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BIN
Logo.png
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Before Width: | Height: | Size: 149 KiB |
13
README.md
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@ -1,13 +0,0 @@
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|||

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||||
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||||
This repo contains every single version of MariENB ever made.
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||||
For the sake of neater organization, they are divided in specific branches:
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||||
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||||
- **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.
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||||
441
enbseries.ini
Normal file
|
|
@ -0,0 +1,441 @@
|
|||
[GLOBAL]
|
||||
UseEffect=true
|
||||
[EFFECT]
|
||||
UseOriginalObjectsProcessing=false
|
||||
UseOriginalPostProcessing=false
|
||||
UseOriginalColorFilter=true
|
||||
UseOriginalBloom=false
|
||||
UseOriginalAdaptation=false
|
||||
EnablePostPassShader=true
|
||||
EnableDithering=true
|
||||
EnableAdaptation=true
|
||||
EnableBloom=true
|
||||
EnableLens=false
|
||||
EnableDepthOfField=true
|
||||
EnableSSAO=true
|
||||
EnableSkyAmbientCalculation=true
|
||||
EnableCloudShadows=true
|
||||
EnableDetailedShadow=true
|
||||
EnableSkylighting=true
|
||||
EnableSubSurfaceScattering=true
|
||||
EnableWater=true
|
||||
EnableReflections=true
|
||||
[COLORCORRECTION]
|
||||
UseProceduralCorrection=true
|
||||
Brightness=1.0
|
||||
GammaCurve=1.0
|
||||
UsePaletteTexture=true
|
||||
[TIMEOFDAY]
|
||||
DawnDuration=2.0
|
||||
SunriseTime=7.0
|
||||
DayTime=12.0
|
||||
SunsetTime=18.0
|
||||
DuskDuration=2.0
|
||||
NightTime=0.0
|
||||
[ADAPTATION]
|
||||
AdaptationSensitivity=0.2
|
||||
AdaptationTime=0.65
|
||||
ForceMinMaxValues=false
|
||||
AdaptationMin=0.1
|
||||
AdaptationMax=1.0
|
||||
[DEPTHOFFIELD]
|
||||
FocusingTime=0.4
|
||||
ApertureTime=1.0
|
||||
[BLOOM]
|
||||
IgnoreWeatherSystem=true
|
||||
AmountDawn=1.0
|
||||
AmountSunrise=1.0
|
||||
AmountDay=1.0
|
||||
AmountSunset=1.0
|
||||
AmountDusk=1.0
|
||||
AmountNight=1.0
|
||||
AmountInteriorDay=1.0
|
||||
AmountInteriorNight=1.0
|
||||
[LENS]
|
||||
IgnoreWeatherSystem=true
|
||||
AmountDawn=1.0
|
||||
AmountSunrise=1.0
|
||||
AmountDay=1.0
|
||||
AmountSunset=1.0
|
||||
AmountDusk=1.0
|
||||
AmountNight=1.0
|
||||
AmountInteriorDay=1.0
|
||||
AmountInteriorNight=1.0
|
||||
[SKY]
|
||||
IgnoreWeatherSystem=true
|
||||
Enable=true
|
||||
GradientIntensityDawn=1.010001
|
||||
GradientIntensitySunrise=1.110001
|
||||
GradientIntensityDay=1.330001
|
||||
GradientIntensitySunset=1.110001
|
||||
GradientIntensityDusk=1.03
|
||||
GradientIntensityNight=0.960001
|
||||
GradientIntensityInteriorDay=1.29
|
||||
GradientIntensityInteriorNight=0.94
|
||||
GradientDesaturationDawn=0.0
|
||||
GradientDesaturationSunrise=0.0
|
||||
GradientDesaturationDay=0.0
|
||||
GradientDesaturationSunset=0.0
|
||||
GradientDesaturationDusk=0.0
|
||||
GradientDesaturationNight=0.0
|
||||
GradientDesaturationInteriorDay=0.0
|
||||
GradientDesaturationInteriorNight=0.0
|
||||
GradientTopIntensityDawn=0.82
|
||||
GradientTopIntensitySunrise=0.87
|
||||
GradientTopIntensityDay=0.990001
|
||||
GradientTopIntensitySunset=0.86
|
||||
GradientTopIntensityDusk=0.78
|
||||
GradientTopIntensityNight=0.64
|
||||
GradientTopIntensityInteriorDay=0.97
|
||||
GradientTopIntensityInteriorNight=0.63
|
||||
GradientTopCurveDawn=0.87
|
||||
GradientTopCurveSunrise=0.82
|
||||
GradientTopCurveDay=0.97
|
||||
GradientTopCurveSunset=0.88
|
||||
GradientTopCurveDusk=0.86
|
||||
GradientTopCurveNight=0.89
|
||||
GradientTopCurveInteriorDay=0.98
|
||||
GradientTopCurveInteriorNight=0.82
|
||||
GradientTopColorFilterDawn=0.949, 0.839, 0.98
|
||||
GradientTopColorFilterSunrise=0.851, 0.855, 0.961
|
||||
GradientTopColorFilterDay=1, 1, 1
|
||||
GradientTopColorFilterSunset=0.882, 0.875, 0.961
|
||||
GradientTopColorFilterDusk=0.914, 0.827, 0.969
|
||||
GradientTopColorFilterNight=0.827, 0.82, 0.961
|
||||
GradientTopColorFilterInteriorDay=1, 1, 1
|
||||
GradientTopColorFilterInteriorNight=0.898, 0.835, 0.906
|
||||
GradientMiddleIntensityDawn=0.92
|
||||
GradientMiddleIntensitySunrise=0.95
|
||||
GradientMiddleIntensityDay=1.05
|
||||
GradientMiddleIntensitySunset=0.96
|
||||
GradientMiddleIntensityDusk=0.91
|
||||
GradientMiddleIntensityNight=0.860001
|
||||
GradientMiddleIntensityInteriorDay=1.0
|
||||
GradientMiddleIntensityInteriorNight=0.87
|
||||
GradientMiddleCurveDawn=0.93
|
||||
GradientMiddleCurveSunrise=0.96
|
||||
GradientMiddleCurveDay=1.02
|
||||
GradientMiddleCurveSunset=0.95
|
||||
GradientMiddleCurveDusk=0.92
|
||||
GradientMiddleCurveNight=0.89
|
||||
GradientMiddleCurveInteriorDay=1.05
|
||||
GradientMiddleCurveInteriorNight=0.87
|
||||
GradientMiddleColorFilterDawn=0.945, 0.859, 0.992
|
||||
GradientMiddleColorFilterSunrise=0.886, 0.894, 0.996
|
||||
GradientMiddleColorFilterDay=1, 1, 1
|
||||
GradientMiddleColorFilterSunset=0.937, 0.914, 0.992
|
||||
GradientMiddleColorFilterDusk=0.965, 0.882, 0.992
|
||||
GradientMiddleColorFilterNight=0.847, 0.922, 0.996
|
||||
GradientMiddleColorFilterInteriorDay=1, 1, 1
|
||||
GradientMiddleColorFilterInteriorNight=0.867, 0.867, 0.992
|
||||
GradientHorizonIntensityDawn=0.95
|
||||
GradientHorizonIntensitySunrise=1.07
|
||||
GradientHorizonIntensityDay=1.170001
|
||||
GradientHorizonIntensitySunset=1.06
|
||||
GradientHorizonIntensityDusk=0.97
|
||||
GradientHorizonIntensityNight=0.910001
|
||||
GradientHorizonIntensityInteriorDay=1.17
|
||||
GradientHorizonIntensityInteriorNight=0.91
|
||||
GradientHorizonCurveDawn=0.98
|
||||
GradientHorizonCurveSunrise=1.02
|
||||
GradientHorizonCurveDay=1.05
|
||||
GradientHorizonCurveSunset=1.01
|
||||
GradientHorizonCurveDusk=0.99
|
||||
GradientHorizonCurveNight=0.89
|
||||
GradientHorizonCurveInteriorDay=1.03
|
||||
GradientHorizonCurveInteriorNight=0.95
|
||||
GradientHorizonColorFilterDawn=1, 1, 1
|
||||
GradientHorizonColorFilterSunrise=1, 1, 1
|
||||
GradientHorizonColorFilterDay=1, 1, 1
|
||||
GradientHorizonColorFilterSunset=1, 1, 1
|
||||
GradientHorizonColorFilterDusk=1, 1, 1
|
||||
GradientHorizonColorFilterNight=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorDay=1, 1, 1
|
||||
GradientHorizonColorFilterInteriorNight=1, 1, 1
|
||||
CloudsIntensityDawn=0.850001
|
||||
CloudsIntensitySunrise=1.030001
|
||||
CloudsIntensityDay=1.230001
|
||||
CloudsIntensitySunset=1.040001
|
||||
CloudsIntensityDusk=0.880001
|
||||
CloudsIntensityNight=0.640001
|
||||
CloudsIntensityInteriorDay=1.26
|
||||
CloudsIntensityInteriorNight=0.64
|
||||
CloudsCurveDawn=0.81
|
||||
CloudsCurveSunrise=0.86
|
||||
CloudsCurveDay=0.95
|
||||
CloudsCurveSunset=0.87
|
||||
CloudsCurveDusk=0.82
|
||||
CloudsCurveNight=0.76
|
||||
CloudsCurveInteriorDay=0.95
|
||||
CloudsCurveInteriorNight=0.78
|
||||
CloudsDesaturationDawn=0.0
|
||||
CloudsDesaturationSunrise=0.0
|
||||
CloudsDesaturationDay=0.0
|
||||
CloudsDesaturationSunset=0.0
|
||||
CloudsDesaturationDusk=0.0
|
||||
CloudsDesaturationNight=0.0
|
||||
CloudsDesaturationInteriorDay=0.0
|
||||
CloudsDesaturationInteriorNight=0.0
|
||||
CloudsOpacityDawn=1.0
|
||||
CloudsOpacitySunrise=1.0
|
||||
CloudsOpacityDay=1.0
|
||||
CloudsOpacitySunset=1.0
|
||||
CloudsOpacityDusk=1.0
|
||||
CloudsOpacityNight=1.0
|
||||
CloudsOpacityInteriorDay=1.0
|
||||
CloudsOpacityInteriorNight=1.0
|
||||
CloudsColorFilterDawn=0.984, 0.855, 0.996
|
||||
CloudsColorFilterSunrise=0.867, 0.882, 0.984
|
||||
CloudsColorFilterDay=1, 1, 1
|
||||
CloudsColorFilterSunset=0.855, 0.851, 0.984
|
||||
CloudsColorFilterDusk=0.82, 0.749, 0.984
|
||||
CloudsColorFilterNight=0.847, 0.894, 0.98
|
||||
CloudsColorFilterInteriorDay=1, 1, 1
|
||||
CloudsColorFilterInteriorNight=0.792, 0.808, 0.957
|
||||
SunIntensityDawn=1.91
|
||||
SunIntensitySunrise=2.45
|
||||
SunIntensityDay=2.02
|
||||
SunIntensitySunset=2.43
|
||||
SunIntensityDusk=1.97
|
||||
SunIntensityNight=1.15
|
||||
SunIntensityInteriorDay=2.02
|
||||
SunIntensityInteriorNight=1.19
|
||||
SunDesaturationDawn=0.11
|
||||
SunDesaturationSunrise=0.2
|
||||
SunDesaturationDay=0.35
|
||||
SunDesaturationSunset=0.28
|
||||
SunDesaturationDusk=0.14
|
||||
SunDesaturationNight=0.08
|
||||
SunDesaturationInteriorDay=0.35
|
||||
SunDesaturationInteriorNight=0.22
|
||||
SunColorFilterDawn=0.992, 0.537, 0.412
|
||||
SunColorFilterSunrise=0.996, 0.831, 0.729
|
||||
SunColorFilterDay=1, 0.898, 0.718
|
||||
SunColorFilterSunset=0.992, 0.765, 0.631
|
||||
SunColorFilterDusk=0.965, 0.447, 0.4
|
||||
SunColorFilterNight=0.914, 0.145, 0.145
|
||||
SunColorFilterInteriorDay=0.996, 0.827, 0.706
|
||||
SunColorFilterInteriorNight=0.816, 0.114, 0.0784
|
||||
MoonIntensityDawn=0.7
|
||||
MoonIntensitySunrise=0.57
|
||||
MoonIntensityDay=0.49
|
||||
MoonIntensitySunset=0.58
|
||||
MoonIntensityDusk=0.69
|
||||
MoonIntensityNight=0.83
|
||||
MoonIntensityInteriorDay=0.57
|
||||
MoonIntensityInteriorNight=0.89
|
||||
MoonDesaturationDawn=0.47
|
||||
MoonDesaturationSunrise=0.41
|
||||
MoonDesaturationDay=0.36
|
||||
MoonDesaturationSunset=0.42
|
||||
MoonDesaturationDusk=0.48
|
||||
MoonDesaturationNight=0.56
|
||||
MoonDesaturationInteriorDay=0.43
|
||||
MoonDesaturationInteriorNight=0.59
|
||||
MoonColorFilterDawn=0.553, 0.498, 0.804
|
||||
MoonColorFilterSunrise=0.82, 0.847, 0.882
|
||||
MoonColorFilterDay=1, 1, 1
|
||||
MoonColorFilterSunset=0.757, 0.812, 0.89
|
||||
MoonColorFilterDusk=0.537, 0.51, 0.706
|
||||
MoonColorFilterNight=0.486, 0.596, 0.8
|
||||
MoonColorFilterInteriorDay=1, 1, 1
|
||||
MoonColorFilterInteriorNight=0.455, 0.522, 0.816
|
||||
[ENVIRONMENT]
|
||||
IgnoreWeatherSystem=true
|
||||
DirectLightingIntensityDawn=1.06
|
||||
DirectLightingIntensitySunrise=1.47
|
||||
DirectLightingIntensityDay=1.74
|
||||
DirectLightingIntensitySunset=1.37
|
||||
DirectLightingIntensityDusk=1.02
|
||||
DirectLightingIntensityNight=0.85
|
||||
DirectLightingIntensityInteriorDay=1.59
|
||||
DirectLightingIntensityInteriorNight=0.89
|
||||
DirectLightingDesaturationDawn=0.0
|
||||
DirectLightingDesaturationSunrise=0.0
|
||||
DirectLightingDesaturationDay=0.0
|
||||
DirectLightingDesaturationSunset=0.0
|
||||
DirectLightingDesaturationDusk=0.0
|
||||
DirectLightingDesaturationNight=0.0
|
||||
DirectLightingDesaturationInteriorDay=0.0
|
||||
DirectLightingDesaturationInteriorNight=0.0
|
||||
DirectLightingColorFilterDawn=0.996, 0.886, 0.98
|
||||
DirectLightingColorFilterSunrise=0.996, 0.878, 0.906
|
||||
DirectLightingColorFilterDay=1, 1, 1
|
||||
DirectLightingColorFilterSunset=0.992, 0.906, 0.937
|
||||
DirectLightingColorFilterDusk=0.976, 0.922, 0.992
|
||||
DirectLightingColorFilterNight=0.894, 0.89, 0.992
|
||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
||||
DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
|
||||
AmbientLightingIntensityDawn=0.56
|
||||
AmbientLightingIntensitySunrise=0.87
|
||||
AmbientLightingIntensityDay=0.91
|
||||
AmbientLightingIntensitySunset=0.83
|
||||
AmbientLightingIntensityDusk=0.64
|
||||
AmbientLightingIntensityNight=0.35
|
||||
AmbientLightingIntensityInteriorDay=0.17
|
||||
AmbientLightingIntensityInteriorNight=0.12
|
||||
SkyAmbientTopIntensityDawn=0.18
|
||||
SkyAmbientTopIntensitySunrise=0.23
|
||||
SkyAmbientTopIntensityDay=0.31
|
||||
SkyAmbientTopIntensitySunset=0.22
|
||||
SkyAmbientTopIntensityDusk=0.16
|
||||
SkyAmbientTopIntensityNight=0.1
|
||||
SkyAmbientTopIntensityInteriorDay=0.06
|
||||
SkyAmbientTopIntensityInteriorNight=0.03
|
||||
SkyAmbientBottomIntensityDawn=0.13
|
||||
SkyAmbientBottomIntensitySunrise=0.18
|
||||
SkyAmbientBottomIntensityDay=0.22
|
||||
SkyAmbientBottomIntensitySunset=0.17
|
||||
SkyAmbientBottomIntensityDusk=0.11
|
||||
SkyAmbientBottomIntensityNight=0.08
|
||||
SkyAmbientBottomIntensityInteriorDay=0.03
|
||||
SkyAmbientBottomIntensityInteriorNight=0.01
|
||||
[SSAO_SSIL]
|
||||
UseIndirectLighting=true
|
||||
SamplingQuality=1
|
||||
SamplingRange=0.25
|
||||
AOIntensity=0.99
|
||||
AOIntensityInterior=0.89
|
||||
AOAmount=1.33
|
||||
AOAmountInterior=1.13
|
||||
ILAmount=1.29
|
||||
ILAmountInterior=1.18
|
||||
AOMixingType=2
|
||||
AOMixingTypeInterior=2
|
||||
ResolutionScale=0.5
|
||||
SourceTexturesScale=1.0
|
||||
UseComplexAmbientOcclusion=true
|
||||
EnableComplexFilter=true
|
||||
FilterBluriness=1
|
||||
UseSelfIntersecting=true
|
||||
[FOG]
|
||||
IgnoreWeatherSystem=true
|
||||
DistanceFadeDawn=1.0
|
||||
DistanceFadeSunrise=1.0
|
||||
DistanceFadeDay=1.0
|
||||
DistanceFadeSunset=1.0
|
||||
DistanceFadeDusk=1.0
|
||||
DistanceFadeNight=1.0
|
||||
DistanceFadeInteriorDay=1.0
|
||||
DistanceFadeInteriorNight=1.0
|
||||
VerticalFadeDawn=0.5
|
||||
VerticalFadeSunrise=0.5
|
||||
VerticalFadeDay=0.5
|
||||
VerticalFadeSunset=0.5
|
||||
VerticalFadeDusk=0.5
|
||||
VerticalFadeNight=0.5
|
||||
VerticalFadeInteriorDay=0.5
|
||||
VerticalFadeInteriorNight=0.5
|
||||
SunIntensityDawn=1.0
|
||||
SunIntensitySunrise=1.0
|
||||
SunIntensityDay=1.0
|
||||
SunIntensitySunset=1.0
|
||||
SunIntensityDusk=1.0
|
||||
SunIntensityNight=1.0
|
||||
SunIntensityInteriorDay=1.0
|
||||
SunIntensityInteriorNight=1.0
|
||||
DistanceColorMultiplierDawn=1.0
|
||||
DistanceColorMultiplierSunrise=1.0
|
||||
DistanceColorMultiplierDay=1.0
|
||||
DistanceColorMultiplierSunset=1.0
|
||||
DistanceColorMultiplierDusk=1.0
|
||||
DistanceColorMultiplierNight=1.0
|
||||
DistanceColorMultiplierInteriorDay=1.0
|
||||
DistanceColorMultiplierInteriorNight=1.0
|
||||
VerticalColorMultiplierDawn=1.0
|
||||
VerticalColorMultiplierSunrise=1.0
|
||||
VerticalColorMultiplierDay=1.0
|
||||
VerticalColorMultiplierSunset=1.0
|
||||
VerticalColorMultiplierDusk=1.0
|
||||
VerticalColorMultiplierNight=1.0
|
||||
VerticalColorMultiplierInteriorDay=1.0
|
||||
VerticalColorMultiplierInteriorNight=1.0
|
||||
SunDesaturationDawn=0.0
|
||||
SunDesaturationSunrise=0.0
|
||||
SunDesaturationDay=0.0
|
||||
SunDesaturationSunset=0.0
|
||||
SunDesaturationDusk=0.0
|
||||
SunDesaturationNight=0.0
|
||||
SunDesaturationInteriorDay=0.0
|
||||
SunDesaturationInteriorNight=0.0
|
||||
SunColorFilterDawn=1, 1, 1
|
||||
SunColorFilterSunrise=1, 1, 1
|
||||
SunColorFilterDay=1, 1, 1
|
||||
SunColorFilterSunset=1, 1, 1
|
||||
SunColorFilterDusk=1, 1, 1
|
||||
SunColorFilterNight=1, 1, 1
|
||||
SunColorFilterInteriorDay=1, 1, 1
|
||||
SunColorFilterInteriorNight=1, 1, 1
|
||||
[CLOUDSHADOWS]
|
||||
IgnoreWeatherSystem=true
|
||||
EnableAtNight=true
|
||||
ForceOpacity=false
|
||||
OpacityDawn=0.5
|
||||
OpacitySunrise=0.5
|
||||
OpacityDay=0.5
|
||||
OpacitySunset=0.5
|
||||
OpacityDusk=0.5
|
||||
OpacityNight=0.5
|
||||
OpacityInteriorDay=0.5
|
||||
OpacityInteriorNight=0.5
|
||||
[SHADOW]
|
||||
DetailedShadowQuality=1
|
||||
[SUBSURFACESCATTERING]
|
||||
IgnoreWeatherSystem=true
|
||||
EnableSeparateInteriorParameters=true
|
||||
Radius=3.86
|
||||
RadiusInterior=4.12
|
||||
Amount=0.67
|
||||
AmountInterior=0.7
|
||||
EpidermalAmount=1.46
|
||||
EpidermalAmountInterior=1.43
|
||||
SubdermalAmount=1.89
|
||||
SubdermalAmountInterior=2.08
|
||||
EpidermalDiffuseSaturation=-0.18
|
||||
EpidermalDiffuseSaturationInterior=-0.11
|
||||
SubdermalDiffuseSaturation=0.24
|
||||
SubdermalDiffuseSaturationInterior=0.58
|
||||
EpidermalMix=0.69
|
||||
EpidermalMixInterior=0.57
|
||||
SubdermalMix=0.52
|
||||
SubdermalMixInterior=0.59
|
||||
SubdermalTranslucency=0.76
|
||||
SubdermalTranslucencyInterior=0.64
|
||||
SubdermalPhase=0.72
|
||||
SubdermalPhaseInterior=0.61
|
||||
[WATER]
|
||||
IgnoreWeatherSystem=true
|
||||
EnableDispersion=true
|
||||
EnableCaustics=true
|
||||
EnableParallax=true
|
||||
EnableSelfReflection=true
|
||||
EnableDisplacement=true
|
||||
DisplacementQuality=1
|
||||
ReflectionAmount=0.91
|
||||
ReflectionBlurring=0.36
|
||||
ReflectionFlatness=0.73
|
||||
FresnelMultiplier=1.69
|
||||
DispersionAmount=0.95
|
||||
CausticsAmount=0.85
|
||||
SunSpecularMultiplier=1.67
|
||||
SunScatteringMultiplier=1.35
|
||||
WavesAmplitudeDawn=0.62
|
||||
WavesAmplitudeSunrise=0.72
|
||||
WavesAmplitudeDay=0.78
|
||||
WavesAmplitudeSunset=0.74
|
||||
WavesAmplitudeDusk=0.63
|
||||
WavesAmplitudeNight=0.53
|
||||
WavesAmplitudeInteriorDay=0.68
|
||||
WavesAmplitudeInteriorNight=0.56
|
||||
[SKYLIGHTING]
|
||||
IgnoreWeatherSystem=true
|
||||
AmbientMinLevelDawn=0.57
|
||||
AmbientMinLevelSunrise=0.64
|
||||
AmbientMinLevelDay=0.68
|
||||
AmbientMinLevelSunset=0.61
|
||||
AmbientMinLevelDusk=0.58
|
||||
AmbientMinLevelNight=0.54
|
||||
AmbientMinLevelInteriorDay=0.66
|
||||
AmbientMinLevelInteriorNight=0.51
|
||||
[REFLECTIONS]
|
||||
Quality=2
|
||||
674
enbseries/COPYING
Normal file
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
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.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
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 <http://www.gnu.org/licenses/>.
|
||||
|
||||
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:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
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
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
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
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
BIN
enbseries/SMAA/AreaTex.dds
Normal file
24
enbseries/SMAA/LICENSE.txt
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
|
||||
Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
|
||||
Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
|
||||
Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
|
||||
Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||||
the Software, and to permit persons to whom the Software is furnished to do so,
|
||||
subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software. As clarification, there is no
|
||||
requirement that the copyright notice and permission be included in binary
|
||||
distributions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||||
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
1364
enbseries/SMAA/SMAA.fxh
Normal file
BIN
enbseries/SMAA/SearchTex.dds
Normal file
1
enbseries/VERSION
Normal file
|
|
@ -0,0 +1 @@
|
|||
3.5.3 "Old Man Winter"
|
||||
213
enbseries/_weatherlist.ini
Normal file
|
|
@ -0,0 +1,213 @@
|
|||
[WEATHER001]
|
||||
FileName=wt_general.ini
|
||||
WeatherIDs=
|
||||
[WEATHER002]
|
||||
FileName=wt_dark.ini
|
||||
WeatherIDs=
|
||||
[WEATHER003]
|
||||
FileName=wt_harbor.ini
|
||||
WeatherIDs=
|
||||
[WEATHER004]
|
||||
FileName=wt_frosty.ini
|
||||
WeatherIDs=
|
||||
[WEATHER005]
|
||||
FileName=wt_heat.ini
|
||||
WeatherIDs=
|
||||
[WEATHER006]
|
||||
FileName=wt_scorched.ini
|
||||
WeatherIDs=
|
||||
[WEATHER007]
|
||||
FileName=wt_generalfog.ini
|
||||
WeatherIDs=
|
||||
[WEATHER008]
|
||||
FileName=wt_generalrain.ini
|
||||
WeatherIDs=
|
||||
[WEATHER009]
|
||||
FileName=wt_darkfog.ini
|
||||
WeatherIDs=
|
||||
[WEATHER010]
|
||||
FileName=wt_darkrain.ini
|
||||
WeatherIDs=
|
||||
[WEATHER011]
|
||||
FileName=wt_harborfog.ini
|
||||
WeatherIDs=
|
||||
[WEATHER012]
|
||||
FileName=wt_frostyfog.ini
|
||||
WeatherIDs=
|
||||
[WEATHER013]
|
||||
FileName=wt_harborrain.ini
|
||||
WeatherIDs=
|
||||
[WEATHER014]
|
||||
FileName=wt_heatfog.ini
|
||||
WeatherIDs=
|
||||
[WEATHER015]
|
||||
FileName=wt_scorchedfog.ini
|
||||
WeatherIDs=
|
||||
[WEATHER016]
|
||||
FileName=
|
||||
[WEATHER017]
|
||||
FileName=
|
||||
[WEATHER018]
|
||||
FileName=
|
||||
[WEATHER019]
|
||||
FileName=
|
||||
[WEATHER020]
|
||||
FileName=
|
||||
[WEATHER021]
|
||||
FileName=
|
||||
[WEATHER022]
|
||||
FileName=
|
||||
[WEATHER023]
|
||||
FileName=
|
||||
[WEATHER024]
|
||||
FileName=
|
||||
[WEATHER025]
|
||||
FileName=
|
||||
[WEATHER026]
|
||||
FileName=
|
||||
[WEATHER027]
|
||||
FileName=
|
||||
[WEATHER028]
|
||||
FileName=
|
||||
[WEATHER029]
|
||||
FileName=
|
||||
[WEATHER030]
|
||||
FileName=
|
||||
[WEATHER031]
|
||||
FileName=
|
||||
[WEATHER032]
|
||||
FileName=
|
||||
[WEATHER033]
|
||||
FileName=
|
||||
[WEATHER034]
|
||||
FileName=
|
||||
[WEATHER035]
|
||||
FileName=
|
||||
[WEATHER036]
|
||||
FileName=
|
||||
[WEATHER037]
|
||||
FileName=
|
||||
[WEATHER038]
|
||||
FileName=
|
||||
[WEATHER039]
|
||||
FileName=
|
||||
[WEATHER040]
|
||||
FileName=
|
||||
[WEATHER041]
|
||||
FileName=
|
||||
[WEATHER042]
|
||||
FileName=
|
||||
[WEATHER043]
|
||||
FileName=
|
||||
[WEATHER044]
|
||||
FileName=
|
||||
[WEATHER045]
|
||||
FileName=
|
||||
[WEATHER046]
|
||||
FileName=
|
||||
[WEATHER047]
|
||||
FileName=
|
||||
[WEATHER048]
|
||||
FileName=
|
||||
[WEATHER049]
|
||||
FileName=
|
||||
[WEATHER050]
|
||||
FileName=
|
||||
[WEATHER051]
|
||||
FileName=
|
||||
[WEATHER052]
|
||||
FileName=
|
||||
[WEATHER053]
|
||||
FileName=
|
||||
[WEATHER054]
|
||||
FileName=
|
||||
[WEATHER055]
|
||||
FileName=
|
||||
[WEATHER056]
|
||||
FileName=
|
||||
[WEATHER057]
|
||||
FileName=
|
||||
[WEATHER058]
|
||||
FileName=
|
||||
[WEATHER059]
|
||||
FileName=
|
||||
[WEATHER060]
|
||||
FileName=
|
||||
[WEATHER061]
|
||||
FileName=
|
||||
[WEATHER062]
|
||||
FileName=
|
||||
[WEATHER063]
|
||||
FileName=
|
||||
[WEATHER064]
|
||||
FileName=
|
||||
[WEATHER065]
|
||||
FileName=
|
||||
[WEATHER066]
|
||||
FileName=
|
||||
[WEATHER067]
|
||||
FileName=
|
||||
[WEATHER068]
|
||||
FileName=
|
||||
[WEATHER069]
|
||||
FileName=
|
||||
[WEATHER070]
|
||||
FileName=
|
||||
[WEATHER071]
|
||||
FileName=
|
||||
[WEATHER072]
|
||||
FileName=
|
||||
[WEATHER073]
|
||||
FileName=
|
||||
[WEATHER074]
|
||||
FileName=
|
||||
[WEATHER075]
|
||||
FileName=
|
||||
[WEATHER076]
|
||||
FileName=
|
||||
[WEATHER077]
|
||||
FileName=
|
||||
[WEATHER078]
|
||||
FileName=
|
||||
[WEATHER079]
|
||||
FileName=
|
||||
[WEATHER080]
|
||||
FileName=
|
||||
[WEATHER081]
|
||||
FileName=
|
||||
[WEATHER082]
|
||||
FileName=
|
||||
[WEATHER083]
|
||||
FileName=
|
||||
[WEATHER084]
|
||||
FileName=
|
||||
[WEATHER085]
|
||||
FileName=
|
||||
[WEATHER086]
|
||||
FileName=
|
||||
[WEATHER087]
|
||||
FileName=
|
||||
[WEATHER088]
|
||||
FileName=
|
||||
[WEATHER089]
|
||||
FileName=
|
||||
[WEATHER090]
|
||||
FileName=
|
||||
[WEATHER091]
|
||||
FileName=
|
||||
[WEATHER092]
|
||||
FileName=
|
||||
[WEATHER093]
|
||||
FileName=
|
||||
[WEATHER094]
|
||||
FileName=
|
||||
[WEATHER095]
|
||||
FileName=
|
||||
[WEATHER096]
|
||||
FileName=
|
||||
[WEATHER097]
|
||||
FileName=
|
||||
[WEATHER098]
|
||||
FileName=
|
||||
[WEATHER099]
|
||||
FileName=
|
||||
105
enbseries/enbadaptation.fx
Normal file
|
|
@ -0,0 +1,105 @@
|
|||
/*
|
||||
enbadaptation.fx : MariENB3 eye adaptation shader.
|
||||
(C)2016-2019 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
float4 AdaptationParameters;
|
||||
|
||||
Texture2D TextureCurrent;
|
||||
Texture2D TexturePrevious;
|
||||
|
||||
SamplerState Sampler0
|
||||
{
|
||||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
|
||||
float4 PS_Downsample( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float ssz = 1.0/16.0;
|
||||
float4 res = float4(0,0,0,0);
|
||||
int x, y;
|
||||
[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
|
||||
{
|
||||
res += TextureCurrent.Sample(Sampler0,coord
|
||||
+float2(x+0.5,y+0.5)*ssz);
|
||||
}
|
||||
res /= 256.0;
|
||||
res = luminance(res.rgb);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
float4 PS_Adaptation(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float prev = TexturePrevious.Sample(Sampler0,coord).x;
|
||||
float ssz = 1.0/16.0;
|
||||
float4 res = float4(0,0,0,0);
|
||||
float smpmax = 0.0, smp;
|
||||
int x, y;
|
||||
[unroll] for ( y=-8; y<8; y++ ) [unroll] for ( x=-8; x<8; x++ )
|
||||
{
|
||||
smp = TextureCurrent.Sample(Sampler0,coord
|
||||
+float2(x+0.5,y+0.5)*ssz).x;
|
||||
smpmax = max(smpmax,smp);
|
||||
res += smp;
|
||||
}
|
||||
res /= 256.0;
|
||||
res = lerp(res,smpmax,AdaptationParameters.z);
|
||||
res = lerp(prev,res,AdaptationParameters.w);
|
||||
res = clamp(res,0.0,16384.0);
|
||||
float vclip = clamp(res.x,AdaptationParameters.x,
|
||||
AdaptationParameters.y);
|
||||
res *= vclip/(res+0.000000001);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
technique11 Downsample
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsample()));
|
||||
}
|
||||
}
|
||||
technique11 Draw
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Adaptation()));
|
||||
}
|
||||
}
|
||||
2
enbseries/enbadaptation.fx.ini
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[ENBADAPTATION.FX]
|
||||
TECHNIQUE=0
|
||||
776
enbseries/enbbloom.fx
Normal file
|
|
@ -0,0 +1,776 @@
|
|||
/*
|
||||
enbbloom.fx : MariENB3 bloom shader.
|
||||
(C)2016-2019 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
string str_bloompre = "Bloom Prepass";
|
||||
/* bloom intensity */
|
||||
float bloomintensity_n
|
||||
<
|
||||
string UIName = "Bloom Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomintensity_d
|
||||
<
|
||||
string UIName = "Bloom Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomintensity_i
|
||||
<
|
||||
string UIName = "Bloom Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom power (contrast) */
|
||||
float bloompower_n
|
||||
<
|
||||
string UIName = "Bloom Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloompower_d
|
||||
<
|
||||
string UIName = "Bloom Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloompower_i
|
||||
<
|
||||
string UIName = "Bloom Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom saturation */
|
||||
float bloomsaturation_n
|
||||
<
|
||||
string UIName = "Bloom Saturation Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloomsaturation_d
|
||||
<
|
||||
string UIName = "Bloom Saturation Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloomsaturation_i
|
||||
<
|
||||
string UIName = "Bloom Saturation Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
/* bloom offset (negative values keep dark areas from muddying up) */
|
||||
float bloombump_n
|
||||
<
|
||||
string UIName = "Bloom Offset Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
float bloombump_d
|
||||
<
|
||||
string UIName = "Bloom Offset Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
float bloombump_i
|
||||
<
|
||||
string UIName = "Bloom Offset Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {-0.5};
|
||||
/* bloom cap (maximum brightness samples can have) */
|
||||
float bloomcap_n
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
float bloomcap_d
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
float bloomcap_i
|
||||
<
|
||||
string UIName = "Bloom Intensity Cap Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
string str_bloomper = "Bloom Per-pass";
|
||||
/* bloom blur radius */
|
||||
float bloomradiusx
|
||||
<
|
||||
string UIName = "Bloom Blur Radius X";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bloomradiusy
|
||||
<
|
||||
string UIName = "Bloom Blur Radius Y";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* bloom tint/blueshift parameters */
|
||||
float3 blu_n
|
||||
<
|
||||
string UIName = "Blue Shift Night";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float3 blu_d
|
||||
<
|
||||
string UIName = "Blue Shift Day";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float3 blu_i
|
||||
<
|
||||
string UIName = "Blue Shift Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.2,0.6,1.0};
|
||||
float bsi_n
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bsi_d
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bsi_i
|
||||
<
|
||||
string UIName = "Blue Shift Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float bslp
|
||||
<
|
||||
string UIName = "Blue Shift Luminance Factor Per-pass";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.22};
|
||||
float bsbp
|
||||
<
|
||||
string UIName = "Blue Shift Color Factor Per-pass";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.33};
|
||||
/* anamorphic bloom (very intensive) */
|
||||
string str_bloomalf = "Anamorphic Bloom";
|
||||
bool alfenable
|
||||
<
|
||||
string UIName = "Enable Anamorphic Bloom";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
float fbl_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float fbl_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float fbl_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blend Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
float3 flu_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Night";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float3 flu_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Day";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float3 flu_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.4,0.1,1.0};
|
||||
float fsi_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fsi_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fsi_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_n
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_d
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float fpw_i
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float flen
|
||||
<
|
||||
string UIName = "Anamorphic Bloom Radius Multiplier";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {4.0};
|
||||
string str_bloompost = "Bloom Post-pass";
|
||||
/* bloom mix factors */
|
||||
float bloommix1
|
||||
<
|
||||
string UIName = "Bloom Pass 1 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.75};
|
||||
float bloommix2
|
||||
<
|
||||
string UIName = "Bloom Pass 2 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.8};
|
||||
float bloommix3
|
||||
<
|
||||
string UIName = "Bloom Pass 3 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.85};
|
||||
float bloommix4
|
||||
<
|
||||
string UIName = "Bloom Pass 4 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.9};
|
||||
float bloommix5
|
||||
<
|
||||
string UIName = "Bloom Pass 5 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.95};
|
||||
float bloommix6
|
||||
<
|
||||
string UIName = "Bloom Pass 6 Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float bloommixs
|
||||
<
|
||||
string UIName = "Bloom Single Pass Blend";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
|
||||
#ifndef HQBLOOM
|
||||
/* gaussian blur matrices */
|
||||
/* radius: 4, std dev: 1.5 */
|
||||
static const float gauss4[4] =
|
||||
{
|
||||
0.270682, 0.216745, 0.111281, 0.036633
|
||||
};
|
||||
#define hvgauss gauss4
|
||||
#define hvgausssz 3
|
||||
#else
|
||||
/* radius: 8, std dev: 3 */
|
||||
static const float gauss8[8] =
|
||||
{
|
||||
0.134598, 0.127325, 0.107778, 0.081638,
|
||||
0.055335, 0.033562, 0.018216, 0.008847
|
||||
};
|
||||
#define hvgauss gauss8
|
||||
#define hvgausssz 7
|
||||
#endif
|
||||
#ifndef HQBLOOM
|
||||
/* radius: 20, std dev: 7.5 */
|
||||
static const float gauss20[20] =
|
||||
{
|
||||
0.053690, 0.053215, 0.051815, 0.049562,
|
||||
0.046572, 0.042992, 0.038987, 0.034732,
|
||||
0.030397, 0.026134, 0.022073, 0.018314,
|
||||
0.014928, 0.011953, 0.009403, 0.007266,
|
||||
0.005516, 0.004114, 0.003014, 0.002169
|
||||
};
|
||||
#define angauss gauss20
|
||||
#define angausssz 19
|
||||
#else
|
||||
/* radius: 40, std dev: 15 */
|
||||
static const float gauss40[40] =
|
||||
{
|
||||
0.026823, 0.026763, 0.026585, 0.026291,
|
||||
0.025886, 0.025373, 0.024760, 0.024055,
|
||||
0.023267, 0.022404, 0.021478, 0.020499,
|
||||
0.019477, 0.018425, 0.017352, 0.016269,
|
||||
0.015186, 0.014112, 0.013056, 0.012025,
|
||||
0.011027, 0.010067, 0.009149, 0.008279,
|
||||
0.007458, 0.006688, 0.005972, 0.005308,
|
||||
0.004697, 0.004139, 0.003630, 0.003170,
|
||||
0.002756, 0.002385, 0.002055, 0.001763,
|
||||
0.001506, 0.001280, 0.001084, 0.000913
|
||||
};
|
||||
#define angauss gauss40
|
||||
#define angausssz 39
|
||||
#endif
|
||||
/* mathematical constants */
|
||||
static const float pi = 3.1415926535898;
|
||||
|
||||
float4 ScreenSize;
|
||||
float ENightDayFactor;
|
||||
float EInteriorFactor;
|
||||
float4 TimeOfDay1;
|
||||
float4 TimeOfDay2;
|
||||
|
||||
Texture2D TextureDownsampled;
|
||||
Texture2D TextureColor;
|
||||
|
||||
Texture2D RenderTarget1024;
|
||||
Texture2D RenderTarget512;
|
||||
Texture2D RenderTarget256;
|
||||
Texture2D RenderTarget128;
|
||||
Texture2D RenderTarget64;
|
||||
Texture2D RenderTarget32;
|
||||
Texture2D RenderTarget16;
|
||||
|
||||
SamplerState Sampler
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Border;
|
||||
AddressV = Border;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helper functions */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
|
||||
/* pre-pass bloom texture preparation */
|
||||
float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float bloomcap = tod_ind(bloomcap);
|
||||
float bloombump = tod_ind(bloombump);
|
||||
float bloompower = tod_ind(bloompower);
|
||||
float bloomsaturation = tod_ind(bloomsaturation);
|
||||
float bloomintensity = tod_ind(bloomintensity);
|
||||
float4 res = TextureDownsampled.Sample(Sampler2,coord);
|
||||
float3 hsv = rgb2hsv(res.rgb);
|
||||
hsv.z = min(hsv.z,bloomcap);
|
||||
res.rgb = hsv2rgb(hsv);
|
||||
res = max(res+bloombump,0.0);
|
||||
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;
|
||||
}
|
||||
|
||||
/* progressive downsizing of textures, with interpolation. */
|
||||
float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float2 ssz;
|
||||
if ( insz <= 0.0 ) return intex.Sample(Sampler2,coord);
|
||||
ssz = float2(1.0/insz,1.0/insz)*0.5;
|
||||
float4 res = 0.25*(intex.Sample(Sampler2,coord+float2(-ssz.x,-ssz.y))
|
||||
+intex.Sample(Sampler2,coord+float2(ssz.x,-ssz.y))
|
||||
+intex.Sample(Sampler2,coord+float2(-ssz.x,ssz.y))
|
||||
+intex.Sample(Sampler2,coord+float2(ssz.x,ssz.y)));
|
||||
return res;
|
||||
}
|
||||
|
||||
/*
|
||||
Anamorphic bloom step. Secondary bloom stretched along an axis.
|
||||
|
||||
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 Anamorphic( float2 coord, Texture2D intex, float insz )
|
||||
{
|
||||
float4 res = float4(0.0,0.0,0.0,0.0),
|
||||
base = RenderTarget1024.Sample(Sampler,coord);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float inc = flen/insz;
|
||||
float2 pp;
|
||||
[unroll] for ( i=-angausssz; i<=angausssz; i++ )
|
||||
{
|
||||
pp = coord+float2(i,0)*inc;
|
||||
res += angauss[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?angauss[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
float3 flu = tod_ind(flu);
|
||||
float fsi = tod_ind(fsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
|
||||
lm = lm/(1.0+lm);
|
||||
res.rgb *= lerp(1.0,flu,lm);
|
||||
float fbl = tod_ind(fbl);
|
||||
float fpw = tod_ind(fpw);
|
||||
res.rgb = pow(max(0,res.rgb),fpw)*fbl;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* blur step goes here */
|
||||
float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float inc = bloomradiusx/insz;
|
||||
float2 pp;
|
||||
[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
|
||||
{
|
||||
pp = coord+float2(i,0)*inc;
|
||||
res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.x>=0.0)&&(pp.x<1.0))?hvgauss[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
if ( alfenable ) res += Anamorphic(coord,intex,insz);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* This is the vertical step */
|
||||
float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform Texture2D intex, uniform float insz,
|
||||
uniform float bpass ) : SV_Target
|
||||
{
|
||||
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0),
|
||||
base = RenderTarget1024.Sample(Sampler,coord);
|
||||
int i;
|
||||
float sum = 0.0;
|
||||
float inc = bloomradiusy/insz;
|
||||
float2 pp;
|
||||
[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
|
||||
{
|
||||
pp = coord+float2(0,i)*inc;
|
||||
res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
|
||||
sum += ((pp.y>=0.0)&&(pp.y<1.0))?hvgauss[abs(i)]:0.0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
float3 blu = tod_ind(blu);
|
||||
float bsi = tod_ind(bsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
|
||||
lm = lm/(1.0+lm);
|
||||
lm *= 1.0-saturate(bpass*bslp);
|
||||
blu = saturate(blu+bpass*bsbp);
|
||||
res.rgb *= lerp(1.0,blu,lm);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* end pass, mix it all up */
|
||||
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = bloommix1*RenderTarget512.Sample(Sampler2,coord);
|
||||
res += bloommix2*RenderTarget256.Sample(Sampler2,coord);
|
||||
res += bloommix3*RenderTarget128.Sample(Sampler2,coord);
|
||||
res += bloommix4*RenderTarget64.Sample(Sampler2,coord);
|
||||
res += bloommix5*RenderTarget32.Sample(Sampler2,coord);
|
||||
res += bloommix6*RenderTarget16.Sample(Sampler2,coord);
|
||||
res.rgb /= 6.0;
|
||||
res.rgb = clamp(res.rgb,0.0,32768.0);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = bloommixs*RenderTarget64.Sample(Sampler2,coord);
|
||||
res.rgb = clamp(res.rgb,0.0,32768.0);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTarget1024";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass1 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass2 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass3 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass4 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass5
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass6 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomSimplePass7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_SPostPass()));
|
||||
}
|
||||
}
|
||||
|
||||
technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTarget1024";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass1 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass2 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass3 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass4 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass5 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass6 <string RenderTarget="RenderTarget16";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget32,32.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass8 <string RenderTarget="RenderTarget512";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,0.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass9
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass10 <string RenderTarget="RenderTarget256";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,1.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass11
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass12 <string RenderTarget="RenderTarget128";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,2.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass13
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass14 <string RenderTarget="RenderTarget64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass15
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass16 <string RenderTarget="RenderTarget32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,4.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass17
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget16,16.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass18 <string RenderTarget="RenderTarget16";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,16.0,5.0)));
|
||||
}
|
||||
}
|
||||
technique11 BloomPass19
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
|
||||
}
|
||||
}
|
||||
48
enbseries/enbbloom.fx.ini
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
[ENBBLOOM.FX]
|
||||
TECHNIQUE=2
|
||||
Bloom Intensity Night=0.64
|
||||
Bloom Intensity Day=0.55
|
||||
Bloom Intensity Interior=0.57
|
||||
Bloom Contrast Night=0.94
|
||||
Bloom Contrast Day=0.97
|
||||
Bloom Contrast Interior=0.95
|
||||
Bloom Saturation Night=1.45
|
||||
Bloom Saturation Day=1.36
|
||||
Bloom Saturation Interior=1.57
|
||||
Bloom Offset Night=-0.41
|
||||
Bloom Offset Day=-0.57
|
||||
Bloom Offset Interior=-0.46
|
||||
Bloom Intensity Cap Night=25.0
|
||||
Bloom Intensity Cap Day=25.0
|
||||
Bloom Intensity Cap Interior=25.0
|
||||
Bloom Blur Radius X=1.0
|
||||
Bloom Blur Radius Y=1.0
|
||||
Blue Shift Night=0.294, 0.424, 0.859
|
||||
Blue Shift Day=0.22, 0.537, 0.855
|
||||
Blue Shift Interior=0.337, 0.525, 0.878
|
||||
Blue Shift Intensity Night=0.29
|
||||
Blue Shift Intensity Day=0.24
|
||||
Blue Shift Intensity Interior=0.26
|
||||
Blue Shift Luminance Factor Per-pass=0.61
|
||||
Blue Shift Color Factor Per-pass=0.79
|
||||
Enable Anamorphic Bloom=true
|
||||
Anamorphic Bloom Blend Night=0.54
|
||||
Anamorphic Bloom Blend Day=0.46
|
||||
Anamorphic Bloom Blend Interior=0.61
|
||||
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
|
||||
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
|
||||
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
|
||||
Anamorphic Bloom Blue Shift Intensity Night=1.27
|
||||
Anamorphic Bloom Blue Shift Intensity Day=1.17
|
||||
Anamorphic Bloom Blue Shift Intensity Interior=1.45
|
||||
Anamorphic Bloom Contrast Night=1.39
|
||||
Anamorphic Bloom Contrast Day=1.45
|
||||
Anamorphic Bloom Contrast Interior=1.31
|
||||
Anamorphic Bloom Radius Multiplier=1.0
|
||||
Bloom Pass 1 Blend=0.13
|
||||
Bloom Pass 2 Blend=0.2
|
||||
Bloom Pass 3 Blend=0.35
|
||||
Bloom Pass 4 Blend=0.55
|
||||
Bloom Pass 5 Blend=0.78
|
||||
Bloom Pass 6 Blend=0.97
|
||||
Bloom Single Pass Blend=0.52
|
||||
1878
enbseries/enbdepthoffield.fx
Normal file
175
enbseries/enbdepthoffield.fx.ini
Normal file
|
|
@ -0,0 +1,175 @@
|
|||
[ENBDEPTHOFFIELD.FX]
|
||||
TECHNIQUE=1
|
||||
Fixed ResolutionX=1920
|
||||
Fixed ResolutionY=1080
|
||||
Depth Cutoff=999998.0
|
||||
Near Z=0.05
|
||||
Far Z=3098.0
|
||||
Distortion Chromatic Aberration=9.5
|
||||
Enable Hot Air Refraction=false
|
||||
Heat Texture Size=6.4
|
||||
Heat Speed=0.45
|
||||
Heat Fade Contrast=235.0
|
||||
Heat Fade Intensity=1.1
|
||||
Heat Fade Offset=-0.59
|
||||
Heat Intensity=0.6
|
||||
Heat Contrast=0.95
|
||||
Heat Factor Dawn=0.32
|
||||
Heat Factor Sunrise=0.83
|
||||
Heat Factor Day=1.06
|
||||
Heat Factor Sunset=0.85
|
||||
Heat Factor Dusk=0.38
|
||||
Heat Factor Night=0.0
|
||||
Heat Factor Interior=0.0
|
||||
Focus Mode=1
|
||||
Display Focus Points=false
|
||||
Enable Manual Focus=false
|
||||
Manual Focus Depth=1.0
|
||||
Focus Point Center=0.5, 0.48, 0
|
||||
Focus Triangle Angle=0.5
|
||||
Focus Triangle Radius Night=9.0
|
||||
Focus Triangle Radius Day=12.0
|
||||
Focus Triangle Radius Interior=10.5
|
||||
Focus Triangle Blending Night=0.75
|
||||
Focus Triangle Blending Day=0.9
|
||||
Focus Triangle Blending Interior=0.8
|
||||
Focus Maximum Depth Night=990.0
|
||||
Focus Maximum Depth Day=994.0
|
||||
Focus Maximum Depth Interior=988.0
|
||||
Focus Circle Discard Center Depth=0.01
|
||||
DOF Intensity Night=471.689972
|
||||
DOF Intensity Day=421.940002
|
||||
DOF Intensity Interior=438.609985
|
||||
DOF Contrast Night=4.15
|
||||
DOF Contrast Day=4.46
|
||||
DOF Contrast Interior=4.32
|
||||
DOF Shift Night=0.0
|
||||
DOF Shift Day=0.0
|
||||
DOF Shift Interior=0.0
|
||||
DOF Fixed Focus Intensity Night=188.770004
|
||||
DOF Fixed Focus Intensity Day=211.830002
|
||||
DOF Fixed Focus Intensity Interior=177.649994
|
||||
DOF Fixed Focus Contrast Night=2.21
|
||||
DOF Fixed Focus Contrast Day=2.63
|
||||
DOF Fixed Focus Contrast Interior=2.35
|
||||
DOF Fixed Focus Shift Night=0.0
|
||||
DOF Fixed Focus Shift Day=0.0
|
||||
DOF Fixed Focus Shift Interior=0.0
|
||||
DOF Fixed Focus Blend Night=1.0
|
||||
DOF Fixed Focus Blend Day=1.0
|
||||
DOF Fixed Focus Blend Interior=1.0
|
||||
DOF Fixed Focus Depth=0.01
|
||||
DOF Fixed Focus Cap=0.01
|
||||
DOF Fixed Unfocus Intensity Night=1.15
|
||||
DOF Fixed Unfocus Intensity Day=1.09
|
||||
DOF Fixed Unfocus Intensity Interior=1.24
|
||||
DOF Fixed Unfocus Contrast Night=96.980003
|
||||
DOF Fixed Unfocus Contrast Day=134.399994
|
||||
DOF Fixed Unfocus Contrast Interior=65.19001
|
||||
DOF Fixed Unfocus Shift Night=-0.92
|
||||
DOF Fixed Unfocus Shift Day=-1.1
|
||||
DOF Fixed Unfocus Shift Interior=-0.78
|
||||
DOF Fixed Unfocus Blend Night=1.0
|
||||
DOF Fixed Unfocus Blend Day=1.0
|
||||
DOF Fixed Unfocus Blend Interior=1.0
|
||||
DOF Fixed Unfocus Depth=0.0
|
||||
DOF Fixed Use Cutoff=true
|
||||
Disable DOF=false
|
||||
Use Only Fixed DOF=false
|
||||
DOF Gather Blur Radius=8.0
|
||||
Enable DOF Post-Blur=true
|
||||
DOF Post-Blur Radius=1.0
|
||||
DOF Blur Chromatic Aberration=1.35
|
||||
Enable DOF Highlights=true
|
||||
DOF Highlight Threshold=0.47
|
||||
DOF Highlight Gain=2.16
|
||||
DOF Bokeh Blur Radius=1.74
|
||||
DOF Bokeh Edge Bias=0.62
|
||||
DOF Bokeh Fuzz=0.1
|
||||
Focus Plane Horizontal Tilt Center=0.5
|
||||
Focus Plane Vertical Tilt Center=0.5
|
||||
Focus Plane Horizontal Tilt=0.0
|
||||
Focus Plane Vertical Tilt=0.0
|
||||
DOF Minimum Blur=0.01
|
||||
Debug Depth=false
|
||||
Debug Focus=false
|
||||
Enable Edgevision=false
|
||||
Edgevision Fade Contrast Night=2.0
|
||||
Edgevision Fade Contrast Day=2.0
|
||||
Edgevision Fade Contrast Interior=2.0
|
||||
Edgevision Fade Intensity Night=700.0
|
||||
Edgevision Fade Intensity Day=800.0
|
||||
Edgevision Fade Intensity Interior=600.0
|
||||
Edgevision Contrast=0.25
|
||||
Edgevision Intensity=1.0
|
||||
Edgevision Radius=1.0
|
||||
Invert Edgevision=false
|
||||
Blend Edgevision=false
|
||||
Enable Edge Detect=false
|
||||
Edge Detect Contrast=1.0
|
||||
Edge Detect Intensity=1.0
|
||||
Edge Detect Radius=1.0
|
||||
Invert Edge Detect=false
|
||||
Blend Edge Detect=false
|
||||
Enable Linevision=false
|
||||
Linevision Fade Contrast Night=2.0
|
||||
Linevision Fade Contrast Day=2.0
|
||||
Linevision Fade Contrast Interior=2.0
|
||||
Linevision Fade Intensity Night=500.0
|
||||
Linevision Fade Intensity Day=500.0
|
||||
Linevision Fade Intensity Interior=500.0
|
||||
Linevision Contrast=1.0
|
||||
Linevision Intensity=2.0
|
||||
Linevision Radius=1.0
|
||||
Linevision Threshold=0.05
|
||||
Invert Linevision=false
|
||||
Blend Linevision=false
|
||||
Enable Custom Fog=false
|
||||
Fog Contrast=1.0
|
||||
Fog Intensity=1.0
|
||||
Fog Shift=0.0
|
||||
Fog ColorX=1.0
|
||||
Fog ColorY=1.0
|
||||
Fog ColorZ=1.0
|
||||
Limbo Mode=false
|
||||
Depth Grading Center Depth=0.0
|
||||
Depth Grading Contrast Night=284.570007
|
||||
Depth Grading Contrast Day=296.130005
|
||||
Depth Grading Contrast Interior=290.209991
|
||||
Depth Grading Intensity Night=1.07
|
||||
Depth Grading Intensity Day=1.17
|
||||
Depth Grading Intensity Interior=1.19
|
||||
Depth Grading Shift Night=-0.65
|
||||
Depth Grading Shift Day=-0.63
|
||||
Depth Grading Shift Interior=-0.59
|
||||
Depth Grading Blend Night=0.3
|
||||
Depth Grading Blend Day=0.4
|
||||
Depth Grading Blend Interior=0.5
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.05, 0.96, 0.89
|
||||
Grading Intensity Day=0.98, 1, 1.02
|
||||
Grading Intensity Interior=0.98, 0.99, 1.02
|
||||
Grading Contrast Night=1.03, 0.98, 0.96
|
||||
Grading Contrast Day=1, 0.96, 0.93
|
||||
Grading Contrast Interior=1, 0.97, 0.94
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.67, -0.36, -0.45
|
||||
Grading Color Day=-0.73, -0.36, -0.3
|
||||
Grading Color Interior=-0.153, -0.359, -0.629
|
||||
Grading Color Factor Night=-0.11
|
||||
Grading Color Factor Day=-0.13
|
||||
Grading Color Factor Interior=-0.11
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.07
|
||||
Grading Saturation Intensity Day=1.04
|
||||
Grading Saturation Intensity Interior=1.14
|
||||
Grading Saturation Contrast Night=1.08
|
||||
Grading Saturation Contrast Day=1.09
|
||||
Grading Saturation Contrast Interior=1.07
|
||||
Grading Value Intensity Night=0.8
|
||||
Grading Value Intensity Day=0.73
|
||||
Grading Value Intensity Interior=0.72
|
||||
Grading Value Contrast Night=0.9
|
||||
Grading Value Contrast Day=0.92
|
||||
Grading Value Contrast Interior=0.95
|
||||
Colorize After HSV=true
|
||||
1233
enbseries/enbeffect.fx
Normal file
112
enbseries/enbeffect.fx.ini
Normal file
|
|
@ -0,0 +1,112 @@
|
|||
[ENBEFFECT.FX]
|
||||
TECHNIQUE=1
|
||||
Fixed ResolutionX=1920
|
||||
Fixed ResolutionY=1080
|
||||
Distortion Chromatic Aberration=1.29
|
||||
Enable Screen Frost=true
|
||||
Frost Contrast=0.24
|
||||
Frost Strength=0.37
|
||||
Frost Radial Contrast=0.9
|
||||
Frost Radial Intensity=0.86
|
||||
Frost Radial Offset=-0.88
|
||||
Frost Texture Blend=2.15
|
||||
Frost Texture Blend Contrast=1.45
|
||||
Frost Texture Size=1.0
|
||||
Frost Factor Dawn=1.02
|
||||
Frost Factor Sunrise=0.79
|
||||
Frost Factor Day=0.61
|
||||
Frost Factor Sunset=0.78
|
||||
Frost Factor Dusk=1.02
|
||||
Frost Factor Night=1.32
|
||||
Frost Factor Interior=0.22
|
||||
Enable Grain=true
|
||||
Grain Speed=25.0
|
||||
Grain Intensity=0.65
|
||||
Grain Saturation=-0.35
|
||||
Grain Two-Pass=true
|
||||
Grain Blending Mode=3
|
||||
Grain Dark Mask Contrast=22.139999
|
||||
Grain Two-Pass Factor=0.04
|
||||
Grain Magnification=13.3, 19.6, 17.4
|
||||
Grain Pass 1 Magnification=2.05, 3.11, 2.22
|
||||
Grain Pass 2 Magnification=4.25, 9.42, 6.29
|
||||
Grain Contrast=8.45
|
||||
Apply Grain Before Tone Mapping=true
|
||||
Enable Dirt=false
|
||||
Dirt Coord Factor=0.03
|
||||
Dirt Luminance Factor=0.0
|
||||
Dirt Coord Zoom=1.63
|
||||
Dirt Luminance Zoom=1.0
|
||||
Enable Adaptation=true
|
||||
Tonemapping Method=3
|
||||
Tonemap Exposure Night=1.07
|
||||
Tonemap Exposure Day=1.140001
|
||||
Tonemap Exposure Interior=1.209999
|
||||
Tonemap Blend Night=1.0
|
||||
Tonemap Blend Day=1.0
|
||||
Tonemap Blend Interior=1.0
|
||||
Uncharted2 Shoulder Strength Night=0.15
|
||||
Uncharted2 Shoulder Strength Day=0.2
|
||||
Uncharted2 Shoulder Strength Interior=0.16
|
||||
Uncharted2 Linear Strength Night=1.54
|
||||
Uncharted2 Linear Strength Day=1.59
|
||||
Uncharted2 Linear Strength Interior=1.55
|
||||
Uncharted2 Linear Angle Night=0.74
|
||||
Uncharted2 Linear Angle Day=0.77
|
||||
Uncharted2 Linear Angle Interior=0.67
|
||||
Uncharted2 Toe Strength Night=1.44
|
||||
Uncharted2 Toe Strength Day=1.25
|
||||
Uncharted2 Toe Strength Interior=1.19
|
||||
Uncharted2 Toe Numerator Night=4.21
|
||||
Uncharted2 Toe Numerator Day=4.28
|
||||
Uncharted2 Toe Numerator Interior=4.23
|
||||
Uncharted2 Toe Denominator Night=1.31
|
||||
Uncharted2 Toe Denominator Day=1.5
|
||||
Uncharted2 Toe Denominator Interior=1.42
|
||||
Uncharted2 Linear White Night=18.450001
|
||||
Uncharted2 Linear White Day=14.14
|
||||
Uncharted2 Linear White Interior=12.13
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.03, 0.98, 0.88
|
||||
Grading Intensity Day=1.04, 1, 0.94
|
||||
Grading Intensity Interior=0.98, 0.95, 0.94
|
||||
Grading Contrast Night=1.03, 0.99, 0.92
|
||||
Grading Contrast Day=1, 0.98, 0.93
|
||||
Grading Contrast Interior=0.99, 1, 0.98
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.82, -0.39, -0.65
|
||||
Grading Color Day=-0.43, -0.12, -0.7
|
||||
Grading Color Interior=-0.61, -0.1, -0.43
|
||||
Grading Color Factor Night=-0.05
|
||||
Grading Color Factor Day=-0.1
|
||||
Grading Color Factor Interior=-0.07
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.09
|
||||
Grading Saturation Intensity Day=1.14
|
||||
Grading Saturation Intensity Interior=1.09
|
||||
Grading Saturation Contrast Night=1.11
|
||||
Grading Saturation Contrast Day=1.07
|
||||
Grading Saturation Contrast Interior=1.17
|
||||
Grading Value Intensity Night=0.85
|
||||
Grading Value Intensity Day=0.87
|
||||
Grading Value Intensity Interior=0.87
|
||||
Grading Value Contrast Night=1.02
|
||||
Grading Value Contrast Day=1.07
|
||||
Grading Value Contrast Interior=1.08
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.58
|
||||
LUT Blend Day=0.7
|
||||
LUT Blend Interior=0.64
|
||||
Enable Technicolor=true
|
||||
Technicolor Blend=0.5
|
||||
Enable Vanilla Imagespace=true
|
||||
Vanilla Tint Contrast=0.85
|
||||
Vanilla Tint Strength=1.23
|
||||
Vanilla Tint Blend=0.95
|
||||
Vanilla Vibrance Contrast=0.82
|
||||
Vanilla Vibrance Strength=1.0
|
||||
Vanilla Vibrance Blend=0.98
|
||||
Vanilla Contrast Blend=0.84
|
||||
Display Bloom=false
|
||||
Display Adaptation=false
|
||||
918
enbseries/enbeffectpostpass.fx
Normal file
|
|
@ -0,0 +1,918 @@
|
|||
/*
|
||||
enbeffectpostpass.fx : MariENB3 extra shader.
|
||||
(C)2016-2019 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
#ifdef WITH_SMAA
|
||||
/* new SMAA filter */
|
||||
string str_smaa = "SMAA";
|
||||
bool smaaenable
|
||||
<
|
||||
string UIName = "Enable SMAA";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
int smaadebug
|
||||
<
|
||||
string UIName = "SMAA Debugging";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 2;
|
||||
> = {0};
|
||||
#endif
|
||||
/* Depth-cutting chroma key */
|
||||
string str_mask = "Depth Chroma Key";
|
||||
bool maskenable
|
||||
<
|
||||
string UIName = "Enable Chroma Key";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float3 mask
|
||||
<
|
||||
string UIName = "Chroma Key Red";
|
||||
string UIWidget = "Color";
|
||||
> = {0.0,1.0,0.0};
|
||||
float maskd
|
||||
<
|
||||
string UIName = "Chroma Key Depth";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
/* tilting */
|
||||
float masktiltxcenter
|
||||
<
|
||||
string UIName = "Chroma Key Depth Horizontal Tilt Center";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
float masktiltycenter
|
||||
<
|
||||
string UIName = "Chroma Key Depth Vertical Tilt Center";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
float masktiltx
|
||||
<
|
||||
string UIName = "Chroma Key Depth Horizontal Tilt";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float masktilty
|
||||
<
|
||||
string UIName = "Chroma Key Depth Vertical Tilt";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
/* luma sharpen because of reasons */
|
||||
string str_lsharp = "Luma Sharpen";
|
||||
bool lsharpenable
|
||||
<
|
||||
string UIName = "Luma Sharpen Enable";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float lsharpradius
|
||||
<
|
||||
string UIName = "Luma Sharpen Radius";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.8};
|
||||
float lsharpclamp
|
||||
<
|
||||
string UIName = "Luma Sharpen Clamp";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.02};
|
||||
float lsharpblend
|
||||
<
|
||||
string UIName = "Luma Sharpen Blending";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.2};
|
||||
/* very cinematic black bars */
|
||||
string str_box = "Black Bars";
|
||||
bool boxenable
|
||||
<
|
||||
string UIName = "Enable Black Bars";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float boxh
|
||||
<
|
||||
string UIName = "Box Horizontal Ratio";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 1.0;
|
||||
> = {2.39};
|
||||
float boxv
|
||||
<
|
||||
string UIName = "Box Vertical Ratio";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 1.0;
|
||||
> = {1.0};
|
||||
/* vignette */
|
||||
string str_vignette = "Vignette with border blur";
|
||||
bool vigenable
|
||||
<
|
||||
string UIName = "Enable Vignette";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
bool bblurenable
|
||||
<
|
||||
string UIName = "Enable Border Blur";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* 0 = circle, 1 = box, 2 = texture */
|
||||
int vigshape
|
||||
<
|
||||
string UIName = "Vignette Shape";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 2;
|
||||
> = {0};
|
||||
/* 0 = overwrite, 1 = add, 2 = multiply */
|
||||
int vigmode
|
||||
<
|
||||
string UIName = "Vignette Blending Mode";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 2;
|
||||
> = {0};
|
||||
float vigpow
|
||||
<
|
||||
string UIName = "Vignette Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float vigmul
|
||||
<
|
||||
string UIName = "Vignette Intensity";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float vigbump
|
||||
<
|
||||
string UIName = "Vignette Shift";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float3 vigcolor
|
||||
<
|
||||
string UIName = "Vignette Color";
|
||||
string UIWidget = "Vector";
|
||||
> = {0.0,0.0,0.0};
|
||||
float bblurpow
|
||||
<
|
||||
string UIName = "Border Blur Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bblurmul
|
||||
<
|
||||
string UIName = "Border Blur Intensity";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float bblurbump
|
||||
<
|
||||
string UIName = "Border Blur Shift";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float bblurradius
|
||||
<
|
||||
string UIName = "Border Blur Radius";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
/* colour matrix */
|
||||
string str_cmat = "Color Matrix";
|
||||
bool cmatenable
|
||||
<
|
||||
string UIName = "Enable Color Matrix";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float cmat_rr
|
||||
<
|
||||
string UIName = "Color Matrix Red Red";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float cmat_rg
|
||||
<
|
||||
string UIName = "Color Matrix Red Green";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float cmat_rb
|
||||
<
|
||||
string UIName = "Color Matrix Red Blue";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float cmat_gr
|
||||
<
|
||||
string UIName = "Color Matrix Green Red";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float cmat_gg
|
||||
<
|
||||
string UIName = "Color Matrix Green Green";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
float cmat_gb
|
||||
<
|
||||
string UIName = "Color Matrix Green Blue";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float cmat_br
|
||||
<
|
||||
string UIName = "Color Matrix Blue Red";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float cmat_bg
|
||||
<
|
||||
string UIName = "Color Matrix Blue Green";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float cmat_bb
|
||||
<
|
||||
string UIName = "Color Matrix Blue Blue";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
bool cmatnormalize
|
||||
<
|
||||
string UIName = "Normalize Matrix";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* hue-saturation */
|
||||
string str_hs = "Hue-Saturation";
|
||||
bool hsenable
|
||||
<
|
||||
string UIName = "Enable Hue-Saturation";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float hsover
|
||||
<
|
||||
string UIName = "Overlap";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 0.5;
|
||||
> = {0.0};
|
||||
float hshue_a
|
||||
<
|
||||
string UIName = "Global Hue";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hssat_a
|
||||
<
|
||||
string UIName = "Global Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hsval_a
|
||||
<
|
||||
string UIName = "Global Value";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hshue_r
|
||||
<
|
||||
string UIName = "Red Hue";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hssat_r
|
||||
<
|
||||
string UIName = "Red Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hsval_r
|
||||
<
|
||||
string UIName = "Red Value";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hshue_y
|
||||
<
|
||||
string UIName = "Yellow Hue";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hssat_y
|
||||
<
|
||||
string UIName = "Yellow Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hsval_y
|
||||
<
|
||||
string UIName = "Yellow Value";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hshue_g
|
||||
<
|
||||
string UIName = "Green Hue";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hssat_g
|
||||
<
|
||||
string UIName = "Green Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hsval_g
|
||||
<
|
||||
string UIName = "Green Value";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hshue_c
|
||||
<
|
||||
string UIName = "Cyan Hue";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hssat_c
|
||||
<
|
||||
string UIName = "Cyan Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hsval_c
|
||||
<
|
||||
string UIName = "Cyan Value";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hshue_b
|
||||
<
|
||||
string UIName = "Blue Hue";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hssat_b
|
||||
<
|
||||
string UIName = "Blue Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hsval_b
|
||||
<
|
||||
string UIName = "Blue Value";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hshue_m
|
||||
<
|
||||
string UIName = "Magenta Hue";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hssat_m
|
||||
<
|
||||
string UIName = "Magenta Saturation";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float hsval_m
|
||||
<
|
||||
string UIName = "Magenta Value";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
/* colour balance */
|
||||
|
||||
/* gaussian blur matrices */
|
||||
/* radius: 4, std dev: 1.5 */
|
||||
static const float gauss4[4] =
|
||||
{
|
||||
0.270682, 0.216745, 0.111281, 0.036633
|
||||
};
|
||||
|
||||
float4 ScreenSize;
|
||||
Texture2D TextureOriginal;
|
||||
Texture2D TextureColor;
|
||||
Texture2D TextureDepth;
|
||||
Texture2D TextureVignette
|
||||
<
|
||||
#ifdef VIGNETTE_DDS
|
||||
string ResourceName = "menbvignette.dds";
|
||||
#else
|
||||
string ResourceName = "menbvignette.png";
|
||||
#endif
|
||||
>;
|
||||
|
||||
SamplerState Sampler
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState SamplerB
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Border;
|
||||
AddressV = Border;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
||||
OUT.txcoord.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/* helpers */
|
||||
/* photometric */
|
||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
||||
/* CCIR601 */
|
||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
||||
float3 rgb2hsv( float3 c )
|
||||
{
|
||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
|
||||
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
float3 hsv2rgb( float3 c )
|
||||
{
|
||||
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
|
||||
float4 PS_ChromaKey( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Sampler,coord);
|
||||
if ( !maskenable ) return res;
|
||||
float msd = maskd;
|
||||
msd = maskd+0.01*masktiltx*(masktiltxcenter-coord.x)
|
||||
+0.01*masktilty*(masktiltycenter-coord.y);
|
||||
if ( TextureDepth.Sample(Sampler,coord).x > msd )
|
||||
return float4(mask.r,mask.g,mask.b,1.0);
|
||||
return res;
|
||||
}
|
||||
|
||||
/* That "luma sharpen" thingy, added just because someone might want it */
|
||||
float4 PS_LumaSharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Sampler,coord);
|
||||
if ( !lsharpenable ) return res;
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*lsharpradius;
|
||||
float4 crawling = TextureColor.Sample(Sampler,coord+float2(0,-1)*bof);
|
||||
crawling += TextureColor.Sample(Sampler,coord+float2(-1,0)*bof);
|
||||
crawling += TextureColor.Sample(Sampler,coord+float2(1,0)*bof);
|
||||
crawling += TextureColor.Sample(Sampler,coord+float2(0,1)*bof);
|
||||
crawling *= 0.25;
|
||||
float4 inmyskin = res-crawling;
|
||||
float thesewounds = luminance(inmyskin.rgb);
|
||||
thesewounds = clamp(thesewounds,-lsharpclamp*0.01,lsharpclamp*0.01);
|
||||
float4 theywillnotheal = res+thesewounds*lsharpblend;
|
||||
return theywillnotheal;
|
||||
}
|
||||
|
||||
/* vignette filtering */
|
||||
float4 PS_Vignette( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Sampler,coord);
|
||||
float4 vigdata = float4(0,0,0,0);
|
||||
if ( vigshape == 0 )
|
||||
{
|
||||
/* circular vignette */
|
||||
float2 uv = ((coord-0.5)*float2(1.0,ScreenSize.w))*2.0;
|
||||
vigdata.a = dot(uv,uv);
|
||||
vigdata.a = clamp(pow(vigdata.a,vigpow)*vigmul+vigbump,
|
||||
0.0,1.0);
|
||||
vigdata.rgb = vigcolor;
|
||||
}
|
||||
else if ( vigshape == 1 )
|
||||
{
|
||||
/* box vignette */
|
||||
float2 uv = coord.xy*(1.0-coord.yx)*4.0;
|
||||
vigdata.a = 1.0-(uv.x*uv.y);
|
||||
vigdata.a = clamp(pow(max(vigdata.a,0.0),vigpow)*vigmul+vigbump,
|
||||
0.0,1.0);
|
||||
vigdata.rgb = vigcolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
/* textured vignette (rgb = color, alpha = blend) */
|
||||
vigdata = TextureVignette.Sample(Sampler,coord);
|
||||
}
|
||||
/* apply blur */
|
||||
if ( bblurenable )
|
||||
{
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float bfact = clamp(pow(max(vigdata.a,0.0),bblurpow)*bblurmul
|
||||
+bblurbump,0.0,1.0);
|
||||
float2 bof = (1.0/bresl)*bblurradius*bfact;
|
||||
res.rgb *= 0;
|
||||
int i,j;
|
||||
[unroll] for ( i=-3; i<4; i++ ) [unroll] for ( j=-3; j<4; j++ )
|
||||
res.rgb += gauss4[abs(i)]*gauss4[abs(j)]
|
||||
*TextureColor.Sample(Sampler,coord
|
||||
+float2(i,j)*bof).rgb;
|
||||
}
|
||||
/* apply color */
|
||||
if ( vigenable )
|
||||
{
|
||||
float3 outcol;
|
||||
if ( vigmode == 0 )
|
||||
outcol = vigdata.rgb;
|
||||
else if ( vigmode == 1 )
|
||||
outcol = res.rgb+vigdata.rgb;
|
||||
else if ( vigmode == 2 )
|
||||
outcol = res.rgb*vigdata.rgb;
|
||||
res.rgb = lerp(res.rgb,outcol,vigdata.a);
|
||||
}
|
||||
return clamp(res,0.0,1.0);
|
||||
}
|
||||
|
||||
/* Colour matrix */
|
||||
float3 ColorMatrix( float3 res )
|
||||
{
|
||||
float3x3 cmat = float3x3(cmat_rr,cmat_rg,cmat_rb,
|
||||
cmat_gr,cmat_gg,cmat_gb,
|
||||
cmat_br,cmat_bg,cmat_bb);
|
||||
res = mul(res,cmat);
|
||||
if ( cmatnormalize )
|
||||
{
|
||||
float cmscale = (cmat._11+cmat._12+cmat._13+cmat._21
|
||||
+cmat._22+cmat._23+cmat._31+cmat._32+cmat._33)/3.0;
|
||||
res /= cmscale;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
/* Hue-Saturation filter from GIMP */
|
||||
float hs_hue_overlap( float hue_p, float hue_s, float res )
|
||||
{
|
||||
float v = hue_p+hue_s;
|
||||
res += (hshue_a+v)/2.0;
|
||||
return res%1.0;
|
||||
}
|
||||
float hs_hue( float hue, float res )
|
||||
{
|
||||
res += (hshue_a+hue)/2.0;
|
||||
return res%1.0;
|
||||
}
|
||||
float hs_sat( float sat, float res )
|
||||
{
|
||||
float v = hssat_a+sat;
|
||||
res *= v+1.0;
|
||||
return clamp(res,0.0,1.0);
|
||||
}
|
||||
float hs_val( float val, float res )
|
||||
{
|
||||
float v = (hsval_a+val)/2.0;
|
||||
if ( v < 0.0 ) return res*(v+1.0);
|
||||
return res+(v*(1.0-res));
|
||||
}
|
||||
float3 HueSaturation( float3 res )
|
||||
{
|
||||
float3 hsv = rgb2hsv(res);
|
||||
float ch = hsv.x*6.0;
|
||||
int ph = 0, sh = 0;
|
||||
float pv = 0.0, sv = 0.0;
|
||||
bool usesh = false;
|
||||
float hues[6] = {hshue_r,hshue_y,hshue_g,hshue_c,hshue_b,hshue_m};
|
||||
float sats[6] = {hssat_r,hssat_y,hssat_g,hssat_c,hssat_b,hssat_m};
|
||||
float vals[6] = {hsval_r,hsval_y,hsval_g,hsval_c,hsval_b,hsval_m};
|
||||
float v;
|
||||
[loop] for ( float h=0.0; h<7.0; h+=1.0 )
|
||||
{
|
||||
float ht = h+0.5;
|
||||
if ( ch < ht+hsover )
|
||||
{
|
||||
ph = floor(h);
|
||||
if ( (hsover > 0.0) && (ch > ht-hsover) )
|
||||
{
|
||||
usesh = true;
|
||||
sh = ph+1;
|
||||
sv = (ch-ht+hsover)/(2.0*hsover);
|
||||
pv = 1.0-sv;
|
||||
}
|
||||
else usesh = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ( ph >= 6 )
|
||||
{
|
||||
ph = 0;
|
||||
usesh = false;
|
||||
}
|
||||
if ( sh >= 6 ) sh = 0;
|
||||
if ( usesh )
|
||||
{
|
||||
hsv.x = hs_hue_overlap(hues[ph]*pv,hues[sh]*sv,hsv.x);
|
||||
hsv.y = hs_sat(sats[ph],hsv.y)*pv+hs_sat(sats[sh],hsv.y)*sv;
|
||||
hsv.z = hs_val(vals[ph],hsv.z)*pv+hs_val(vals[sh],hsv.z)*sv;
|
||||
}
|
||||
else
|
||||
{
|
||||
hsv.x = hs_hue(hues[ph],hsv.x);
|
||||
hsv.y = hs_sat(sats[ph],hsv.y);
|
||||
hsv.z = hs_val(vals[ph],hsv.z);
|
||||
}
|
||||
return hsv2rgb(hsv);
|
||||
}
|
||||
|
||||
/* Colour Balance filter from GIMP */
|
||||
|
||||
/* Additional filters that don't fit in enbeffect */
|
||||
float4 PS_Append( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Sampler,coord);
|
||||
if ( cmatenable ) res.rgb = ColorMatrix(res.rgb);
|
||||
if ( hsenable ) res.rgb = HueSaturation(res.rgb);
|
||||
res.rgb = max(res.rgb,0.0);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* ultimate super-cinematic immersive black bars */
|
||||
float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = TextureColor.Sample(Sampler,coord);
|
||||
if ( !boxenable ) return res;
|
||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float sar = bresl.x/bresl.y;
|
||||
float tar = boxh/boxv;
|
||||
float2 box = (sar<tar)?float2(0.0,(bresl.y-(bresl.x/tar))*0.5)
|
||||
:float2((bresl.x-(bresl.y*tar))*0.5,0.0);
|
||||
box /= bresl;
|
||||
/* this is some kind of advanced black magic I can't understand */
|
||||
float2 test = saturate((coord*coord-coord)-(box*box-box));
|
||||
if ( -test.x != test.y ) res *= 0.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
#ifdef WITH_SMAA
|
||||
/* begin SMAA integration code */
|
||||
|
||||
Texture2D RenderTargetRGBA32; // for edges
|
||||
Texture2D RenderTargetRGBA64; // for blend
|
||||
Texture2D TextureArea
|
||||
<
|
||||
string ResourceName = "SMAA/AreaTex.dds";
|
||||
>;
|
||||
Texture2D TextureSearch
|
||||
<
|
||||
string ResourceName = "SMAA/SearchTex.dds";
|
||||
>;
|
||||
|
||||
#define SMAA_RT_METRICS float4(1.0/ScreenSize.x,1.0/(ScreenSize.x*ScreenSize.w),ScreenSize.x,ScreenSize.x*ScreenSize.w)
|
||||
#define SMAA_HLSL_4_1
|
||||
|
||||
#include "SMAA/SMAA.fxh"
|
||||
|
||||
DepthStencilState DisableDepthReplaceStencil
|
||||
{
|
||||
DepthEnable = FALSE;
|
||||
StencilEnable = TRUE;
|
||||
FrontFaceStencilPass = REPLACE;
|
||||
};
|
||||
DepthStencilState DisableDepthUseStencil
|
||||
{
|
||||
DepthEnable = FALSE;
|
||||
StencilEnable = TRUE;
|
||||
FrontFaceStencilFunc = EQUAL;
|
||||
};
|
||||
BlendState NoBlending
|
||||
{
|
||||
AlphaToCoverageEnable = FALSE;
|
||||
BlendEnable[0] = FALSE;
|
||||
};
|
||||
|
||||
VS_OUTPUT_POST SMAAEdgeDetectionWrapVS( VS_INPUT_POST IN,
|
||||
out float4 offset[3] : TEXCOORD1 )
|
||||
{
|
||||
VS_OUTPUT_POST OUT = VS_PostProcess(IN);
|
||||
if ( smaaenable ) SMAAEdgeDetectionVS(IN.txcoord.xy,offset);
|
||||
return OUT;
|
||||
}
|
||||
VS_OUTPUT_POST SMAABlendingWeightCalculationWrapVS( VS_INPUT_POST IN,
|
||||
out float2 pixcoord : TEXCOORD1, out float4 offset[3] : TEXCOORD2 )
|
||||
{
|
||||
VS_OUTPUT_POST OUT = VS_PostProcess(IN);
|
||||
if ( smaaenable )
|
||||
SMAABlendingWeightCalculationVS(IN.txcoord.xy,pixcoord,offset);
|
||||
return OUT;
|
||||
}
|
||||
VS_OUTPUT_POST SMAANeighborhoodBlendingWrapVS( VS_INPUT_POST IN,
|
||||
out float4 offset : TEXCOORD1 )
|
||||
{
|
||||
VS_OUTPUT_POST OUT = VS_PostProcess(IN);
|
||||
if ( smaaenable ) SMAANeighborhoodBlendingVS(IN.txcoord.xy,offset);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 SMAAEdgeDetectionWrapPS( VS_OUTPUT_POST IN,
|
||||
float4 offset[3] : TEXCOORD1 ) : SV_Target
|
||||
{
|
||||
if ( !smaaenable ) return float4(0.0,0.0,0.0,1.0);
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float2 edges;
|
||||
//edges = SMAADepthEdgeDetectionPS(coord,offset,TextureDepth);
|
||||
//edges = SMAALumaEdgeDetectionPS(coord,offset,TextureColor);
|
||||
edges = SMAAColorEdgeDetectionPS(coord,offset,TextureColor);
|
||||
return float4(edges,0.0,1.0);
|
||||
}
|
||||
float4 SMAABlendingWeightCalculationWrapPS( VS_OUTPUT_POST IN,
|
||||
float2 pixcoord : TEXCOORD1, float4 offset[3] : TEXCOORD2 ) : SV_Target
|
||||
{
|
||||
if ( !smaaenable ) return float4(0.0,0.0,0.0,1.0);
|
||||
return SMAABlendingWeightCalculationPS(IN.txcoord.xy,pixcoord,offset,
|
||||
RenderTargetRGBA32,TextureArea,TextureSearch,0.0);
|
||||
}
|
||||
float4 SMAANeighborhoodBlendingWrapPS( VS_OUTPUT_POST IN,
|
||||
float4 offset : TEXCOORD1 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
float4 res;
|
||||
if ( !smaaenable ) res = TextureColor.Sample(Sampler,coord);
|
||||
else res = SMAANeighborhoodBlendingPS(coord,offset,TextureColor,
|
||||
RenderTargetRGBA64);
|
||||
float3 RGB = res.rgb*(res.rgb*(res.rgb*0.305306011+0.682171111)
|
||||
+0.012522878);
|
||||
res.rgb = RGB;
|
||||
res.a = 1.0;
|
||||
if ( smaadebug == 1 ) return RenderTargetRGBA32.Sample(Sampler,coord);
|
||||
if ( smaadebug == 2 ) return RenderTargetRGBA64.Sample(Sampler,coord);
|
||||
return res;
|
||||
}
|
||||
float4 PS_ToSRGB( VS_OUTPUT_POST IN ) : SV_Target
|
||||
{
|
||||
float4 res = TextureColor.Sample(Sampler,IN.txcoord.xy);
|
||||
float3 S1 = sqrt(res.rgb);
|
||||
float3 S2 = sqrt(S1);
|
||||
float3 S3 = sqrt(S2);
|
||||
float3 sRGB = 0.662002687*S1+0.684122060*S2-0.323583601*S3
|
||||
-0.0225411470*res.rgb;
|
||||
res.rgb = sRGB;
|
||||
return res;
|
||||
}
|
||||
|
||||
/* end SMAA integration code */
|
||||
|
||||
technique11 ExtraFilters <string UIName="MariENB";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Append()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters1 <string RenderTarget="RenderTargetRGBA32";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,SMAAEdgeDetectionWrapVS()));
|
||||
SetPixelShader(CompileShader(ps_5_0,SMAAEdgeDetectionWrapPS()));
|
||||
SetDepthStencilState(DisableDepthReplaceStencil,1);
|
||||
SetBlendState(NoBlending,float4(0.0,0.0,0.0,0.0),0xFFFFFFFF);
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters2 <string RenderTarget="RenderTargetRGBA64";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,SMAABlendingWeightCalculationWrapVS()));
|
||||
SetPixelShader(CompileShader(ps_5_0,SMAABlendingWeightCalculationWrapPS()));
|
||||
SetDepthStencilState(DisableDepthUseStencil,1);
|
||||
SetBlendState(NoBlending, float4(0.0,0.0,0.0,0.0),0xFFFFFFFF);
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters3
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_ToSRGB()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters4
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,SMAANeighborhoodBlendingWrapVS()));
|
||||
SetPixelShader(CompileShader(ps_5_0,SMAANeighborhoodBlendingWrapPS()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters5
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters6
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters8
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
|
||||
}
|
||||
}
|
||||
#else
|
||||
technique11 ExtraFilters <string UIName="MariENB";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Append()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters1
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters2
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters3
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
|
||||
}
|
||||
}
|
||||
technique11 ExtraFilters4
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
64
enbseries/enbeffectpostpass.fx.ini
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
[ENBEFFECTPOSTPASS.FX]
|
||||
TECHNIQUE=1
|
||||
Enable Chroma Key=false
|
||||
Chroma Key Red=0, 1, 0
|
||||
Chroma Key Depth=0.99
|
||||
Chroma Key Depth Horizontal Tilt Center=0.5
|
||||
Chroma Key Depth Vertical Tilt Center=0.5
|
||||
Chroma Key Depth Horizontal Tilt=0.0
|
||||
Chroma Key Depth Vertical Tilt=0.0
|
||||
Luma Sharpen Enable=true
|
||||
Luma Sharpen Radius=0.8
|
||||
Luma Sharpen Clamp=0.1
|
||||
Luma Sharpen Blending=8.0
|
||||
Enable Black Bars=false
|
||||
Box Horizontal Ratio=2.39
|
||||
Box Vertical Ratio=1.0
|
||||
Enable Vignette=false
|
||||
Enable Border Blur=false
|
||||
Vignette Shape=0
|
||||
Vignette Blending Mode=0
|
||||
Vignette Contrast=1.0
|
||||
Vignette Intensity=1.0
|
||||
Vignette Shift=0.0
|
||||
Vignette Color=0, 0, 0
|
||||
Border Blur Contrast=1.0
|
||||
Border Blur Intensity=1.0
|
||||
Border Blur Shift=0.0
|
||||
Border Blur Radius=1.0
|
||||
Enable Color Matrix=false
|
||||
Color Matrix Red Red=1.0
|
||||
Color Matrix Red Green=0.0
|
||||
Color Matrix Red Blue=0.0
|
||||
Color Matrix Green Red=0.0
|
||||
Color Matrix Green Green=1.0
|
||||
Color Matrix Green Blue=0.0
|
||||
Color Matrix Blue Red=0.0
|
||||
Color Matrix Blue Green=0.0
|
||||
Color Matrix Blue Blue=1.0
|
||||
Normalize Matrix=false
|
||||
Enable Hue-Saturation=false
|
||||
Overlap=0.0
|
||||
Global Hue=0.0
|
||||
Global Saturation=0.0
|
||||
Global Value=0.0
|
||||
Red Hue=0.0
|
||||
Red Saturation=0.0
|
||||
Red Value=0.0
|
||||
Yellow Hue=0.0
|
||||
Yellow Saturation=0.0
|
||||
Yellow Value=0.0
|
||||
Green Hue=0.0
|
||||
Green Saturation=0.0
|
||||
Green Value=0.0
|
||||
Cyan Hue=0.0
|
||||
Cyan Saturation=0.0
|
||||
Cyan Value=0.0
|
||||
Blue Hue=0.0
|
||||
Blue Saturation=0.0
|
||||
Blue Value=0.0
|
||||
Magenta Hue=0.0
|
||||
Magenta Saturation=0.0
|
||||
Magenta Value=0.0
|
||||
Enable SMAA=true
|
||||
SMAA Debugging=0
|
||||
33
enbseries/enblens.fx
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
/* This shader intentionally left blank */
|
||||
struct VS_INPUT_POST
|
||||
{
|
||||
float3 pos : POSITION;
|
||||
float2 txcoord : TEXCOORD0;
|
||||
};
|
||||
struct VS_OUTPUT_POST
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 txcoord0 : TEXCOORD0;
|
||||
};
|
||||
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
|
||||
{
|
||||
VS_OUTPUT_POST OUT;
|
||||
float4 pos;
|
||||
pos.xyz = IN.pos.xyz;
|
||||
pos.w = 1.0;
|
||||
OUT.pos = pos;
|
||||
OUT.txcoord0.xy = IN.txcoord.xy;
|
||||
return OUT;
|
||||
}
|
||||
float4 PS_Nothing(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
|
||||
{
|
||||
return float4(0.0,0.0,0.0,1.0);
|
||||
}
|
||||
technique11 Nothing
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_Nothing()));
|
||||
}
|
||||
}
|
||||
2
enbseries/enblens.fx.ini
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[ENBLENS.FX]
|
||||
TECHNIQUE=0
|
||||
BIN
enbseries/menbfilmlut.png
Normal file
|
After Width: | Height: | Size: 176 B |
BIN
enbseries/menbfrost.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
83
enbseries/menbglobaldefs.fx
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
/*
|
||||
menbglobaldefs.fx : MariENB3 global shared code.
|
||||
(C)2016-2019 Marisa Kirisame, UnSX Team.
|
||||
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
|
||||
Released under the GNU GPLv3 (or later).
|
||||
*/
|
||||
/* are we running on skyrim special edition or on fallout 4? */
|
||||
//#define SKYRIMSE
|
||||
/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
|
||||
//#define HQBLOOM
|
||||
/* [New in 3.5.1] compiles in SMAA support */
|
||||
#define WITH_SMAA
|
||||
/* time of day and interior interpolation */
|
||||
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
|
||||
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
|
||||
#define tod_ind(a) lerp(lerp(a##_n,a##_d,ndfact),a##_i,EInteriorFactor)
|
||||
#define todx_ind(a) lerp(a##_dw*TimeOfDay1.x+a##_sr*TimeOfDay1.y+a##_dy\
|
||||
*TimeOfDay1.z+a##_ss*TimeOfDay1.w+a##_ds*TimeOfDay2.x+a##_nt\
|
||||
*TimeOfDay2.y,a##_i,EInteriorFactor)
|
||||
/* weather macros (not very useful yet) */
|
||||
#define weatherfactor(id) ((Weather.x==id)?(Weather.y==id)?(1.0):(Weather.z)\
|
||||
:(Weather.y==id)?(1.0-Weather.z):(0.0))
|
||||
/*
|
||||
Explanation of macro, because some of the people reading this likely don't
|
||||
know what a ternary conditional is:
|
||||
|
||||
(Weather.x==id) -> transitioning to wanted weather?
|
||||
?(Weather.y==id) -> coming from wanted weather?
|
||||
?(1.0) -> if so, always 1
|
||||
:(Weather.z) -> if not, return transition
|
||||
:(Weather.y==id) -> not transitioning but coming from wanted weather?
|
||||
?(1.0-Weather.z) -> return inverse transition
|
||||
:(0.0) -> otherwise return 0
|
||||
*/
|
||||
/* temperate no fog */
|
||||
#define WT_NEUTRAL 0.0
|
||||
#define WT_GENERAL 1.0
|
||||
#define WT_DARK 2.0
|
||||
/* cold no fog */
|
||||
#define WT_HARBOR 3.0
|
||||
#define WT_FROSTY 4.0
|
||||
/* warm no fog */
|
||||
#define WT_HEAT 5.0
|
||||
#define WT_SCORCHED 6.0
|
||||
/* temperate fog */
|
||||
#define WT_GENERALFOG 7.0
|
||||
#define WT_GENERALRAIN 8.0
|
||||
#define WT_DARKFOG 9.0
|
||||
#define WT_DARKRAIN 10.0
|
||||
/* cold fog */
|
||||
#define WT_HARBORFOG 11.0
|
||||
#define WT_FROSTYFOG 12.0
|
||||
#define WT_HARBORRAIN 13.0
|
||||
/* warm fog */
|
||||
#define WT_HEATFOG 14.0
|
||||
#define WT_SCORCHEDFOG 15.0
|
||||
/* temperature and fog interpolation macros */
|
||||
#define istemperate(x) (((x>=0.0)&&(x<=2.0))||((x>=7.0)&&(x<=10.0)))
|
||||
#define iscold(x) (((x>=3.0)&&(x<=4.0))||((x>=11.0)&&(x<=13.0)))
|
||||
#define iswarm(x) (((x>=5.0)&&(x<=6.0))||((x>=14.0)&&(x<=15.0)))
|
||||
#define isfog(x) ((x>=7.0)&&(x<=15.0))
|
||||
#define temperatefactor (istemperate(Weather.x)?istemperate(Weather.y)?(1.0)\
|
||||
:(Weather.z):istemperate(Weather.y)?(1.0-Weather.z):(0.0))
|
||||
#define coldfactor (iscold(Weather.x)?iscold(Weather.y)?(1.0):(Weather.z)\
|
||||
:iscold(Weather.y)?(1.0-Weather.z):(0.0))
|
||||
#define warmfactor (iswarm(Weather.x)?iswarm(Weather.y)?(1.0):(Weather.z)\
|
||||
:iswarm(Weather.y)?(1.0-Weather.z):(0.0))
|
||||
#define fogfactor (isfog(Weather.x)?isfog(Weather.y)?(1.0):(Weather.z)\
|
||||
:isfog(Weather.y)?(1.0-Weather.z):(0.0))
|
||||
/* asset definitions */
|
||||
/* texture sizes */
|
||||
#define NOISESIZE 256.0
|
||||
#define HEATSIZE 512.0
|
||||
#define FROSTSIZE 1024.0
|
||||
/* some textures can be provided as DDS rather than PNG to save space */
|
||||
//#define HEAT_DDS
|
||||
//#define FROST_DDS
|
||||
//#define VIGNETTE_DDS
|
||||
/* SMAA quality */
|
||||
//#define SMAA_PRESET_LOW
|
||||
//#define SMAA_PRESET_MEDIUM
|
||||
//#define SMAA_PRESET_HIGH
|
||||
#define SMAA_PRESET_ULTRA
|
||||
BIN
enbseries/menbheat.png
Normal file
|
After Width: | Height: | Size: 368 KiB |
BIN
enbseries/menblut_day.dds
Normal file
BIN
enbseries/menblut_interior.dds
Normal file
BIN
enbseries/menblut_night.dds
Normal file
BIN
enbseries/menbnoise1.png
Normal file
|
After Width: | Height: | Size: 181 KiB |
BIN
enbseries/menbnoise2.png
Normal file
|
After Width: | Height: | Size: 108 KiB |
BIN
enbseries/menbnoise3.png
Normal file
|
After Width: | Height: | Size: 192 KiB |
BIN
enbseries/menbvignette.png
Normal file
|
After Width: | Height: | Size: 571 KiB |
59
enbseries/menbweatherinfo.txt
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
Weather reference
|
||||
|
||||
0 Neutral Generic or unsupported weathers
|
||||
1 General Most of the temperate areas of the Commonwealth
|
||||
2 Dark Shady areas
|
||||
3 Harbor Fog-less Far Harbor sections
|
||||
4 Frosty FROST weather
|
||||
5 Heat Warmer parts of the Commonwealth
|
||||
6 Scorched Mostly used for the bombs dropping in the intro
|
||||
7 General Fog Temperate fogs
|
||||
8 General Rain Temperate rains
|
||||
9 Dark Fog Shady areas with fog
|
||||
A Dark Rain Shady areas with rain
|
||||
B Harbor Fog The fog, duh
|
||||
C Frosty Fog When you can't see in FROST
|
||||
D Harbor Rain Rainy Far Harbor
|
||||
E Heat Fog Warmth with fog
|
||||
F Scorched Fog Glowing sea, mostly
|
||||
|
||||
Only weathers used in FROST will be included.
|
||||
If there's any I've missed, please notify me.
|
||||
It's not like it really matters for now, ENB
|
||||
doesn't yet handle weathers.
|
||||
|
||||
Fallout4
|
||||
|
||||
f1033 CommonwealthGSOvercast -
|
||||
171621 DefaultInteriorWeatherNoLUT -
|
||||
1a65f0 DefaultInteriorWeather -
|
||||
1c3473 CommonwealthFoggy -
|
||||
1c3d5e CommonwealthGSRadstorm -
|
||||
1c8556 CommonwealthOvercast -
|
||||
222394 CommonwealthGSRadstormOld -
|
||||
2392a3 CommonwealthGSRadstormBackup -
|
||||
|
||||
DLCCoast
|
||||
|
||||
74c6 DLC03_RadStorm -
|
||||
74f5 DLC03_RadMistWeather -
|
||||
74fa DLC03_RainWeather -
|
||||
7fba DLC03_RadFogWeather -
|
||||
9962 DLC03_ClearWeather -
|
||||
45f6f DLC03_ClearWeatherFast -
|
||||
5d0c4 DLC03_radmistweatherFast -
|
||||
|
||||
DLCNukaWorld (worldspace not implemented in FROST)
|
||||
|
||||
7e3b DLC04NukaWorldClear -
|
||||
30acd DLC04NukaWorldRain -
|
||||
367ca DLC04NukaWorldClearDusty -
|
||||
|
||||
FROST
|
||||
|
||||
2224b CommonwealthFoggyLight -
|
||||
25054 CommonwealthOvercastStormy -
|
||||
|
||||
Nuclear Winter Snow Only
|
||||
|
||||
80d - -
|
||||