diff --git a/Logo.png b/Logo.png new file mode 100644 index 0000000..dba3d72 Binary files /dev/null and b/Logo.png differ diff --git a/README.md b/README.md new file mode 100644 index 0000000..56118da --- /dev/null +++ b/README.md @@ -0,0 +1,13 @@ +![logo](Logo.png) + +This repo contains every single version of MariENB ever made. +For the sake of neater organization, they are divided in specific branches: + +- **historic**: Alpha versions of MariENB. +- **legacy**: 1.x releases. +- **twopoint-modular**: 2.0.x releases that used a modular packaging model. +- **twopoint-dust**: 2.x releases for Fallout: DUST. +- **twopoint-fnv**: 2.x releases for Fallout: New Vegas. +- **twopoint-skyrim**: 2.x releases for Skyrim. +- **threepoint-frost**: 3.x releases for Fallout: FROST. +- **threepoint-fo4**: 3.x releases for Fallout 4. \ No newline at end of file diff --git a/assets/enbpalette.bmp b/assets/enbpalette.bmp deleted file mode 100644 index 03a8f6d..0000000 Binary files a/assets/enbpalette.bmp and /dev/null differ diff --git a/assets/enbraindrops.tga b/assets/enbraindrops.tga deleted file mode 100644 index 38062ef..0000000 Binary files a/assets/enbraindrops.tga and /dev/null differ diff --git a/assets/menbdoomlut.png b/assets/menbdoomlut.png deleted file mode 100644 index b2c3c45..0000000 Binary files a/assets/menbdoomlut.png and /dev/null differ diff --git a/assets/menbdots.png b/assets/menbdots.png deleted file mode 100644 index 2027ba1..0000000 Binary files a/assets/menbdots.png and /dev/null differ diff --git a/assets/menbfrost.png b/assets/menbfrost.png deleted file mode 100644 index 9cf9f2b..0000000 Binary files a/assets/menbfrost.png and /dev/null differ diff --git a/assets/menbfrostbump.png b/assets/menbfrostbump.png deleted file mode 100644 index 7ee8022..0000000 Binary files a/assets/menbfrostbump.png and /dev/null differ diff --git a/assets/menbheat.png b/assets/menbheat.png deleted file mode 100644 index aa29697..0000000 Binary files a/assets/menbheat.png and /dev/null differ diff --git a/assets/menblens.png b/assets/menblens.png deleted file mode 100644 index b346376..0000000 Binary files a/assets/menblens.png and /dev/null differ diff --git a/assets/menblut16.png b/assets/menblut16.png deleted file mode 100644 index 38582ae..0000000 Binary files a/assets/menblut16.png and /dev/null differ diff --git a/assets/menblut64.png b/assets/menblut64.png deleted file mode 100644 index a7962e9..0000000 Binary files a/assets/menblut64.png and /dev/null differ diff --git a/assets/menblutpreset.png b/assets/menblutpreset.png deleted file mode 100644 index 0f54c92..0000000 Binary files a/assets/menblutpreset.png and /dev/null differ diff --git a/assets/menblutpresetnames.txt b/assets/menblutpresetnames.txt deleted file mode 100644 index dfc15ec..0000000 --- a/assets/menblutpresetnames.txt +++ /dev/null @@ -1,69 +0,0 @@ -sikkmod - -00 adrenaline -01 base -02 c2_alienvesselgreenblue -03 c2_alnvsl_streets -04 c2_battery_park_ab1_pier -05 c2_battery_park_ab2_park -06 c2_battery_park_spear -07 c2_battery_park_streets -08 c2_black_control -09 c2_centralpark -10 c2_centralstation_streets -11 c2_collided_buildings -12 c2_collided_hotel -13 c2_convoy -14 c2_cxp_360 -15 c2_cxp_pc -16 c2_desaturate -17 c2_downtown2 -18 c2_downtown_streets -19 c2_flash_blindness -20 c2_hive_ab3_crater -21 c2_liberty_test11 -22 c2_madisonsquare_rapids -23 c2_pier_2 -24 c2_pier_3 -25 c2_pier_sunset -26 c2_pier -27 c2_pipeline -28 c2_rooftops_inside -29 c2_rooftops_outside -30 c2_rooftops -31 c2_roosevelt_park -32 c2_spear_streets_spore2 -33 c2_spear_streets_spore -34 c2_spear_streets -35 c2_terminal_5 -36 c2_timesquare_blackout -37 c2_timesquare_global -38 cold -39 dry -40 neutral -41 riddick2 -42 sepia -43 udk_ce2 -44 udk_dawn02 -45 udk_day05 -46 udk_dm_deck01 -47 udk_dm_deck02 -48 udk_dm_deck03 -49 udk_necropolis01 -50 udk_night03 -51 udk_stormy -52 warm - -marienb - -53 mk_dust_1 -54 mk_dust_2 -55 mk_red -56 mk_blue -57 mk_brown -58 mk_flame -59 mk_golden -60 mk_dust_3 -61 mk_dust_4 -62 mk_desat_1 -63 mk_desat_2 \ No newline at end of file diff --git a/assets/menbnoise1.png b/assets/menbnoise1.png deleted file mode 100644 index 3e915eb..0000000 Binary files a/assets/menbnoise1.png and /dev/null differ diff --git a/assets/menbnoise2.png b/assets/menbnoise2.png deleted file mode 100644 index 450769f..0000000 Binary files a/assets/menbnoise2.png and /dev/null differ diff --git a/assets/menbquakelut.png b/assets/menbquakelut.png deleted file mode 100644 index 44f172a..0000000 Binary files a/assets/menbquakelut.png and /dev/null differ diff --git a/assets/menbvgaluma.png b/assets/menbvgaluma.png deleted file mode 100644 index ff6cccf..0000000 Binary files a/assets/menbvgaluma.png and /dev/null differ diff --git a/assets/menbvgalut.png b/assets/menbvgalut.png deleted file mode 100644 index 9e752b2..0000000 Binary files a/assets/menbvgalut.png and /dev/null differ diff --git a/code/COPYING b/code/COPYING deleted file mode 100644 index 94a9ed0..0000000 --- a/code/COPYING +++ /dev/null @@ -1,674 +0,0 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. By contrast, -the GNU General Public License is intended to guarantee your freedom to -share and change all versions of a program--to make sure it remains free -software for all its users. We, the Free Software Foundation, use the -GNU General Public License for most of our software; it applies also to -any other work released this way by its authors. You can apply it to -your programs, too. - - When we speak of free software, we are referring to freedom, not -price. Our General Public Licenses are designed to make sure that you -have the freedom to distribute copies of free software (and charge for -them if you wish), that you receive source code or can get it if you -want it, that you can change the software or use pieces of it in new -free programs, and that you know you can do these things. - - To protect your rights, we need to prevent others from denying you -these rights or asking you to surrender the rights. Therefore, you have -certain responsibilities if you distribute copies of the software, or if -you modify it: responsibilities to respect the freedom of others. - - For example, if you distribute copies of such a program, whether -gratis or for a fee, you must pass on to the recipients the same -freedoms that you received. You must make sure that they, too, receive -or can get the source code. And you must show them these terms so they -know their rights. - - Developers that use the GNU GPL protect your rights with two steps: -(1) assert copyright on the software, and (2) offer you this License -giving you legal permission to copy, distribute and/or modify it. - - For the developers' and authors' protection, the GPL clearly explains -that there is no warranty for this free software. For both users' and -authors' sake, the GPL requires that modified versions be marked as -changed, so that their problems will not be attributed erroneously to -authors of previous versions. - - Some devices are designed to deny users access to install or run -modified versions of the software inside them, although the manufacturer -can do so. This is fundamentally incompatible with the aim of -protecting users' freedom to change the software. The systematic -pattern of such abuse occurs in the area of products for individuals to -use, which is precisely where it is most unacceptable. Therefore, we -have designed this version of the GPL to prohibit the practice for those -products. If such problems arise substantially in other domains, we -stand ready to extend this provision to those domains in future versions -of the GPL, as needed to protect the freedom of users. - - Finally, every program is threatened constantly by software patents. -States should not allow patents to restrict development and use of -software on general-purpose computers, but in those that do, we wish to -avoid the special danger that patents applied to a free program could -make it effectively proprietary. To prevent this, the GPL assures that -patents cannot be used to render the program non-free. - - The precise terms and conditions for copying, distribution and -modification follow. - - TERMS AND CONDITIONS - - 0. Definitions. - - "This License" refers to version 3 of the GNU General Public License. - - "Copyright" also means copyright-like laws that apply to other kinds of -works, such as semiconductor masks. - - "The Program" refers to any copyrightable work licensed under this -License. Each licensee is addressed as "you". "Licensees" and -"recipients" may be individuals or organizations. - - To "modify" a work means to copy from or adapt all or part of the work -in a fashion requiring copyright permission, other than the making of an -exact copy. The resulting work is called a "modified version" of the -earlier work or a work "based on" the earlier work. - - A "covered work" means either the unmodified Program or a work based -on the Program. - - To "propagate" a work means to do anything with it that, without -permission, would make you directly or secondarily liable for -infringement under applicable copyright law, except executing it on a -computer or modifying a private copy. Propagation includes copying, -distribution (with or without modification), making available to the -public, and in some countries other activities as well. - - To "convey" a work means any kind of propagation that enables other -parties to make or receive copies. Mere interaction with a user through -a computer network, with no transfer of a copy, is not conveying. - - An interactive user interface displays "Appropriate Legal Notices" -to the extent that it includes a convenient and prominently visible -feature that (1) displays an appropriate copyright notice, and (2) -tells the user that there is no warranty for the work (except to the -extent that warranties are provided), that licensees may convey the -work under this License, and how to view a copy of this License. If -the interface presents a list of user commands or options, such as a -menu, a prominent item in the list meets this criterion. - - 1. Source Code. - - The "source code" for a work means the preferred form of the work -for making modifications to it. "Object code" means any non-source -form of a work. - - A "Standard Interface" means an interface that either is an official -standard defined by a recognized standards body, or, in the case of -interfaces specified for a particular programming language, one that -is widely used among developers working in that language. - - The "System Libraries" of an executable work include anything, other -than the work as a whole, that (a) is included in the normal form of -packaging a Major Component, but which is not part of that Major -Component, and (b) serves only to enable use of the work with that -Major Component, or to implement a Standard Interface for which an -implementation is available to the public in source code form. A -"Major Component", in this context, means a major essential component -(kernel, window system, and so on) of the specific operating system -(if any) on which the executable work runs, or a compiler used to -produce the work, or an object code interpreter used to run it. - - The "Corresponding Source" for a work in object code form means all -the source code needed to generate, install, and (for an executable -work) run the object code and to modify the work, including scripts to -control those activities. However, it does not include the work's -System Libraries, or general-purpose tools or generally available free -programs which are used unmodified in performing those activities but -which are not part of the work. For example, Corresponding Source -includes interface definition files associated with source files for -the work, and the source code for shared libraries and dynamically -linked subprograms that the work is specifically designed to require, -such as by intimate data communication or control flow between those -subprograms and other parts of the work. - - The Corresponding Source need not include anything that users -can regenerate automatically from other parts of the Corresponding -Source. - - The Corresponding Source for a work in source code form is that -same work. - - 2. Basic Permissions. - - All rights granted under this License are granted for the term of -copyright on the Program, and are irrevocable provided the stated -conditions are met. This License explicitly affirms your unlimited -permission to run the unmodified Program. The output from running a -covered work is covered by this License only if the output, given its -content, constitutes a covered work. This License acknowledges your -rights of fair use or other equivalent, as provided by copyright law. - - You may make, run and propagate covered works that you do not -convey, without conditions so long as your license otherwise remains -in force. You may convey covered works to others for the sole purpose -of having them make modifications exclusively for you, or provide you -with facilities for running those works, provided that you comply with -the terms of this License in conveying all material for which you do -not control copyright. Those thus making or running the covered works -for you must do so exclusively on your behalf, under your direction -and control, on terms that prohibit them from making any copies of -your copyrighted material outside their relationship with you. - - Conveying under any other circumstances is permitted solely under -the conditions stated below. Sublicensing is not allowed; section 10 -makes it unnecessary. - - 3. Protecting Users' Legal Rights From Anti-Circumvention Law. - - No covered work shall be deemed part of an effective technological -measure under any applicable law fulfilling obligations under article -11 of the WIPO copyright treaty adopted on 20 December 1996, or -similar laws prohibiting or restricting circumvention of such -measures. - - When you convey a covered work, you waive any legal power to forbid -circumvention of technological measures to the extent such circumvention -is effected by exercising rights under this License with respect to -the covered work, and you disclaim any intention to limit operation or -modification of the work as a means of enforcing, against the work's -users, your or third parties' legal rights to forbid circumvention of -technological measures. - - 4. Conveying Verbatim Copies. - - You may convey verbatim copies of the Program's source code as you -receive it, in any medium, provided that you conspicuously and -appropriately publish on each copy an appropriate copyright notice; -keep intact all notices stating that this License and any -non-permissive terms added in accord with section 7 apply to the code; -keep intact all notices of the absence of any warranty; and give all -recipients a copy of this License along with the Program. - - You may charge any price or no price for each copy that you convey, -and you may offer support or warranty protection for a fee. - - 5. Conveying Modified Source Versions. - - You may convey a work based on the Program, or the modifications to -produce it from the Program, in the form of source code under the -terms of section 4, provided that you also meet all of these conditions: - - a) The work must carry prominent notices stating that you modified - it, and giving a relevant date. - - b) The work must carry prominent notices stating that it is - released under this License and any conditions added under section - 7. This requirement modifies the requirement in section 4 to - "keep intact all notices". - - c) You must license the entire work, as a whole, under this - License to anyone who comes into possession of a copy. This - License will therefore apply, along with any applicable section 7 - additional terms, to the whole of the work, and all its parts, - regardless of how they are packaged. This License gives no - permission to license the work in any other way, but it does not - invalidate such permission if you have separately received it. - - d) If the work has interactive user interfaces, each must display - Appropriate Legal Notices; however, if the Program has interactive - interfaces that do not display Appropriate Legal Notices, your - work need not make them do so. - - A compilation of a covered work with other separate and independent -works, which are not by their nature extensions of the covered work, -and which are not combined with it such as to form a larger program, -in or on a volume of a storage or distribution medium, is called an -"aggregate" if the compilation and its resulting copyright are not -used to limit the access or legal rights of the compilation's users -beyond what the individual works permit. Inclusion of a covered work -in an aggregate does not cause this License to apply to the other -parts of the aggregate. - - 6. Conveying Non-Source Forms. - - You may convey a covered work in object code form under the terms -of sections 4 and 5, provided that you also convey the -machine-readable Corresponding Source under the terms of this License, -in one of these ways: - - a) Convey the object code in, or embodied in, a physical product - (including a physical distribution medium), accompanied by the - Corresponding Source fixed on a durable physical medium - customarily used for software interchange. - - b) Convey the object code in, or embodied in, a physical product - (including a physical distribution medium), accompanied by a - written offer, valid for at least three years and valid for as - long as you offer spare parts or customer support for that product - model, to give anyone who possesses the object code either (1) a - copy of the Corresponding Source for all the software in the - product that is covered by this License, on a durable physical - medium customarily used for software interchange, for a price no - more than your reasonable cost of physically performing this - conveying of source, or (2) access to copy the - Corresponding Source from a network server at no charge. - - c) Convey individual copies of the object code with a copy of the - written offer to provide the Corresponding Source. This - alternative is allowed only occasionally and noncommercially, and - only if you received the object code with such an offer, in accord - with subsection 6b. - - d) Convey the object code by offering access from a designated - place (gratis or for a charge), and offer equivalent access to the - Corresponding Source in the same way through the same place at no - further charge. You need not require recipients to copy the - Corresponding Source along with the object code. If the place to - copy the object code is a network server, the Corresponding Source - may be on a different server (operated by you or a third party) - that supports equivalent copying facilities, provided you maintain - clear directions next to the object code saying where to find the - Corresponding Source. Regardless of what server hosts the - Corresponding Source, you remain obligated to ensure that it is - available for as long as needed to satisfy these requirements. - - e) Convey the object code using peer-to-peer transmission, provided - you inform other peers where the object code and Corresponding - Source of the work are being offered to the general public at no - charge under subsection 6d. - - A separable portion of the object code, whose source code is excluded -from the Corresponding Source as a System Library, need not be -included in conveying the object code work. - - A "User Product" is either (1) a "consumer product", which means any -tangible personal property which is normally used for personal, family, -or household purposes, or (2) anything designed or sold for incorporation -into a dwelling. In determining whether a product is a consumer product, -doubtful cases shall be resolved in favor of coverage. For a particular -product received by a particular user, "normally used" refers to a -typical or common use of that class of product, regardless of the status -of the particular user or of the way in which the particular user -actually uses, or expects or is expected to use, the product. A product -is a consumer product regardless of whether the product has substantial -commercial, industrial or non-consumer uses, unless such uses represent -the only significant mode of use of the product. - - "Installation Information" for a User Product means any methods, -procedures, authorization keys, or other information required to install -and execute modified versions of a covered work in that User Product from -a modified version of its Corresponding Source. The information must -suffice to ensure that the continued functioning of the modified object -code is in no case prevented or interfered with solely because -modification has been made. - - If you convey an object code work under this section in, or with, or -specifically for use in, a User Product, and the conveying occurs as -part of a transaction in which the right of possession and use of the -User Product is transferred to the recipient in perpetuity or for a -fixed term (regardless of how the transaction is characterized), the -Corresponding Source conveyed under this section must be accompanied -by the Installation Information. But this requirement does not apply -if neither you nor any third party retains the ability to install -modified object code on the User Product (for example, the work has -been installed in ROM). - - The requirement to provide Installation Information does not include a -requirement to continue to provide support service, warranty, or updates -for a work that has been modified or installed by the recipient, or for -the User Product in which it has been modified or installed. Access to a -network may be denied when the modification itself materially and -adversely affects the operation of the network or violates the rules and -protocols for communication across the network. - - Corresponding Source conveyed, and Installation Information provided, -in accord with this section must be in a format that is publicly -documented (and with an implementation available to the public in -source code form), and must require no special password or key for -unpacking, reading or copying. - - 7. Additional Terms. - - "Additional permissions" are terms that supplement the terms of this -License by making exceptions from one or more of its conditions. -Additional permissions that are applicable to the entire Program shall -be treated as though they were included in this License, to the extent -that they are valid under applicable law. If additional permissions -apply only to part of the Program, that part may be used separately -under those permissions, but the entire Program remains governed by -this License without regard to the additional permissions. - - When you convey a copy of a covered work, you may at your option -remove any additional permissions from that copy, or from any part of -it. (Additional permissions may be written to require their own -removal in certain cases when you modify the work.) You may place -additional permissions on material, added by you to a covered work, -for which you have or can give appropriate copyright permission. - - Notwithstanding any other provision of this License, for material you -add to a covered work, you may (if authorized by the copyright holders of -that material) supplement the terms of this License with terms: - - a) Disclaiming warranty or limiting liability differently from the - terms of sections 15 and 16 of this License; or - - b) Requiring preservation of specified reasonable legal notices or - author attributions in that material or in the Appropriate Legal - Notices displayed by works containing it; or - - c) Prohibiting misrepresentation of the origin of that material, or - requiring that modified versions of such material be marked in - reasonable ways as different from the original version; or - - d) Limiting the use for publicity purposes of names of licensors or - authors of the material; or - - e) Declining to grant rights under trademark law for use of some - trade names, trademarks, or service marks; or - - f) Requiring indemnification of licensors and authors of that - material by anyone who conveys the material (or modified versions of - it) with contractual assumptions of liability to the recipient, for - any liability that these contractual assumptions directly impose on - those licensors and authors. - - All other non-permissive additional terms are considered "further -restrictions" within the meaning of section 10. If the Program as you -received it, or any part of it, contains a notice stating that it is -governed by this License along with a term that is a further -restriction, you may remove that term. If a license document contains -a further restriction but permits relicensing or conveying under this -License, you may add to a covered work material governed by the terms -of that license document, provided that the further restriction does -not survive such relicensing or conveying. - - If you add terms to a covered work in accord with this section, you -must place, in the relevant source files, a statement of the -additional terms that apply to those files, or a notice indicating -where to find the applicable terms. - - Additional terms, permissive or non-permissive, may be stated in the -form of a separately written license, or stated as exceptions; -the above requirements apply either way. - - 8. Termination. - - You may not propagate or modify a covered work except as expressly -provided under this License. Any attempt otherwise to propagate or -modify it is void, and will automatically terminate your rights under -this License (including any patent licenses granted under the third -paragraph of section 11). - - However, if you cease all violation of this License, then your -license from a particular copyright holder is reinstated (a) -provisionally, unless and until the copyright holder explicitly and -finally terminates your license, and (b) permanently, if the copyright -holder fails to notify you of the violation by some reasonable means -prior to 60 days after the cessation. - - Moreover, your license from a particular copyright holder is -reinstated permanently if the copyright holder notifies you of the -violation by some reasonable means, this is the first time you have -received notice of violation of this License (for any work) from that -copyright holder, and you cure the violation prior to 30 days after -your receipt of the notice. - - Termination of your rights under this section does not terminate the -licenses of parties who have received copies or rights from you under -this License. If your rights have been terminated and not permanently -reinstated, you do not qualify to receive new licenses for the same -material under section 10. - - 9. Acceptance Not Required for Having Copies. - - You are not required to accept this License in order to receive or -run a copy of the Program. Ancillary propagation of a covered work -occurring solely as a consequence of using peer-to-peer transmission -to receive a copy likewise does not require acceptance. However, -nothing other than this License grants you permission to propagate or -modify any covered work. These actions infringe copyright if you do -not accept this License. Therefore, by modifying or propagating a -covered work, you indicate your acceptance of this License to do so. - - 10. Automatic Licensing of Downstream Recipients. - - Each time you convey a covered work, the recipient automatically -receives a license from the original licensors, to run, modify and -propagate that work, subject to this License. You are not responsible -for enforcing compliance by third parties with this License. - - An "entity transaction" is a transaction transferring control of an -organization, or substantially all assets of one, or subdividing an -organization, or merging organizations. If propagation of a covered -work results from an entity transaction, each party to that -transaction who receives a copy of the work also receives whatever -licenses to the work the party's predecessor in interest had or could -give under the previous paragraph, plus a right to possession of the -Corresponding Source of the work from the predecessor in interest, if -the predecessor has it or can get it with reasonable efforts. - - You may not impose any further restrictions on the exercise of the -rights granted or affirmed under this License. For example, you may -not impose a license fee, royalty, or other charge for exercise of -rights granted under this License, and you may not initiate litigation -(including a cross-claim or counterclaim in a lawsuit) alleging that -any patent claim is infringed by making, using, selling, offering for -sale, or importing the Program or any portion of it. - - 11. Patents. - - A "contributor" is a copyright holder who authorizes use under this -License of the Program or a work on which the Program is based. The -work thus licensed is called the contributor's "contributor version". - - A contributor's "essential patent claims" are all patent claims -owned or controlled by the contributor, whether already acquired or -hereafter acquired, that would be infringed by some manner, permitted -by this License, of making, using, or selling its contributor version, -but do not include claims that would be infringed only as a -consequence of further modification of the contributor version. For -purposes of this definition, "control" includes the right to grant -patent sublicenses in a manner consistent with the requirements of -this License. - - Each contributor grants you a non-exclusive, worldwide, royalty-free -patent license under the contributor's essential patent claims, to -make, use, sell, offer for sale, import and otherwise run, modify and -propagate the contents of its contributor version. - - In the following three paragraphs, a "patent license" is any express -agreement or commitment, however denominated, not to enforce a patent -(such as an express permission to practice a patent or covenant not to -sue for patent infringement). To "grant" such a patent license to a -party means to make such an agreement or commitment not to enforce a -patent against the party. - - If you convey a covered work, knowingly relying on a patent license, -and the Corresponding Source of the work is not available for anyone -to copy, free of charge and under the terms of this License, through a -publicly available network server or other readily accessible means, -then you must either (1) cause the Corresponding Source to be so -available, or (2) arrange to deprive yourself of the benefit of the -patent license for this particular work, or (3) arrange, in a manner -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 -country that you have reason to believe are valid. - - If, pursuant to or in connection with a single transaction or -arrangement, you convey, or propagate by procuring conveyance of, a -covered work, and grant a patent license to some of the parties -receiving the covered work authorizing them to use, propagate, modify -or convey a specific copy of the covered work, then the patent license -you grant is automatically extended to all recipients of the covered -work and works based on it. - - 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 -work if you are a party to an arrangement with a third party that is -in the business of distributing software, under which you make payment -to the third party based on the extent of your activity of conveying -the work, and under which the third party grants, to any of the -parties who would receive the covered work from you, a discriminatory -patent license (a) in connection with copies of the covered work -conveyed by you (or copies made from those copies), or (b) primarily -for and in connection with specific products or compilations that -contain the covered work, unless you entered into that arrangement, -or that patent license was granted, prior to 28 March 2007. - - 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 -covered work so as to satisfy simultaneously your obligations under this -License and any other pertinent obligations, then as a consequence you may -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. - - 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 -combined work, and to convey the resulting work. The terms of this -License will continue to apply to the part which is the covered work, -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. - - 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 -Public License "or any later version" applies to it, you have the -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 -public statement of acceptance of a version permanently authorizes you -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 -later version. - - 15. Disclaimer of Warranty. - - THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY -APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT -HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY -OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, -THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR -PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM -IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF -ALL NECESSARY SERVICING, REPAIR OR CORRECTION. - - 16. Limitation of Liability. - - IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING -WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS -THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY -GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE -USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF -DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD -PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), -EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF -SUCH DAMAGES. - - 17. Interpretation of Sections 15 and 16. - - If the disclaimer of warranty and limitation of liability provided -above cannot be given local legal effect according to their terms, -reviewing courts shall apply local law that most closely approximates -an absolute waiver of all civil liability in connection with the -Program, unless a warranty or assumption of liability accompanies a -copy of the Program in return for a fee. - - END OF TERMS AND CONDITIONS - - How to Apply These Terms to Your New Programs - - If you develop a new program, and you want it to be of the greatest -possible use to the public, the best way to achieve this is to make it -free software which everyone can redistribute and change under these terms. - - To do so, attach the following notices to the program. It is safest -to attach them to the start of each source file to most effectively -state the exclusion of warranty; and each file should have at least -the "copyright" line and a pointer to where the full notice is found. - - - Copyright (C) - - This program is free software: you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation, either version 3 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program. If not, see . - -Also add information on how to contact you by electronic and paper mail. - - If the program does terminal interaction, make it output a short -notice like this when it starts in an interactive mode: - - Copyright (C) - This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. - This is free software, and you are welcome to redistribute it - under certain conditions; type `show c' for details. - -The hypothetical commands `show w' and `show c' should show the appropriate -parts of the General Public License. Of course, your program's commands -might be different; for a GUI interface, you would use an "about box". - - You should also get your employer (if you work as a programmer) or school, -if any, to sign a "copyright disclaimer" for the program, if necessary. -For more information on this, and how to apply and follow the GNU GPL, see -. - - The GNU General Public License does not permit incorporating your program -into proprietary programs. If your program is a subroutine library, you -may consider it more useful to permit linking proprietary applications with -the library. If this is what you want to do, use the GNU Lesser General -Public License instead of this License. But first, please read -. diff --git a/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}; diff --git a/exampleluts/blue/menblut16.png b/exampleluts/blue/menblut16.png deleted file mode 100644 index 712282a..0000000 Binary files a/exampleluts/blue/menblut16.png and /dev/null differ diff --git a/exampleluts/blue/menblut64.png b/exampleluts/blue/menblut64.png deleted file mode 100644 index baa6fd1..0000000 Binary files a/exampleluts/blue/menblut64.png and /dev/null differ diff --git a/exampleluts/brown/menblut16.png b/exampleluts/brown/menblut16.png deleted file mode 100644 index 19622a6..0000000 Binary files a/exampleluts/brown/menblut16.png and /dev/null differ diff --git a/exampleluts/brown/menblut64.png b/exampleluts/brown/menblut64.png deleted file mode 100644 index 7200442..0000000 Binary files a/exampleluts/brown/menblut64.png and /dev/null differ diff --git a/exampleluts/flame/menblut16.png b/exampleluts/flame/menblut16.png deleted file mode 100644 index d164acc..0000000 Binary files a/exampleluts/flame/menblut16.png and /dev/null differ diff --git a/exampleluts/flame/menblut64.png b/exampleluts/flame/menblut64.png deleted file mode 100644 index 063401a..0000000 Binary files a/exampleluts/flame/menblut64.png and /dev/null differ diff --git a/exampleluts/fnvdust/menblut16.png b/exampleluts/fnvdust/menblut16.png deleted file mode 100644 index 3ac426d..0000000 Binary files a/exampleluts/fnvdust/menblut16.png and /dev/null differ diff --git a/exampleluts/fnvdust/menblut64.png b/exampleluts/fnvdust/menblut64.png deleted file mode 100644 index 1c58d5f..0000000 Binary files a/exampleluts/fnvdust/menblut64.png and /dev/null differ diff --git a/exampleluts/gold/menblut16.png b/exampleluts/gold/menblut16.png deleted file mode 100644 index 216811a..0000000 Binary files a/exampleluts/gold/menblut16.png and /dev/null differ diff --git a/exampleluts/gold/menblut64.png b/exampleluts/gold/menblut64.png deleted file mode 100644 index 6c743dd..0000000 Binary files a/exampleluts/gold/menblut64.png and /dev/null differ diff --git a/exampleluts/isolate_blue/menblut16.png b/exampleluts/isolate_blue/menblut16.png deleted file mode 100644 index ee78c47..0000000 Binary files a/exampleluts/isolate_blue/menblut16.png and /dev/null differ diff --git a/exampleluts/isolate_blue/menblut64.png b/exampleluts/isolate_blue/menblut64.png deleted file mode 100644 index 4971343..0000000 Binary files a/exampleluts/isolate_blue/menblut64.png and /dev/null differ diff --git a/exampleluts/isolate_green/menblut16.png b/exampleluts/isolate_green/menblut16.png deleted file mode 100644 index bf75bbb..0000000 Binary files a/exampleluts/isolate_green/menblut16.png and /dev/null differ diff --git a/exampleluts/isolate_green/menblut64.png b/exampleluts/isolate_green/menblut64.png deleted file mode 100644 index a8c8c71..0000000 Binary files a/exampleluts/isolate_green/menblut64.png and /dev/null differ diff --git a/exampleluts/isolate_red/menblut16.png b/exampleluts/isolate_red/menblut16.png deleted file mode 100644 index 2a3be6b..0000000 Binary files a/exampleluts/isolate_red/menblut16.png and /dev/null differ diff --git a/exampleluts/isolate_red/menblut64.png b/exampleluts/isolate_red/menblut64.png deleted file mode 100644 index d7200d8..0000000 Binary files a/exampleluts/isolate_red/menblut64.png and /dev/null differ diff --git a/exampleluts/isolate_saturated/menblut16.png b/exampleluts/isolate_saturated/menblut16.png deleted file mode 100644 index 18a93bd..0000000 Binary files a/exampleluts/isolate_saturated/menblut16.png and /dev/null differ diff --git a/exampleluts/isolate_saturated/menblut64.png b/exampleluts/isolate_saturated/menblut64.png deleted file mode 100644 index 63f3c8d..0000000 Binary files a/exampleluts/isolate_saturated/menblut64.png and /dev/null differ diff --git a/exampleluts/rangetest/menblut16.png b/exampleluts/rangetest/menblut16.png deleted file mode 100644 index 4b521be..0000000 Binary files a/exampleluts/rangetest/menblut16.png and /dev/null differ diff --git a/exampleluts/rangetest/menblut64.png b/exampleluts/rangetest/menblut64.png deleted file mode 100644 index 4a40dae..0000000 Binary files a/exampleluts/rangetest/menblut64.png and /dev/null differ 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 Binary files a/exampleluts/red/menblut16.png and /dev/null differ diff --git a/exampleluts/red/menblut64.png b/exampleluts/red/menblut64.png deleted file mode 100644 index 5e86893..0000000 Binary files a/exampleluts/red/menblut64.png and /dev/null differ diff --git a/exampleluts/skyrimdust/menblut16.png b/exampleluts/skyrimdust/menblut16.png deleted file mode 100644 index a948f7e..0000000 Binary files a/exampleluts/skyrimdust/menblut16.png and /dev/null differ diff --git a/exampleluts/skyrimdust/menblut64.png b/exampleluts/skyrimdust/menblut64.png deleted file mode 100644 index cf41211..0000000 Binary files a/exampleluts/skyrimdust/menblut64.png and /dev/null differ 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