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![logo](Logo.png)
This repo contains every single version of MariENB ever made.
For the sake of neater organization, they are divided in specific branches:
- **historic**: Alpha versions of MariENB.
- **legacy**: 1.x releases.
- **twopoint-modular**: 2.0.x releases that used a modular packaging model.
- **twopoint-dust**: 2.x releases for Fallout: DUST.
- **twopoint-fnv**: 2.x releases for Fallout: New Vegas.
- **twopoint-skyrim**: 2.x releases for Skyrim.
- **threepoint-frost**: 3.x releases for Fallout: FROST.
- **threepoint-fo4**: 3.x releases for Fallout 4.

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[GLOBAL]
UseEffect=true
[EFFECT]
UseOriginalPostProcessing=false
UseOriginalObjectsProcessing=false
EnableBloom=true
EnableLens=false
EnableAdaptation=true
EnableDepthOfField=true
EnableAmbientOcclusion=true
EnableDetailedShadow=false
EnableSunRays=true
EnableSunGlare=false
[COLORCORRECTION]
UsePaletteTexture=true
UseProceduralCorrection=false
Brightness=1.0
GammaCurve=1.0
[NIGHTDAY]
DetectorDefaultDay=false
DetectorLevelDay=0.8
DetectorLevelNight=0.4
DetectorLevelCurve=2.0
[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
AdaptationTime=0.65
AdaptationMin=0.0
AdaptationMax=1.0
[BLOOM]
Quality=0
AmountDay=1.0
AmountNight=1.0
AmountInterior=1.0
BlueShiftAmountDay=1.0
BlueShiftAmountNight=1.0
BlueShiftAmountInterior=1.0
[LENS]
LenzReflectionIntensityDay=1.0
LenzReflectionIntensityNight=1.0
LenzReflectionIntensityInterior=1.0
LenzReflectionPowerDay=1.0
LenzReflectionPowerNight=1.0
LenzReflectionPowerInterior=1.0
LenzDirtIntensityDay=1.0
LenzDirtIntensityNight=1.0
LenzDirtIntensityInterior=1.0
LenzDirtPowerDay=1.0
LenzDirtPowerNight=1.0
LenzDirtPowerInterior=1.0
[SSAO_SSIL]
EnableSupersampling=true
UseIndirectLighting=true
SamplingQuality=0
SamplingPrecision=0
SamplingRange=0.25
FadeFogRangeDay=3.0
FadeFogRangeNight=3.0
SizeScale=0.5
SourceTexturesScale=0.5
FilterQuality=0
AOAmount=1.42
AOAmountInterior=1.25
ILAmount=2.31
ILAmountInterior=2.12
AOIntensity=1.55
AOIntensityInterior=1.39
AOType=0
AOMixingType=2
AOMixingTypeInterior=2
EnableDenoiser=true
[ENVIRONMENT]
LightingIntensityDay=1.17
LightingIntensityNight=1.15
LightingIntensityInterior=1.1
LightingCurveDay=1.18
LightingCurveNight=1.07
LightingCurveInterior=1.06
LightingDesaturationDay=0.0
LightingDesaturationNight=0.0
LightingDesaturationInterior=0.0
AmbientLightingIntensityDay=0.57
AmbientLightingIntensityNight=0.51
AmbientLightingIntensityInterior=0.56
AmbientLightingCurveDay=1.12
AmbientLightingCurveNight=1.1
AmbientLightingCurveInterior=1.01
AmbientLightingDesaturationDay=0.1
AmbientLightingDesaturationNight=0.14
AmbientLightingDesaturationInterior=0.2
FogColorMultiplierDay=1.02
FogColorMultiplierNight=0.92
FogColorMultiplierInterior=0.95
FogColorCurveDay=1.11
FogColorCurveNight=1.04
FogColorCurveInterior=1.07
[SKY]
Enable=true
StarsIntensity=1.27
StarsCurve=1.08
CloudsIntensityDay=1.02
CloudsIntensityNight=0.89
CloudsCurveDay=0.98
CloudsCurveNight=0.92
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0
CloudsEdgeClamp=0.5
CloudsEdgeIntensity=1.0
GradientIntensityDay=1.11
GradientIntensityNight=0.96
GradientDesaturationDay=0.0
GradientDesaturationNight=0.0
GradientTopIntensityDay=1.08
GradientTopIntensityNight=0.98
GradientTopCurveDay=0.81
GradientTopCurveNight=1.13
GradientMiddleIntensityDay=1.07
GradientMiddleIntensityNight=1.11
GradientMiddleCurveDay=1.08
GradientMiddleCurveNight=1.23
GradientHorizonIntensityDay=1.22
GradientHorizonIntensityNight=1.36
GradientHorizonCurveDay=1.19
GradientHorizonCurveNight=1.24
SunIntensity=3.23
SunDesaturation=0.0
SunCoronaIntensity=0.001
SunCoronaCurve=1.0
SunCoronaDesaturation=0.0
MoonIntensity=0.63
MoonCurve=0.94
MoonDesaturation=0.0
MoonCoronaIntensity=3.751
[DEPTHOFFIELD]
FadeTime=0.4
[SHADOW]
DetailedShadowQuality=1
ShadowDesaturation=0.0
[RAYS]
SunRaysMultiplier=0.36
[PARTICLES]
ParticlesIntensityDay=1.05
ParticlesIntensityNight=0.75
ParticlesIntensityInterior=0.97
[FIRE]
FireIntensityDay=1.14
FireIntensityNight=1.27
FireIntensityInterior=1.21
[LIGHTEMITTERS]
LightEmittersIntensityDay=1.11
LightEmittersIntensityNight=1.41
LightEmittersIntensityInterior=1.22

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Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
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>.

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2.7.0nv "A Kick in the Head"

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@ -1,11 +0,0 @@
/*
effect.txt : MariENB extra shader.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbextrasettings.fx"
#include "menbextrainternals.fx"
#include "menbextrafilters.fx"

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@ -1,40 +0,0 @@
[EFFECT.TXT]
TECHNIQUE=0
Enable Oil Filter=false
Enable FXAA=false
FXAA Span Max=4.0
FXAA Reduce Mul=16.0
FXAA Reduce Min=128.0
Enable Chroma Key=false
Chroma Key Red=0.0
Chroma Key Green=0.5
Chroma Key Blue=0.0
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
Enable Blur=true
Blur Sampling Range=0.18
Enable Sharp=true
Sharp Sampling Range=0.51
Sharpening Amount=1.26
Enable Shift=true
Shift Sampling Range=0.5
Enable Black Bars=false
Box Horizontal Ratio=2.39
Box Vertical Ratio=1.0
Enable Vignette=false
Enable Border Blur=false
Vignette Shape=2
Vignette Blending Mode=2
Vignette Contrast=14.299999
Vignette Intensity=0.93
Vignette Shift=0.0
Vignette Color Red=-0.04
Vignette Color Green=-0.07
Vignette Color Blue=-0.12
Border Blur Contrast=2.24
Border Blur Intensity=1.64
Border Blur Shift=0.0
Border Blur Radius=1.0

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/*
enbbloom.fx : MariENB bloom filter.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbbloomsettings.fx"
#include "menbbloominternals.fx"
#include "menbbloomfilters.fx"

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@ -1,61 +0,0 @@
[ENBBLOOM.FX]
TECHNIQUE=0
Bloom Intensity Night=0.33
Bloom Intensity Day=0.27
Bloom Intensity Interior=0.3
Bloom Contrast Night=1.02
Bloom Contrast Day=1.03
Bloom Contrast Interior=1.01
Bloom Saturation Night=1.09
Bloom Saturation Day=1.06
Bloom Saturation Interior=1.13
Bloom Offset Night=-0.2
Bloom Offset Day=-0.26
Bloom Offset Interior=-0.23
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 Red=0.7
Blue Shift Night Green=0.4
Blue Shift Night Blue=1.0
Blue Shift Day Red=0.2
Blue Shift Day Green=0.6
Blue Shift Day Blue=1.0
Blue Shift Interior Red=0.6
Blue Shift Interior Green=0.3
Blue Shift Interior Blue=1.0
Blue Shift Intensity Night=0.31
Blue Shift Intensity Day=0.22
Blue Shift Intensity Interior=0.38
Blue Shift Luminance Factor Per-pass=0.41
Blue Shift Color Factor Per-pass=0.9
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.42
Anamorphic Bloom Blend Day=0.31
Anamorphic Bloom Blend Interior=0.46
Anamorphic Bloom Blue Shift Night Red=0.35
Anamorphic Bloom Blue Shift Night Green=0.08
Anamorphic Bloom Blue Shift Night Blue=1.0
Anamorphic Bloom Blue Shift Day Red=0.35
Anamorphic Bloom Blue Shift Day Green=0.57
Anamorphic Bloom Blue Shift Day Blue=1.0
Anamorphic Bloom Blue Shift Interior Red=0.42
Anamorphic Bloom Blue Shift Interior Green=0.21
Anamorphic Bloom Blue Shift Interior Blue=1.0
Anamorphic Bloom Blue Shift Intensity Night=0.89
Anamorphic Bloom Blue Shift Intensity Day=0.83
Anamorphic Bloom Blue Shift Intensity Interior=0.96
Anamorphic Bloom Contrast Night=1.22
Anamorphic Bloom Contrast Day=1.34
Anamorphic Bloom Contrast Interior=1.28
Anamorphic Bloom Radius Multiplier=1.0
Bloom Pass 1 Blend=0.33
Bloom Pass 2 Blend=0.45
Bloom Pass 3 Blend=0.57
Bloom Pass 4 Blend=0.74
Bloom Pass 7 Blend=0.85
Bloom Pass 8 Blend=1.05
Bloom Prepass Blend=0.0
Bloom Base Blend=0.0

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@ -1,13 +0,0 @@
/*
enbeffect.fx : MariENB base shader.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* do not touch this! */
#define E_SHADER_3_0
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbeffectsettings.fx"
#include "menbeffectinternals.fx"
#include "menbeffectfilters.fx"

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@ -1,139 +0,0 @@
[ENBEFFECT.FX]
TECHNIQUE=0
Fixed Resolution Width=1920
Fixed Resolution Height=1080
Distortion Chromatic Aberration=0.0
Enable Screen Frost=false
Frost Contrast=1.0
Frost Strength=0.0
Frost Radial Contrast=1.0
Frost Radial Intensity=1.0
Frost Radial Offset=0.0
Frost Texture Blend=0.0
Frost Texture Blend Contrast=1.0
Frost Texture Size=1.0
Frost Factor Night=1.0
Frost Factor Day=1.0
Frost Factor Interior=1.0
Enable Grain=true
Grain Speed=15.0
Grain Intensity=0.030001
Grain Saturation=-0.49
Grain Two-Pass=true
Grain Blending Mode=3
Grain Dark Mask Contrast=23.380001
Grain Two-Pass Factor=0.04
Grain Magnification 1=15.13
Grain Magnification 2=15.3
Grain Magnification 3=13.15
Grain Pass 1 Magnification 1=2.05
Grain Pass 1 Magnification 2=3.11
Grain Pass 1 Magnification 3=2.22
Grain Pass 2 Magnification 1=4.25
Grain Pass 2 Magnification 2=9.42
Grain Pass 2 Magnification 3=6.29
Grain Contrast=3.0
Apply Grain Before Tone Mapping=true
Enable Dirt=false
Dirt Coord Factor=0.1
Dirt Luminance Factor=0.0
Dirt Coord Zoom=3.0
Dirt Luminance Zoom=1.0
Enable Adaptation=true
Adaptation Min Night=0.58
Adaptation Min Day=0.85
Adaptation Min Interior=0.6
Adaptation Max Night=1.53
Adaptation Max Day=1.86
Adaptation Max Interior=1.43
Tonemapping Method=2
Tonemap Exposure Night=1.76
Tonemap Exposure Day=1.849999
Tonemap Exposure Interior=1.66
Tonemap Blend Night=1.0
Tonemap Blend Day=1.0
Tonemap Blend Interior=1.0
Uncharted2 Shoulder Strength Night=0.22
Uncharted2 Shoulder Strength Day=0.25
Uncharted2 Shoulder Strength Interior=0.21
Uncharted2 Linear Strength Night=1.68
Uncharted2 Linear Strength Day=1.72
Uncharted2 Linear Strength Interior=1.63
Uncharted2 Linear Angle Night=0.7
Uncharted2 Linear Angle Day=0.74
Uncharted2 Linear Angle Interior=0.72
Uncharted2 Toe Strength Night=1.2
Uncharted2 Toe Strength Day=1.22
Uncharted2 Toe Strength Interior=1.26
Uncharted2 Toe Numerator Night=4.21
Uncharted2 Toe Numerator Day=4.25
Uncharted2 Toe Numerator Interior=4.28
Uncharted2 Toe Denominator Night=1.32
Uncharted2 Toe Denominator Day=1.34
Uncharted2 Toe Denominator Interior=1.39
Uncharted2 Linear White Night=14.51
Uncharted2 Linear White Day=12.29
Uncharted2 Linear White Interior=19.4
Enable RGB Grading=true
Grading Intensity Night Red=1.03
Grading Intensity Night Green=1.01
Grading Intensity Night Blue=1.06
Grading Intensity Day Red=1.01
Grading Intensity Day Green=1.0
Grading Intensity Day Blue=1.03
Grading Intensity Interior Red=1.0
Grading Intensity Interior Green=1.05
Grading Intensity Interior Blue=1.01
Grading Contrast Night Red=0.98
Grading Contrast Night Green=0.99
Grading Contrast Night Blue=0.93
Grading Contrast Day Red=0.94
Grading Contrast Day Green=0.99
Grading Contrast Day Blue=0.91
Grading Contrast Interior Red=0.95
Grading Contrast Interior Green=0.99
Grading Contrast Interior Blue=0.96
Enable Vibrance Grading=true
Grading Color Night Red=-0.61
Grading Color Night Green=-0.12
Grading Color Night Blue=-0.85
Grading Color Day Red=-0.77
Grading Color Day Green=-0.07
Grading Color Day Blue=-0.24
Grading Color Interior Red=-0.21
Grading Color Interior Green=-0.05
Grading Color Interior Blue=-0.79
Grading Color Factor Night=-0.16
Grading Color Factor Day=-0.09
Grading Color Factor Interior=-0.1
Enable HSV Grading=true
Grading Saturation Intensity Night=1.23
Grading Saturation Intensity Day=1.17
Grading Saturation Intensity Interior=1.16
Grading Saturation Contrast Night=1.14
Grading Saturation Contrast Day=1.04
Grading Saturation Contrast Interior=1.05
Grading Value Intensity Night=0.98
Grading Value Intensity Day=0.97
Grading Value Intensity Interior=0.96
Grading Value Contrast Night=1.12
Grading Value Contrast Day=1.06
Grading Value Contrast Interior=1.08
Colorize After HSV=true
Enable Vanilla Imagespace=true
Vanilla Tint Blend=0.96
Vanilla Vibrance Blend=0.9
Vanilla Contrast Blend=0.84
Vanilla Tint Contrast=1.14
Vanilla Tint Strength=1.0
Vanilla Vibrance Contrast=1.08
Vanilla Vibrance Strength=1.0
Enable LUT Grading=true
LUT Blend Night=0.67
LUT Blend Day=0.61
LUT Blend Interior=0.76
Enable Technicolor=true
Technicolor Blend=0.5
Enable Post Dither=true
Dither Pattern=2
Display Bloom=false

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@ -1,11 +0,0 @@
/*
enbeffectprepass.fx : MariENB pre-pass filters.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* separate for easier maintenance */
#include "menbglobaldefs.fx"
#include "menbprepasssettings.fx"
#include "menbprepassinternals.fx"
#include "menbprepassfilters.fx"

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@ -1,211 +0,0 @@
[ENBEFFECTPREPASS.FX]
TECHNIQUE=0
Fixed Resolution Width=1920
Fixed Resolution Height=1080
Depth Cutoff=999999.0
Near Z=0.05
Far Z=3098.0
Distortion Chromatic Aberration=27.469999
Enable Hot Air Refraction=true
Heat Texture Size=8.16
Heat Speed=0.36
Heat Fade Contrast=231.910004
Heat Fade Intensity=0.72
Heat Fade Offset=-0.63
Heat Intensity=0.64
Heat Contrast=1.18
Heat Factor Night=-0.98
Heat Factor Day=1.37
Heat Factor Interior=0.0
Focus Mode=1
Display Focus Points=false
Manual Focus Depth=1.0
Focus Point Center X=50.0
Focus Point Center Y=50.0
Focus Triangle Angle=0.5
Focus Triangle Radius Night=6.0
Focus Triangle Radius Day=10.0
Focus Triangle Radius Interior=4.0
Focus Triangle Blending Night=0.4
Focus Triangle Blending Day=0.3
Focus Triangle Blending Interior=0.5
Focus Maximum Depth Night=990.349976
Focus Maximum Depth Day=994.340027
Focus Maximum Depth Interior=984.919983
DOF Intensity Night=481.829987
DOF Intensity Day=449.019989
DOF Intensity Interior=496.119995
DOF Contrast Night=2.93
DOF Contrast Day=3.33
DOF Contrast Interior=3.08
DOF Shift Night=0.0
DOF Shift Day=0.0
DOF Shift Interior=0.0
DOF Fixed Focus Intensity Night=1.0
DOF Fixed Focus Intensity Day=1.0
DOF Fixed Focus Intensity Interior=1.0
DOF Fixed Focus Contrast Night=1.0
DOF Fixed Focus Contrast Day=1.0
DOF Fixed Focus Contrast Interior=1.0
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=0.0
DOF Fixed Focus Blend Day=0.0
DOF Fixed Focus Blend Interior=0.0
DOF Fixed Focus Depth=0.0
DOF Fixed Focus Cap=1.0
DOF Fixed Unfocus Intensity Night=1.13
DOF Fixed Unfocus Intensity Day=1.08
DOF Fixed Unfocus Intensity Interior=1.02
DOF Fixed Unfocus Contrast Night=229.100006
DOF Fixed Unfocus Contrast Day=324.540009
DOF Fixed Unfocus Contrast Interior=188.509995
DOF Fixed Unfocus Shift Night=-1.09
DOF Fixed Unfocus Shift Day=-1.13
DOF Fixed Unfocus Shift Interior=-1.18
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=2.34
Enable DOF Highlights=true
DOF Highlight Threshold=0.53
DOF Highlight Gain=2.32
DOF Bokeh Blur Radius=1.79
DOF Bokeh Edge Bias=0.63
DOF Bokeh Fuzz=0.05
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=500.0
Edgevision Fade Intensity Day=500.0
Edgevision Fade Intensity Interior=500.0
Edgevision Contrast=0.25
Edgevision Intensity=4.0
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=1.5
Linevision Fade Contrast Day=1.5
Linevision Fade Contrast Interior=1.5
Linevision Fade Intensity Night=500.0
Linevision Fade Intensity Day=500.0
Linevision Fade Intensity Interior=500.0
Linevision Contrast=1.0
Linevision Intensity=1.0
Linevision Radius=1.0
Linevision Threshold=0.25
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
Enable SSAO=false
SSAO Radius=0.05
SSAO Noise=0
SSAO Fade Contrast Night=0.53
SSAO Fade Contrast Day=0.47
SSAO Fade Contrast Interior=0.43
SSAO Fade Intensity Night=14.083
SSAO Fade Intensity Day=14.84
SSAO Fade Intensity Interior=16.68
SSAO Intensity=1.25
SSAO Contrast=0.65
SSAO Shift=-0.5
SSAO Blending=0.8
SSAO Blur=true
SSAO Bilateral Factor=1500.0
SSAO Range=40.0
SSAO Range Min=0.0
SSAO Blur Radius=1.0
Debug SSAO=false
Sharpen Enable=true
Sharpen Radius=0.8
Sharpen Clamp=0.05
Sharpen Blending=8.0
Depth Grading Center Depth=0.0
Depth Grading Contrast Night=126.330002
Depth Grading Contrast Day=155.559998
Depth Grading Contrast Interior=169.070007
Depth Grading Intensity Night=1.27
Depth Grading Intensity Day=1.15
Depth Grading Intensity Interior=1.29
Depth Grading Shift Night=-0.64
Depth Grading Shift Day=-0.73
Depth Grading Shift Interior=-0.9
Depth Grading Blend Night=1.0
Depth Grading Blend Day=1.0
Depth Grading Blend Interior=1.0
Enable RGB Grading=true
Grading Intensity Night Red=1.0
Grading Intensity Night Green=0.96
Grading Intensity Night Blue=0.88
Grading Intensity Day Red=1.0
Grading Intensity Day Green=0.96
Grading Intensity Day Blue=0.91
Grading Intensity Interior Red=1.0
Grading Intensity Interior Green=0.95
Grading Intensity Interior Blue=0.89
Grading Contrast Night Red=1.0
Grading Contrast Night Green=0.92
Grading Contrast Night Blue=0.83
Grading Contrast Day Red=1.0
Grading Contrast Day Green=0.91
Grading Contrast Day Blue=0.81
Grading Contrast Interior Red=1.0
Grading Contrast Interior Green=0.92
Grading Contrast Interior Blue=0.81
Enable Vibrance Grading=true
Grading Color Night Red=-0.14
Grading Color Night Green=-0.58
Grading Color Night Blue=-1.38
Grading Color Day Red=-0.16
Grading Color Day Green=-0.39
Grading Color Day Blue=-1.04
Grading Color Interior Red=-0.16
Grading Color Interior Green=-0.39
Grading Color Interior Blue=-1.38
Grading Color Factor Night=-0.2
Grading Color Factor Day=-0.24
Grading Color Factor Interior=-0.27
Enable HSV Grading=true
Grading Saturation Intensity Night=1.28
Grading Saturation Intensity Day=1.31
Grading Saturation Intensity Interior=1.26
Grading Saturation Contrast Night=1.19
Grading Saturation Contrast Day=1.12
Grading Saturation Contrast Interior=1.24
Grading Value Intensity Night=0.42
Grading Value Intensity Day=0.97
Grading Value Intensity Interior=0.63
Grading Value Contrast Night=0.6
Grading Value Contrast Day=0.43
Grading Value Contrast Interior=0.57
Colorize After HSV=true

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@ -1,57 +0,0 @@
/*
enblens.fx : MariENB Lens filters.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord0.xy;
return OUT;
}
float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR
{
return 0.0;
}
technique Draw
{
pass p0
{
VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SeparateAlphaBlendEnable = FALSE;
SRGBWriteEnable = FALSE;
}
}
technique LensPostPass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy();
AlphaBlendEnable = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
ColorWriteEnable = RED|GREEN|BLUE;
CullMode = NONE;
AlphaTestEnable = FALSE;
SeparateAlphaBlendEnable = FALSE;
SRGBWriteEnable = FALSE;
}
}

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@ -1,2 +0,0 @@
[ENBLENS.FX]
TECHNIQUE=0

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/*
enbsunsprite.fx : MariENB sun sprite filters.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* This shader intentionally does nothing */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos = pos;
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
return 0.0;
}
technique Draw
{
pass P0
{
VertexShader = compile vs_3_0 VS_Dummy();
PixelShader = compile ps_3_0 PS_Dummy();
AlphaBlendEnable = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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[ENBSUNSPRITE.FX]
TECHNIQUE=0

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/*
menbbloomfilters.fx : MariENB bloom shader routines.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1);
OUT.vpos = pos;
OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy;
return OUT;
}
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<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_BloomPrePass(VS_OUTPUT_POST In) : COLOR
{
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 = tex2D(SamplerBloomC1,coord);
float3 hsv = rgb2hsv(res.rgb);
if ( hsv.z > bloomcap ) hsv.z = bloomcap;
res.rgb = hsv2rgb(hsv);
res = max(res+bloombump,0);
hsv = rgb2hsv(res.rgb);
hsv.y = clamp(hsv.y*bloomsaturation,0.0,1.0);
hsv.z = pow(hsv.z,bloompower);
res.rgb = hsv2rgb(hsv)*bloomintensity;
res.a = 1.0;
return res;
}
/* Horizontal blur step goes here */
float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0);
int i;
float sum = 0;
float inc = TempParameters.z*bloomradiusx;
float2 pp;
[unroll] for ( i=-7; i<=7; i++ )
{
pp = coord+float2(i,0)*inc;
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0;
}
res *= 1.0/sum;
res.a = 1.0;
return res;
}
/* This is the vertical step */
float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
int i;
float sum = 0;
float inc = TempParameters.z*bloomradiusy;
float2 pp;
[unroll] for ( i=-7; i<=7; i++ )
{
pp = coord+float2(0,i)*inc;
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0;
}
res *= 1.0/sum;
/* blue shift */
float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
float3 blu_i = float3(blu_i_r,blu_i_g,blu_i_b);
float3 blu = tod_ind(blu);
float bsi = tod_ind(bsi);
float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*bsi;
lm = lm/(1.0+lm);
lm *= 1.0-saturate((TempParameters.w-1.0)*bslp);
blu = saturate(blu+(TempParameters.w-1.0)*bsbp);
res.rgb *= lerp(1.0,blu,lm);
res.a = 1.0;
return res;
}
/*
Horizontal anamorphic bloom step. This is somewhat realistic except that
most lenses (e.g.: glasses, both convex and concave) cause VERTICAL
anamorphic bloom due to their curvature. However since ENB doesn't let me
switch the order of the blurring, it's impossible to do so. I don't really
have a problem with that, this also looks nice.
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
they call "anamorphic lens flare", which has an ass-backwards-retarded
implementation, which serves to showcase their incompetence. Rather than use
a single-axis massive-scale blur like I do, they simply awkwardly stretch
sampling coordinates along one axis, which doesn't even have the same effect
as it just makes it so bright areas ONLY at the very middle of the screen
produces sharp bright lines extending towards the sides.
*/
float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
{
if ( !alfenable ) return float4(0,0,0,1);
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
int i;
float sum = 0;
float inc = TempParameters.z*bloomradiusx*flen;
float2 pp;
[unroll] for ( i=-79; i<=79; i++ )
{
pp = coord+float2(i,0)*inc;
res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
}
res *= 1.0/sum;
/* blue shift */
float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
float3 flu_i = float3(flu_i_r,flu_i_g,flu_i_b);
float3 flu = tod_ind(flu);
float fsi = tod_ind(fsi);
float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*fsi;
lm = lm/(1.0+lm);
float fbl = tod_ind(fbl);
float fpw = tod_ind(fpw);
res.rgb *= lerp(1.0,flu,lm);
res.rgb = pow(max(0,res.rgb),fpw)*fbl;
res.a = 1.0;
return res;
}
/* end pass, mix it all up */
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
{
float2 coord = In.txcoord0.xy;
float4 res = float4(0,0,0,0);
res += bloommix1*tex2D(SamplerBloomC1,coord); // P1
res += bloommix2*tex2D(SamplerBloomC2,coord); // P2
res += bloommix3*tex2D(SamplerBloomC3,coord); // P3
res += bloommix4*tex2D(SamplerBloomC4,coord); // P4
res += bloommix5*tex2D(SamplerBloomC5,coord); // Prepass
res += bloommix6*tex2D(SamplerBloomC6,coord); // Base
res += bloommix7*tex2D(SamplerBloomC7,coord); // P5
res += bloommix8*tex2D(SamplerBloomC8,coord); // P6
res.rgb /= 6.0;
res.rgb = clamp(res.rgb,0,32768);
res.a = 1.0;
return res;
}
/* techniques */
technique BloomPrePass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPrePass();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomTexture1
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture1();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
pass p1
{
AlphaBlendEnable = true;
SrcBlend = One;
DestBlend = One;
PixelShader = compile ps_3_0 PS_AnamPass();
}
}
technique BloomTexture2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture2();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomPostPass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPostPass();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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/*
menbbloominternals.fx : MariENB bloom internal variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* mathematical constants */
static const float pi = 3.1415926535898;
/* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */
/*static const float gauss4[4] =
{
0.270682, 0.216745, 0.111281, 0.036633
};*/
/* radius: 8, std dev: 3 */
static const float gauss8[8] =
{
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};
/* radius: 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
};*/
/* radius: 80, std dev: 30 */
static const float gauss80[80] =
{
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
0.000456, 0.000418
};
/* standard stuff */
float4 ScreenSize;
float4 TempParameters;
float4 BloomParameters;
float ENightDayFactor;
float EInteriorFactor;
/* samplers and textures */
texture2D texBloom1;
texture2D texBloom2;
texture2D texBloom3;
texture2D texBloom4;
texture2D texBloom5;
texture2D texBloom6;
texture2D texBloom7;
texture2D texBloom8;
sampler2D SamplerBloom1 = sampler_state
{
Texture = <texBloom1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom2 = sampler_state
{
Texture = <texBloom2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom3 = sampler_state
{
Texture = <texBloom3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom4 = sampler_state
{
Texture = <texBloom4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom5 = sampler_state
{
Texture = <texBloom5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom6 = sampler_state
{
Texture = <texBloom6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom7 = sampler_state
{
Texture = <texBloom7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloom8 = sampler_state
{
Texture = <texBloom8>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC1 = sampler_state
{
Texture = <texBloom1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC2 = sampler_state
{
Texture = <texBloom2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC3 = sampler_state
{
Texture = <texBloom3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC4 = sampler_state
{
Texture = <texBloom4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC5 = sampler_state
{
Texture = <texBloom5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC6 = sampler_state
{
Texture = <texBloom6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC7 = sampler_state
{
Texture = <texBloom7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerBloomC8 = sampler_state
{
Texture = <texBloom8>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

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/*
menbbloomsettings.fx : MariENB bloom user-tweakable variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
string str_bloompre = "Bloom Prepass";
/* bloom intensity */
float bloomintensity_n
<
string UIName = "Bloom Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomintensity_d
<
string UIName = "Bloom Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomintensity_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 */
float blu_n_r
<
string UIName = "Blue Shift Night Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_n_g
<
string UIName = "Blue Shift Night Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_n_b
<
string UIName = "Blue Shift Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float blu_d_r
<
string UIName = "Blue Shift Day Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_d_g
<
string UIName = "Blue Shift Day Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_d_b
<
string UIName = "Blue Shift Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float blu_i_r
<
string UIName = "Blue Shift Interior Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_i_g
<
string UIName = "Blue Shift Interior Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_i_b
<
string UIName = "Blue Shift Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
float bsi_n
<
string UIName = "Blue Shift Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bsi_d
<
string UIName = "Blue Shift Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bsi_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};
float flu_n_r
<
string UIName = "Anamorphic Bloom Blue Shift Night Red";
string UIWidget = "Spinner";
> = {0.4};
float flu_n_g
<
string UIName = "Anamorphic Bloom Blue Shift Night Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_n_b
<
string UIName = "Anamorphic Bloom Blue Shift Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float flu_d_r
<
string UIName = "Anamorphic Bloom Blue Shift Day Red";
string UIWidget = "Spinner";
> = {0.5};
float flu_d_g
<
string UIName = "Anamorphic Bloom Blue Shift Day Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_d_b
<
string UIName = "Anamorphic Bloom Blue Shift Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float flu_i_r
<
string UIName = "Anamorphic Bloom Blue Shift Interior Red";
string UIWidget = "Spinner";
> = {0.5};
float flu_i_g
<
string UIName = "Anamorphic Bloom Blue Shift Interior Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_i_b
<
string UIName = "Anamorphic Bloom Blue Shift Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
float fsi_n
<
string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_d
<
string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_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 bloommix7
<
string UIName = "Bloom Pass 7 Blend";
string UIWidget = "Spinner";
> = {0.95};
float bloommix8
<
string UIName = "Bloom Pass 8 Blend";
string UIWidget = "Spinner";
> = {1.0};
float bloommix5
<
string UIName = "Bloom Prepass Blend";
string UIWidget = "Spinner";
> = {0.0};
float bloommix6
<
string UIName = "Bloom Base Blend";
string UIWidget = "Spinner";
> = {0.0};

View file

@ -1,473 +0,0 @@
/*
menbeffectfilters.fx : MariENB base shader routines.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy = IN.txcoord0.xy;
return OUT;
}
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c19 : register(c19);
float4 _c20 : register(c20);
float4 _c22 : register(c22);
#define _r1 _c1
#define _r2 _c2
#define _r3 _c19
#define _r4 _c20
#define _r5 _c22
/*
FALLOUT REGISTERS
r1 (c1): r2 (c2): r3 (c19):
x -> adapt max x -> unused x -> vibrance
y -> unused y -> unused y -> balancer
z -> unused z -> bloom mix z -> multiplier 1
w -> unused w -> unused w -> multiplier 2
r4 (c20): r5 (c22):
x -> tint red x -> fade red
y -> tint green y -> fade green
z -> tint blue z -> fade blue
w -> tint value w -> fade value
*/
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
/* overlay blend */
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
/* "dark mask" blending is something I came up with and can't really explain */
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<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);
}
/* "eye adaptation" */
float3 Adaptation( float3 res )
{
float4 adapt = tex2D(_s4,0.5);
float adapts, amin, amax;
adapts = clamp(luminance(adapt.rgb),0.0,50.0);
amin = tod_ind(amin);
amax = tod_ind(amax);
return res/(adapts*amax+amin);
}
/* Uncharted 2 tone mapping */
float3 Uch( float3 res )
{
float A = tod_ind(unA);
float B = tod_ind(unB);
float C = tod_ind(unC);
float D = tod_ind(unD);
float E = tod_ind(unE);
float F = tod_ind(unF);
return ((res*(A*res+C*B)+D*E)/(res*(A*res+B)+D*F))-E/F;
}
float3 TonemapUC2( float3 res )
{
float W = tod_ind(unW);
float3 ucol = Uch(res);
float3 uwhite = Uch(W);
return pow(max(ucol/uwhite,0.0),1.0/2.2);
}
/* Ugly old Reinhard tone mapping */
float3 TonemapReinhard( float3 res )
{
float3 tcol = res/(1+res);
return pow(max(tcol,0.0),1.0/2.2);
}
/* That thing used in watch_dogs */
float3 TonemapHaarmPeterDuiker( float3 res )
{
float3 ld = 0.002;
float linReference = 0.18;
float logReference = 444;
float logGamma = 0.45;
float3 LogColor;
LogColor.rgb = (log10(0.4*res/linReference)/ld*logGamma+logReference)/1023.f;
LogColor.rgb = saturate(LogColor.rgb);
float FilmLutWidth = 256;
float Padding = .5/FilmLutWidth;
float3 retColor;
retColor.r = tex2D(SamplerTonemap,float2(lerp(Padding,1-Padding,LogColor.r),.5)).x;
retColor.g = tex2D(SamplerTonemap,float2(lerp(Padding,1-Padding,LogColor.g),.5)).x;
retColor.b = tex2D(SamplerTonemap,float2(lerp(Padding,1-Padding,LogColor.b),.5)).x;
return retColor;
}
/* Practically nothing */
float3 TonemapLinear( float3 res )
{
return pow(max(res,0.0),1.0/2.2);
}
/* People somehow call this one realistic */
float3 TonemapHejlDawson( float3 res )
{
float3 x = max(0.0,res-0.004);
return (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06);
}
float3 Tonemap( float3 res )
{
float3 tcol = pow(max(res,0.0),1.0/2.2);
if ( tmapenable == -1 ) return tcol;
res *= tod_ind(tmapexposure);
float tblend = tod_ind(tmapblend);
float3 mapped;
if ( tmapenable == 4 ) mapped = TonemapHaarmPeterDuiker(res);
else if ( tmapenable == 3 ) mapped = TonemapHejlDawson(res);
else if ( tmapenable == 2 ) mapped = TonemapUC2(res);
else if ( tmapenable == 1 ) mapped = TonemapReinhard(res);
else if ( tmapenable == 0 ) mapped = TonemapLinear(res);
return lerp(tcol,mapped,tblend);
}
/* colour grading passes */
float3 GradingRGB( float3 res )
{
float grademul_r = tod_ind(grademul_r);
float grademul_g = tod_ind(grademul_g);
float grademul_b = tod_ind(grademul_b);
float gradepow_r = tod_ind(gradepow_r);
float gradepow_g = tod_ind(gradepow_g);
float gradepow_b = tod_ind(gradepow_b);
float3 grademul = float3(grademul_r,grademul_g,grademul_b);
float3 gradepow = float3(gradepow_r,gradepow_g,gradepow_b);
return pow(max(0,res),gradepow)*grademul;
}
float3 GradingColorize( float3 res )
{
float gradecol_r = tod_ind(gradecol_r);
float gradecol_g = tod_ind(gradecol_g);
float gradecol_b = tod_ind(gradecol_b);
float gradecolfact = tod_ind(gradecolfact);
float3 gradecol = float3(gradecol_r,gradecol_g,gradecol_b);
float tonev = luminance(res);
float3 tonecolor = gradecol*tonev;
return res*(1.0-gradecolfact)+tonecolor*gradecolfact;
}
float3 GradingHSV( float3 res )
{
float gradesatmul = tod_ind(gradesatmul);
float gradesatpow = tod_ind(gradesatpow);
float gradevalmul = tod_ind(gradevalmul);
float gradevalpow = tod_ind(gradevalpow);
float3 hsv = rgb2hsv(res);
hsv.y = clamp(pow(max(0,hsv.y),gradesatpow)*gradesatmul,0.0,1.0);
hsv.z = pow(max(0,hsv.z),gradevalpow)*gradevalmul;
return hsv2rgb(hsv);
}
/* game grading filters */
float3 GradingGame( float3 res )
{
float3 tgray = luminance(res);
/* saturation */
float satv = (_r3.x<0.0)?(-pow(abs(_r3.x),vsatpow)*vsatmul)
:(pow(max(_r3.x,0.0),vsatpow)*vsatmul);
float3 tcol = res*satv + tgray*(1.0-satv);
tcol = lerp(res,tcol,vsatblend);
/* tint */
float tintv = (_r4.w<0.0)?(-pow(abs(_r4.w),vtintpow)*vtintmul)
:(pow(max(_r4.w,0.0),vtintpow)*vtintmul);
tcol = tintv*(tgray*_r4.rgb-tcol)+tcol;
tcol = lerp(res,tcol,vtintblend);
/* contrast(?) stuff */
float oft = _r3.y;
tcol = max(0,(tcol*_r3.w-oft)*_r3.z+oft);
tcol = lerp(res,tcol,vconblend);
return tcol;
}
/* LUT colour grading */
float3 GradingLUT( float3 res )
{
/*
Volume maps are SO MUCH BETTER on the shader side, no ugly
interpolation hacks are needed to work around sampling quirks,
and the code is EXTREMELY simplified as a result.
Seriously, it's just as simple as using the screen rgb values
as xyz coordinates, nothing more, it maps exactly 1:1. Additionally,
the LUTs can have any arbitrary width, height and depth.
It's also possible to use RGBA32F color on the LUT side, but that's
a bit more complicated to set up for the user. GIMP doesn't support
that format yet, dunno about Photoshop.
*/
float3 tcl_n = tex3D(SamplerLUTN,res).rgb;
float3 tcl_d = tex3D(SamplerLUTD,res).rgb;
float3 tcl_i = tex3D(SamplerLUTI,res).rgb;
float3 tcol = tod_ind(tcl);
float lutblend = tod_ind(lutblend);
return lerp(res,tcol,lutblend);
}
/* I think this Technicolor implementation is correct... maybe */
float3 Technicolor( float3 res )
{
res = clamp(res,0.0,1.0);
float red = 1.0-(res.r-(res.g+res.b)*0.5);
float green = 1.0-(res.g-(res.r+res.b)*0.5);
float blue = 1.0-(res.b-(res.r+res.g)*0.5);
float3 tint = float3(green*blue,red*blue,red*green)*res;
return lerp(res,res+0.5*(tint-res),techblend);
}
/* post-pass dithering, something apparently only my ENB does */
float3 Dither( float3 res, float2 coord )
{
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float3 col = res;
float dml = (1.0/256.0);
if ( dither == 1 )
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
else if ( dither == 2 )
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
col = (trunc(col*256.0)/256.0);
return col;
}
/* Fuzzy */
float3 FilmGrain( float3 res, float2 coord )
{
float ts = Timer.x*nf;
float2 tcs = coord.xy;
float2 s1 = tcs+float2(0,ts);
float2 s2 = tcs+float2(ts,0);
float2 s3 = tcs+float2(ts,ts);
float n1, n2, n3;
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
/*
There are two methods of making noise here:
1. two-pass algorithm that produces a particular fuzz complete with
a soft horizontal tear, reminiscent of old TV static.
2. simple version that has very noticeable tiling and visible
scrolling at low speeds
*/
if ( np )
{
n1 = tex2D(SamplerNoise2,s1*nm11*nr).r;
n2 = tex2D(SamplerNoise2,s2*nm12*nr).g;
n3 = tex2D(SamplerNoise2,s3*nm13*nr).b;
s1 = tcs+float2(ts+n1*nk,n2*nk);
s2 = tcs+float2(n2,ts+n3*nk);
s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
n1 = tex2D(SamplerNoise2,s1*nm21*nr).r;
n2 = tex2D(SamplerNoise2,s2*nm22*nr).g;
n3 = tex2D(SamplerNoise2,s3*nm23*nr).b;
}
else
{
n1 = tex2D(SamplerNoise3,s1*nm1*nr).r;
n2 = tex2D(SamplerNoise3,s2*nm2*nr).g;
n3 = tex2D(SamplerNoise3,s3*nm3*nr).b;
}
float n4 = (n1+n2+n3)/3;
float3 ng = float3(n4,n4,n4);
float3 nc = float3(n1,n2,n3);
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
if ( nb == 1 ) return res+nt*ni*0.01;
if ( nb == 2 ) return overlay(res,(nt*ni*0.01));
if ( nb == 3 )
{
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
bn = pow(bn,bnp);
float3 nn = saturate(nt*bn);
return darkmask(res,(nn*ni*0.01));
}
return lerp(res,nt,ni*0.01);
}
/* Screen frost distortion */
float2 ScreenFrost( float2 coord )
{
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float2 ofs = tex2D(SamplerFrost,nc).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),frostpow)*froststrength;
ofs *= max(0.0,tod_ind(frostfactor));
float dist = distance(coord,float2(0.5,0.5))*2.0;
ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0);
return coord+ofs;
}
/* Old MariENB 0.x screen dirt filter, updated */
float3 ScreenDirt( float3 res, float2 coord )
{
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
float3 ncolc = tex2D(SamplerNoise1,coord*dirtmc*nr).rgb;
float2 ds = float2(res.r+res.g,res.g+res.b)/2.0;
float3 ncoll = tex2D(SamplerNoise1,ds*dirtml).rgb;
res = lerp(res,(ncolc.r+1.0)*res,dirtcfactor
*saturate(1.0-(ds.x+ds.y)*0.25));
res = lerp(res,(ncoll.r+1.0)*res,dirtlfactor
*saturate(1.0-(ds.x+ds.y)*0.25));
return res;
}
/* MariENB shader */
float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord0.xy;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float4 res;
float3 bcol;
if ( frostenable )
{
float2 ofs = ScreenFrost(coord);
ofs -= coord;
if ( (distcha != 0.0) && (length(ofs) != 0.0) )
{
float2 ofr, ofg, ofb;
ofr = ofs*(1.0-distcha*0.01);
ofg = ofs;
ofb = ofs*(1.0+distcha*0.01);
res = float4(tex2D(_s0,coord+ofr).r,
tex2D(_s0,coord+ofg).g,
tex2D(_s0,coord+ofb).b,1.0);
bcol = float3(tex2D(_s3,coord+ofr).r,
tex2D(_s3,coord+ofg).g,
tex2D(_s3,coord+ofb).b)*EBloomAmount;
}
else
{
res = tex2D(_s0,coord+ofs);
bcol = tex2D(_s3,coord+ofs).rgb*EBloomAmount;
}
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float bmp = pow(max(0,tex2D(SamplerFrost,nc).z),frostbpow);
float dist = distance(coord,float2(0.5,0.5))*2.0;
dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
1.0)*frostblend;
dist *= max(0.0,tod_ind(frostfactor));
res.rgb *= 1.0+bmp*dist;
}
else
{
res = tex2D(_s0,coord);
bcol = tex2D(_s3,coord).rgb*EBloomAmount;
}
res.rgb = pow(max(res.rgb,0.0),2.2);
if ( bloomdebug ) res.rgb *= 0;
res.rgb += bcol;
if ( aenable ) res.rgb = Adaptation(res.rgb);
if ( nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
if ( dirtenable ) res.rgb = ScreenDirt(res.rgb,coord);
res.rgb = Tonemap(res.rgb);
if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
if ( colorizeafterhsv )
{
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
}
else
{
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
}
if ( techenable ) res.rgb = Technicolor(res.rgb);
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
if ( dodither ) res.rgb = Dither(res.rgb,coord);
res.rgb = max(0,res.rgb);
res.a = 1.0;
return res;
}
/*
So... let me get this straight... rather than simply switching techniques,
Boris just compiles the program twice with and without this macro, then
toggling "UseEffect" switches between each variation? Wat?
*/
#ifndef ENB_FLIPTECHNIQUE
technique Shader_C1DAE3F7
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Mari();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;
ZWriteEnable = FALSE;
CullMode = NONE;
AlphaTestEnable = FALSE;
AlphaBlendEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
technique Shader_C1DAE3F7
#endif
{
pass p0
{
VertexShader = asm
{
vs_1_1
def c3,2,-2,0,0
dcl_position v0
dcl_texcoord v1
mov r0.xy,c0
mad oPos.xy,r0,-c3,v0
add oT0.xy,v1,c1
add oT1.xy,v1,c2
mov oPos.zw,v0
};
/* >inline assembly */
PixelShader = asm
{
ps_2_x
def c0,0.5,0,0,0
def c3,0.298999995,0.587000012,0.114,0
dcl t0.xy
dcl t1.xy
dcl_2d s0
dcl_2d s1
texld r0,t1,s1
texld r1,t0,s0
max r0.w,r1.w,c1.x
rcp r0.w,r0.w
mul r1.w,r0.w,c0.x
mul r0.w,r0.w,c1.x
mul r1.xyz,r1,r1.w
max r2.xyz,r1,c0.y
mad r0.xyz,r0.w,r0,r2
dp3 r0.w,r0,c3
lrp r1.xyz,c19.x,r0,r0.w
mad r0.xyz,r0.w,c20,-r1
mad r0.xyz,c20.w,r0,r1
mad r0.xyz,c19.w,r0,-c19.y
mad r0.xyz,c19.z,r0,c19.y
lrp r1.xyz,c22.w,c22,r0
mov r1.w,c2.z
mov oC0,r1
};
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;
ZWriteEnable = FALSE;
CullMode = NONE;
AlphaTestEnable = FALSE;
AlphaBlendEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

View file

@ -1,266 +0,0 @@
/*
menbeffectinternals.fx : MariENB base internal variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/*
dithering threshold maps
don't touch unless you know what you're doing
*/
static const float checkers[4] =
{
1.0,0.0,
0.0,1.0
};
#define d(x) x/4.0
static const float ordered2[4] =
{
d(0),d(2),
d(4),d(2)
};
#undef d
#define d(x) x/64.0
static const float ordered8[64] =
{
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
};
#undef d
/* standard stuff */
float4 ScreenSize;
float4 Timer;
float ENightDayFactor;
float EInteriorFactor;
float EBloomAmount;
/* samplers and textures */
texture2D texs0;
texture2D texs1;
texture2D texs2;
texture2D texs3;
texture2D texs4;
texture2D texs7;
texture2D texNoise1
<
string ResourceName = "menbnoise1.png";
>;
texture2D texNoise2
<
string ResourceName = "menbnoise2.png";
>;
texture2D texNoise3
<
string ResourceName = "menbnoise3.png";
>;
texture3D texLUTN
<
string ResourceName = "menblut_night.dds";
>;
texture3D texLUTD
<
string ResourceName = "menblut_day.dds";
>;
texture3D texLUTI
<
string ResourceName = "menblut_interior.dds";
>;
texture2D texTonemap
<
string ResourceName = "menbfilmlut.png";
>;
texture2D texFrost
<
#ifdef FROST_DDS
string ResourceName = "menbfrost.dds";
#else
string ResourceName = "menbfrost.png";
#endif
>;
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};sampler2D SamplerNoise1 = sampler_state
{
Texture = <texNoise1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise2 = sampler_state
{
Texture = <texNoise2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler3D SamplerLUTN = sampler_state
{
Texture = <texLUTN>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler3D SamplerLUTD = sampler_state
{
Texture = <texLUTD>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler3D SamplerLUTI = sampler_state
{
Texture = <texLUTI>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerTonemap = sampler_state
{
Texture = <texTonemap>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFrost = sampler_state
{
Texture = <texFrost>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

View file

@ -1,793 +0,0 @@
/*
menbeffectsettings.fx : MariENB base user-tweakable variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
string str_misc = "Miscellaneous";
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "Fixed Resolution Width";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1920};
int fixedy
<
string UIName = "Fixed Resolution Height";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1080};
string str_dist = "Frost Overlay";
float distcha
<
string UIName = "Distortion Chromatic Aberration";
string UIWidget = "Spinner";
> = {10.0};
bool frostenable
<
string UIName = "Enable Screen Frost";
string UIWidget = "Checkbox";
> = {false};
float frostpow
<
string UIName = "Frost Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float froststrength
<
string UIName = "Frost Strength";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrpow
<
string UIName = "Frost Radial Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrmult
<
string UIName = "Frost Radial Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrbump
<
string UIName = "Frost Radial Offset";
string UIWidget = "Spinner";
> = {0.0};
float frostblend
<
string UIName = "Frost Texture Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostbpow
<
string UIName = "Frost Texture Blend Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostsize
<
string UIName = "Frost Texture Size";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostfactor_n
<
string UIName = "Frost Factor Night";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_d
<
string UIName = "Frost Factor Day";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_i
<
string UIName = "Frost Factor Interior";
string UIWidget = "Spinner";
> = {1.0};
/* film grain */
string str_noise = "Film Grain";
bool ne
<
string UIName = "Enable Grain";
string UIWidget = "Checkbox";
> = {false};
/* speed of grain */
float nf
<
string UIName = "Grain Speed";
string UIWidget = "Spinner";
> = {2500.0};
/* intensity of grain */
float ni
<
string UIName = "Grain Intensity";
string UIWidget = "Spinner";
> = {0.05};
/* saturation of grain */
float ns
<
string UIName = "Grain Saturation";
string UIWidget = "Spinner";
> = {0.0};
/* use two-pass grain (double the texture fetches, but looks less uniform) */
bool np
<
string UIName = "Grain Two-Pass";
string UIWidget = "Checkbox";
> = {true};
/*
blending mode for grain:
0 -> normal
1 -> add
2 -> overlay
3 -> "dark mask", a personal invention
*/
int nb
<
string UIName = "Grain Blending Mode";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 3;
> = {1};
/* dark mask blend mode contrast for mask image */
float bnp
<
string UIName = "Grain Dark Mask Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.5};
/* two-pass distortion factor (0 = look just like one-pass grain) */
float nk
<
string UIName = "Grain Two-Pass Factor";
string UIWidget = "Spinner";
> = {0.04};
/* zoom factors for each component of each noise texture */
float nm1
<
string UIName = "Grain Magnification 1";
string UIWidget = "Spinner";
> = {13.25};
float nm2
<
string UIName = "Grain Magnification 2";
string UIWidget = "Spinner";
> = {19.64};
float nm3
<
string UIName = "Grain Magnification 3";
string UIWidget = "Spinner";
> = {17.35};
float nm11
<
string UIName = "Grain Pass 1 Magnification 1";
string UIWidget = "Spinner";
> = {2.05};
float nm12
<
string UIName = "Grain Pass 1 Magnification 2";
string UIWidget = "Spinner";
> = {3.11};
float nm13
<
string UIName = "Grain Pass 1 Magnification 3";
string UIWidget = "Spinner";
> = {2.22};
float nm21
<
string UIName = "Grain Pass 2 Magnification 1";
string UIWidget = "Spinner";
> = {4.25};
float nm22
<
string UIName = "Grain Pass 2 Magnification 2";
string UIWidget = "Spinner";
> = {0.42};
float nm23
<
string UIName = "Grain Pass 2 Magnification 3";
string UIWidget = "Spinner";
> = {6.29};
/* contrast of grain */
float nj
<
string UIName = "Grain Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
bool nbt
<
string UIName = "Apply Grain Before Tone Mapping";
string UIWidget = "Checkbox";
> = {true};
/* old dirt filter */
string str_dirt = "Screen Dirt";
bool dirtenable
<
string UIName = "Enable Dirt";
string UIWidget = "Checkbox";
> = {false};
float dirtcfactor
<
string UIName = "Dirt Coord Factor";
string UIWidget = "Spinner";
> = {0.1};
float dirtlfactor
<
string UIName = "Dirt Luminance Factor";
string UIWidget = "Spinner";
> = {0.0};
float dirtmc
<
string UIName = "Dirt Coord Zoom";
string UIWidget = "Spinner";
> = {3.0};
float dirtml
<
string UIName = "Dirt Luminance Zoom";
string UIWidget = "Spinner";
> = {1.0};
/* "adaptation" factors */
string str_adaptation = "Eye Adaptation";
bool aenable
<
string UIName = "Enable Adaptation";
string UIWidget = "Checkbox";
> = {false};
float amin_n
<
string UIName = "Adaptation Min Night";
string UIWidget = "Spinner";
> = {0.0};
float amin_d
<
string UIName = "Adaptation Min Day";
string UIWidget = "Spinner";
> = {0.0};
float amin_i
<
string UIName = "Adaptation Min Interior";
string UIWidget = "Spinner";
> = {0.0};
float amax_n
<
string UIName = "Adaptation Max Night";
string UIWidget = "Spinner";
> = {1.0};
float amax_d
<
string UIName = "Adaptation Max Day";
string UIWidget = "Spinner";
> = {1.0};
float amax_i
<
string UIName = "Adaptation Max Interior";
string UIWidget = "Spinner";
> = {1.0};
/* tone mapping */
string str_tonemap = "Tone Mapping";
/*
algorithms:
-1 : Disabled
0 : Linear
1 : Reinhard
2 : Uncharted 2
3 : Hejl Dawson
4 : Haarm-Peter Duiker
*/
int tmapenable
<
string UIName = "Tonemapping Method";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 4;
> = {2};
float tmapexposure_n
<
string UIName = "Tonemap Exposure Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float tmapexposure_d
<
string UIName = "Tonemap Exposure Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float tmapexposure_i
<
string UIName = "Tonemap Exposure Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float tmapblend_n
<
string UIName = "Tonemap Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float tmapblend_d
<
string UIName = "Tonemap Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float tmapblend_i
<
string UIName = "Tonemap Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float unA_n
<
string UIName = "Uncharted2 Shoulder Strength Night";
string UIWidget = "Spinner";
> = {0.5};
float unA_d
<
string UIName = "Uncharted2 Shoulder Strength Day";
string UIWidget = "Spinner";
> = {0.5};
float unA_i
<
string UIName = "Uncharted2 Shoulder Strength Interior";
string UIWidget = "Spinner";
> = {0.5};
float unB_n
<
string UIName = "Uncharted2 Linear Strength Night";
string UIWidget = "Spinner";
> = {1.0};
float unB_d
<
string UIName = "Uncharted2 Linear Strength Day";
string UIWidget = "Spinner";
> = {1.0};
float unB_i
<
string UIName = "Uncharted2 Linear Strength Interior";
string UIWidget = "Spinner";
> = {1.0};
float unC_n
<
string UIName = "Uncharted2 Linear Angle Night";
string UIWidget = "Spinner";
> = {0.2};
float unC_d
<
string UIName = "Uncharted2 Linear Angle Day";
string UIWidget = "Spinner";
> = {0.2};
float unC_i
<
string UIName = "Uncharted2 Linear Angle Interior";
string UIWidget = "Spinner";
> = {0.2};
float unD_n
<
string UIName = "Uncharted2 Toe Strength Night";
string UIWidget = "Spinner";
> = {0.75};
float unD_d
<
string UIName = "Uncharted2 Toe Strength Day";
string UIWidget = "Spinner";
> = {0.75};
float unD_i
<
string UIName = "Uncharted2 Toe Strength Interior";
string UIWidget = "Spinner";
> = {0.75};
float unE_n
<
string UIName = "Uncharted2 Toe Numerator Night";
string UIWidget = "Spinner";
> = {0.02};
float unE_d
<
string UIName = "Uncharted2 Toe Numerator Day";
string UIWidget = "Spinner";
> = {0.02};
float unE_i
<
string UIName = "Uncharted2 Toe Numerator Interior";
string UIWidget = "Spinner";
> = {0.02};
float unF_n
<
string UIName = "Uncharted2 Toe Denominator Night";
string UIWidget = "Spinner";
> = {0.30};
float unF_d
<
string UIName = "Uncharted2 Toe Denominator Day";
string UIWidget = "Spinner";
> = {0.30};
float unF_i
<
string UIName = "Uncharted2 Toe Denominator Interior";
string UIWidget = "Spinner";
> = {0.30};
float unW_n
<
string UIName = "Uncharted2 Linear White Night";
string UIWidget = "Spinner";
> = {10.0};
float unW_d
<
string UIName = "Uncharted2 Linear White Day";
string UIWidget = "Spinner";
> = {10.0};
float unW_i
<
string UIName = "Uncharted2 Linear White Interior";
string UIWidget = "Spinner";
> = {10.0};
/* Color grading */
string str_grade = "Color Grading Suite";
bool gradeenable1
<
string UIName = "Enable RGB Grading";
string UIWidget = "Checkbox";
> = {false};
/* color component multipliers */
float grademul_r_n
<
string UIName = "Grading Intensity Night Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_n
<
string UIName = "Grading Intensity Night Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_n
<
string UIName = "Grading Intensity Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_d
<
string UIName = "Grading Intensity Day Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_d
<
string UIName = "Grading Intensity Day Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_d
<
string UIName = "Grading Intensity Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_i
<
string UIName = "Grading Intensity Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_i
<
string UIName = "Grading Intensity Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_i
<
string UIName = "Grading Intensity Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
float gradepow_r_n
<
string UIName = "Grading Contrast Night Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_n
<
string UIName = "Grading Contrast Night Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_n
<
string UIName = "Grading Contrast Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_d
<
string UIName = "Grading Contrast Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_d
<
string UIName = "Grading Contrast Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_d
<
string UIName = "Grading Contrast Day Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_i
<
string UIName = "Grading Contrast Interior Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_i
<
string UIName = "Grading Contrast Interior Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_i
<
string UIName = "Grading Contrast Interior Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* colorization factors */
bool gradeenable2
<
string UIName = "Enable Vibrance Grading";
string UIWidget = "Checkbox";
> = {false};
float gradecol_r_n
<
string UIName = "Grading Color Night Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_n
<
string UIName = "Grading Color Night Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_n
<
string UIName = "Grading Color Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_d
<
string UIName = "Grading Color Day Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_d
<
string UIName = "Grading Color Day Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_d
<
string UIName = "Grading Color Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_i
<
string UIName = "Grading Color Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_i
<
string UIName = "Grading Color Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_i
<
string UIName = "Grading Color Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* blend factor for colorization (negative values are quite fancy) */
float gradecolfact_n
<
string UIName = "Grading Color Factor Night";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_d
<
string UIName = "Grading Color Factor Day";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_i
<
string UIName = "Grading Color Factor Interior";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
bool gradeenable3
<
string UIName = "Enable HSV Grading";
string UIWidget = "Checkbox";
> = {false};
/* saturation multiplier */
float gradesatmul_n
<
string UIName = "Grading Saturation Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_d
<
string UIName = "Grading Saturation Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_i
<
string UIName = "Grading Saturation Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
float gradesatpow_n
<
string UIName = "Grading Saturation Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_d
<
string UIName = "Grading Saturation Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_i
<
string UIName = "Grading Saturation Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
float gradevalmul_n
<
string UIName = "Grading Value Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_d
<
string UIName = "Grading Value Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_i
<
string UIName = "Grading Value Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
float gradevalpow_n
<
string UIName = "Grading Value Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_d
<
string UIName = "Grading Value Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_i
<
string UIName = "Grading Value Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
bool colorizeafterhsv
<
string UIName = "Colorize After HSV";
string UIWidget = "Checkbox";
> = {true};
/* game imagespace support */
string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
/* vanilla grading */
bool vgradeenable
<
string UIName = "Enable Vanilla Imagespace";
string UIWidget = "Checkbox";
> = {true};
float vtintblend
<
string UIName = "Vanilla Tint Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float vsatblend
<
string UIName = "Vanilla Vibrance Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float vconblend
<
string UIName = "Vanilla Contrast Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float vtintpow
<
string UIName = "Vanilla Tint Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float vtintmul
<
string UIName = "Vanilla Tint Strength";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float vsatpow
<
string UIName = "Vanilla Vibrance Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float vsatmul
<
string UIName = "Vanilla Vibrance Strength";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* LUT grading */
string str_lut = "RGB Lookup Table Grading";
bool lutenable
<
string UIName = "Enable LUT Grading";
string UIWidget = "Checkbox";
> = {false};
float lutblend_n
<
string UIName = "LUT Blend Night";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_d
<
string UIName = "LUT Blend Day";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_i
<
string UIName = "LUT Blend Interior";
string UIWidget = "Spinner";
> = {1.0};
/* technicolor shader */
string str_tech = "Technicolor";
bool techenable
<
string UIName = "Enable Technicolor";
string UIWidget = "Checkbox";
> = {false};
float techblend
<
string UIName = "Technicolor Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
string str_dither = "Dithering";
bool dodither
<
string UIName = "Enable Post Dither";
string UIWidget = "Checkbox";
> = {true};
int dither
<
string UIName = "Dither Pattern";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 2;
> = {2};
string str_debug = "Debugging";
bool bloomdebug
<
string UIName = "Display Bloom";
string UIWidget = "Checkbox";
> = {false};

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@ -1,418 +0,0 @@
/*
menbextrafilters.fx : MariENB extra shader routines.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
/* helpers */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.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, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !maskenable ) return res;
float dep = tex2D(SamplerDepth,coord).x;
float msd = maskd;
msd = maskd+0.01*masktiltx*(masktiltxcenter-coord.x)
+0.01*masktilty*(masktiltycenter-coord.y);
if ( dep > msd )
return float4(maskr,maskg,maskb,1.0);
return res;
}
/* Why am I doing this */
float4 PS_Blur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !bssblurenable ) return res;
float2 ofs[16] =
{
float2(1.0,1.0), float2(-1.0,-1.0),
float2(-1.0,1.0), float2(1.0,-1.0),
float2(1.0,0.0), float2(-1.0,0.0),
float2(0.0,1.0), float2(0.0,-1.0),
float2(1.41,0.0), float2(-1.41,0.0),
float2(0.0,1.41), float2(0.0,-1.41),
float2(1.41,1.41), float2(-1.41,-1.41),
float2(-1.41,1.41), float2(1.41,-1.41)
};
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*bssblurradius;
int i;
[unroll] for ( i=0; i<16; i++ )
res += tex2D(SamplerColor,coord+ofs[i]*bof);
res /= 17.0;
res.a = 1.0;
return res;
}
float4 PS_Sharp( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !bsssharpenable ) return res;
float2 ofs[8] =
{
float2(1.0,1.0), float2(-1.0,-1.0),
float2(-1.0,1.0), float2(1.0,-1.0),
float2(1.41,1.41), float2(-1.41,-1.41),
float2(-1.41,1.41), float2(1.41,-1.41)
};
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*bsssharpradius;
float4 tcol = res;
int i;
[unroll] for ( i=0; i<8; i++ )
tcol += tex2D(SamplerColor,coord+ofs[i]*bof);
tcol /= 9.0;
float4 orig = res;
res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount);
float rg = clamp(pow(orig.b,3.0),0.0,1.0);
res = lerp(res,orig,rg);
res.a = 1.0;
return res;
}
float4 PS_Shift( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !bssshiftenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*bssshiftradius;
res.g = tex2D(SamplerColor,coord).g;
res.r = tex2D(SamplerColor,coord+float2(0,-bof.y)).r;
res.b = tex2D(SamplerColor,coord+float2(0,bof.y)).b;
res.a = 1.0;
return res;
}
/* vignette filtering */
float4 PS_Vignette( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,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 = float3(vigcolor_r,vigcolor_g,vigcolor_b);
}
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 = float3(vigcolor_r,vigcolor_g,vigcolor_b);
}
else
{
/* textured vignette (rgb = color, alpha = blend) */
vigdata = tex2D(SamplerVignette,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)]
*tex2D(SamplerColor,coord+float2(i,j)*bof);
}
/* 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);
}
/* paint filter */
float4 PS_Kuwahara( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !oilenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
float n = 16.0;
float3 m[4] =
{
float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0)
}, s[4] =
{
float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0)
}, c;
int i, j;
[loop] for ( i=-3; i<=0; i++ ) [loop] for ( j=-3; j<=0; j++ )
{
c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
m[0] += c;
s[0] += c*c;
}
[loop] for ( i=-3; i<=0; i++ ) [loop] for ( j=0; j<=3; j++ )
{
c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
m[1] += c;
s[1] += c*c;
}
[loop] for ( i=0; i<=3; i++ ) [loop] for ( j=-3; j<=0; j++ )
{
c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
m[2] += c;
s[2] += c*c;
}
[loop] for ( i=0; i<=3; i++ ) [loop] for ( j=0; j<=3; j++ )
{
c = tex2D(SamplerColor,coord+float2(i,j)*bof).rgb;
m[3] += c;
s[3] += c*c;
}
float min_sigma2 = 1e+2, sigma2;
[unroll] for ( i=0; i<4; i++ )
{
m[i] /= n;
s[i] = abs(s[i]/n-m[i]*m[i]);
sigma2 = s[i].r+s[i].g+s[i].b;
if ( sigma2 >= min_sigma2 ) continue;
min_sigma2 = sigma2;
res.rgb = m[i];
}
return res;
}
/* ultimate super-cinematic immersive black bars */
float4 PS_Cinematic( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,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;
}
/* Legacy MariENB FXAA, useful for further smoothing the paint filter */
float4 PS_FXAA( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = float2(IN.txcoord.x,IN.txcoord.y);
float4 res = tex2D(SamplerColor,coord);
if ( !fxaaenable ) return res;
float fxaareducemul_ = 1.0/max(abs(fxaareducemul),1.0);
float fxaareducemin_ = 1.0/max(abs(fxaareducemin),1.0);
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y);
float3 rgbNW = tex2D(SamplerColor,coord+float2(-1,-1)*bof).rgb;
float3 rgbNE = tex2D(SamplerColor,coord+float2(1,-1)*bof).rgb;
float3 rgbSW = tex2D(SamplerColor,coord+float2(-1,1)*bof).rgb;
float3 rgbSE = tex2D(SamplerColor,coord+float2(1,1)*bof).rgb;
float3 rgbM = tex2D(SamplerColor,coord).rgb;
float3 luma = float3(0.299,0.587,0.114);
float lumaNW = dot(rgbNW,luma);
float lumaNE = dot(rgbNE,luma);
float lumaSW = dot(rgbSW,luma);
float lumaSE = dot(rgbSE,luma);
float lumaM = dot(rgbM,luma);
float lumaMin = min(lumaM,min(min(lumaNW,lumaNE),min(lumaSW,lumaSE)));
float lumaMax = max(lumaM,max(max(lumaNW,lumaNE),max(lumaSW,lumaSE)));
float2 dir = float2(-((lumaNW+lumaNE)-(lumaSW+lumaSE)),((lumaNW+lumaSW)
-(lumaNE+lumaSE)));
float dirReduce = max((lumaNW+lumaNE+lumaSW+lumaSE)*(0.25
*fxaareducemul_),fxaareducemin_);
float rcpDirMin = 1.0/(min(abs(dir.x),abs(dir.y))+dirReduce);
dir = min(float2(fxaaspanmax,fxaaspanmax),max(float2(-fxaaspanmax,
-fxaaspanmax),dir*rcpDirMin))/bresl;
float3 rgbA = (1.0/2.0)*(tex2D(SamplerColor,coord+dir*(1.0/3.0-0.5))
.rgb+tex2D(SamplerColor,coord+dir*(2.0/3.0-0.5)).rgb);
float3 rgbB = rgbA*(1.0/2.0)+(1.0/4.0)*(tex2D(SamplerColor,coord+dir
*(0.0/3.0-0.5)).rgb+tex2D(SamplerColor,coord+dir*(3.0/3.0-0.5))
.rgb);
float lumaB = dot(rgbB,luma);
if ( (lumaB < lumaMin) || (lumaB > lumaMax) ) res.rgb = rgbA;
else res.rgb = rgbB;
res.a = 1.0;
return res;
}
technique PostProcess
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Kuwahara();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_FXAA();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess3
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Blur();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess4
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Sharp();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess5
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Shift();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess6
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_ChromaKey();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess7
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Vignette();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess8
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Cinematic();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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@ -1,87 +0,0 @@
/*
menbextrainternals.fx : MariENB extra internal variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */
static const float gauss4[4] =
{
0.270682, 0.216745, 0.111281, 0.036633
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float4 Timer;
/* samplers and textures */
texture2D texColor;
texture2D texDepth;
texture2D texVignette
<
#ifdef VIGNETTE_DDS
string ResourceName = "menbvignette.dds";
#else
string ResourceName = "menbvignette.png";
#endif
>;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerColorb = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerVignette = sampler_state
{
Texture = <texVignette>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

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@ -1,238 +0,0 @@
/*
menbextrasettings.fx : MariENB extra user-tweakable variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* Paint filter */
string str_paint = "Painting Filter";
bool oilenable
<
string UIName = "Enable Oil Filter";
string UIWidget = "Checkbox";
> = {false};
/* legacy FXAA filter */
string str_fxaa = "FXAA";
bool fxaaenable
<
string UIName = "Enable FXAA";
string UIWidget = "Checkbox";
> = {false};
float fxaaspanmax
<
string UIName = "FXAA Span Max";
string UIWidget = "Checkbox";
> = {4.0};
float fxaareducemul
<
string UIName = "FXAA Reduce Mul";
string UIWidget = "Checkbox";
> = {16.0};
float fxaareducemin
<
string UIName = "FXAA Reduce Min";
string UIWidget = "Checkbox";
> = {128.0};
/* Depth-cutting chroma key */
string str_mask = "Depth Chroma Key";
bool maskenable
<
string UIName = "Enable Chroma Key";
string UIWidget = "Checkbox";
> = {false};
float maskr
<
string UIName = "Chroma Key Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float maskg
<
string UIName = "Chroma Key Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float maskb
<
string UIName = "Chroma Key Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float maskd
<
string UIName = "Chroma Key Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
/* 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};
/* BlurSharpShift, some people are obsessed with this nonsense */
string str_bss = "BlurSharpShift";
bool bssblurenable
<
string UIName = "Enable Blur";
string UIWidget = "Checkbox";
> = {false};
float bssblurradius
<
string UIName = "Blur Sampling Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
bool bsssharpenable
<
string UIName = "Enable Sharp";
string UIWidget = "Checkbox";
> = {false};
float bsssharpradius
<
string UIName = "Sharp Sampling Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bsssharpamount
<
string UIName = "Sharpening Amount";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
bool bssshiftenable
<
string UIName = "Enable Shift";
string UIWidget = "Checkbox";
> = {false};
float bssshiftradius
<
string UIName = "Shift Sampling Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
/* 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};
float vigcolor_r
<
string UIName = "Vignette Color Red";
string UIWidget = "Spinner";
> = {0.0};
float vigcolor_g
<
string UIName = "Vignette Color Green";
string UIWidget = "Spinner";
> = {0.0};
float vigcolor_b
<
string UIName = "Vignette Color Blue";
string UIWidget = "Spinner";
> = {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};

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/*
menbglobaldefs.fx : MariENB global shared code.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* do not touch this! */
#define E_SHADER_3_0
/* time of day and interior interpolation */
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),x##_i,\
EInteriorFactor)
/* asset definitions */
/* texture sizes */
#define NOISESIZE 256.0
#define HEATSIZE 1024.0
#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

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/*
menbprepassfilters.fx : MariENB prepass shader routines.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
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);
}
float depthlinear( float2 coord )
{
float z = tex2D(SamplerDepth,coord).x;
return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
}
/* Colour grading based on depth */
float3 DepthGradeRGB( float3 res, float dfc )
{
float dgrademul_r = tod_ind(dgrademul_r);
float dgrademul_g = tod_ind(dgrademul_g);
float dgrademul_b = tod_ind(dgrademul_b);
float dgradepow_r = tod_ind(dgradepow_r);
float dgradepow_g = tod_ind(dgradepow_g);
float dgradepow_b = tod_ind(dgradepow_b);
float3 dgrademul = float3(dgrademul_r,dgrademul_g,dgrademul_b);
float3 dgradepow = float3(dgradepow_r,dgradepow_g,dgradepow_b);
return lerp(res,pow(max(0,res),dgradepow)*dgrademul,dfc);
}
float3 DepthGradeColor( float3 res, float dfc )
{
float dgradecol_r = tod_ind(dgradecol_r);
float dgradecol_g = tod_ind(dgradecol_g);
float dgradecol_b = tod_ind(dgradecol_b);
float dgradecolfact = tod_ind(dgradecolfact);
float3 dgradecol = float3(dgradecol_r,dgradecol_g,dgradecol_b);
float tonev = luminance(res);
float3 tonecolor = dgradecol*tonev;
return lerp(res,res*(1.0-dgradecolfact)+tonecolor*dgradecolfact,dfc);
}
float3 DepthGradeHSV( float3 res, float dfc )
{
float dgradesatmul = tod_ind(dgradesatmul);
float dgradesatpow = tod_ind(dgradesatpow);
float dgradevalmul = tod_ind(dgradevalmul);
float dgradevalpow = tod_ind(dgradevalpow);
float3 hsv = rgb2hsv(res);
hsv.y = clamp(pow(max(0,hsv.y),dgradesatpow)*dgradesatmul,0.0,1.0);
hsv.z = pow(max(0,hsv.z),dgradevalpow)*dgradevalmul;
return lerp(res,hsv2rgb(hsv),dfc);
}
float3 DepthGrade( float3 res, float2 coord )
{
float dep = tex2D(SamplerDepth,coord).x;
float dfc = abs(dep-dgradedfoc*0.001);
float dgradedpow = tod_ind(dgradedpow);
float dgradedmul = tod_ind(dgradedmul);
float dgradedbump = tod_ind(dgradedbump);
float dgradedblend = tod_ind(dgradedblend);
dfc = clamp(pow(dfc,dgradedpow)*dgradedmul+dgradedbump,0.0,1.0)
*dgradedblend;
if ( dgradeenable1 ) res = DepthGradeRGB(res,dfc);
if ( dcolorizeafterhsv )
{
if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc);
if ( dgradeenable2 ) res = DepthGradeColor(res,dfc);
}
else
{
if ( dgradeenable2 ) res = DepthGradeColor(res,dfc);
if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc);
}
return res;
}
/* That "luma sharpen" thingy, added just because someone might want it */
float3 Sharpen( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixedx>0 ) bresl.x = fixedx;
if ( fixedy>0 ) bresl.y = fixedy;
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius;
float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof);
crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof);
crawling += tex2D(SamplerColor,coord+float2(1,0)*bof);
crawling += tex2D(SamplerColor,coord+float2(0,1)*bof);
crawling *= 0.25;
float3 inmyskin = res-crawling.rgb;
float thesewounds = luminance(inmyskin);
thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01);
float3 theywillnotheal = res+thesewounds*sharpblend;
return theywillnotheal;
}
/* old Edgevision mode */
float3 EdgeView( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixedx>0 ) bresl.x = fixedx;
if ( fixedy>0 ) bresl.y = fixedy;
float edgevfadepow = tod_ind(edgevfadepow);
float edgevfademult = tod_ind(edgevfademult);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius;
float mdx = 0, mdy = 0, mud = 0;
/* this reduces texture fetches by half, big difference */
float3x3 depths;
depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
depths[0][1] = depthlinear(coord+float2( 0,-1)*bof);
depths[0][2] = depthlinear(coord+float2( 1,-1)*bof);
depths[1][0] = depthlinear(coord+float2(-1, 0)*bof);
depths[1][1] = depthlinear(coord+float2( 0, 0)*bof);
depths[1][2] = depthlinear(coord+float2( 1, 0)*bof);
depths[2][0] = depthlinear(coord+float2(-1, 1)*bof);
depths[2][1] = depthlinear(coord+float2( 0, 1)*bof);
depths[2][2] = depthlinear(coord+float2( 1, 1)*bof);
mdx += GX[0][0]*depths[0][0];
mdx += GX[0][1]*depths[0][1];
mdx += GX[0][2]*depths[0][2];
mdx += GX[1][0]*depths[1][0];
mdx += GX[1][1]*depths[1][1];
mdx += GX[1][2]*depths[1][2];
mdx += GX[2][0]*depths[2][0];
mdx += GX[2][1]*depths[2][1];
mdx += GX[2][2]*depths[2][2];
mdy += GY[0][0]*depths[0][0];
mdy += GY[0][1]*depths[0][1];
mdy += GY[0][2]*depths[0][2];
mdy += GY[1][0]*depths[1][0];
mdy += GY[1][1]*depths[1][1];
mdy += GY[1][2]*depths[1][2];
mdy += GY[2][0]*depths[2][0];
mdy += GY[2][1]*depths[2][1];
mdy += GY[2][2]*depths[2][2];
mud = pow(mdx*mdx+mdy*mdy,0.5);
float fade = 1.0-tex2D(SamplerDepth,coord).x;
mud *= clamp(pow(max(0.0,fade),edgevfadepow)*edgevfademult,0.0,1.0);
mud = clamp(pow(max(0.0,mud),edgevpow)*edgevmult,0.0,1.0);
if ( edgevblend ) return res-(edgevinv?1.0-mud:mud);
return edgevinv?1.0-mud:mud;
}
/* luminance edge detection */
float3 EdgeDetect( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixedx>0 ) bresl.x = fixedx;
if ( fixedy>0 ) bresl.y = fixedy;
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*comradius;
float mdx = 0, mdy = 0, mud = 0;
float3x3 lums;
float3 col = tex2D(SamplerColor,coord+float2(-1,-1)*bof).rgb;
lums[0][0] = luminance(col);
col = tex2D(SamplerColor,coord+float2(0,-1)*bof).rgb;
lums[0][1] = luminance(col);
col = tex2D(SamplerColor,coord+float2(1,-1)*bof).rgb;
lums[0][2] = luminance(col);
col = tex2D(SamplerColor,coord+float2(-1,0)*bof).rgb;
lums[1][0] = luminance(col);
col = tex2D(SamplerColor,coord+float2(0,0)*bof).rgb;
lums[1][1] = luminance(col);
col = tex2D(SamplerColor,coord+float2(1,0)*bof).rgb;
lums[1][2] = luminance(col);
col = tex2D(SamplerColor,coord+float2(-1,1)*bof).rgb;
lums[2][0] = luminance(col);
col = tex2D(SamplerColor,coord+float2(0,1)*bof).rgb;
lums[2][1] = luminance(col);
col = tex2D(SamplerColor,coord+float2(1,1)*bof).rgb;
lums[2][2] = luminance(col);
mdx += GX[0][0]*lums[0][0];
mdx += GX[0][1]*lums[0][1];
mdx += GX[0][2]*lums[0][2];
mdx += GX[1][0]*lums[1][0];
mdx += GX[1][1]*lums[1][1];
mdx += GX[1][2]*lums[1][2];
mdx += GX[2][0]*lums[2][0];
mdx += GX[2][1]*lums[2][1];
mdx += GX[2][2]*lums[2][2];
mdy += GY[0][0]*lums[0][0];
mdy += GY[0][1]*lums[0][1];
mdy += GY[0][2]*lums[0][2];
mdy += GY[1][0]*lums[1][0];
mdy += GY[1][1]*lums[1][1];
mdy += GY[1][2]*lums[1][2];
mdy += GY[2][0]*lums[2][0];
mdy += GY[2][1]*lums[2][1];
mdy += GY[2][2]*lums[2][2];
mud = pow(max(mdx*mdx+mdy*mdy,0.0),0.5);
mud = clamp(pow(max(mud,0.0),compow)*commult,0.0,1.0);
if ( comblend ) return res-(cominv?1.0-mud:mud);
return cominv?1.0-mud:mud;
}
/* linevision filter */
float3 LineView( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixedx>0 ) bresl.x = fixedx;
if ( fixedy>0 ) bresl.y = fixedy;
float contfadepow = tod_ind(contfadepow);
float contfademult = tod_ind(contfademult);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*contradius;
float dep = depthlinear(coord);
float cont = depthlinear(coord+float2(-1,-1)*bof);
cont += depthlinear(coord+float2(0,-1)*bof);
cont += depthlinear(coord+float2(1,-1)*bof);
cont += depthlinear(coord+float2(-1,0)*bof);
cont += depthlinear(coord+float2(1,0)*bof);
cont += depthlinear(coord+float2(-1,1)*bof);
cont += depthlinear(coord+float2(0,1)*bof);
cont += depthlinear(coord+float2(1,1)*bof);
cont /= 8.0;
float mud = 0.0;
if ( abs(cont-dep) > (contthreshold*0.00001) ) mud = 1.0;
float fade = 1.0-tex2D(SamplerDepth,coord).x;
mud *= clamp(pow(max(0.0,fade),contfadepow)*contfademult,0.0,1.0);
mud = clamp(pow(max(0.0,mud),contpow)*contmult,0.0,1.0);
if ( contblend ) return res-(continv?1.0-mud:mud);
return continv?1.0-mud:mud;
}
/* fog filter */
float3 Limbo( float3 res, float2 coord )
{
float mud = clamp(pow(max(0.0,depthlinear(coord)),fogpow)*fogmult
+fogbump,0.0,1.0);
if ( foglimbo ) return fogcolor*mud;
return lerp(res,fogcolor,mud);
}
float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
res.rgb = DepthGrade(res.rgb,coord);
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
if ( comenable ) res.rgb = EdgeDetect(res.rgb,coord);
if ( contenable ) res.rgb = LineView(res.rgb,coord);
if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
return res;
}
/* Distant hot air refraction. Not very realistic, but does the job. */
float2 DistantHeat( float2 coord )
{
float2 bresl;
float dep, odep;
dep = tex2D(SamplerDepth,coord).x;
float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
+heatfadebump,0.0,1.0);
if ( distfade <= 0.0 ) return coord;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 nc = coord*(bresl/HEATSIZE)*heatsize;
float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
float2 ofs = tex2D(SamplerHeat,nc+ts).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),heatpow);
ofs *= max(tod_ind(heatfactor),0.0);
odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
+heatfadebump,0.0,1.0);
if ( odistfade <= 0.0 ) return coord;
return coord+ofs*heatstrength*distfade*0.01;
}
/* Screen distortion filters */
float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 ofs = coord;
if ( heatenable ) ofs = DistantHeat(ofs);
ofs -= coord;
float4 res;
if ( (distcha == 0.0) || (length(ofs) == 0) )
return tex2D(SamplerColor,coord+ofs);
float2 ofr, ofg, ofb;
ofr = ofs*(1.0-distcha*0.01);
ofg = ofs;
ofb = ofs*(1.0+distcha*0.01);
res = float4(tex2D(SamplerColor,coord+ofr).r,
tex2D(SamplerColor,coord+ofg).g,
tex2D(SamplerColor,coord+ofb).b,
tex2D(SamplerColor,coord+ofs).a);
return res;
}
/* Focus */
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
{
if ( dofdisable ) return 0.0;
if ( focuscircle < 0 ) return focusmanualvalue*0.001;
float focusmax = tod_ind(focusmax);
float2 fcenter = float2(focuscenter_x*0.01,focuscenter_y*0.01);
float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
if ( focuscircle == 0 ) return cfocus;
if ( focuscircle == 2 )
{
int i, j;
float mfocus = 0.0;
float2 px;
[unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
{
px = float2((i+0.5)/8.0,(j+0.5)/8.0);
mfocus += min(tex2D(SamplerDepth,px).x,focusmax*0.001);
}
return mfocus/64.0;
}
/* using polygons inscribed into a circle, in this case a triangle */
float focusradius = tod_ind(focusradius);
float focusmix = tod_ind(focusmix);
float cstep = (1.0/3.0);
float mfocus;
float2 coord;
float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
float fan = focuscircleangle*2.0*pi;
coord.x = fcenter.x+sin(fan)*bof.x;
coord.y = fcenter.y+cos(fan)*bof.y;
mfocus = cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
coord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
coord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
coord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
coord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus;
return cfocus;
}
float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR
{
if ( dofdisable ) return 0.0;
return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x,
saturate(FadeFactor)),0.0);
}
/* Depth of Field */
float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dofpow = tod_ind(dofpow);
float dofmult = tod_ind(dofmult);
float dofbump = tod_ind(dofbump);
float doffixedfocuspow = tod_ind(doffixedfocuspow);
float doffixedfocusmult = tod_ind(doffixedfocusmult);
float doffixedfocusbump = tod_ind(doffixedfocusbump);
float doffixedfocusblend = tod_ind(doffixedunfocusblend);
float doffixedunfocuspow = tod_ind(doffixedunfocuspow);
float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
float dep = tex2D(SamplerDepth,coord).x;
float foc = tex2D(SamplerFocus,coord).x;
/* cheap tilt */
foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
+0.01*doftilty*(doftiltycenter-coord.y);
float dff = abs(dep-doffixedfocusdepth);
dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
+doffixedfocusbump,0.0,1.0);
if ( dep > doffixedfocuscap ) dff = 1.0;
float dfu = abs(dep-doffixedunfocusdepth);
dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
+doffixedunfocusbump,0.0,1.0);
if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
float dfc = abs(dep-foc);
dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
if ( doffixedonly ) dfc *= 0;
dfc += lerp(0.0,dfu,doffixedunfocusblend);
dfc *= lerp(1.0,dff,doffixedfocusblend);
dfc = saturate(dfc);
float4 res = tex2D(SamplerColor,coord);
res.a = dfc;
return res;
}
/* helper code for simplifying these */
#define gcircle(x) float2(cos(x),sin(x))
float4 dofsample( float2 coord, float2 bsz, float blur, out float4 deps,
out float4 dfcs )
{
float4 res;
float cstep = 2.0*pi*(1.0/3.0);
float ang = 0.5*pi;
res.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).r;
deps.r = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
dfcs.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
ang += cstep;
res.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).g;
deps.g = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
dfcs.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
ang += cstep;
res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
float l = luminance(res.rgb);
float threshold = max((l-dofbthreshold)*dofbgain,0.0);
res += lerp(0,res,threshold*blur);
res.a = tex2D(SamplerColor,coord).a;
deps.a = tex2D(SamplerDepth,coord).x;
dfcs.a = res.a;
return res;
}
/* gather blur pass */
float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
/*
Skip blurring areas that are perfectly in focus. The performance
gain is negligible in most cases, though.
*/
if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
float4 res = float4(0,0,0,0);
float dep = tex2D(SamplerDepth,coord).x;
float2 bsz = bof*dofpradius*dfc;
float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
[unroll] for ( int i=0; i<32; i++ )
{
sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
sw.a = (ds.a>dep)?1.0:sd.a;
tw += sw;
res += sc*sw;
}
res /= tw;
res.a = dfc;
return res;
}
/* "bokeh" blur pass */
float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
float4 res = tex2D(SamplerColor,coord);
res.a = 0.0;
/*
Skip blurring areas that are perfectly in focus. The performance
gain is negligible in most cases, though.
*/
if ( dfc <= dofminblur ) return res;
float dep = tex2D(SamplerDepth,coord).x;
float2 sf = bof+(tex2D(SamplerNoise3,coord*(bresl/256.0)).xy*2.0-1.0)
*dofbnoise*0.001;
float2 sr = sf*dofbradius*dfc;
int rsamples;
float bstep, bw;
float4 sc, ds, sd, sw, tw = float4(1,1,1,1);
float2 rcoord;
#define dofbrings 7
#define dofbsamples 3
[unroll] for ( int i=1; i<=dofbrings; i++ )
{
rsamples = i*dofbsamples;
[unroll] for ( int j=0; j<rsamples; j++ )
{
bstep = pi*2.0/(float)rsamples;
rcoord = gcircle(j*bstep)*i;
bw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
sc = dofsample(coord+rcoord*sr,sr*i,dfc,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
sw.a = (ds.a>dep)?1.0:sd.a;
res += sc*sw*bw;
tw += sw*bw;
}
}
res /= tw;
res.a = dfc;
return res;
}
float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*dofpbradius;
float2 ofs[16] =
{
float2(1.0,1.0), float2(-1.0,-1.0),
float2(-1.0,1.0), float2(1.0,-1.0),
float2(1.0,0.0), float2(-1.0,0.0),
float2(0.0,1.0), float2(0.0,-1.0),
float2(1.41,0.0), float2(-1.41,0.0),
float2(0.0,1.41), float2(0.0,-1.41),
float2(1.41,1.41), float2(-1.41,-1.41),
float2(-1.41,1.41), float2(1.41,-1.41)
};
float4 res = tex2D(SamplerColor,coord);
int i;
[unroll] for ( i=0; i<16; i++ )
res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc);
res /= 17.0;
res.a = 1.0;
return res;
}
/* focus point debug */
float4 PS_FocusDebug( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 res = tex2D(SamplerColor,coord);
if ( !focusdisplay || (focuscircle < 0) ) return res;
if ( focuscircle == 2 )
{
int i, j;
float2 px;
[unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
{
px = float2((i+0.5)/8.0,(j+0.5)/8.0);
if ( distance(coord,px) < 0.005 )
res.rgb = float3(1,0,0);
}
return res;
}
float2 fcenter = float2(focuscenter_x*0.01,focuscenter_y*0.01);
if ( distance(coord,fcenter) < 0.005 ) res.rgb = float3(1,0,0);
if ( focuscircle == 0 ) return res;
float cstep = (1.0/3.0);
float2 tcoord;
float focusradius = tod_ind(focusradius);
float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
float fan = focuscircleangle*2.0*pi;
tcoord.x = fcenter.x+sin(fan)*bof.x;
tcoord.y = fcenter.y+cos(fan)*bof.y;
if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
return res;
}
technique ReadFocus
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_ReadFocus();
ZENABLE = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique WriteFocus
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_WriteFocus();
ZENABLE = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_MiscPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Distortion();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess3
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess4
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFGather();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess5
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFPostBlur();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcess6
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_FocusDebug();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcessB <string UIName="Bokeh DOF";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_MiscPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcessB2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_Distortion();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcessB3
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFPrepass();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcessB4
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFBorkeh();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcessB5
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFPostBlur();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique PostProcessB6
{
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_FocusDebug();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}

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@ -1,166 +0,0 @@
/*
menbprepassinternals.fx : MariENB prepass internal variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* mathematical constants */
static const float pi = 3.1415926535898;
/* edge detect factors */
static const float3x3 GX =
{
-1, 0, 1,
-2, 0, 2,
-1, 0, 1
};
static const float3x3 GY =
{
1, 2, 1,
0, 0, 0,
-1,-2,-1
};
/* radius: 8, std dev: 3 */
static const float gauss8[8] =
{
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};
/* For high quality DOF */
static const float2 poisson32[32] =
{
float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float FadeFactor;
float4 Timer;
/* samplers and textures */
texture2D texColor;
texture2D texDepth;
texture2D texNoise3
<
string ResourceName = "menbnoise3.png";
>;
texture2D texHeat
<
#ifdef HEAT_DDS
string ResourceName = "menbheat.dds";
#else
string ResourceName = "menbheat.png";
#endif
>;
texture2D texFocus;
texture2D texCurr;
texture2D texPrev;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerHeat = sampler_state
{
Texture = <texHeat>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerCurr = sampler_state
{
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

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