, 0.651, 0.333
-CloudsColorFilterDusk=0.984, 0.733, 0.514
-GradientIntensityDawn=0.76
-GradientIntensityDusk=0.75
-GradientDesaturationDawn=0.28
-GradientDesaturationDusk=0.28
-GradientTopIntensityDawn=1.22
-GradientTopIntensityDusk=1.19
-GradientTopCurveDawn=1.46
-GradientTopCurveDusk=1.76
-GradientTopColorFilterDawn=0.996, 0.769, 0.541
-GradientTopColorFilterDusk=0.984, 0.698, 0.49
-GradientMiddleIntensityDawn=0.97
-GradientMiddleIntensityDusk=0.92
-GradientMiddleCurveDawn=1.46
-GradientMiddleCurveDusk=1.54
-GradientMiddleColorFilterDawn=0.973, 0.765, 0.471
-GradientMiddleColorFilterDusk=0.98, 0.518, 0.267
-GradientHorizonIntensityDawn=1.18
-GradientHorizonIntensityDusk=1.25
-GradientHorizonCurveDawn=1.61
-GradientHorizonCurveDusk=1.78
-GradientHorizonColorFilterDawn=0.91, 0.451, 0.165
-GradientHorizonColorFilterDusk=0.976, 0.357, 0.0196
-SunIntensityDawn=1.42
-SunIntensityDusk=1.55
-SunDesaturationDawn=0.0
-SunDesaturationDusk=0.0
-SunColorFilterDawn=0.988, 0.737, 0.384
-SunColorFilterDusk=0.788, 0.192, 0.0118
-SunGlowIntensityDawn=0.65
-SunGlowIntensityDusk=0.67
-SunGlowHazinessDawn=0.03
-SunGlowHazinessDusk=0.03
-MoonIntensityDawn=0.9
-MoonIntensityDusk=1.12
-MoonCurveDawn=0.88
-MoonCurveDusk=0.88
-MoonDesaturationDawn=0.19
-MoonDesaturationDusk=0.25
-
-[OBJECT]
-SubSurfaceScatteringMultiplierDay=0.37
-SubSurfaceScatteringMultiplierNight=0.62
-SubSurfaceScatteringMultiplierInterior=0.0
-SubSurfaceScatteringPowerDay=0.92
-SubSurfaceScatteringPowerNight=3.63
-SubSurfaceScatteringPowerInterior=1.1
-SubSurfaceScatteringMultiplierSunrise=0.47
-SubSurfaceScatteringMultiplierSunset=0.44
-SubSurfaceScatteringMultiplierInteriorDay=0.47
-SubSurfaceScatteringMultiplierInteriorNight=0.66
-SubSurfaceScatteringPowerSunrise=0.84
-SubSurfaceScatteringPowerSunset=0.73
-SubSurfaceScatteringPowerInteriorDay=0.82
-SubSurfaceScatteringPowerInteriorNight=0.93
-IgnoreWeatherSystem=true
-SpecularAmountMultiplierSunrise=1.17
-SpecularAmountMultiplierDay=1.1
-SpecularAmountMultiplierSunset=1.17
-SpecularAmountMultiplierNight=1.38
-SpecularAmountMultiplierInteriorDay=1.25
-SpecularAmountMultiplierInteriorNight=1.41
-SpecularPowerMultiplierSunrise=1.6
-SpecularPowerMultiplierDay=1.45
-SpecularPowerMultiplierSunset=1.68
-SpecularPowerMultiplierNight=1.86
-SpecularPowerMultiplierInteriorDay=1.64
-SpecularPowerMultiplierInteriorNight=1.88
-SubSurfaceScatteringMultiplierDawn=0.51
-SubSurfaceScatteringMultiplierDusk=0.55
-SubSurfaceScatteringPowerDawn=0.91
-SubSurfaceScatteringPowerDusk=0.82
-SpecularAmountMultiplierDawn=1.21
-SpecularAmountMultiplierDusk=1.22
-SpecularPowerMultiplierDawn=1.78
-SpecularPowerMultiplierDusk=1.5
-
-[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
-IntensityDawn=1.04
-IntensityDusk=1.09
-CurveDawn=1.23
-CurveDusk=1.08
-
-[WINDOWLIGHT]
-Intensity=2.625
-Curve=1.0
-IntensitySunrise=1.54
-IntensityDay=1.63
-IntensitySunset=1.67
-IntensityNight=1.88
-IntensityInteriorDay=1.72
-IntensityInteriorNight=1.97
-CurveSunrise=1.2
-CurveDay=1.13
-CurveSunset=1.19
-CurveNight=1.07
-CurveInteriorDay=1.03
-CurveInteriorNight=1.14
-IgnoreWeatherSystem=true
-IntensityDawn=1.68
-IntensityDusk=1.78
-CurveDawn=1.11
-CurveDusk=1.11
-
-[VOLUMETRICFOG]
-IntensityDay=1.106
-IntensityNight=0.89
-IntensityInterior=0.265
-CurveDay=1.11
-CurveNight=0.8
-CurveInterior=1.0
-IntensitySunrise=0.93
-IntensitySunset=1.04
-IntensityInteriorDay=1.17
-IntensityInteriorNight=0.85
-CurveSunrise=0.98
-CurveSunset=1.15
-CurveInteriorDay=1.16
-CurveInteriorNight=0.86
-LightingInfluenceSunrise=0.78
-LightingInfluenceDay=0.58
-LightingInfluenceSunset=0.83
-LightingInfluenceNight=0.85
-LightingInfluenceInteriorDay=0.58
-LightingInfluenceInteriorNight=0.88
-EnableShadows=true
-IgnoreWeatherSystem=true
-OpacitySunrise=0.29
-OpacityDay=0.47
-OpacitySunset=0.34
-OpacityNight=0.25
-OpacityInteriorDay=0.35
-OpacityInteriorNight=0.2
-IntensityDawn=0.81
-IntensityDusk=0.92
-CurveDawn=0.87
-CurveDusk=0.94
-LightingInfluenceDawn=0.85
-LightingInfluenceDusk=0.9
-OpacityDawn=0.27
-OpacityDusk=0.28
-
-[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=2.26
-IntensityInteriorNight=1.88
-CurveSunrise=0.71
-CurveSunset=0.73
-CurveInteriorDay=0.78
-CurveInteriorNight=0.75
-AdditiveBlending=true
-IgnoreWeatherSystem=true
-IntensityDawn=1.82
-IntensityDusk=1.88
-CurveDawn=0.66
-CurveDusk=0.69
-
-[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=6.0
-ShadowBlurRangeInterior=6.0
-IgnoreWeatherSystem=true
-
-[DEPTHOFFIELD]
-FadeTime=0.4
-Quality=1
-IgnoreWeatherSystem=true
-
-[RAYS]
-SunRaysMultiplier=0.75
-SunRaysMultiplierSunrise=0.28
-SunRaysMultiplierDay=0.2
-SunRaysMultiplierSunset=0.3
-SunRaysMultiplierNight=0.35
-SunRaysMultiplierInteriorDay=0.2
-SunRaysMultiplierInteriorNight=0.33
-IgnoreWeatherSystem=true
-SunRaysMultiplierDawn=0.38
-SunRaysMultiplierDusk=0.36
-
-[SKYLIGHTING]
-Quality=2
-FilterQuality=2
-AmbientMinLevel=0.39375
-AmbientMinLevelSunrise=0.76
-AmbientMinLevelDay=0.84
-AmbientMinLevelSunset=0.74
-AmbientMinLevelNight=0.4
-AmbientMinLevelInteriorDay=0.74
-AmbientMinLevelInteriorNight=0.62
-IgnoreWeatherSystem=true
-AmbientMinLevelDawn=0.59
-AmbientMinLevelDusk=0.55
-
-[WEATHER]
-EnableMultipleWeathers=true
-EnableLocationWeather=false
-
-[TIMEOFDAY]
-Enable=true
-DawnDuration=1.0
-SunriseTime=8.0
-DayTime=12.0
-SunsetTime=18.0
-DuskDuration=1.0
-NightTime=0.0
-DawnDuskEnable=true
-
-[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
-SubSurfaceScatteringMultiplierDawn=0.87
-SubSurfaceScatteringMultiplierDusk=0.97
-SubSurfaceScatteringPowerDawn=1.97
-SubSurfaceScatteringPowerDusk=1.96
-SpecularAmountMultiplierDawn=1.73
-SpecularAmountMultiplierDusk=1.82
-SpecularPowerMultiplierDawn=0.79
-SpecularPowerMultiplierDusk=0.78
-
-[PARTICLE]
-IntensitySunrise=0.78
-IntensityDay=1.06
-IntensitySunset=0.79
-IntensityNight=0.54
-IntensityInteriorDay=0.97
-IntensityInteriorNight=0.62
-LightingInfluenceSunrise=1.06
-LightingInfluenceDay=0.79
-LightingInfluenceSunset=1.15
-LightingInfluenceNight=1.25
-LightingInfluenceInteriorDay=0.85
-LightingInfluenceInteriorNight=0.94
-IgnoreWeatherSystem=true
-IntensityDawn=0.66
-IntensityDusk=0.63
-LightingInfluenceDawn=1.12
-LightingInfluenceDusk=1.21
-
-[REFLECTION]
-Quality=1
-FilterQuality=1
-FilterBluriness=1.0
-SizeScale=0.25
-SourceTexturesScale=0.25
-Amount=0.35
-Power=1.06
-GlosinessMin=0.1
-GlosinessMax=0.9
-EnableDenoiser=true
-DenoiserType=0
-EnableSupersampling=false
-ExteriorEnable=true
-InteriorEnable=true
-IgnoreWeatherSystem=true
-AmountInterior=0.43
-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
-AdditiveAmountDawn=0.05
-AdditiveAmountDusk=0.05
-MultiplicativeAmountDawn=0.1
-MultiplicativeAmountDusk=0.13
-ReflectiveAmountDawn=0.14
-ReflectiveAmountDusk=0.19
-
-[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=0.54
-IgnoreWeatherSystem=true
-SpecularAmountMultiplierSunrise=2.26
-SpecularAmountMultiplierDay=2.14
-SpecularAmountMultiplierSunset=2.32
-SpecularAmountMultiplierNight=2.24
-SpecularAmountMultiplierInteriorDay=2.26
-SpecularAmountMultiplierInteriorNight=2.35
-SpecularPowerMultiplierSunrise=1.17
-SpecularPowerMultiplierDay=1.13
-SpecularPowerMultiplierSunset=1.18
-SpecularPowerMultiplierNight=1.16
-SpecularPowerMultiplierInteriorDay=1.05
-SpecularPowerMultiplierInteriorNight=1.1
-SubSurfaceScatteringMultiplierDawn=0.16
-SubSurfaceScatteringMultiplierDusk=0.15
-SubSurfaceScatteringPowerDawn=0.58
-SubSurfaceScatteringPowerDusk=0.59
-SpecularAmountMultiplierDawn=2.23
-SpecularAmountMultiplierDusk=2.22
-SpecularPowerMultiplierDawn=1.21
-SpecularPowerMultiplierDusk=1.23
-
-[SUBSURFACESCATTERING]
-Quality=1
-Radius=2.1
-Amount=0.75
-EpidermalAmount=0.92
-SubdermalAmount=0.85
-EpidermalDiffuseSaturation=-0.17
-SubdermalDiffuseSaturation=-0.04
-EpidermalMix=0.85
-SubdermalMix=0.37
-SubdermalTranslucency=0.92
-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
-ReflectionIntensityDawn=1.0
-ReflectionIntensityDusk=1.0
-ReflectionPowerDawn=1.0
-ReflectionPowerDusk=1.0
-DirtIntensityDawn=1.0
-DirtIntensityDusk=1.0
-DirtPowerDawn=1.0
-DirtPowerDusk=1.0
-
-[WATER]
-EnableDispersion=true
-EnableCaustics=true
-ReflectionAmount=0.88
-FrennelMultiplier=0.93
-FrennelMin=0.0
-FrennelMax=1.0
-DispersionAmount=0.94
-CausticsAmount=1.46
-EnableParallax=true
-EnableShadow=true
-EnableSelfReflection=true
-EnableLighting=true
-EnableDisplacement=true
-DisplacementQuality=1
-SunSpecularMultiplier=2.09
-SunScatteringMultiplier=1.38
-WavesAmplitudeSunrise=0.64
-WavesAmplitudeDay=0.76
-WavesAmplitudeSunset=0.64
-WavesAmplitudeNight=0.51
-WavesAmplitudeInteriorDay=0.55
-WavesAmplitudeInteriorNight=0.42
-ShadowQuality=1
-EnableShadowNoise=true
-SunLightingMultiplier=0.94
-WetMultiplier=0.57
-Muddiness=0.22
-EnablePreCache=true
-EnableVolumetricShadow=true
-DisplacementFilterQuality=1
-IgnoreWeatherSystem=true
-WavesAmplitudeDawn=0.58
-WavesAmplitudeDusk=0.56
-[UNDERWATER]
-EnableDispersion=true
-EnableParallax=true
-EnableDisplacement=true
-EnableSilhouette=true
-EnableBlurring=true
-EnableReflection=true
-EnableShadow=true
-ShadowQuality=1
-DispersionAmount=0.9
-ReflectionAmount=0.75
-TransparencyFade=2.2
-TransparencyCurve=1.09
-DeepnessFade=1.36
-DeepnessDarkening=0.51
-TintAmount=1.71
-TintFade=0.59
-SunScatteringMultiplier=0.29
-IgnoreWeatherSystem=true
-[CLOUDSHADOWS]
-EnableAtNight=true
-OpacitySunrise=0.64
-OpacityDay=0.73
-OpacitySunset=0.68
-OpacityNight=0.62
-OpacityInteriorDay=0.71
-OpacityInteriorNight=0.63
-IgnoreWeatherSystem=true
-OpacityDawn=0.6
-OpacityDusk=0.61
-[VOLUMETRICRAYS]
-Quality=1
-IntensitySunrise=0.47
-IntensityDay=0.41
-IntensitySunset=0.61
-IntensityNight=0.66
-IntensityInteriorDay=0.53
-IntensityInteriorNight=0.61
-DensitySunrise=1.45
-DensityDay=1.85
-DensitySunset=1.31
-DensityNight=1.21
-DensityInteriorDay=1.23
-DensityInteriorNight=1.05
-SkyColorAmountSunrise=0.18
-SkyColorAmountDay=0.32
-SkyColorAmountSunset=0.21
-SkyColorAmountNight=0.11
-SkyColorAmountInteriorDay=0.4
-SkyColorAmountInteriorNight=0.22
-IgnoreWeatherSystem=true
-IntensityDawn=0.54
-IntensityDusk=0.71
-DensityDawn=1.33
-DensityDusk=1.25
-SkyColorAmountDawn=0.16
-SkyColorAmountDusk=0.18
-[PROCEDURALSUN]
-Size=0.87
-EdgeSoftness=0.4
-GlowIntensitySunrise=1.3
-GlowIntensityDay=1.15
-GlowIntensitySunset=1.39
-GlowIntensityNight=1.46
-GlowIntensityInteriorDay=1.42
-GlowIntensityInteriorNight=1.72
-GlowCurveSunrise=1.42
-GlowCurveDay=1.29
-GlowCurveSunset=1.56
-GlowCurveNight=1.74
-GlowCurveInteriorDay=1.950001
-GlowCurveInteriorNight=2.2
-IgnoreWeatherSystem=true
-GlowIntensityDawn=1.58
-GlowIntensityDusk=1.66
-GlowCurveDawn=1.7
-GlowCurveDusk=1.68
-[MIST]
-ColorFromEnvironmentFog=0.35
-SkyLightingAmountSunrise=1.09
-SkyLightingAmountDay=0.9
-SkyLightingAmountSunset=1.05
-SkyLightingAmountNight=0.97
-SkyLightingAmountInteriorDay=1.05
-SkyLightingAmountInteriorNight=0.93
-SunLightingAmountSunrise=1.21
-SunLightingAmountDay=1.02
-SunLightingAmountSunset=1.12
-SunLightingAmountNight=0.9
-SunLightingAmountInteriorDay=0.87
-SunLightingAmountInteriorNight=0.74
-DesaturationSunrise=0.0
-DesaturationDay=0.0
-DesaturationSunset=0.0
-DesaturationNight=0.0
-DesaturationInteriorDay=0.0
-DesaturationInteriorNight=0.0
-ColorFilterSunrise=1, 1, 1
-ColorFilterDay=1, 1, 1
-ColorFilterSunset=1, 1, 1
-ColorFilterNight=1, 1, 1
-ColorFilterInteriorDay=1, 1, 1
-ColorFilterInteriorNight=1, 1, 1
-RelativeToCameraSunrise=0.32
-RelativeToCameraDay=0.52
-RelativeToCameraSunset=0.3
-RelativeToCameraNight=0.28
-RelativeToCameraInteriorDay=0.58
-RelativeToCameraInteriorNight=0.21
-VerticalOffsetSunrise=-11.06
-VerticalOffsetDay=-10.98
-VerticalOffsetSunset=-11.09
-VerticalOffsetNight=-11.8
-VerticalOffsetInteriorDay=-10.44
-VerticalOffsetInteriorNight=-11.26
-DensitySunrise=1.25
-DensityDay=1.1
-DensitySunset=1.26
-DensityNight=1.17
-DensityInteriorDay=1.29
-DensityInteriorNight=1.17
-VerticalFadeSunrise=4.64
-VerticalFadeDay=4.48
-VerticalFadeSunset=4.52
-VerticalFadeNight=4.82
-VerticalFadeInteriorDay=4.39
-VerticalFadeInteriorNight=4.78
-BottomTopSunrise=0.0
-BottomTopDay=0.0
-BottomTopSunset=0.0
-BottomTopNight=0.0
-BottomTopInteriorDay=0.0
-BottomTopInteriorNight=0.0
-ExponentialFadeSunrise=1.22
-ExponentialFadeDay=1.25
-ExponentialFadeSunset=1.18
-ExponentialFadeNight=1.19
-ExponentialFadeInteriorDay=1.13
-ExponentialFadeInteriorNight=1.2
-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
-AnchorsAmountDawn=1.0
-AnchorsAmountDusk=1.0
-SkyLightingAmountDawn=1.19
-SkyLightingAmountDusk=0.95
-SunLightingAmountDawn=1.11
-SunLightingAmountDusk=1.01
-DesaturationDawn=0.0
-DesaturationDusk=0.0
-ColorFilterDawn=1, 1, 1
-ColorFilterDusk=1, 1, 1
-RelativeToCameraDawn=0.39
-RelativeToCameraDusk=0.33
-VerticalOffsetDawn=-11.5
-VerticalOffsetDusk=-11.55
-DensityDawn=1.15
-DensityDusk=1.15
-VerticalFadeDawn=4.74
-VerticalFadeDusk=4.74
-DistanceFadeDawn=0.0
-DistanceFadeDusk=0.0
-BottomTopDawn=0.0
-BottomTopDusk=0.0
-ExponentialFadeDawn=1.3
-ExponentialFadeDusk=1.28
diff --git a/skyrim/enbseries/effect.txt.ini b/skyrim/enbseries/effect.txt.ini
deleted file mode 100644
index 05e63aa..0000000
--- a/skyrim/enbseries/effect.txt.ini
+++ /dev/null
@@ -1,40 +0,0 @@
-[EFFECT.TXT]
-TECHNIQUE=0
-Enable Block GFX=false
-Emulated Resolution Width=0.0
-Emulated Resolution Height=0.0
-Zoom Factor X=0.0
-Zoom Factor Y=0.0
-Palette Type=6
-CGA Palette=1
-EGA Palette=0
-Dithering Pattern=4
-Contrast Modifier=1.0
-Saturation Modifier=1.0
-Dither Offset=-0.2
-Dither Range=0.3
-Enable ASCII=false
-ASCII Monochrome=false
-ASCII Blend=0.0
-Enable Chroma Key=false
-Chroma Key Red=1.0
-Chroma Key Green=0.0
-Chroma Key Blue=0.8
-Chroma Key Depth=0.99
-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=0.56
-Curve Zooming=50.360001
-Curve Distortion=0.0
-Curve Sampling Soften=0.0
-Enable Blur=false
-Blur Sampling Range=0.15
-Enable Sharp=false
-Sharp Sampling Range=0.35
-Sharpening Amount=4.0
-Enable Shift=false
-Shift Sampling Range=0.75
diff --git a/skyrim/enbseries/enbbloom.fx.ini b/skyrim/enbseries/enbbloom.fx.ini
deleted file mode 100644
index 0352a8f..0000000
--- a/skyrim/enbseries/enbbloom.fx.ini
+++ /dev/null
@@ -1,87 +0,0 @@
-[ENBBLOOM.FX]
-TECHNIQUE=0
-Bloom Intensity Night=0.85
-Bloom Intensity Day=0.8
-Bloom Intensity Interior Night=0.87
-Bloom Intensity Interior Day=0.84
-Bloom Contrast Night=0.94
-Bloom Contrast Day=0.99
-Bloom Contrast Interior Night=0.96
-Bloom Contrast Interior Day=0.98
-Bloom Saturation Night=1.08
-Bloom Saturation Day=0.77
-Bloom Saturation Interior Night=1.19
-Bloom Saturation Interior Day=0.97
-Bloom Offset Night=-0.09
-Bloom Offset Day=-0.13
-Bloom Offset Interior Night=-0.07
-Bloom Offset Interior Day=-0.1
-Bloom Intensity Cap Night=20.0
-Bloom Intensity Cap Day=20.0
-Bloom Intensity Cap Interior Night=20.0
-Bloom Intensity Cap Interior Day=20.0
-Bloom Blur Radius=1.0
-Blue Shift Night Red=0.2
-Blue Shift Night Green=0.6
-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=0.2
-Blue Shift Interior Night Green=0.6
-Blue Shift Interior Night Blue=1.0
-Blue Shift Interior Day Red=0.2
-Blue Shift Interior Day Green=0.6
-Blue Shift Interior Day Blue=1.0
-Blue Shift Intensity Night=0.34
-Blue Shift Intensity Day=0.45
-Blue Shift Intensity Interior Night=0.29
-Blue Shift Intensity Interior Day=0.34
-Blue Shift Luminance Factor Per-pass=0.38
-Blue Shift Color Factor Per-pass=0.86
-Enable Anamorphic Bloom=true
-Anamorphic Bloom Blend Night=0.32
-Anamorphic Bloom Blend Day=0.22
-Anamorphic Bloom Blend Interior Night=0.33
-Anamorphic Bloom Blend Interior Day=0.27
-Anamorphic Bloom Blue Shift Night Red=0.6
-Anamorphic Bloom Blue Shift Night Green=0.2
-Anamorphic Bloom Blue Shift Night Blue=1.0
-Anamorphic Bloom Blue Shift Day Red=0.6
-Anamorphic Bloom Blue Shift Day Green=0.2
-Anamorphic Bloom Blue Shift Day Blue=1.0
-Anamorphic Bloom Blue Shift Interior Night Red=0.6
-Anamorphic Bloom Blue Shift Interior Night Green=0.2
-Anamorphic Bloom Blue Shift Interior Night Blue=1.0
-Anamorphic Bloom Blue Shift Interior Day Red=0.6
-Anamorphic Bloom Blue Shift Interior Day Green=0.2
-Anamorphic Bloom Blue Shift Interior Day Blue=1.0
-Anamorphic Bloom Blue Shift Intensity Night=0.85
-Anamorphic Bloom Blue Shift Intensity Day=0.61
-Anamorphic Bloom Blue Shift Interior Night=0.93
-Anamorphic Bloom Blue Shift Interior Day=0.7
-Anamorphic Bloom Contrast Night=0.98
-Anamorphic Bloom Contrast Day=0.97
-Anamorphic Bloom Contrast Interior Night=1.0
-Anamorphic Bloom Contrast Interior Day=0.95
-Anamorphic Bloom Radius Multiplier=4.0
-Bloom Pass 1 Blend=0.12
-Bloom Pass 2 Blend=0.21
-Bloom Pass 3 Blend=0.35
-Bloom Pass 4 Blend=0.56
-Bloom Pass 7 Blend=0.79
-Bloom Pass 8 Blend=0.93
-Bloom Prepass Blend=0.0
-Bloom Base Blend=0.0
-Enable Lens Dirt=false
-Dirt Pass 1 Blend=0.02
-Dirt Pass 2 Blend=0.05
-Dirt Pass 3 Blend=0.13
-Dirt Pass 4 Blend=0.25
-Dirt Pass 7 Blend=1.15
-Dirt Pass 8 Blend=3.28
-Dirt Prepass Blend=0.0
-Dirt Base Blend=0.0
-Dirt Texture Preserve Aspect=true
-Dirt Contrast=1.05
-Dirt Factor=0.95
diff --git a/skyrim/enbseries/enbeffect.fx.ini b/skyrim/enbseries/enbeffect.fx.ini
deleted file mode 100644
index c74c5f8..0000000
--- a/skyrim/enbseries/enbeffect.fx.ini
+++ /dev/null
@@ -1,152 +0,0 @@
-[ENBEFFECT.FX]
-TECHNIQUE=0
-Enable Grain=false
-Grain Speed=2500.0
-Grain Intensity=0.03
-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=0.7
-Adaptation Min Day=0.68
-Adaptation Min Interior Night=0.62
-Adaptation Min Interior Day=0.59
-Adaptation Max Night=1.53
-Adaptation Max Day=1.63
-Adaptation Max Interior Night=1.38
-Adaptation Max Interior Day=1.44
-Enable Tonemapping=true
-Tonemap Shoulder Strength Night=0.94
-Tonemap Shoulder Strength Day=0.9
-Tonemap Shoulder Strength Interior Night=0.83
-Tonemap Shoulder Strength Interior Day=0.75
-Tonemap Linear Strength Night=1.22
-Tonemap Linear Strength Day=1.14
-Tonemap Linear Strength Interior Night=1.15
-Tonemap Linear Strength Interior Day=1.11
-Tonemap Linear Angle Night=0.49
-Tonemap Linear Angle Day=0.66
-Tonemap Linear Angle Interior Night=0.28
-Tonemap Linear Angle Interior Day=0.43
-Tonemap Toe Strength Night=0.84
-Tonemap Toe Strength Day=0.77
-Tonemap Toe Strength Interior Night=0.89
-Tonemap Toe Strength Interior Day=0.81
-Tonemap Toe Numerator Night=3.71
-Tonemap Toe Numerator Day=3.83
-Tonemap Toe Numerator Interior Night=3.85
-Tonemap Toe Numerator Interior Day=3.85
-Tonemap Toe Denominator Night=1.33
-Tonemap Toe Denominator Day=1.35
-Tonemap Toe Denominator Interior Night=1.4
-Tonemap Toe Denominator Interior Day=1.47
-Tonemap Linear White Night=6.61
-Tonemap Linear White Day=8.26
-Tonemap Linear White Interior Night=5.57
-Tonemap Linear White Interior Day=7.26
-Tonemap Before Compensate=false
-Enable Compensate=false
-Compensate Factor Night=0.14
-Compensate Factor Day=0.15
-Compensate Factor Interior Night=0.17
-Compensate Factor Interior Day=0.22
-Compensate Contrast Night=1.61
-Compensate Contrast Day=1.65
-Compensate Contrast Interior Night=1.53
-Compensate Contrast Interior Day=1.65
-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=1.08
-Grading Intensity Night Green=1.03
-Grading Intensity Night Blue=1.0
-Grading Intensity Day Red=1.06
-Grading Intensity Day Green=1.03
-Grading Intensity Day Blue=1.08
-Grading Intensity Interior Night Red=1.07
-Grading Intensity Interior Night Green=1.03
-Grading Intensity Interior Night Blue=1.01
-Grading Intensity Interior Day Red=1.06
-Grading Intensity Interior Day Green=1.02
-Grading Intensity Interior Day Blue=1.04
-Grading Contrast Night Red=0.97
-Grading Contrast Night Green=0.98
-Grading Contrast Night Blue=0.94
-Grading Contrast Day Red=0.96
-Grading Contrast Day Green=0.98
-Grading Contrast Day Blue=0.98
-Grading Contrast Interior Night Red=0.96
-Grading Contrast Interior Night Green=0.98
-Grading Contrast Interior Night Blue=0.95
-Grading Contrast Interior Day Red=0.95
-Grading Contrast Interior Day Green=0.98
-Grading Contrast Interior Day Blue=0.95
-Enable Vibrance Grading=true
-Grading Color Night Red=-0.44
-Grading Color Night Green=-0.33
-Grading Color Night Blue=-0.83
-Grading Color Day Red=-0.65
-Grading Color Day Green=-0.3
-Grading Color Day Blue=-0.69
-Grading Color Interior Night Red=-0.25
-Grading Color Interior Night Green=-0.15
-Grading Color Interior Night Blue=-0.05
-Grading Color Interior Day Red=-0.47
-Grading Color Interior Day Green=-0.3
-Grading Color Interior Day Blue=-0.12
-Grading Color Factor Night=-0.11
-Grading Color Factor Day=-0.09
-Grading Color Factor Interior Night=-0.1
-Grading Color Factor Interior Day=-0.08
-Enable HSV Grading=true
-Grading Saturation Intensity Night=1.22
-Grading Saturation Intensity Day=1.19
-Grading Saturation Intensity Interior Night=1.18
-Grading Saturation Intensity Interior Day=1.16
-Grading Saturation Contrast Night=1.13
-Grading Saturation Contrast Day=1.14
-Grading Saturation Contrast Interior Night=1.12
-Grading Saturation Contrast Interior Day=1.15
-Grading Value Intensity Night=1.08
-Grading Value Intensity Day=1.03
-Grading Value Intensity Interior Night=1.07
-Grading Value Intensity Interior Day=1.04
-Grading Value Contrast Night=1.15
-Grading Value Contrast Day=1.13
-Grading Value Contrast Interior Night=1.09
-Grading Value Contrast Interior Day=1.09
-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=0.21
-LUT Blend Day=0.27
-LUT Blend Interior Night=0.11
-LUT Blend Interior Day=0.17
-LUT Preset=61
-Enable ENB Palette=false
-Palette Blend=1.0
-Enable Post Dither=true
-Dither Pattern=4
-Display Bloom=false
-Enable Vanilla Imagespace=true
-Vanilla Vibrance Blend=1.0
-Vanilla Contrast Blend=1.0
diff --git a/skyrim/enbseries/enbeffectprepass.fx.ini b/skyrim/enbseries/enbeffectprepass.fx.ini
deleted file mode 100644
index 92741f0..0000000
--- a/skyrim/enbseries/enbeffectprepass.fx.ini
+++ /dev/null
@@ -1,183 +0,0 @@
-[ENBEFFECTPREPASS.FX]
-TECHNIQUE=0
-Fixed Resolution Width=1920
-Fixed Resolution Height=1080
-Depth Cutoff=999998.0
-Distortion Chromatic Aberration=27.470001
-Enable Underwater=true
-Underwater Speed 1=24.309999
-Underwater Speed 2=21.9
-Underwater Speed 3=26.549999
-Underwater Frequency 1=2.36
-Underwater Frequency 2=3.39
-Underwater Frequency 3=2.72
-Underwater Amplitude 1=0.1
-Underwater Amplitude 2=0.11
-Underwater Amplitude 3=0.07
-Underwater Zoom=0.15
-Enable Hot Air Refraction=true
-Heat Texture Size=8.46
-Heat Speed=0.65
-Heat Fade Contrast=234.339996
-Heat Fade Intensity=1.06
-Heat Fade Offset=-0.64
-Heat Intensity=0.3
-Heat Contrast=1.16
-Heat Time-of-day Contrast=4.14
-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=12.0
-Focus Triangle Radius Day=16.0
-Focus Triangle Radius Interior Night=10.0
-Focus Triangle Radius Interior Day=14.0
-Focus Triangle Blending Night=0.4
-Focus Triangle Blending Day=0.3
-Focus Triangle Blending Interior Night=0.5
-Focus Triangle Blending Interior Day=0.4
-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=275.899994
-DOF Intensity Day=224.300003
-DOF Intensity Interior Night=280.799988
-DOF Intensity Interior Day=232.300003
-DOF Contrast Night=4.54
-DOF Contrast Day=4.89
-DOF Contrast Interior Night=4.32
-DOF Contrast Interior Day=4.56
-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=1.16
-DOF Fixed Unfocus Intensity Day=1.12
-DOF Fixed Unfocus Intensity Interior Night=1.18
-DOF Fixed Unfocus Intensity Interior Day=1.14
-DOF Fixed Unfocus Contrast Night=99.099998
-DOF Fixed Unfocus Contrast Day=126.139999
-DOF Fixed Unfocus Contrast Interior Night=84.849998
-DOF Fixed Unfocus Contrast Interior Day=110.82
-DOF Fixed Unfocus Shift Night=-1.04
-DOF Fixed Unfocus Shift Day=-1.04
-DOF Fixed Unfocus Shift Interior Night=-1.03
-DOF Fixed Unfocus Shift Interior Day=-1.08
-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=90.0
-DOF Relative Factor Night=4.1
-DOF Relative Factor Day=3.5
-DOF Relative Factor Interior Night=4.2
-DOF Relative Factor Interior Day=3.8
-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=1.0
-Edge Threshold=0.25
-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=8.0
-Edgevision Radius=1.0
-Enable SSAO=true
-SSAO Radius=0.15
-SSAO Noise=0
-SSAO Fade Contrast Night=0.22
-SSAO Fade Contrast Day=0.36
-SSAO Fade Contrast Interior Night=0.21
-SSAO Fade Contrast Interior Day=0.34
-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=1.5
-SSAO Blending=0.65
-SSAO Blur=true
-SSAO Bilateral Factor=1500.0
-SSAO Range=40.0
-SSAO Blur Radius=1.0
-Debug SSAO=false
-Sharpen Enable=true
-Sharpen Radius=0.8
-Sharpen Clamp=0.12
-Sharpen Blending=4.0
-SSAO Use Less Samples=true
-Near Z=0.05
-Far Z=3098.0
-Enable Screen Frost=true
-Frost Texture Size=1.0
-Frost Contrast=1.08
-Frost Strength=0.04
-Frost Radial Contrast=0.87
-Frost Radial Intensity=1.11
-Frost Texture Blend=3.79
-Frost Radial Offset=-0.93
-Frost Texture Blend Contrast=4.56
-Always Underwater=false
-Frost Always Enable=false
-Frost Indoor Factor=0.0
-Frost Night Factor=0.5
-SSAO Bilateral Factor Normal=1.0
-SSAO Range Min=0.0
-Frost Blur=false
-Frost Blur Radius=1.0
-Frost Distance Factor=16.0
-SSAO Blur Use Less Samples=true
-Bokeh Threshold=1.0
-Bokeh Blur Threshold=0.5
-Bokeh Size=8.0
-DOF Gather Blur Radius=8.0
diff --git a/skyrim/enbseries/enbseries.ini b/skyrim/enbseries/enbseries.ini
deleted file mode 100644
index a07481b..0000000
--- a/skyrim/enbseries/enbseries.ini
+++ /dev/null
@@ -1,584 +0,0 @@
-[BLOOM]
-AmountSunrise=1.0
-AmountDay=1.0
-AmountSunset=1.0
-AmountNight=1.0
-AmountInteriorDay=1.0
-AmountInteriorNight=1.0
-BlueShiftAmountSunrise=1.0
-BlueShiftAmountDay=1.0
-BlueShiftAmountSunset=1.0
-BlueShiftAmountNight=1.0
-BlueShiftAmountInteriorDay=1.0
-BlueShiftAmountInteriorNight=1.0
-[LENS]
-ReflectionIntensitySunrise=1.0
-ReflectionIntensityDay=1.0
-ReflectionIntensitySunset=1.0
-ReflectionIntensityNight=1.0
-ReflectionIntensityInteriorDay=1.0
-ReflectionIntensityInteriorNight=1.0
-ReflectionPowerSunrise=2.0
-ReflectionPowerDay=2.0
-ReflectionPowerSunset=2.0
-ReflectionPowerNight=2.0
-ReflectionPowerInteriorDay=2.0
-ReflectionPowerInteriorNight=2.0
-DirtIntensitySunrise=1.0
-DirtIntensityDay=1.0
-DirtIntensitySunset=1.0
-DirtIntensityNight=1.0
-DirtIntensityInteriorDay=1.0
-DirtIntensityInteriorNight=1.0
-DirtPowerSunrise=2.0
-DirtPowerDay=2.0
-DirtPowerSunset=2.0
-DirtPowerNight=2.0
-DirtPowerInteriorDay=2.0
-DirtPowerInteriorNight=2.0
-[SKYLIGHTING]
-AmbientMinLevelSunrise=0.1
-AmbientMinLevelDay=0.1
-AmbientMinLevelSunset=0.1
-AmbientMinLevelNight=0.1
-AmbientMinLevelInteriorDay=0.1
-AmbientMinLevelInteriorNight=0.1
-[ENVIRONMENT]
-DirectLightingIntensitySunrise=1.0
-DirectLightingIntensityDay=1.0
-DirectLightingIntensitySunset=1.0
-DirectLightingIntensityNight=1.0
-DirectLightingIntensityInteriorDay=1.0
-DirectLightingIntensityInteriorNight=1.0
-DirectLightingCurveSunrise=1.0
-DirectLightingCurveDay=1.0
-DirectLightingCurveSunset=1.0
-DirectLightingCurveNight=1.0
-DirectLightingCurveInteriorDay=1.0
-DirectLightingCurveInteriorNight=1.0
-DirectLightingDesaturationSunrise=0.0
-DirectLightingDesaturationDay=0.0
-DirectLightingDesaturationSunset=0.0
-DirectLightingDesaturationNight=0.0
-DirectLightingDesaturationInteriorDay=0.0
-DirectLightingDesaturationInteriorNight=0.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-SpecularFromLightSunrise=0.0
-SpecularFromLightDay=0.0
-SpecularFromLightSunset=0.0
-SpecularFromLightNight=0.0
-SpecularFromLightInteriorDay=0.0
-SpecularFromLightInteriorNight=0.0
-AmbientLightingIntensitySunrise=1.0
-AmbientLightingIntensityDay=1.0
-AmbientLightingIntensitySunset=1.0
-AmbientLightingIntensityNight=1.0
-AmbientLightingIntensityInteriorDay=1.0
-AmbientLightingIntensityInteriorNight=1.0
-AmbientLightingCurveSunrise=1.0
-AmbientLightingCurveDay=1.0
-AmbientLightingCurveSunset=1.0
-AmbientLightingCurveNight=1.0
-AmbientLightingCurveInteriorDay=1.0
-AmbientLightingCurveInteriorNight=1.0
-AmbientLightingDesaturationSunrise=0.0
-AmbientLightingDesaturationDay=0.0
-AmbientLightingDesaturationSunset=0.0
-AmbientLightingDesaturationNight=0.0
-AmbientLightingDesaturationInteriorDay=0.0
-AmbientLightingDesaturationInteriorNight=0.0
-AmbientColorFilterAmountSunrise=0.0
-AmbientColorFilterAmountDay=0.0
-AmbientColorFilterAmountSunset=0.0
-AmbientColorFilterAmountNight=0.0
-AmbientColorFilterAmountInteriorDay=0.0
-AmbientColorFilterAmountInteriorNight=0.0
-AmbientColorFilterTopSunrise=1, 1, 1
-AmbientColorFilterTopDay=1, 1, 1
-AmbientColorFilterTopSunset=1, 1, 1
-AmbientColorFilterTopNight=1, 1, 1
-AmbientColorFilterTopInteriorDay=1, 1, 1
-AmbientColorFilterTopInteriorNight=1, 1, 1
-AmbientColorFilterMiddleSunrise=0, 0, 0
-AmbientColorFilterMiddleDay=0, 0, 0
-AmbientColorFilterMiddleSunset=0, 0, 0
-AmbientColorFilterMiddleNight=0, 0, 0
-AmbientColorFilterMiddleInteriorDay=0, 0, 0
-AmbientColorFilterMiddleInteriorNight=0, 0, 0
-AmbientColorFilterBottomSunrise=1, 1, 1
-AmbientColorFilterBottomDay=1, 1, 1
-AmbientColorFilterBottomSunset=1, 1, 1
-AmbientColorFilterBottomNight=1, 1, 1
-AmbientColorFilterBottomInteriorDay=1, 1, 1
-AmbientColorFilterBottomInteriorNight=1, 1, 1
-PointLightingIntensitySunrise=1.0
-PointLightingIntensityDay=1.0
-PointLightingIntensitySunset=1.0
-PointLightingIntensityNight=1.0
-PointLightingIntensityInteriorDay=1.0
-PointLightingIntensityInteriorNight=1.0
-PointLightingCurveSunrise=1.0
-PointLightingCurveDay=1.0
-PointLightingCurveSunset=1.0
-PointLightingCurveNight=1.0
-PointLightingCurveInteriorDay=1.0
-PointLightingCurveInteriorNight=1.0
-PointLightingDesaturationSunrise=0.0
-PointLightingDesaturationDay=0.0
-PointLightingDesaturationSunset=0.0
-PointLightingDesaturationNight=0.0
-PointLightingDesaturationInteriorDay=0.0
-PointLightingDesaturationInteriorNight=0.0
-ParticleLightsIntensitySunrise=1.0
-ParticleLightsIntensityDay=1.0
-ParticleLightsIntensitySunset=1.0
-ParticleLightsIntensityNight=1.0
-ParticleLightsIntensityInteriorDay=1.0
-ParticleLightsIntensityInteriorNight=1.0
-FogColorMultiplierSunrise=1.0
-FogColorMultiplierDay=1.0
-FogColorMultiplierSunset=1.0
-FogColorMultiplierNight=1.0
-FogColorMultiplierInteriorDay=1.0
-FogColorMultiplierInteriorNight=1.0
-FogColorCurveSunrise=1.0
-FogColorCurveDay=1.0
-FogColorCurveSunset=1.0
-FogColorCurveNight=1.0
-FogColorCurveInteriorDay=1.0
-FogColorCurveInteriorNight=1.0
-ColorPowSunrise=1.0
-ColorPowDay=1.0
-ColorPowSunset=1.0
-ColorPowNight=1.0
-ColorPowInteriorDay=1.0
-ColorPowInteriorNight=1.0
-[SKY]
-CloudsIntensitySunrise=1.0
-CloudsIntensityDay=1.0
-CloudsIntensitySunset=1.0
-CloudsIntensityNight=1.0
-CloudsIntensityInteriorDay=1.0
-CloudsIntensityInteriorNight=1.0
-CloudsCurveSunrise=1.0
-CloudsCurveDay=1.0
-CloudsCurveSunset=1.0
-CloudsCurveNight=1.0
-CloudsCurveInteriorDay=1.0
-CloudsCurveInteriorNight=1.0
-CloudsDesaturationSunrise=0.0
-CloudsDesaturationDay=0.0
-CloudsDesaturationSunset=0.0
-CloudsDesaturationNight=0.0
-CloudsDesaturationInteriorDay=0.0
-CloudsDesaturationInteriorNight=0.0
-CloudsOpacitySunrise=1.0
-CloudsOpacityDay=1.0
-CloudsOpacitySunset=1.0
-CloudsOpacityNight=1.0
-CloudsOpacityInteriorDay=1.0
-CloudsOpacityInteriorNight=1.0
-GradientIntensitySunrise=1.0
-GradientIntensityDay=1.0
-GradientIntensitySunset=1.0
-GradientIntensityNight=1.0
-GradientIntensityInteriorDay=1.0
-GradientIntensityInteriorNight=1.0
-GradientDesaturationSunrise=0.0
-GradientDesaturationDay=0.0
-GradientDesaturationSunset=0.0
-GradientDesaturationNight=0.0
-GradientDesaturationInteriorDay=0.0
-GradientDesaturationInteriorNight=0.0
-GradientTopIntensitySunrise=1.0
-GradientTopIntensityDay=1.0
-GradientTopIntensitySunset=1.0
-GradientTopIntensityNight=1.0
-GradientTopIntensityInteriorDay=1.0
-GradientTopIntensityInteriorNight=1.0
-GradientTopCurveSunrise=1.0
-GradientTopCurveDay=1.0
-GradientTopCurveSunset=1.0
-GradientTopCurveNight=1.0
-GradientTopCurveInteriorDay=1.0
-GradientTopCurveInteriorNight=1.0
-GradientMiddleIntensitySunrise=1.0
-GradientMiddleIntensityDay=1.0
-GradientMiddleIntensitySunset=1.0
-GradientMiddleIntensityNight=1.0
-GradientMiddleIntensityInteriorDay=1.0
-GradientMiddleIntensityInteriorNight=1.0
-GradientMiddleCurveSunrise=1.0
-GradientMiddleCurveDay=1.0
-GradientMiddleCurveSunset=1.0
-GradientMiddleCurveNight=1.0
-GradientMiddleCurveInteriorDay=1.0
-GradientMiddleCurveInteriorNight=1.0
-GradientHorizonIntensitySunrise=1.0
-GradientHorizonIntensityDay=1.0
-GradientHorizonIntensitySunset=1.0
-GradientHorizonIntensityNight=1.0
-GradientHorizonIntensityInteriorDay=1.0
-GradientHorizonIntensityInteriorNight=1.0
-GradientHorizonCurveSunrise=1.0
-GradientHorizonCurveDay=1.0
-GradientHorizonCurveSunset=1.0
-GradientHorizonCurveNight=1.0
-GradientHorizonCurveInteriorDay=1.0
-GradientHorizonCurveInteriorNight=1.0
-SunIntensitySunrise=1.0
-SunIntensityDay=1.0
-SunIntensitySunset=1.0
-SunIntensityNight=1.0
-SunIntensityInteriorDay=1.0
-SunIntensityInteriorNight=1.0
-SunDesaturationSunrise=0.0
-SunDesaturationDay=0.0
-SunDesaturationSunset=0.0
-SunDesaturationNight=0.0
-SunDesaturationInteriorDay=0.0
-SunDesaturationInteriorNight=0.0
-SunColorFilterSunrise=1, 1, 1
-SunColorFilterDay=1, 1, 1
-SunColorFilterSunset=1, 1, 1
-SunColorFilterNight=1, 1, 1
-SunColorFilterInteriorDay=1, 1, 1
-SunColorFilterInteriorNight=1, 1, 1
-SunGlowIntensitySunrise=0.0
-SunGlowIntensityDay=0.0
-SunGlowIntensitySunset=0.0
-SunGlowIntensityNight=0.0
-SunGlowIntensityInteriorDay=0.0
-SunGlowIntensityInteriorNight=0.0
-SunGlowHazinessSunrise=0.0
-SunGlowHazinessDay=0.0
-SunGlowHazinessSunset=0.0
-SunGlowHazinessNight=0.0
-SunGlowHazinessInteriorDay=0.0
-SunGlowHazinessInteriorNight=0.0
-MoonIntensitySunrise=1.0
-MoonIntensityDay=1.0
-MoonIntensitySunset=1.0
-MoonIntensityNight=1.0
-MoonIntensityInteriorDay=1.0
-MoonIntensityInteriorNight=1.0
-MoonCurveSunrise=1.0
-MoonCurveDay=1.0
-MoonCurveSunset=1.0
-MoonCurveNight=1.0
-MoonCurveInteriorDay=1.0
-MoonCurveInteriorNight=1.0
-MoonDesaturationSunrise=0.0
-MoonDesaturationDay=0.0
-MoonDesaturationSunset=0.0
-MoonDesaturationNight=0.0
-MoonDesaturationInteriorDay=0.0
-MoonDesaturationInteriorNight=0.0
-[OBJECT]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[VEGETATION]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[EYES]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[LIGHTSPRITE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[WINDOWLIGHT]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[VOLUMETRICFOG]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-LightingInfluenceSunrise=1.0
-LightingInfluenceDay=1.0
-LightingInfluenceSunset=1.0
-LightingInfluenceNight=1.0
-LightingInfluenceInteriorDay=1.0
-LightingInfluenceInteriorNight=1.0
-OpacitySunrise=1.0
-OpacityDay=1.0
-OpacitySunset=1.0
-OpacityNight=1.0
-OpacityInteriorDay=1.0
-OpacityInteriorNight=1.0
-[FIRE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[PARTICLE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-LightingInfluenceSunrise=1.0
-LightingInfluenceDay=1.0
-LightingInfluenceSunset=1.0
-LightingInfluenceNight=1.0
-LightingInfluenceInteriorDay=1.0
-LightingInfluenceInteriorNight=1.0
-[RAYS]
-SunRaysMultiplierSunrise=0.4
-SunRaysMultiplierDay=0.4
-SunRaysMultiplierSunset=0.4
-SunRaysMultiplierNight=0.4
-SunRaysMultiplierInteriorDay=0.4
-SunRaysMultiplierInteriorNight=0.4
-[IMAGEBASEDLIGHTING]
-AdditiveAmountSunrise=0.05
-AdditiveAmountDay=0.05
-AdditiveAmountSunset=0.05
-AdditiveAmountNight=0.05
-AdditiveAmountInteriorDay=0.05
-AdditiveAmountInteriorNight=0.05
-MultiplicativeAmountSunrise=0.0
-MultiplicativeAmountDay=0.0
-MultiplicativeAmountSunset=0.0
-MultiplicativeAmountNight=0.0
-MultiplicativeAmountInteriorDay=0.0
-MultiplicativeAmountInteriorNight=0.0
-ReflectiveAmountSunrise=0.1
-ReflectiveAmountDay=0.1
-ReflectiveAmountSunset=0.1
-ReflectiveAmountNight=0.1
-ReflectiveAmountInteriorDay=0.1
-ReflectiveAmountInteriorNight=0.1
-[WATER]
-WavesAmplitudeSunrise=1.0
-WavesAmplitudeDay=1.0
-WavesAmplitudeSunset=1.0
-WavesAmplitudeNight=1.0
-WavesAmplitudeInteriorDay=1.0
-WavesAmplitudeInteriorNight=1.0
-[CLOUDSHADOWS]
-OpacitySunrise=1.0
-OpacityDay=1.0
-OpacitySunset=1.0
-OpacityNight=1.0
-OpacityInteriorDay=1.0
-OpacityInteriorNight=1.0
-[VOLUMETRICRAYS]
-IntensitySunrise=0.2
-IntensityDay=0.2
-IntensitySunset=0.2
-IntensityNight=0.2
-IntensityInteriorDay=0.2
-IntensityInteriorNight=0.2
-DensitySunrise=1.0
-DensityDay=1.0
-DensitySunset=1.0
-DensityNight=1.0
-DensityInteriorDay=1.0
-DensityInteriorNight=1.0
-SkyColorAmountSunrise=0.5
-SkyColorAmountDay=0.5
-SkyColorAmountSunset=0.5
-SkyColorAmountNight=0.5
-SkyColorAmountInteriorDay=0.5
-SkyColorAmountInteriorNight=0.5
-[PROCEDURALSUN]
-GlowIntensitySunrise=0.4
-GlowIntensityDay=0.4
-GlowIntensitySunset=0.4
-GlowIntensityNight=0.4
-GlowIntensityInteriorDay=0.4
-GlowIntensityInteriorNight=0.4
-GlowCurveSunrise=10.0
-GlowCurveDay=10.0
-GlowCurveSunset=10.0
-GlowCurveNight=10.0
-GlowCurveInteriorDay=10.0
-GlowCurveInteriorNight=10.0
-[MIST]
-AnchorsAmountSunrise=1.0
-AnchorsAmountDay=1.0
-AnchorsAmountSunset=1.0
-AnchorsAmountNight=1.0
-AnchorsAmountInteriorDay=1.0
-AnchorsAmountInteriorNight=1.0
-SkyLightingAmountSunrise=1.0
-SkyLightingAmountDay=1.0
-SkyLightingAmountSunset=1.0
-SkyLightingAmountNight=1.0
-SkyLightingAmountInteriorDay=1.0
-SkyLightingAmountInteriorNight=1.0
-SunLightingAmountSunrise=0.1
-SunLightingAmountDay=0.1
-SunLightingAmountSunset=0.1
-SunLightingAmountNight=0.1
-SunLightingAmountInteriorDay=0.1
-SunLightingAmountInteriorNight=0.1
-DesaturationSunrise=0.0
-DesaturationDay=0.0
-DesaturationSunset=0.0
-DesaturationNight=0.0
-DesaturationInteriorDay=0.0
-DesaturationInteriorNight=0.0
-ColorFilterSunrise=1, 1, 1
-ColorFilterDay=1, 1, 1
-ColorFilterSunset=1, 1, 1
-ColorFilterNight=1, 1, 1
-ColorFilterInteriorDay=1, 1, 1
-ColorFilterInteriorNight=1, 1, 1
-RelativeToCameraSunrise=0.0
-RelativeToCameraDay=0.0
-RelativeToCameraSunset=0.0
-RelativeToCameraNight=0.0
-RelativeToCameraInteriorDay=0.0
-RelativeToCameraInteriorNight=0.0
-VerticalOffsetSunrise=-10.0
-VerticalOffsetDay=-10.0
-VerticalOffsetSunset=-10.0
-VerticalOffsetNight=-10.0
-VerticalOffsetInteriorDay=-10.0
-VerticalOffsetInteriorNight=-10.0
-DensitySunrise=1.5
-DensityDay=1.5
-DensitySunset=1.5
-DensityNight=1.5
-DensityInteriorDay=1.5
-DensityInteriorNight=1.5
-VerticalFadeSunrise=4.0
-VerticalFadeDay=4.0
-VerticalFadeSunset=4.0
-VerticalFadeNight=4.0
-VerticalFadeInteriorDay=4.0
-VerticalFadeInteriorNight=4.0
-DistanceFadeSunrise=0.0
-DistanceFadeDay=0.0
-DistanceFadeSunset=0.0
-DistanceFadeNight=0.0
-DistanceFadeInteriorDay=0.0
-DistanceFadeInteriorNight=0.0
-BottomTopSunrise=0.0
-BottomTopDay=0.0
-BottomTopSunset=0.0
-BottomTopNight=0.0
-BottomTopInteriorDay=0.0
-BottomTopInteriorNight=0.0
-ExponentialFadeSunrise=1.0
-ExponentialFadeDay=1.0
-ExponentialFadeSunset=1.0
-ExponentialFadeNight=1.0
-ExponentialFadeInteriorDay=1.0
-ExponentialFadeInteriorNight=1.0
diff --git a/skyrim/enbseries/menbglobaldefs.fx b/skyrim/enbseries/menbglobaldefs.fx
deleted file mode 100644
index 8a76b27..0000000
--- a/skyrim/enbseries/menbglobaldefs.fx
+++ /dev/null
@@ -1,66 +0,0 @@
-/*
- menbglobaldefs.fx : MariENB global shared code.
- (C)2013-2016 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
-/* are we running on fallout 3 / new vegas or on skyrim? */
-//#define FALLOUT
-/* time of day and interior interpolation */
-#ifdef FALLOUT
-#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
- (x##_in+x##_id)*0.5,EInteriorFactor)
-#else
-#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
- lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor)
-#endif
-/* weather macros */
-#define WT_TEMPERATE 0.0
-#define WT_HOT 1.0
-#define WT_COLD 2.0
-#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\
- ?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\
- ?(1.0-WeatherAndTime.z):(0.0))
-/*
- Explanation of macro, because some of the people reading this likely don't
- know what a ternary conditional is:
-
- (WeatherAndTime.x==id) -> transitioning to wanted weather?
- ?(WeatherAndTime.y==id) -> coming from wanted weather?
- ?(1.0) -> if so, always 1
- :(WeatherAndTime.z) -> if not, return transition
- :(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
- ?(1.0-WeatherAndTime.z) -> return inverse transition
- :(0.0) -> otherwise return 0
-*/
-/* asset definitions */
-/* ascii art font */
-#define FONT_WIDTH 8
-#define FONT_HEIGHT 4096
-#define GLYPH_WIDTH 8
-#define GLYPH_HEIGHT 16
-#define FONT_LEVELS 255
-/*
- aspect correction for certain overlays
- uncommented : the textures are 1:1 and must be corrected
- commented : the textures are 16:9 or whatever ratio you use
-*/
-#define ASPECT_LENSDIRT
-/* texture sizes */
-#define NOISESIZE 256.0
-#define HEATSIZE 1024.0
-#define FROSTSIZE 1024.0
-/* LUT mode (use only one) - The 256px option was discarded for size reasons */
-//#define LUTMODE_LEGACY
-//#define LUTMODE_16
-#define LUTMODE_64
-/* some textures can be provided as DDS rather than PNG to save space */
-//#define HEAT_DDS
-//#define LENSDIRT_DDS
-//#define FROST_DDS
-//#define FROSTBUMP_DDS
-/* experimental features (TODO) */
-#define USE_BOKEH
-//#define MULTIPASS_RMAO
diff --git a/skyrim/enbseries/menblut64.png b/skyrim/enbseries/menblut64.png
deleted file mode 100644
index cf41211..0000000
Binary files a/skyrim/enbseries/menblut64.png and /dev/null differ
diff --git a/weathers/_coldweather.ini b/weathers/_coldweather.ini
deleted file mode 100644
index 4adeb01..0000000
--- a/weathers/_coldweather.ini
+++ /dev/null
@@ -1,632 +0,0 @@
-[BLOOM]
-AmountSunrise=1.0
-AmountDay=1.0
-AmountSunset=1.0
-AmountNight=1.0
-AmountInteriorDay=1.0
-AmountInteriorNight=1.0
-BlueShiftAmountSunrise=1.0
-BlueShiftAmountDay=1.0
-BlueShiftAmountSunset=1.0
-BlueShiftAmountNight=1.0
-BlueShiftAmountInteriorDay=1.0
-BlueShiftAmountInteriorNight=1.0
-[LENS]
-ReflectionIntensitySunrise=1.0
-ReflectionIntensityDay=1.0
-ReflectionIntensitySunset=1.0
-ReflectionIntensityNight=1.0
-ReflectionIntensityInteriorDay=1.0
-ReflectionIntensityInteriorNight=1.0
-ReflectionPowerSunrise=2.0
-ReflectionPowerDay=2.0
-ReflectionPowerSunset=2.0
-ReflectionPowerNight=2.0
-ReflectionPowerInteriorDay=2.0
-ReflectionPowerInteriorNight=2.0
-DirtIntensitySunrise=1.0
-DirtIntensityDay=1.0
-DirtIntensitySunset=1.0
-DirtIntensityNight=1.0
-DirtIntensityInteriorDay=1.0
-DirtIntensityInteriorNight=1.0
-DirtPowerSunrise=2.0
-DirtPowerDay=2.0
-DirtPowerSunset=2.0
-DirtPowerNight=2.0
-DirtPowerInteriorDay=2.0
-DirtPowerInteriorNight=2.0
-[SKYLIGHTING]
-AmbientMinLevelSunrise=0.1
-AmbientMinLevelDay=0.1
-AmbientMinLevelSunset=0.1
-AmbientMinLevelNight=0.1
-AmbientMinLevelInteriorDay=0.1
-AmbientMinLevelInteriorNight=0.1
-[ENVIRONMENT]
-DirectLightingIntensitySunrise=1.0
-DirectLightingIntensityDay=1.0
-DirectLightingIntensitySunset=1.0
-DirectLightingIntensityNight=1.0
-DirectLightingIntensityInteriorDay=1.0
-DirectLightingIntensityInteriorNight=1.0
-DirectLightingCurveSunrise=1.0
-DirectLightingCurveDay=1.0
-DirectLightingCurveSunset=1.0
-DirectLightingCurveNight=1.0
-DirectLightingCurveInteriorDay=1.0
-DirectLightingCurveInteriorNight=1.0
-DirectLightingDesaturationSunrise=0.0
-DirectLightingDesaturationDay=0.0
-DirectLightingDesaturationSunset=0.0
-DirectLightingDesaturationNight=0.0
-DirectLightingDesaturationInteriorDay=0.0
-DirectLightingDesaturationInteriorNight=0.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-SpecularFromLightSunrise=0.0
-SpecularFromLightDay=0.0
-SpecularFromLightSunset=0.0
-SpecularFromLightNight=0.0
-SpecularFromLightInteriorDay=0.0
-SpecularFromLightInteriorNight=0.0
-AmbientLightingIntensitySunrise=1.0
-AmbientLightingIntensityDay=1.0
-AmbientLightingIntensitySunset=1.0
-AmbientLightingIntensityNight=1.0
-AmbientLightingIntensityInteriorDay=1.0
-AmbientLightingIntensityInteriorNight=1.0
-AmbientLightingCurveSunrise=1.0
-AmbientLightingCurveDay=1.0
-AmbientLightingCurveSunset=1.0
-AmbientLightingCurveNight=1.0
-AmbientLightingCurveInteriorDay=1.0
-AmbientLightingCurveInteriorNight=1.0
-AmbientLightingDesaturationSunrise=0.0
-AmbientLightingDesaturationDay=0.0
-AmbientLightingDesaturationSunset=0.0
-AmbientLightingDesaturationNight=0.0
-AmbientLightingDesaturationInteriorDay=0.0
-AmbientLightingDesaturationInteriorNight=0.0
-AmbientColorFilterAmountSunrise=0.0
-AmbientColorFilterAmountDay=0.0
-AmbientColorFilterAmountSunset=0.0
-AmbientColorFilterAmountNight=0.0
-AmbientColorFilterAmountInteriorDay=0.0
-AmbientColorFilterAmountInteriorNight=0.0
-AmbientColorFilterTopSunrise=1, 1, 1
-AmbientColorFilterTopDay=1, 1, 1
-AmbientColorFilterTopSunset=1, 1, 1
-AmbientColorFilterTopNight=1, 1, 1
-AmbientColorFilterTopInteriorDay=1, 1, 1
-AmbientColorFilterTopInteriorNight=1, 1, 1
-AmbientColorFilterMiddleSunrise=0, 0, 0
-AmbientColorFilterMiddleDay=0, 0, 0
-AmbientColorFilterMiddleSunset=0, 0, 0
-AmbientColorFilterMiddleNight=0, 0, 0
-AmbientColorFilterMiddleInteriorDay=0, 0, 0
-AmbientColorFilterMiddleInteriorNight=0, 0, 0
-AmbientColorFilterBottomSunrise=1, 1, 1
-AmbientColorFilterBottomDay=1, 1, 1
-AmbientColorFilterBottomSunset=1, 1, 1
-AmbientColorFilterBottomNight=1, 1, 1
-AmbientColorFilterBottomInteriorDay=1, 1, 1
-AmbientColorFilterBottomInteriorNight=1, 1, 1
-PointLightingIntensitySunrise=1.0
-PointLightingIntensityDay=1.0
-PointLightingIntensitySunset=1.0
-PointLightingIntensityNight=1.0
-PointLightingIntensityInteriorDay=1.0
-PointLightingIntensityInteriorNight=1.0
-PointLightingCurveSunrise=1.0
-PointLightingCurveDay=1.0
-PointLightingCurveSunset=1.0
-PointLightingCurveNight=1.0
-PointLightingCurveInteriorDay=1.0
-PointLightingCurveInteriorNight=1.0
-PointLightingDesaturationSunrise=0.0
-PointLightingDesaturationDay=0.0
-PointLightingDesaturationSunset=0.0
-PointLightingDesaturationNight=0.0
-PointLightingDesaturationInteriorDay=0.0
-PointLightingDesaturationInteriorNight=0.0
-ParticleLightsIntensitySunrise=1.0
-ParticleLightsIntensityDay=1.0
-ParticleLightsIntensitySunset=1.0
-ParticleLightsIntensityNight=1.0
-ParticleLightsIntensityInteriorDay=1.0
-ParticleLightsIntensityInteriorNight=1.0
-FogColorMultiplierSunrise=1.0
-FogColorMultiplierDay=1.0
-FogColorMultiplierSunset=1.0
-FogColorMultiplierNight=1.0
-FogColorMultiplierInteriorDay=1.0
-FogColorMultiplierInteriorNight=1.0
-FogColorCurveSunrise=1.0
-FogColorCurveDay=1.0
-FogColorCurveSunset=1.0
-FogColorCurveNight=1.0
-FogColorCurveInteriorDay=1.0
-FogColorCurveInteriorNight=1.0
-ColorPowSunrise=1.0
-ColorPowDay=1.0
-ColorPowSunset=1.0
-ColorPowNight=1.0
-ColorPowInteriorDay=1.0
-ColorPowInteriorNight=1.0
-DirectLightingColorFilterSunrise=1, 1, 1
-DirectLightingColorFilterDay=1, 1, 1
-DirectLightingColorFilterSunset=1, 1, 1
-DirectLightingColorFilterNight=1, 1, 1
-DirectLightingColorFilterInteriorDay=1, 1, 1
-DirectLightingColorFilterInteriorNight=1, 1, 1
-FogColorFilterSunrise=1, 1, 1
-FogColorFilterDay=1, 1, 1
-FogColorFilterSunset=1, 1, 1
-FogColorFilterNight=1, 1, 1
-FogColorFilterInteriorDay=1, 1, 1
-FogColorFilterInteriorNight=1, 1, 1
-DirectLightingColorFilterAmountSunrise=0.0
-DirectLightingColorFilterAmountDay=0.0
-DirectLightingColorFilterAmountSunset=0.0
-DirectLightingColorFilterAmountNight=0.0
-DirectLightingColorFilterAmountInteriorDay=0.0
-DirectLightingColorFilterAmountInteriorNight=0.0
-FogColorFilterAmountSunrise=0.0
-FogColorFilterAmountDay=0.0
-FogColorFilterAmountSunset=0.0
-FogColorFilterAmountNight=0.0
-FogColorFilterAmountInteriorDay=0.0
-FogColorFilterAmountInteriorNight=0.0
-[SKY]
-CloudsIntensitySunrise=1.0
-CloudsIntensityDay=1.0
-CloudsIntensitySunset=1.0
-CloudsIntensityNight=1.0
-CloudsIntensityInteriorDay=1.0
-CloudsIntensityInteriorNight=1.0
-CloudsCurveSunrise=1.0
-CloudsCurveDay=1.0
-CloudsCurveSunset=1.0
-CloudsCurveNight=1.0
-CloudsCurveInteriorDay=1.0
-CloudsCurveInteriorNight=1.0
-CloudsDesaturationSunrise=0.0
-CloudsDesaturationDay=0.0
-CloudsDesaturationSunset=0.0
-CloudsDesaturationNight=0.0
-CloudsDesaturationInteriorDay=0.0
-CloudsDesaturationInteriorNight=0.0
-CloudsOpacitySunrise=1.0
-CloudsOpacityDay=1.0
-CloudsOpacitySunset=1.0
-CloudsOpacityNight=1.0
-CloudsOpacityInteriorDay=1.0
-CloudsOpacityInteriorNight=1.0
-GradientIntensitySunrise=1.0
-GradientIntensityDay=1.0
-GradientIntensitySunset=1.0
-GradientIntensityNight=1.0
-GradientIntensityInteriorDay=1.0
-GradientIntensityInteriorNight=1.0
-GradientDesaturationSunrise=0.0
-GradientDesaturationDay=0.0
-GradientDesaturationSunset=0.0
-GradientDesaturationNight=0.0
-GradientDesaturationInteriorDay=0.0
-GradientDesaturationInteriorNight=0.0
-GradientTopIntensitySunrise=1.0
-GradientTopIntensityDay=1.0
-GradientTopIntensitySunset=1.0
-GradientTopIntensityNight=1.0
-GradientTopIntensityInteriorDay=1.0
-GradientTopIntensityInteriorNight=1.0
-GradientTopCurveSunrise=1.0
-GradientTopCurveDay=1.0
-GradientTopCurveSunset=1.0
-GradientTopCurveNight=1.0
-GradientTopCurveInteriorDay=1.0
-GradientTopCurveInteriorNight=1.0
-GradientMiddleIntensitySunrise=1.0
-GradientMiddleIntensityDay=1.0
-GradientMiddleIntensitySunset=1.0
-GradientMiddleIntensityNight=1.0
-GradientMiddleIntensityInteriorDay=1.0
-GradientMiddleIntensityInteriorNight=1.0
-GradientMiddleCurveSunrise=1.0
-GradientMiddleCurveDay=1.0
-GradientMiddleCurveSunset=1.0
-GradientMiddleCurveNight=1.0
-GradientMiddleCurveInteriorDay=1.0
-GradientMiddleCurveInteriorNight=1.0
-GradientHorizonIntensitySunrise=1.0
-GradientHorizonIntensityDay=1.0
-GradientHorizonIntensitySunset=1.0
-GradientHorizonIntensityNight=1.0
-GradientHorizonIntensityInteriorDay=1.0
-GradientHorizonIntensityInteriorNight=1.0
-GradientHorizonCurveSunrise=1.0
-GradientHorizonCurveDay=1.0
-GradientHorizonCurveSunset=1.0
-GradientHorizonCurveNight=1.0
-GradientHorizonCurveInteriorDay=1.0
-GradientHorizonCurveInteriorNight=1.0
-SunIntensitySunrise=1.0
-SunIntensityDay=1.0
-SunIntensitySunset=1.0
-SunIntensityNight=1.0
-SunIntensityInteriorDay=1.0
-SunIntensityInteriorNight=1.0
-SunDesaturationSunrise=0.0
-SunDesaturationDay=0.0
-SunDesaturationSunset=0.0
-SunDesaturationNight=0.0
-SunDesaturationInteriorDay=0.0
-SunDesaturationInteriorNight=0.0
-SunColorFilterSunrise=1, 1, 1
-SunColorFilterDay=1, 1, 1
-SunColorFilterSunset=1, 1, 1
-SunColorFilterNight=1, 1, 1
-SunColorFilterInteriorDay=1, 1, 1
-SunColorFilterInteriorNight=1, 1, 1
-SunGlowIntensitySunrise=0.0
-SunGlowIntensityDay=0.0
-SunGlowIntensitySunset=0.0
-SunGlowIntensityNight=0.0
-SunGlowIntensityInteriorDay=0.0
-SunGlowIntensityInteriorNight=0.0
-SunGlowHazinessSunrise=0.0
-SunGlowHazinessDay=0.0
-SunGlowHazinessSunset=0.0
-SunGlowHazinessNight=0.0
-SunGlowHazinessInteriorDay=0.0
-SunGlowHazinessInteriorNight=0.0
-MoonIntensitySunrise=1.0
-MoonIntensityDay=1.0
-MoonIntensitySunset=1.0
-MoonIntensityNight=1.0
-MoonIntensityInteriorDay=1.0
-MoonIntensityInteriorNight=1.0
-MoonCurveSunrise=1.0
-MoonCurveDay=1.0
-MoonCurveSunset=1.0
-MoonCurveNight=1.0
-MoonCurveInteriorDay=1.0
-MoonCurveInteriorNight=1.0
-MoonDesaturationSunrise=0.0
-MoonDesaturationDay=0.0
-MoonDesaturationSunset=0.0
-MoonDesaturationNight=0.0
-MoonDesaturationInteriorDay=0.0
-MoonDesaturationInteriorNight=0.0
-GradientTopColorFilterSunrise=1, 1, 1
-GradientTopColorFilterDay=1, 1, 1
-GradientTopColorFilterSunset=1, 1, 1
-GradientTopColorFilterNight=1, 1, 1
-GradientTopColorFilterInteriorDay=1, 1, 1
-GradientTopColorFilterInteriorNight=1, 1, 1
-GradientMiddleColorFilterSunrise=1, 1, 1
-GradientMiddleColorFilterDay=1, 1, 1
-GradientMiddleColorFilterSunset=1, 1, 1
-GradientMiddleColorFilterNight=1, 1, 1
-GradientMiddleColorFilterInteriorDay=1, 1, 1
-GradientMiddleColorFilterInteriorNight=1, 1, 1
-GradientHorizonColorFilterSunrise=1, 1, 1
-GradientHorizonColorFilterDay=1, 1, 1
-GradientHorizonColorFilterSunset=1, 1, 1
-GradientHorizonColorFilterNight=1, 1, 1
-GradientHorizonColorFilterInteriorDay=1, 1, 1
-GradientHorizonColorFilterInteriorNight=1, 1, 1
-CloudsColorFilterSunrise=1, 1, 1
-CloudsColorFilterDay=1, 1, 1
-CloudsColorFilterSunset=1, 1, 1
-CloudsColorFilterNight=1, 1, 1
-CloudsColorFilterInteriorDay=1, 1, 1
-CloudsColorFilterInteriorNight=1, 1, 1
-[OBJECT]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[VEGETATION]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[EYES]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[LIGHTSPRITE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[WINDOWLIGHT]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[VOLUMETRICFOG]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-LightingInfluenceSunrise=1.0
-LightingInfluenceDay=1.0
-LightingInfluenceSunset=1.0
-LightingInfluenceNight=1.0
-LightingInfluenceInteriorDay=1.0
-LightingInfluenceInteriorNight=1.0
-OpacitySunrise=1.0
-OpacityDay=1.0
-OpacitySunset=1.0
-OpacityNight=1.0
-OpacityInteriorDay=1.0
-OpacityInteriorNight=1.0
-[FIRE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[PARTICLE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-LightingInfluenceSunrise=1.0
-LightingInfluenceDay=1.0
-LightingInfluenceSunset=1.0
-LightingInfluenceNight=1.0
-LightingInfluenceInteriorDay=1.0
-LightingInfluenceInteriorNight=1.0
-[RAYS]
-SunRaysMultiplierSunrise=0.4
-SunRaysMultiplierDay=0.4
-SunRaysMultiplierSunset=0.4
-SunRaysMultiplierNight=0.4
-SunRaysMultiplierInteriorDay=0.4
-SunRaysMultiplierInteriorNight=0.4
-[IMAGEBASEDLIGHTING]
-AdditiveAmountSunrise=0.05
-AdditiveAmountDay=0.05
-AdditiveAmountSunset=0.05
-AdditiveAmountNight=0.05
-AdditiveAmountInteriorDay=0.05
-AdditiveAmountInteriorNight=0.05
-MultiplicativeAmountSunrise=0.0
-MultiplicativeAmountDay=0.0
-MultiplicativeAmountSunset=0.0
-MultiplicativeAmountNight=0.0
-MultiplicativeAmountInteriorDay=0.0
-MultiplicativeAmountInteriorNight=0.0
-ReflectiveAmountSunrise=0.1
-ReflectiveAmountDay=0.1
-ReflectiveAmountSunset=0.1
-ReflectiveAmountNight=0.1
-ReflectiveAmountInteriorDay=0.1
-ReflectiveAmountInteriorNight=0.1
-[WATER]
-WavesAmplitudeSunrise=1.0
-WavesAmplitudeDay=1.0
-WavesAmplitudeSunset=1.0
-WavesAmplitudeNight=1.0
-WavesAmplitudeInteriorDay=1.0
-WavesAmplitudeInteriorNight=1.0
-[CLOUDSHADOWS]
-OpacitySunrise=1.0
-OpacityDay=1.0
-OpacitySunset=1.0
-OpacityNight=1.0
-OpacityInteriorDay=1.0
-OpacityInteriorNight=1.0
-[VOLUMETRICRAYS]
-IntensitySunrise=0.2
-IntensityDay=0.2
-IntensitySunset=0.2
-IntensityNight=0.2
-IntensityInteriorDay=0.2
-IntensityInteriorNight=0.2
-DensitySunrise=1.0
-DensityDay=1.0
-DensitySunset=1.0
-DensityNight=1.0
-DensityInteriorDay=1.0
-DensityInteriorNight=1.0
-SkyColorAmountSunrise=0.5
-SkyColorAmountDay=0.5
-SkyColorAmountSunset=0.5
-SkyColorAmountNight=0.5
-SkyColorAmountInteriorDay=0.5
-SkyColorAmountInteriorNight=0.5
-[PROCEDURALSUN]
-GlowIntensitySunrise=0.4
-GlowIntensityDay=0.4
-GlowIntensitySunset=0.4
-GlowIntensityNight=0.4
-GlowIntensityInteriorDay=0.4
-GlowIntensityInteriorNight=0.4
-GlowCurveSunrise=10.0
-GlowCurveDay=10.0
-GlowCurveSunset=10.0
-GlowCurveNight=10.0
-GlowCurveInteriorDay=10.0
-GlowCurveInteriorNight=10.0
-[MIST]
-AnchorsAmountSunrise=1.0
-AnchorsAmountDay=1.0
-AnchorsAmountSunset=1.0
-AnchorsAmountNight=1.0
-AnchorsAmountInteriorDay=1.0
-AnchorsAmountInteriorNight=1.0
-SkyLightingAmountSunrise=1.0
-SkyLightingAmountDay=1.0
-SkyLightingAmountSunset=1.0
-SkyLightingAmountNight=1.0
-SkyLightingAmountInteriorDay=1.0
-SkyLightingAmountInteriorNight=1.0
-SunLightingAmountSunrise=0.1
-SunLightingAmountDay=0.1
-SunLightingAmountSunset=0.1
-SunLightingAmountNight=0.1
-SunLightingAmountInteriorDay=0.1
-SunLightingAmountInteriorNight=0.1
-DesaturationSunrise=0.0
-DesaturationDay=0.0
-DesaturationSunset=0.0
-DesaturationNight=0.0
-DesaturationInteriorDay=0.0
-DesaturationInteriorNight=0.0
-ColorFilterSunrise=1, 1, 1
-ColorFilterDay=1, 1, 1
-ColorFilterSunset=1, 1, 1
-ColorFilterNight=1, 1, 1
-ColorFilterInteriorDay=1, 1, 1
-ColorFilterInteriorNight=1, 1, 1
-RelativeToCameraSunrise=0.0
-RelativeToCameraDay=0.0
-RelativeToCameraSunset=0.0
-RelativeToCameraNight=0.0
-RelativeToCameraInteriorDay=0.0
-RelativeToCameraInteriorNight=0.0
-VerticalOffsetSunrise=-10.0
-VerticalOffsetDay=-10.0
-VerticalOffsetSunset=-10.0
-VerticalOffsetNight=-10.0
-VerticalOffsetInteriorDay=-10.0
-VerticalOffsetInteriorNight=-10.0
-DensitySunrise=1.5
-DensityDay=1.5
-DensitySunset=1.5
-DensityNight=1.5
-DensityInteriorDay=1.5
-DensityInteriorNight=1.5
-VerticalFadeSunrise=4.0
-VerticalFadeDay=4.0
-VerticalFadeSunset=4.0
-VerticalFadeNight=4.0
-VerticalFadeInteriorDay=4.0
-VerticalFadeInteriorNight=4.0
-DistanceFadeSunrise=0.0
-DistanceFadeDay=0.0
-DistanceFadeSunset=0.0
-DistanceFadeNight=0.0
-DistanceFadeInteriorDay=0.0
-DistanceFadeInteriorNight=0.0
-BottomTopSunrise=0.0
-BottomTopDay=0.0
-BottomTopSunset=0.0
-BottomTopNight=0.0
-BottomTopInteriorDay=0.0
-BottomTopInteriorNight=0.0
-ExponentialFadeSunrise=1.0
-ExponentialFadeDay=1.0
-ExponentialFadeSunset=1.0
-ExponentialFadeNight=1.0
-ExponentialFadeInteriorDay=1.0
-ExponentialFadeInteriorNight=1.0
diff --git a/weathers/_hotweather.ini b/weathers/_hotweather.ini
deleted file mode 100644
index 4adeb01..0000000
--- a/weathers/_hotweather.ini
+++ /dev/null
@@ -1,632 +0,0 @@
-[BLOOM]
-AmountSunrise=1.0
-AmountDay=1.0
-AmountSunset=1.0
-AmountNight=1.0
-AmountInteriorDay=1.0
-AmountInteriorNight=1.0
-BlueShiftAmountSunrise=1.0
-BlueShiftAmountDay=1.0
-BlueShiftAmountSunset=1.0
-BlueShiftAmountNight=1.0
-BlueShiftAmountInteriorDay=1.0
-BlueShiftAmountInteriorNight=1.0
-[LENS]
-ReflectionIntensitySunrise=1.0
-ReflectionIntensityDay=1.0
-ReflectionIntensitySunset=1.0
-ReflectionIntensityNight=1.0
-ReflectionIntensityInteriorDay=1.0
-ReflectionIntensityInteriorNight=1.0
-ReflectionPowerSunrise=2.0
-ReflectionPowerDay=2.0
-ReflectionPowerSunset=2.0
-ReflectionPowerNight=2.0
-ReflectionPowerInteriorDay=2.0
-ReflectionPowerInteriorNight=2.0
-DirtIntensitySunrise=1.0
-DirtIntensityDay=1.0
-DirtIntensitySunset=1.0
-DirtIntensityNight=1.0
-DirtIntensityInteriorDay=1.0
-DirtIntensityInteriorNight=1.0
-DirtPowerSunrise=2.0
-DirtPowerDay=2.0
-DirtPowerSunset=2.0
-DirtPowerNight=2.0
-DirtPowerInteriorDay=2.0
-DirtPowerInteriorNight=2.0
-[SKYLIGHTING]
-AmbientMinLevelSunrise=0.1
-AmbientMinLevelDay=0.1
-AmbientMinLevelSunset=0.1
-AmbientMinLevelNight=0.1
-AmbientMinLevelInteriorDay=0.1
-AmbientMinLevelInteriorNight=0.1
-[ENVIRONMENT]
-DirectLightingIntensitySunrise=1.0
-DirectLightingIntensityDay=1.0
-DirectLightingIntensitySunset=1.0
-DirectLightingIntensityNight=1.0
-DirectLightingIntensityInteriorDay=1.0
-DirectLightingIntensityInteriorNight=1.0
-DirectLightingCurveSunrise=1.0
-DirectLightingCurveDay=1.0
-DirectLightingCurveSunset=1.0
-DirectLightingCurveNight=1.0
-DirectLightingCurveInteriorDay=1.0
-DirectLightingCurveInteriorNight=1.0
-DirectLightingDesaturationSunrise=0.0
-DirectLightingDesaturationDay=0.0
-DirectLightingDesaturationSunset=0.0
-DirectLightingDesaturationNight=0.0
-DirectLightingDesaturationInteriorDay=0.0
-DirectLightingDesaturationInteriorNight=0.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-SpecularFromLightSunrise=0.0
-SpecularFromLightDay=0.0
-SpecularFromLightSunset=0.0
-SpecularFromLightNight=0.0
-SpecularFromLightInteriorDay=0.0
-SpecularFromLightInteriorNight=0.0
-AmbientLightingIntensitySunrise=1.0
-AmbientLightingIntensityDay=1.0
-AmbientLightingIntensitySunset=1.0
-AmbientLightingIntensityNight=1.0
-AmbientLightingIntensityInteriorDay=1.0
-AmbientLightingIntensityInteriorNight=1.0
-AmbientLightingCurveSunrise=1.0
-AmbientLightingCurveDay=1.0
-AmbientLightingCurveSunset=1.0
-AmbientLightingCurveNight=1.0
-AmbientLightingCurveInteriorDay=1.0
-AmbientLightingCurveInteriorNight=1.0
-AmbientLightingDesaturationSunrise=0.0
-AmbientLightingDesaturationDay=0.0
-AmbientLightingDesaturationSunset=0.0
-AmbientLightingDesaturationNight=0.0
-AmbientLightingDesaturationInteriorDay=0.0
-AmbientLightingDesaturationInteriorNight=0.0
-AmbientColorFilterAmountSunrise=0.0
-AmbientColorFilterAmountDay=0.0
-AmbientColorFilterAmountSunset=0.0
-AmbientColorFilterAmountNight=0.0
-AmbientColorFilterAmountInteriorDay=0.0
-AmbientColorFilterAmountInteriorNight=0.0
-AmbientColorFilterTopSunrise=1, 1, 1
-AmbientColorFilterTopDay=1, 1, 1
-AmbientColorFilterTopSunset=1, 1, 1
-AmbientColorFilterTopNight=1, 1, 1
-AmbientColorFilterTopInteriorDay=1, 1, 1
-AmbientColorFilterTopInteriorNight=1, 1, 1
-AmbientColorFilterMiddleSunrise=0, 0, 0
-AmbientColorFilterMiddleDay=0, 0, 0
-AmbientColorFilterMiddleSunset=0, 0, 0
-AmbientColorFilterMiddleNight=0, 0, 0
-AmbientColorFilterMiddleInteriorDay=0, 0, 0
-AmbientColorFilterMiddleInteriorNight=0, 0, 0
-AmbientColorFilterBottomSunrise=1, 1, 1
-AmbientColorFilterBottomDay=1, 1, 1
-AmbientColorFilterBottomSunset=1, 1, 1
-AmbientColorFilterBottomNight=1, 1, 1
-AmbientColorFilterBottomInteriorDay=1, 1, 1
-AmbientColorFilterBottomInteriorNight=1, 1, 1
-PointLightingIntensitySunrise=1.0
-PointLightingIntensityDay=1.0
-PointLightingIntensitySunset=1.0
-PointLightingIntensityNight=1.0
-PointLightingIntensityInteriorDay=1.0
-PointLightingIntensityInteriorNight=1.0
-PointLightingCurveSunrise=1.0
-PointLightingCurveDay=1.0
-PointLightingCurveSunset=1.0
-PointLightingCurveNight=1.0
-PointLightingCurveInteriorDay=1.0
-PointLightingCurveInteriorNight=1.0
-PointLightingDesaturationSunrise=0.0
-PointLightingDesaturationDay=0.0
-PointLightingDesaturationSunset=0.0
-PointLightingDesaturationNight=0.0
-PointLightingDesaturationInteriorDay=0.0
-PointLightingDesaturationInteriorNight=0.0
-ParticleLightsIntensitySunrise=1.0
-ParticleLightsIntensityDay=1.0
-ParticleLightsIntensitySunset=1.0
-ParticleLightsIntensityNight=1.0
-ParticleLightsIntensityInteriorDay=1.0
-ParticleLightsIntensityInteriorNight=1.0
-FogColorMultiplierSunrise=1.0
-FogColorMultiplierDay=1.0
-FogColorMultiplierSunset=1.0
-FogColorMultiplierNight=1.0
-FogColorMultiplierInteriorDay=1.0
-FogColorMultiplierInteriorNight=1.0
-FogColorCurveSunrise=1.0
-FogColorCurveDay=1.0
-FogColorCurveSunset=1.0
-FogColorCurveNight=1.0
-FogColorCurveInteriorDay=1.0
-FogColorCurveInteriorNight=1.0
-ColorPowSunrise=1.0
-ColorPowDay=1.0
-ColorPowSunset=1.0
-ColorPowNight=1.0
-ColorPowInteriorDay=1.0
-ColorPowInteriorNight=1.0
-DirectLightingColorFilterSunrise=1, 1, 1
-DirectLightingColorFilterDay=1, 1, 1
-DirectLightingColorFilterSunset=1, 1, 1
-DirectLightingColorFilterNight=1, 1, 1
-DirectLightingColorFilterInteriorDay=1, 1, 1
-DirectLightingColorFilterInteriorNight=1, 1, 1
-FogColorFilterSunrise=1, 1, 1
-FogColorFilterDay=1, 1, 1
-FogColorFilterSunset=1, 1, 1
-FogColorFilterNight=1, 1, 1
-FogColorFilterInteriorDay=1, 1, 1
-FogColorFilterInteriorNight=1, 1, 1
-DirectLightingColorFilterAmountSunrise=0.0
-DirectLightingColorFilterAmountDay=0.0
-DirectLightingColorFilterAmountSunset=0.0
-DirectLightingColorFilterAmountNight=0.0
-DirectLightingColorFilterAmountInteriorDay=0.0
-DirectLightingColorFilterAmountInteriorNight=0.0
-FogColorFilterAmountSunrise=0.0
-FogColorFilterAmountDay=0.0
-FogColorFilterAmountSunset=0.0
-FogColorFilterAmountNight=0.0
-FogColorFilterAmountInteriorDay=0.0
-FogColorFilterAmountInteriorNight=0.0
-[SKY]
-CloudsIntensitySunrise=1.0
-CloudsIntensityDay=1.0
-CloudsIntensitySunset=1.0
-CloudsIntensityNight=1.0
-CloudsIntensityInteriorDay=1.0
-CloudsIntensityInteriorNight=1.0
-CloudsCurveSunrise=1.0
-CloudsCurveDay=1.0
-CloudsCurveSunset=1.0
-CloudsCurveNight=1.0
-CloudsCurveInteriorDay=1.0
-CloudsCurveInteriorNight=1.0
-CloudsDesaturationSunrise=0.0
-CloudsDesaturationDay=0.0
-CloudsDesaturationSunset=0.0
-CloudsDesaturationNight=0.0
-CloudsDesaturationInteriorDay=0.0
-CloudsDesaturationInteriorNight=0.0
-CloudsOpacitySunrise=1.0
-CloudsOpacityDay=1.0
-CloudsOpacitySunset=1.0
-CloudsOpacityNight=1.0
-CloudsOpacityInteriorDay=1.0
-CloudsOpacityInteriorNight=1.0
-GradientIntensitySunrise=1.0
-GradientIntensityDay=1.0
-GradientIntensitySunset=1.0
-GradientIntensityNight=1.0
-GradientIntensityInteriorDay=1.0
-GradientIntensityInteriorNight=1.0
-GradientDesaturationSunrise=0.0
-GradientDesaturationDay=0.0
-GradientDesaturationSunset=0.0
-GradientDesaturationNight=0.0
-GradientDesaturationInteriorDay=0.0
-GradientDesaturationInteriorNight=0.0
-GradientTopIntensitySunrise=1.0
-GradientTopIntensityDay=1.0
-GradientTopIntensitySunset=1.0
-GradientTopIntensityNight=1.0
-GradientTopIntensityInteriorDay=1.0
-GradientTopIntensityInteriorNight=1.0
-GradientTopCurveSunrise=1.0
-GradientTopCurveDay=1.0
-GradientTopCurveSunset=1.0
-GradientTopCurveNight=1.0
-GradientTopCurveInteriorDay=1.0
-GradientTopCurveInteriorNight=1.0
-GradientMiddleIntensitySunrise=1.0
-GradientMiddleIntensityDay=1.0
-GradientMiddleIntensitySunset=1.0
-GradientMiddleIntensityNight=1.0
-GradientMiddleIntensityInteriorDay=1.0
-GradientMiddleIntensityInteriorNight=1.0
-GradientMiddleCurveSunrise=1.0
-GradientMiddleCurveDay=1.0
-GradientMiddleCurveSunset=1.0
-GradientMiddleCurveNight=1.0
-GradientMiddleCurveInteriorDay=1.0
-GradientMiddleCurveInteriorNight=1.0
-GradientHorizonIntensitySunrise=1.0
-GradientHorizonIntensityDay=1.0
-GradientHorizonIntensitySunset=1.0
-GradientHorizonIntensityNight=1.0
-GradientHorizonIntensityInteriorDay=1.0
-GradientHorizonIntensityInteriorNight=1.0
-GradientHorizonCurveSunrise=1.0
-GradientHorizonCurveDay=1.0
-GradientHorizonCurveSunset=1.0
-GradientHorizonCurveNight=1.0
-GradientHorizonCurveInteriorDay=1.0
-GradientHorizonCurveInteriorNight=1.0
-SunIntensitySunrise=1.0
-SunIntensityDay=1.0
-SunIntensitySunset=1.0
-SunIntensityNight=1.0
-SunIntensityInteriorDay=1.0
-SunIntensityInteriorNight=1.0
-SunDesaturationSunrise=0.0
-SunDesaturationDay=0.0
-SunDesaturationSunset=0.0
-SunDesaturationNight=0.0
-SunDesaturationInteriorDay=0.0
-SunDesaturationInteriorNight=0.0
-SunColorFilterSunrise=1, 1, 1
-SunColorFilterDay=1, 1, 1
-SunColorFilterSunset=1, 1, 1
-SunColorFilterNight=1, 1, 1
-SunColorFilterInteriorDay=1, 1, 1
-SunColorFilterInteriorNight=1, 1, 1
-SunGlowIntensitySunrise=0.0
-SunGlowIntensityDay=0.0
-SunGlowIntensitySunset=0.0
-SunGlowIntensityNight=0.0
-SunGlowIntensityInteriorDay=0.0
-SunGlowIntensityInteriorNight=0.0
-SunGlowHazinessSunrise=0.0
-SunGlowHazinessDay=0.0
-SunGlowHazinessSunset=0.0
-SunGlowHazinessNight=0.0
-SunGlowHazinessInteriorDay=0.0
-SunGlowHazinessInteriorNight=0.0
-MoonIntensitySunrise=1.0
-MoonIntensityDay=1.0
-MoonIntensitySunset=1.0
-MoonIntensityNight=1.0
-MoonIntensityInteriorDay=1.0
-MoonIntensityInteriorNight=1.0
-MoonCurveSunrise=1.0
-MoonCurveDay=1.0
-MoonCurveSunset=1.0
-MoonCurveNight=1.0
-MoonCurveInteriorDay=1.0
-MoonCurveInteriorNight=1.0
-MoonDesaturationSunrise=0.0
-MoonDesaturationDay=0.0
-MoonDesaturationSunset=0.0
-MoonDesaturationNight=0.0
-MoonDesaturationInteriorDay=0.0
-MoonDesaturationInteriorNight=0.0
-GradientTopColorFilterSunrise=1, 1, 1
-GradientTopColorFilterDay=1, 1, 1
-GradientTopColorFilterSunset=1, 1, 1
-GradientTopColorFilterNight=1, 1, 1
-GradientTopColorFilterInteriorDay=1, 1, 1
-GradientTopColorFilterInteriorNight=1, 1, 1
-GradientMiddleColorFilterSunrise=1, 1, 1
-GradientMiddleColorFilterDay=1, 1, 1
-GradientMiddleColorFilterSunset=1, 1, 1
-GradientMiddleColorFilterNight=1, 1, 1
-GradientMiddleColorFilterInteriorDay=1, 1, 1
-GradientMiddleColorFilterInteriorNight=1, 1, 1
-GradientHorizonColorFilterSunrise=1, 1, 1
-GradientHorizonColorFilterDay=1, 1, 1
-GradientHorizonColorFilterSunset=1, 1, 1
-GradientHorizonColorFilterNight=1, 1, 1
-GradientHorizonColorFilterInteriorDay=1, 1, 1
-GradientHorizonColorFilterInteriorNight=1, 1, 1
-CloudsColorFilterSunrise=1, 1, 1
-CloudsColorFilterDay=1, 1, 1
-CloudsColorFilterSunset=1, 1, 1
-CloudsColorFilterNight=1, 1, 1
-CloudsColorFilterInteriorDay=1, 1, 1
-CloudsColorFilterInteriorNight=1, 1, 1
-[OBJECT]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[VEGETATION]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[EYES]
-SubSurfaceScatteringMultiplierSunrise=1.0
-SubSurfaceScatteringMultiplierDay=1.0
-SubSurfaceScatteringMultiplierSunset=1.0
-SubSurfaceScatteringMultiplierNight=1.0
-SubSurfaceScatteringMultiplierInteriorDay=1.0
-SubSurfaceScatteringMultiplierInteriorNight=1.0
-SubSurfaceScatteringPowerSunrise=1.0
-SubSurfaceScatteringPowerDay=1.0
-SubSurfaceScatteringPowerSunset=1.0
-SubSurfaceScatteringPowerNight=1.0
-SubSurfaceScatteringPowerInteriorDay=1.0
-SubSurfaceScatteringPowerInteriorNight=1.0
-SpecularAmountMultiplierSunrise=1.0
-SpecularAmountMultiplierDay=1.0
-SpecularAmountMultiplierSunset=1.0
-SpecularAmountMultiplierNight=1.0
-SpecularAmountMultiplierInteriorDay=1.0
-SpecularAmountMultiplierInteriorNight=1.0
-SpecularPowerMultiplierSunrise=1.0
-SpecularPowerMultiplierDay=1.0
-SpecularPowerMultiplierSunset=1.0
-SpecularPowerMultiplierNight=1.0
-SpecularPowerMultiplierInteriorDay=1.0
-SpecularPowerMultiplierInteriorNight=1.0
-[LIGHTSPRITE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[WINDOWLIGHT]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[VOLUMETRICFOG]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-LightingInfluenceSunrise=1.0
-LightingInfluenceDay=1.0
-LightingInfluenceSunset=1.0
-LightingInfluenceNight=1.0
-LightingInfluenceInteriorDay=1.0
-LightingInfluenceInteriorNight=1.0
-OpacitySunrise=1.0
-OpacityDay=1.0
-OpacitySunset=1.0
-OpacityNight=1.0
-OpacityInteriorDay=1.0
-OpacityInteriorNight=1.0
-[FIRE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-CurveSunrise=1.0
-CurveDay=1.0
-CurveSunset=1.0
-CurveNight=1.0
-CurveInteriorDay=1.0
-CurveInteriorNight=1.0
-[PARTICLE]
-IntensitySunrise=1.0
-IntensityDay=1.0
-IntensitySunset=1.0
-IntensityNight=1.0
-IntensityInteriorDay=1.0
-IntensityInteriorNight=1.0
-LightingInfluenceSunrise=1.0
-LightingInfluenceDay=1.0
-LightingInfluenceSunset=1.0
-LightingInfluenceNight=1.0
-LightingInfluenceInteriorDay=1.0
-LightingInfluenceInteriorNight=1.0
-[RAYS]
-SunRaysMultiplierSunrise=0.4
-SunRaysMultiplierDay=0.4
-SunRaysMultiplierSunset=0.4
-SunRaysMultiplierNight=0.4
-SunRaysMultiplierInteriorDay=0.4
-SunRaysMultiplierInteriorNight=0.4
-[IMAGEBASEDLIGHTING]
-AdditiveAmountSunrise=0.05
-AdditiveAmountDay=0.05
-AdditiveAmountSunset=0.05
-AdditiveAmountNight=0.05
-AdditiveAmountInteriorDay=0.05
-AdditiveAmountInteriorNight=0.05
-MultiplicativeAmountSunrise=0.0
-MultiplicativeAmountDay=0.0
-MultiplicativeAmountSunset=0.0
-MultiplicativeAmountNight=0.0
-MultiplicativeAmountInteriorDay=0.0
-MultiplicativeAmountInteriorNight=0.0
-ReflectiveAmountSunrise=0.1
-ReflectiveAmountDay=0.1
-ReflectiveAmountSunset=0.1
-ReflectiveAmountNight=0.1
-ReflectiveAmountInteriorDay=0.1
-ReflectiveAmountInteriorNight=0.1
-[WATER]
-WavesAmplitudeSunrise=1.0
-WavesAmplitudeDay=1.0
-WavesAmplitudeSunset=1.0
-WavesAmplitudeNight=1.0
-WavesAmplitudeInteriorDay=1.0
-WavesAmplitudeInteriorNight=1.0
-[CLOUDSHADOWS]
-OpacitySunrise=1.0
-OpacityDay=1.0
-OpacitySunset=1.0
-OpacityNight=1.0
-OpacityInteriorDay=1.0
-OpacityInteriorNight=1.0
-[VOLUMETRICRAYS]
-IntensitySunrise=0.2
-IntensityDay=0.2
-IntensitySunset=0.2
-IntensityNight=0.2
-IntensityInteriorDay=0.2
-IntensityInteriorNight=0.2
-DensitySunrise=1.0
-DensityDay=1.0
-DensitySunset=1.0
-DensityNight=1.0
-DensityInteriorDay=1.0
-DensityInteriorNight=1.0
-SkyColorAmountSunrise=0.5
-SkyColorAmountDay=0.5
-SkyColorAmountSunset=0.5
-SkyColorAmountNight=0.5
-SkyColorAmountInteriorDay=0.5
-SkyColorAmountInteriorNight=0.5
-[PROCEDURALSUN]
-GlowIntensitySunrise=0.4
-GlowIntensityDay=0.4
-GlowIntensitySunset=0.4
-GlowIntensityNight=0.4
-GlowIntensityInteriorDay=0.4
-GlowIntensityInteriorNight=0.4
-GlowCurveSunrise=10.0
-GlowCurveDay=10.0
-GlowCurveSunset=10.0
-GlowCurveNight=10.0
-GlowCurveInteriorDay=10.0
-GlowCurveInteriorNight=10.0
-[MIST]
-AnchorsAmountSunrise=1.0
-AnchorsAmountDay=1.0
-AnchorsAmountSunset=1.0
-AnchorsAmountNight=1.0
-AnchorsAmountInteriorDay=1.0
-AnchorsAmountInteriorNight=1.0
-SkyLightingAmountSunrise=1.0
-SkyLightingAmountDay=1.0
-SkyLightingAmountSunset=1.0
-SkyLightingAmountNight=1.0
-SkyLightingAmountInteriorDay=1.0
-SkyLightingAmountInteriorNight=1.0
-SunLightingAmountSunrise=0.1
-SunLightingAmountDay=0.1
-SunLightingAmountSunset=0.1
-SunLightingAmountNight=0.1
-SunLightingAmountInteriorDay=0.1
-SunLightingAmountInteriorNight=0.1
-DesaturationSunrise=0.0
-DesaturationDay=0.0
-DesaturationSunset=0.0
-DesaturationNight=0.0
-DesaturationInteriorDay=0.0
-DesaturationInteriorNight=0.0
-ColorFilterSunrise=1, 1, 1
-ColorFilterDay=1, 1, 1
-ColorFilterSunset=1, 1, 1
-ColorFilterNight=1, 1, 1
-ColorFilterInteriorDay=1, 1, 1
-ColorFilterInteriorNight=1, 1, 1
-RelativeToCameraSunrise=0.0
-RelativeToCameraDay=0.0
-RelativeToCameraSunset=0.0
-RelativeToCameraNight=0.0
-RelativeToCameraInteriorDay=0.0
-RelativeToCameraInteriorNight=0.0
-VerticalOffsetSunrise=-10.0
-VerticalOffsetDay=-10.0
-VerticalOffsetSunset=-10.0
-VerticalOffsetNight=-10.0
-VerticalOffsetInteriorDay=-10.0
-VerticalOffsetInteriorNight=-10.0
-DensitySunrise=1.5
-DensityDay=1.5
-DensitySunset=1.5
-DensityNight=1.5
-DensityInteriorDay=1.5
-DensityInteriorNight=1.5
-VerticalFadeSunrise=4.0
-VerticalFadeDay=4.0
-VerticalFadeSunset=4.0
-VerticalFadeNight=4.0
-VerticalFadeInteriorDay=4.0
-VerticalFadeInteriorNight=4.0
-DistanceFadeSunrise=0.0
-DistanceFadeDay=0.0
-DistanceFadeSunset=0.0
-DistanceFadeNight=0.0
-DistanceFadeInteriorDay=0.0
-DistanceFadeInteriorNight=0.0
-BottomTopSunrise=0.0
-BottomTopDay=0.0
-BottomTopSunset=0.0
-BottomTopNight=0.0
-BottomTopInteriorDay=0.0
-BottomTopInteriorNight=0.0
-ExponentialFadeSunrise=1.0
-ExponentialFadeDay=1.0
-ExponentialFadeSunset=1.0
-ExponentialFadeNight=1.0
-ExponentialFadeInteriorDay=1.0
-ExponentialFadeInteriorNight=1.0
diff --git a/weathers/_locationweather.ini b/weathers/_locationweather.ini
deleted file mode 100644
index 9799319..0000000
--- a/weathers/_locationweather.ini
+++ /dev/null
@@ -1,3 +0,0 @@
-//example usage
-//[0000003C] - WorldSpaceID
-//13163=d4886 - first is LocationID, second is WeatherID (Riverwood with rainy weather)
\ No newline at end of file
diff --git a/weathers/_weatherlist.ini b/weathers/_weatherlist.ini
deleted file mode 100644
index 2e16a98..0000000
--- a/weathers/_weatherlist.ini
+++ /dev/null
@@ -1,200 +0,0 @@
-[WEATHER001]
-FileName=_hotweather.ini
-WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68
-[WEATHER002]
-FileName=_coldweather.ini
-WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10a234, 10a235, 10a236, 10da13, 10e1e7, 10e1e8, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba
-[WEATHER003]
-FileName=
-[WEATHER004]
-FileName=
-[WEATHER005]
-FileName=
-[WEATHER006]
-FileName=
-[WEATHER007]
-FileName=
-[WEATHER008]
-FileName=
-[WEATHER009]
-FileName=
-[WEATHER010]
-FileName=
-[WEATHER011]
-FileName=
-[WEATHER012]
-FileName=
-[WEATHER013]
-FileName=
-[WEATHER014]
-FileName=
-[WEATHER015]
-FileName=
-[WEATHER016]
-FileName=
-[WEATHER017]
-FileName=
-[WEATHER018]
-FileName=
-[WEATHER019]
-FileName=
-[WEATHER020]
-FileName=
-[WEATHER021]
-FileName=
-[WEATHER022]
-FileName=
-[WEATHER023]
-FileName=
-[WEATHER024]
-FileName=
-[WEATHER025]
-FileName=
-[WEATHER026]
-FileName=
-[WEATHER027]
-FileName=
-[WEATHER028]
-FileName=
-[WEATHER029]
-FileName=
-[WEATHER030]
-FileName=
-[WEATHER031]
-FileName=
-[WEATHER032]
-FileName=
-[WEATHER033]
-FileName=
-[WEATHER034]
-FileName=
-[WEATHER035]
-FileName=
-[WEATHER036]
-FileName=
-[WEATHER037]
-FileName=
-[WEATHER038]
-FileName=
-[WEATHER039]
-FileName=
-[WEATHER040]
-FileName=
-[WEATHER041]
-FileName=
-[WEATHER042]
-FileName=
-[WEATHER043]
-FileName=
-[WEATHER044]
-FileName=
-[WEATHER045]
-FileName=
-[WEATHER046]
-FileName=
-[WEATHER047]
-FileName=
-[WEATHER048]
-FileName=
-[WEATHER049]
-FileName=
-[WEATHER050]
-FileName=
-[WEATHER051]
-FileName=
-[WEATHER052]
-FileName=
-[WEATHER053]
-FileName=
-[WEATHER054]
-FileName=
-[WEATHER055]
-FileName=
-[WEATHER056]
-FileName=
-[WEATHER057]
-FileName=
-[WEATHER058]
-FileName=
-[WEATHER059]
-FileName=
-[WEATHER060]
-FileName=
-[WEATHER061]
-FileName=
-[WEATHER062]
-FileName=
-[WEATHER063]
-FileName=
-[WEATHER064]
-FileName=
-[WEATHER065]
-FileName=
-[WEATHER066]
-FileName=
-[WEATHER067]
-FileName=
-[WEATHER068]
-FileName=
-[WEATHER069]
-FileName=
-[WEATHER070]
-FileName=
-[WEATHER071]
-FileName=
-[WEATHER072]
-FileName=
-[WEATHER073]
-FileName=
-[WEATHER074]
-FileName=
-[WEATHER075]
-FileName=
-[WEATHER076]
-FileName=
-[WEATHER077]
-FileName=
-[WEATHER078]
-FileName=
-[WEATHER079]
-FileName=
-[WEATHER080]
-FileName=
-[WEATHER081]
-FileName=
-[WEATHER082]
-FileName=
-[WEATHER083]
-FileName=
-[WEATHER084]
-FileName=
-[WEATHER085]
-FileName=
-[WEATHER086]
-FileName=
-[WEATHER087]
-FileName=
-[WEATHER088]
-FileName=
-[WEATHER089]
-FileName=
-[WEATHER090]
-FileName=
-[WEATHER091]
-FileName=
-[WEATHER092]
-FileName=
-[WEATHER093]
-FileName=
-[WEATHER094]
-FileName=
-[WEATHER095]
-FileName=
-[WEATHER096]
-FileName=
-[WEATHER097]
-FileName=
-[WEATHER098]
-FileName=
-[WEATHER099]
-FileName=
diff --git a/weathers/menbweatherinfo.txt b/weathers/menbweatherinfo.txt
deleted file mode 100644
index f8cdb09..0000000
--- a/weathers/menbweatherinfo.txt
+++ /dev/null
@@ -1,145 +0,0 @@
-ID NAME TEMPERATURE
-
-Skyrim
-
-15E DefaultWeather TEMPERATE
-81A SkyrimClear HOT
-12F89 SkyrimCloudy HOT
-2E7AB TESTCloudyRain HOT
-48C14 BlackreachWeather TEMPERATE
-4D7FB SkyrimOvercastSnow COLD
-5ED7A FXWthrInvertLightsSolitude TEMPERATE
-6ED5A FXWthrInvertDayNight TEMPERATE
-6ED5B FXWthrCaveBlueSkylight TEMPERATE
-7548F FXWthrSunlight TEMPERATE
-75491 FXWthrSunlightWhite TEMPERATE
-75DE5 FXWthrCaveBluePaleLight TEMPERATE
-777CF FXWthrInvertDayNighWarm TEMPERATE
-8277A FXWthrInvertWindowsWhiterun TEMPERATE
-8282A FXWthrInvertLightsWhiterun TEMPERATE
-923FD SovngardeFog TEMPERATE
-A6858 WorldMapWeather HOT
-AEE84 FXWthrInvertWindowsWindhelm COLD
-C821E SkyrimFog COLD
-C821F SkyrimOvercastRain COLD
-C8220 SkyrimStormRain COLD
-C8221 SkyrimStormSnow COLD
-D299E SkyrimOvercastWar TEMPERATE
-D4886 FXMagicStormRain COLD
-D9329 HelgenAttackWeather HOT
-ECC96 FXWthrInvertWindowsWindhelm2 COLD
-101910 FXWthrInvertLightMarkarth TEMPERATE
-10199F SkyrimMQ206weather HOT
-104AB4 SkuldafnCloudy COLD
-105941 BloatedMansGrottoFog HOT
-105942 SolitudeBluePalaceFogARENA TEMPERATE
-105943 SolitudeBluePalaceFogFEAR TEMPERATE
-105944 SolitudeBluePalaceFogNMARE TEMPERATE
-105945 SolitudeBluePalaceFog TEMPERATE
-105F40 SkyrimDA02Weather TEMPERATE
-106635 KarthspireRedoubtFog TEMPERATE
-10A230 SkyrimClearMA HOT
-10A231 SkyrimOvercastRainMA TEMPERATE
-10A232 SkyrimFogMA TEMPERATE
-10A233 SkyrimCloudyMA HOT
-10A234 SkyrimClearCO COLD
-10A235 SkyrimFogCO COLD
-10A236 SkyrimCloudyCO COLD
-10A237 SkyrimClearRE HOT
-10A238 SkyrimOvercastRainRE TEMPERATE
-10A239 SkyrimFogRE TEMPERATE
-10A23A SkyrimCloudyRE HOT
-10A23B SkyrimClearFF HOT
-10A23C SkyrimStormRainFF TEMPERATE
-10A23D SkyrimOvercastRainFF TEMPERATE
-10A23E SkyrimFogFF TEMPERATE
-10A23F SkyrimCloudyFF HOT
-10A240 SkyrimClearTU HOT
-10A241 SkyrimStormRainTU TEMPERATE
-10A242 SkyrimOvercastRainTU TEMPERATE
-10A243 SkyrimCloudyTU HOT
-10A244 SkyrimClearSN TEMPERATE
-10A245 SkyrimCloudySN TEMPERATE
-10A7A5 SkyrimClearVT HOT
-10A7A6 SkyrimOvercastRainVT TEMPERATE
-10A7A7 SkyrimFogVT TEMPERATE
-10A7A8 SkyrimCloudyVT HOT
-10C32F FXSkyrimStormBlowingGrass TEMPERATE
-10D9EC SovngardeClear HOT
-10DA13 FXWthrInvertWindowsWinterhold COLD
-10E1E3 SkyrimCloudyVT_A HOT
-10E1E4 SkyrimClearVT_A HOT
-10E1E5 SkyrimCloudyMA_A HOT
-10E1E6 SkyrimClearMA_A HOT
-10E1E7 SkyrimCloudyCO_A COLD
-10E1E8 SkyrimClearCO_A COLD
-10E1E9 SkyrimCloudyRE_A HOT
-10E1EA SkyrimClearRE_A HOT
-10E1EB SkyrimCloudyFF_A HOT
-10E1EC SkyrimClearFF_A HOT
-10E1ED SkyrimCloudyTU_A HOT
-10E1EE SkyrimClearTU_A HOT
-10E1EF SkyrimCloudySN_A TEMPERATE
-10E1F0 SkyrimClearSN_A TEMPERATE
-10E1F1 SkyrimCloudy_A HOT
-10E1F2 SkyrimClear_A HOT
-10E3D4 EditorCloudPreview TEMPERATE
-10FE7E RiftenOvercastFog TEMPERATE
-10FEF8 SovngardeDark COLD
-
-Dawnguard
-
-1407 SoulCairnAmb01 COLD
-6AEC DLC1Eclipse TEMPERATE
-959F SoulCairnAurora COLD
-F89C DLC1AurielsBowClearWeather TEMPERATE
-F89D DLC1MagicAurielBowCloudyWeather TEMPERATE
-10E0B DLC1_SkyrimCloudyFV_A COLD
-10E0E DLC1_SkyrimCloudyFV COLD
-10E0F DLC1_SkyrimClearFV COLD
-10E10 DLC1_SkyrimClearFV_A COLD
-14551 SoulCairnAmb01_Rain COLD
-18DBB SoulCairnAmb02 COLD
-18DBC SoulCairnAmb03 COLD
-18DBD SoulCairnAmb04 COLD
-19599 DLC1FalmerValley_bf COLD
-195A0 DLC1FalmerValley_bfDark COLD
-
-Dragonborn
-
-18471 DLC02VolcanicAsh01 HOT
-1D760 DLC02VolcanicAshTundra01 COLD
-1DFF5 DLC2ApocryphaWeather TEMPERATE
-31AC0 DLC02VolcanicAsh02 HOT
-32336 DLC02VolcanicAshStorm01 HOT
-34CFB DLC2ApocryphaWeatherNew TEMPERATE
-374B8 DLC02VolcanicAsh01_A HOT
-374B9 DLC02VolcanicAsh02_A HOT
-374BA DLC02VolcanicAshTundra01_A COLD
-
-Wet and Cold - Ashes
-
-5B29C _WetAshFallLight HOT
-5B29D _WetAshFallMed HOT
-5B2A0 _WetAshFallHeavy HOT
-
-Natural Lighting and Atmospherics
-
-1760E SkyrimClearTU_CM_NoClouds HOT
-1760F SkyrimClear_CM_NoClouds HOT
-19BBE SkyrimMarkarthClear HOT
-19BBF SkyrimMarkarthCloudy HOT
-19BC0 SkyrimMarkarthClear_NoClouds HOT
-1BC0D SkyrimClearMA_CM_NoClouds HOT
-1C6D2 SkyrimMarkarthFog TEMPERATE
-1CC35 SkyrimMarkarthOvercast TEMPERATE
-25D8D SkyrimClearSN_CM_NoClouds HOT
-2E982 SkyrimClearCO_CM_NoClouds HOT
-2E983 SkyrimClearFF_CM_NoCoulds HOT
-3AB68 SkyrimClearRE_CM_NoClouds HOT
-4BDF7 SkyrimMist_CM TEMPERATE
-57500 SkyrimOvercast_CM TEMPERATE
-73963 SkyrimStormRainHeavy_CM TEMPERATE
-73964 SkyrimOvercastMarsh_CM TEMPERATE
-73EC8 SkyrimFogHeavy_CM TEMPERATE
-83665 SkyrimFogRain_CM TEMPERATE