Compare commits
No commits in common. "twopoint-modular" and "trunk" have entirely different histories.
twopoint-m
...
trunk
BIN
Logo.png
Normal file
|
After Width: | Height: | Size: 149 KiB |
13
README.md
Normal file
|
|
@ -0,0 +1,13 @@
|
||||||
|

|
||||||
|
|
||||||
|
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.
|
||||||
|
Before Width: | Height: | Size: 192 KiB |
|
Before Width: | Height: | Size: 4 KiB |
|
Before Width: | Height: | Size: 24 KiB |
|
Before Width: | Height: | Size: 2.4 KiB |
|
Before Width: | Height: | Size: 737 KiB |
|
Before Width: | Height: | Size: 2.2 MiB |
|
Before Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 2.2 MiB |
|
Before Width: | Height: | Size: 311 B |
|
Before Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 268 KiB |
|
|
@ -1,69 +0,0 @@
|
||||||
sikkmod
|
|
||||||
|
|
||||||
00 adrenaline
|
|
||||||
01 base
|
|
||||||
02 c2_alienvesselgreenblue
|
|
||||||
03 c2_alnvsl_streets
|
|
||||||
04 c2_battery_park_ab1_pier
|
|
||||||
05 c2_battery_park_ab2_park
|
|
||||||
06 c2_battery_park_spear
|
|
||||||
07 c2_battery_park_streets
|
|
||||||
08 c2_black_control
|
|
||||||
09 c2_centralpark
|
|
||||||
10 c2_centralstation_streets
|
|
||||||
11 c2_collided_buildings
|
|
||||||
12 c2_collided_hotel
|
|
||||||
13 c2_convoy
|
|
||||||
14 c2_cxp_360
|
|
||||||
15 c2_cxp_pc
|
|
||||||
16 c2_desaturate
|
|
||||||
17 c2_downtown2
|
|
||||||
18 c2_downtown_streets
|
|
||||||
19 c2_flash_blindness
|
|
||||||
20 c2_hive_ab3_crater
|
|
||||||
21 c2_liberty_test11
|
|
||||||
22 c2_madisonsquare_rapids
|
|
||||||
23 c2_pier_2
|
|
||||||
24 c2_pier_3
|
|
||||||
25 c2_pier_sunset
|
|
||||||
26 c2_pier
|
|
||||||
27 c2_pipeline
|
|
||||||
28 c2_rooftops_inside
|
|
||||||
29 c2_rooftops_outside
|
|
||||||
30 c2_rooftops
|
|
||||||
31 c2_roosevelt_park
|
|
||||||
32 c2_spear_streets_spore2
|
|
||||||
33 c2_spear_streets_spore
|
|
||||||
34 c2_spear_streets
|
|
||||||
35 c2_terminal_5
|
|
||||||
36 c2_timesquare_blackout
|
|
||||||
37 c2_timesquare_global
|
|
||||||
38 cold
|
|
||||||
39 dry
|
|
||||||
40 neutral
|
|
||||||
41 riddick2
|
|
||||||
42 sepia
|
|
||||||
43 udk_ce2
|
|
||||||
44 udk_dawn02
|
|
||||||
45 udk_day05
|
|
||||||
46 udk_dm_deck01
|
|
||||||
47 udk_dm_deck02
|
|
||||||
48 udk_dm_deck03
|
|
||||||
49 udk_necropolis01
|
|
||||||
50 udk_night03
|
|
||||||
51 udk_stormy
|
|
||||||
52 warm
|
|
||||||
|
|
||||||
marienb
|
|
||||||
|
|
||||||
53 mk_dust_1
|
|
||||||
54 mk_dust_2
|
|
||||||
55 mk_red
|
|
||||||
56 mk_blue
|
|
||||||
57 mk_brown
|
|
||||||
58 mk_flame
|
|
||||||
59 mk_golden
|
|
||||||
60 mk_dust_3
|
|
||||||
61 mk_dust_4
|
|
||||||
62 mk_desat_1
|
|
||||||
63 mk_desat_2
|
|
||||||
|
Before Width: | Height: | Size: 108 KiB |
|
Before Width: | Height: | Size: 192 KiB |
|
Before Width: | Height: | Size: 25 KiB |
|
Before Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 10 KiB |
674
code/COPYING
|
|
@ -1,674 +0,0 @@
|
||||||
GNU GENERAL PUBLIC LICENSE
|
|
||||||
Version 3, 29 June 2007
|
|
||||||
|
|
||||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
|
||||||
Everyone is permitted to copy and distribute verbatim copies
|
|
||||||
of this license document, but changing it is not allowed.
|
|
||||||
|
|
||||||
Preamble
|
|
||||||
|
|
||||||
The GNU General Public License is a free, copyleft license for
|
|
||||||
software and other kinds of works.
|
|
||||||
|
|
||||||
The licenses for most software and other practical works are designed
|
|
||||||
to take away your freedom to share and change the works. By contrast,
|
|
||||||
the GNU General Public License is intended to guarantee your freedom to
|
|
||||||
share and change all versions of a program--to make sure it remains free
|
|
||||||
software for all its users. We, the Free Software Foundation, use the
|
|
||||||
GNU General Public License for most of our software; it applies also to
|
|
||||||
any other work released this way by its authors. You can apply it to
|
|
||||||
your programs, too.
|
|
||||||
|
|
||||||
When we speak of free software, we are referring to freedom, not
|
|
||||||
price. Our General Public Licenses are designed to make sure that you
|
|
||||||
have the freedom to distribute copies of free software (and charge for
|
|
||||||
them if you wish), that you receive source code or can get it if you
|
|
||||||
want it, that you can change the software or use pieces of it in new
|
|
||||||
free programs, and that you know you can do these things.
|
|
||||||
|
|
||||||
To protect your rights, we need to prevent others from denying you
|
|
||||||
these rights or asking you to surrender the rights. Therefore, you have
|
|
||||||
certain responsibilities if you distribute copies of the software, or if
|
|
||||||
you modify it: responsibilities to respect the freedom of others.
|
|
||||||
|
|
||||||
For example, if you distribute copies of such a program, whether
|
|
||||||
gratis or for a fee, you must pass on to the recipients the same
|
|
||||||
freedoms that you received. You must make sure that they, too, receive
|
|
||||||
or can get the source code. And you must show them these terms so they
|
|
||||||
know their rights.
|
|
||||||
|
|
||||||
Developers that use the GNU GPL protect your rights with two steps:
|
|
||||||
(1) assert copyright on the software, and (2) offer you this License
|
|
||||||
giving you legal permission to copy, distribute and/or modify it.
|
|
||||||
|
|
||||||
For the developers' and authors' protection, the GPL clearly explains
|
|
||||||
that there is no warranty for this free software. For both users' and
|
|
||||||
authors' sake, the GPL requires that modified versions be marked as
|
|
||||||
changed, so that their problems will not be attributed erroneously to
|
|
||||||
authors of previous versions.
|
|
||||||
|
|
||||||
Some devices are designed to deny users access to install or run
|
|
||||||
modified versions of the software inside them, although the manufacturer
|
|
||||||
can do so. This is fundamentally incompatible with the aim of
|
|
||||||
protecting users' freedom to change the software. The systematic
|
|
||||||
pattern of such abuse occurs in the area of products for individuals to
|
|
||||||
use, which is precisely where it is most unacceptable. Therefore, we
|
|
||||||
have designed this version of the GPL to prohibit the practice for those
|
|
||||||
products. If such problems arise substantially in other domains, we
|
|
||||||
stand ready to extend this provision to those domains in future versions
|
|
||||||
of the GPL, as needed to protect the freedom of users.
|
|
||||||
|
|
||||||
Finally, every program is threatened constantly by software patents.
|
|
||||||
States should not allow patents to restrict development and use of
|
|
||||||
software on general-purpose computers, but in those that do, we wish to
|
|
||||||
avoid the special danger that patents applied to a free program could
|
|
||||||
make it effectively proprietary. To prevent this, the GPL assures that
|
|
||||||
patents cannot be used to render the program non-free.
|
|
||||||
|
|
||||||
The precise terms and conditions for copying, distribution and
|
|
||||||
modification follow.
|
|
||||||
|
|
||||||
TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
0. Definitions.
|
|
||||||
|
|
||||||
"This License" refers to version 3 of the GNU General Public License.
|
|
||||||
|
|
||||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
|
||||||
works, such as semiconductor masks.
|
|
||||||
|
|
||||||
"The Program" refers to any copyrightable work licensed under this
|
|
||||||
License. Each licensee is addressed as "you". "Licensees" and
|
|
||||||
"recipients" may be individuals or organizations.
|
|
||||||
|
|
||||||
To "modify" a work means to copy from or adapt all or part of the work
|
|
||||||
in a fashion requiring copyright permission, other than the making of an
|
|
||||||
exact copy. The resulting work is called a "modified version" of the
|
|
||||||
earlier work or a work "based on" the earlier work.
|
|
||||||
|
|
||||||
A "covered work" means either the unmodified Program or a work based
|
|
||||||
on the Program.
|
|
||||||
|
|
||||||
To "propagate" a work means to do anything with it that, without
|
|
||||||
permission, would make you directly or secondarily liable for
|
|
||||||
infringement under applicable copyright law, except executing it on a
|
|
||||||
computer or modifying a private copy. Propagation includes copying,
|
|
||||||
distribution (with or without modification), making available to the
|
|
||||||
public, and in some countries other activities as well.
|
|
||||||
|
|
||||||
To "convey" a work means any kind of propagation that enables other
|
|
||||||
parties to make or receive copies. Mere interaction with a user through
|
|
||||||
a computer network, with no transfer of a copy, is not conveying.
|
|
||||||
|
|
||||||
An interactive user interface displays "Appropriate Legal Notices"
|
|
||||||
to the extent that it includes a convenient and prominently visible
|
|
||||||
feature that (1) displays an appropriate copyright notice, and (2)
|
|
||||||
tells the user that there is no warranty for the work (except to the
|
|
||||||
extent that warranties are provided), that licensees may convey the
|
|
||||||
work under this License, and how to view a copy of this License. If
|
|
||||||
the interface presents a list of user commands or options, such as a
|
|
||||||
menu, a prominent item in the list meets this criterion.
|
|
||||||
|
|
||||||
1. Source Code.
|
|
||||||
|
|
||||||
The "source code" for a work means the preferred form of the work
|
|
||||||
for making modifications to it. "Object code" means any non-source
|
|
||||||
form of a work.
|
|
||||||
|
|
||||||
A "Standard Interface" means an interface that either is an official
|
|
||||||
standard defined by a recognized standards body, or, in the case of
|
|
||||||
interfaces specified for a particular programming language, one that
|
|
||||||
is widely used among developers working in that language.
|
|
||||||
|
|
||||||
The "System Libraries" of an executable work include anything, other
|
|
||||||
than the work as a whole, that (a) is included in the normal form of
|
|
||||||
packaging a Major Component, but which is not part of that Major
|
|
||||||
Component, and (b) serves only to enable use of the work with that
|
|
||||||
Major Component, or to implement a Standard Interface for which an
|
|
||||||
implementation is available to the public in source code form. A
|
|
||||||
"Major Component", in this context, means a major essential component
|
|
||||||
(kernel, window system, and so on) of the specific operating system
|
|
||||||
(if any) on which the executable work runs, or a compiler used to
|
|
||||||
produce the work, or an object code interpreter used to run it.
|
|
||||||
|
|
||||||
The "Corresponding Source" for a work in object code form means all
|
|
||||||
the source code needed to generate, install, and (for an executable
|
|
||||||
work) run the object code and to modify the work, including scripts to
|
|
||||||
control those activities. However, it does not include the work's
|
|
||||||
System Libraries, or general-purpose tools or generally available free
|
|
||||||
programs which are used unmodified in performing those activities but
|
|
||||||
which are not part of the work. For example, Corresponding Source
|
|
||||||
includes interface definition files associated with source files for
|
|
||||||
the work, and the source code for shared libraries and dynamically
|
|
||||||
linked subprograms that the work is specifically designed to require,
|
|
||||||
such as by intimate data communication or control flow between those
|
|
||||||
subprograms and other parts of the work.
|
|
||||||
|
|
||||||
The Corresponding Source need not include anything that users
|
|
||||||
can regenerate automatically from other parts of the Corresponding
|
|
||||||
Source.
|
|
||||||
|
|
||||||
The Corresponding Source for a work in source code form is that
|
|
||||||
same work.
|
|
||||||
|
|
||||||
2. Basic Permissions.
|
|
||||||
|
|
||||||
All rights granted under this License are granted for the term of
|
|
||||||
copyright on the Program, and are irrevocable provided the stated
|
|
||||||
conditions are met. This License explicitly affirms your unlimited
|
|
||||||
permission to run the unmodified Program. The output from running a
|
|
||||||
covered work is covered by this License only if the output, given its
|
|
||||||
content, constitutes a covered work. This License acknowledges your
|
|
||||||
rights of fair use or other equivalent, as provided by copyright law.
|
|
||||||
|
|
||||||
You may make, run and propagate covered works that you do not
|
|
||||||
convey, without conditions so long as your license otherwise remains
|
|
||||||
in force. You may convey covered works to others for the sole purpose
|
|
||||||
of having them make modifications exclusively for you, or provide you
|
|
||||||
with facilities for running those works, provided that you comply with
|
|
||||||
the terms of this License in conveying all material for which you do
|
|
||||||
not control copyright. Those thus making or running the covered works
|
|
||||||
for you must do so exclusively on your behalf, under your direction
|
|
||||||
and control, on terms that prohibit them from making any copies of
|
|
||||||
your copyrighted material outside their relationship with you.
|
|
||||||
|
|
||||||
Conveying under any other circumstances is permitted solely under
|
|
||||||
the conditions stated below. Sublicensing is not allowed; section 10
|
|
||||||
makes it unnecessary.
|
|
||||||
|
|
||||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
|
||||||
|
|
||||||
No covered work shall be deemed part of an effective technological
|
|
||||||
measure under any applicable law fulfilling obligations under article
|
|
||||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
|
||||||
similar laws prohibiting or restricting circumvention of such
|
|
||||||
measures.
|
|
||||||
|
|
||||||
When you convey a covered work, you waive any legal power to forbid
|
|
||||||
circumvention of technological measures to the extent such circumvention
|
|
||||||
is effected by exercising rights under this License with respect to
|
|
||||||
the covered work, and you disclaim any intention to limit operation or
|
|
||||||
modification of the work as a means of enforcing, against the work's
|
|
||||||
users, your or third parties' legal rights to forbid circumvention of
|
|
||||||
technological measures.
|
|
||||||
|
|
||||||
4. Conveying Verbatim Copies.
|
|
||||||
|
|
||||||
You may convey verbatim copies of the Program's source code as you
|
|
||||||
receive it, in any medium, provided that you conspicuously and
|
|
||||||
appropriately publish on each copy an appropriate copyright notice;
|
|
||||||
keep intact all notices stating that this License and any
|
|
||||||
non-permissive terms added in accord with section 7 apply to the code;
|
|
||||||
keep intact all notices of the absence of any warranty; and give all
|
|
||||||
recipients a copy of this License along with the Program.
|
|
||||||
|
|
||||||
You may charge any price or no price for each copy that you convey,
|
|
||||||
and you may offer support or warranty protection for a fee.
|
|
||||||
|
|
||||||
5. Conveying Modified Source Versions.
|
|
||||||
|
|
||||||
You may convey a work based on the Program, or the modifications to
|
|
||||||
produce it from the Program, in the form of source code under the
|
|
||||||
terms of section 4, provided that you also meet all of these conditions:
|
|
||||||
|
|
||||||
a) The work must carry prominent notices stating that you modified
|
|
||||||
it, and giving a relevant date.
|
|
||||||
|
|
||||||
b) The work must carry prominent notices stating that it is
|
|
||||||
released under this License and any conditions added under section
|
|
||||||
7. This requirement modifies the requirement in section 4 to
|
|
||||||
"keep intact all notices".
|
|
||||||
|
|
||||||
c) You must license the entire work, as a whole, under this
|
|
||||||
License to anyone who comes into possession of a copy. This
|
|
||||||
License will therefore apply, along with any applicable section 7
|
|
||||||
additional terms, to the whole of the work, and all its parts,
|
|
||||||
regardless of how they are packaged. This License gives no
|
|
||||||
permission to license the work in any other way, but it does not
|
|
||||||
invalidate such permission if you have separately received it.
|
|
||||||
|
|
||||||
d) If the work has interactive user interfaces, each must display
|
|
||||||
Appropriate Legal Notices; however, if the Program has interactive
|
|
||||||
interfaces that do not display Appropriate Legal Notices, your
|
|
||||||
work need not make them do so.
|
|
||||||
|
|
||||||
A compilation of a covered work with other separate and independent
|
|
||||||
works, which are not by their nature extensions of the covered work,
|
|
||||||
and which are not combined with it such as to form a larger program,
|
|
||||||
in or on a volume of a storage or distribution medium, is called an
|
|
||||||
"aggregate" if the compilation and its resulting copyright are not
|
|
||||||
used to limit the access or legal rights of the compilation's users
|
|
||||||
beyond what the individual works permit. Inclusion of a covered work
|
|
||||||
in an aggregate does not cause this License to apply to the other
|
|
||||||
parts of the aggregate.
|
|
||||||
|
|
||||||
6. Conveying Non-Source Forms.
|
|
||||||
|
|
||||||
You may convey a covered work in object code form under the terms
|
|
||||||
of sections 4 and 5, provided that you also convey the
|
|
||||||
machine-readable Corresponding Source under the terms of this License,
|
|
||||||
in one of these ways:
|
|
||||||
|
|
||||||
a) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by the
|
|
||||||
Corresponding Source fixed on a durable physical medium
|
|
||||||
customarily used for software interchange.
|
|
||||||
|
|
||||||
b) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by a
|
|
||||||
written offer, valid for at least three years and valid for as
|
|
||||||
long as you offer spare parts or customer support for that product
|
|
||||||
model, to give anyone who possesses the object code either (1) a
|
|
||||||
copy of the Corresponding Source for all the software in the
|
|
||||||
product that is covered by this License, on a durable physical
|
|
||||||
medium customarily used for software interchange, for a price no
|
|
||||||
more than your reasonable cost of physically performing this
|
|
||||||
conveying of source, or (2) access to copy the
|
|
||||||
Corresponding Source from a network server at no charge.
|
|
||||||
|
|
||||||
c) Convey individual copies of the object code with a copy of the
|
|
||||||
written offer to provide the Corresponding Source. This
|
|
||||||
alternative is allowed only occasionally and noncommercially, and
|
|
||||||
only if you received the object code with such an offer, in accord
|
|
||||||
with subsection 6b.
|
|
||||||
|
|
||||||
d) Convey the object code by offering access from a designated
|
|
||||||
place (gratis or for a charge), and offer equivalent access to the
|
|
||||||
Corresponding Source in the same way through the same place at no
|
|
||||||
further charge. You need not require recipients to copy the
|
|
||||||
Corresponding Source along with the object code. If the place to
|
|
||||||
copy the object code is a network server, the Corresponding Source
|
|
||||||
may be on a different server (operated by you or a third party)
|
|
||||||
that supports equivalent copying facilities, provided you maintain
|
|
||||||
clear directions next to the object code saying where to find the
|
|
||||||
Corresponding Source. Regardless of what server hosts the
|
|
||||||
Corresponding Source, you remain obligated to ensure that it is
|
|
||||||
available for as long as needed to satisfy these requirements.
|
|
||||||
|
|
||||||
e) Convey the object code using peer-to-peer transmission, provided
|
|
||||||
you inform other peers where the object code and Corresponding
|
|
||||||
Source of the work are being offered to the general public at no
|
|
||||||
charge under subsection 6d.
|
|
||||||
|
|
||||||
A separable portion of the object code, whose source code is excluded
|
|
||||||
from the Corresponding Source as a System Library, need not be
|
|
||||||
included in conveying the object code work.
|
|
||||||
|
|
||||||
A "User Product" is either (1) a "consumer product", which means any
|
|
||||||
tangible personal property which is normally used for personal, family,
|
|
||||||
or household purposes, or (2) anything designed or sold for incorporation
|
|
||||||
into a dwelling. In determining whether a product is a consumer product,
|
|
||||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
|
||||||
product received by a particular user, "normally used" refers to a
|
|
||||||
typical or common use of that class of product, regardless of the status
|
|
||||||
of the particular user or of the way in which the particular user
|
|
||||||
actually uses, or expects or is expected to use, the product. A product
|
|
||||||
is a consumer product regardless of whether the product has substantial
|
|
||||||
commercial, industrial or non-consumer uses, unless such uses represent
|
|
||||||
the only significant mode of use of the product.
|
|
||||||
|
|
||||||
"Installation Information" for a User Product means any methods,
|
|
||||||
procedures, authorization keys, or other information required to install
|
|
||||||
and execute modified versions of a covered work in that User Product from
|
|
||||||
a modified version of its Corresponding Source. The information must
|
|
||||||
suffice to ensure that the continued functioning of the modified object
|
|
||||||
code is in no case prevented or interfered with solely because
|
|
||||||
modification has been made.
|
|
||||||
|
|
||||||
If you convey an object code work under this section in, or with, or
|
|
||||||
specifically for use in, a User Product, and the conveying occurs as
|
|
||||||
part of a transaction in which the right of possession and use of the
|
|
||||||
User Product is transferred to the recipient in perpetuity or for a
|
|
||||||
fixed term (regardless of how the transaction is characterized), the
|
|
||||||
Corresponding Source conveyed under this section must be accompanied
|
|
||||||
by the Installation Information. But this requirement does not apply
|
|
||||||
if neither you nor any third party retains the ability to install
|
|
||||||
modified object code on the User Product (for example, the work has
|
|
||||||
been installed in ROM).
|
|
||||||
|
|
||||||
The requirement to provide Installation Information does not include a
|
|
||||||
requirement to continue to provide support service, warranty, or updates
|
|
||||||
for a work that has been modified or installed by the recipient, or for
|
|
||||||
the User Product in which it has been modified or installed. Access to a
|
|
||||||
network may be denied when the modification itself materially and
|
|
||||||
adversely affects the operation of the network or violates the rules and
|
|
||||||
protocols for communication across the network.
|
|
||||||
|
|
||||||
Corresponding Source conveyed, and Installation Information provided,
|
|
||||||
in accord with this section must be in a format that is publicly
|
|
||||||
documented (and with an implementation available to the public in
|
|
||||||
source code form), and must require no special password or key for
|
|
||||||
unpacking, reading or copying.
|
|
||||||
|
|
||||||
7. Additional Terms.
|
|
||||||
|
|
||||||
"Additional permissions" are terms that supplement the terms of this
|
|
||||||
License by making exceptions from one or more of its conditions.
|
|
||||||
Additional permissions that are applicable to the entire Program shall
|
|
||||||
be treated as though they were included in this License, to the extent
|
|
||||||
that they are valid under applicable law. If additional permissions
|
|
||||||
apply only to part of the Program, that part may be used separately
|
|
||||||
under those permissions, but the entire Program remains governed by
|
|
||||||
this License without regard to the additional permissions.
|
|
||||||
|
|
||||||
When you convey a copy of a covered work, you may at your option
|
|
||||||
remove any additional permissions from that copy, or from any part of
|
|
||||||
it. (Additional permissions may be written to require their own
|
|
||||||
removal in certain cases when you modify the work.) You may place
|
|
||||||
additional permissions on material, added by you to a covered work,
|
|
||||||
for which you have or can give appropriate copyright permission.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, for material you
|
|
||||||
add to a covered work, you may (if authorized by the copyright holders of
|
|
||||||
that material) supplement the terms of this License with terms:
|
|
||||||
|
|
||||||
a) Disclaiming warranty or limiting liability differently from the
|
|
||||||
terms of sections 15 and 16 of this License; or
|
|
||||||
|
|
||||||
b) Requiring preservation of specified reasonable legal notices or
|
|
||||||
author attributions in that material or in the Appropriate Legal
|
|
||||||
Notices displayed by works containing it; or
|
|
||||||
|
|
||||||
c) Prohibiting misrepresentation of the origin of that material, or
|
|
||||||
requiring that modified versions of such material be marked in
|
|
||||||
reasonable ways as different from the original version; or
|
|
||||||
|
|
||||||
d) Limiting the use for publicity purposes of names of licensors or
|
|
||||||
authors of the material; or
|
|
||||||
|
|
||||||
e) Declining to grant rights under trademark law for use of some
|
|
||||||
trade names, trademarks, or service marks; or
|
|
||||||
|
|
||||||
f) Requiring indemnification of licensors and authors of that
|
|
||||||
material by anyone who conveys the material (or modified versions of
|
|
||||||
it) with contractual assumptions of liability to the recipient, for
|
|
||||||
any liability that these contractual assumptions directly impose on
|
|
||||||
those licensors and authors.
|
|
||||||
|
|
||||||
All other non-permissive additional terms are considered "further
|
|
||||||
restrictions" within the meaning of section 10. If the Program as you
|
|
||||||
received it, or any part of it, contains a notice stating that it is
|
|
||||||
governed by this License along with a term that is a further
|
|
||||||
restriction, you may remove that term. If a license document contains
|
|
||||||
a further restriction but permits relicensing or conveying under this
|
|
||||||
License, you may add to a covered work material governed by the terms
|
|
||||||
of that license document, provided that the further restriction does
|
|
||||||
not survive such relicensing or conveying.
|
|
||||||
|
|
||||||
If you add terms to a covered work in accord with this section, you
|
|
||||||
must place, in the relevant source files, a statement of the
|
|
||||||
additional terms that apply to those files, or a notice indicating
|
|
||||||
where to find the applicable terms.
|
|
||||||
|
|
||||||
Additional terms, permissive or non-permissive, may be stated in the
|
|
||||||
form of a separately written license, or stated as exceptions;
|
|
||||||
the above requirements apply either way.
|
|
||||||
|
|
||||||
8. Termination.
|
|
||||||
|
|
||||||
You may not propagate or modify a covered work except as expressly
|
|
||||||
provided under this License. Any attempt otherwise to propagate or
|
|
||||||
modify it is void, and will automatically terminate your rights under
|
|
||||||
this License (including any patent licenses granted under the third
|
|
||||||
paragraph of section 11).
|
|
||||||
|
|
||||||
However, if you cease all violation of this License, then your
|
|
||||||
license from a particular copyright holder is reinstated (a)
|
|
||||||
provisionally, unless and until the copyright holder explicitly and
|
|
||||||
finally terminates your license, and (b) permanently, if the copyright
|
|
||||||
holder fails to notify you of the violation by some reasonable means
|
|
||||||
prior to 60 days after the cessation.
|
|
||||||
|
|
||||||
Moreover, your license from a particular copyright holder is
|
|
||||||
reinstated permanently if the copyright holder notifies you of the
|
|
||||||
violation by some reasonable means, this is the first time you have
|
|
||||||
received notice of violation of this License (for any work) from that
|
|
||||||
copyright holder, and you cure the violation prior to 30 days after
|
|
||||||
your receipt of the notice.
|
|
||||||
|
|
||||||
Termination of your rights under this section does not terminate the
|
|
||||||
licenses of parties who have received copies or rights from you under
|
|
||||||
this License. If your rights have been terminated and not permanently
|
|
||||||
reinstated, you do not qualify to receive new licenses for the same
|
|
||||||
material under section 10.
|
|
||||||
|
|
||||||
9. Acceptance Not Required for Having Copies.
|
|
||||||
|
|
||||||
You are not required to accept this License in order to receive or
|
|
||||||
run a copy of the Program. Ancillary propagation of a covered work
|
|
||||||
occurring solely as a consequence of using peer-to-peer transmission
|
|
||||||
to receive a copy likewise does not require acceptance. However,
|
|
||||||
nothing other than this License grants you permission to propagate or
|
|
||||||
modify any covered work. These actions infringe copyright if you do
|
|
||||||
not accept this License. Therefore, by modifying or propagating a
|
|
||||||
covered work, you indicate your acceptance of this License to do so.
|
|
||||||
|
|
||||||
10. Automatic Licensing of Downstream Recipients.
|
|
||||||
|
|
||||||
Each time you convey a covered work, the recipient automatically
|
|
||||||
receives a license from the original licensors, to run, modify and
|
|
||||||
propagate that work, subject to this License. You are not responsible
|
|
||||||
for enforcing compliance by third parties with this License.
|
|
||||||
|
|
||||||
An "entity transaction" is a transaction transferring control of an
|
|
||||||
organization, or substantially all assets of one, or subdividing an
|
|
||||||
organization, or merging organizations. If propagation of a covered
|
|
||||||
work results from an entity transaction, each party to that
|
|
||||||
transaction who receives a copy of the work also receives whatever
|
|
||||||
licenses to the work the party's predecessor in interest had or could
|
|
||||||
give under the previous paragraph, plus a right to possession of the
|
|
||||||
Corresponding Source of the work from the predecessor in interest, if
|
|
||||||
the predecessor has it or can get it with reasonable efforts.
|
|
||||||
|
|
||||||
You may not impose any further restrictions on the exercise of the
|
|
||||||
rights granted or affirmed under this License. For example, you may
|
|
||||||
not impose a license fee, royalty, or other charge for exercise of
|
|
||||||
rights granted under this License, and you may not initiate litigation
|
|
||||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
|
||||||
any patent claim is infringed by making, using, selling, offering for
|
|
||||||
sale, or importing the Program or any portion of it.
|
|
||||||
|
|
||||||
11. Patents.
|
|
||||||
|
|
||||||
A "contributor" is a copyright holder who authorizes use under this
|
|
||||||
License of the Program or a work on which the Program is based. The
|
|
||||||
work thus licensed is called the contributor's "contributor version".
|
|
||||||
|
|
||||||
A contributor's "essential patent claims" are all patent claims
|
|
||||||
owned or controlled by the contributor, whether already acquired or
|
|
||||||
hereafter acquired, that would be infringed by some manner, permitted
|
|
||||||
by this License, of making, using, or selling its contributor version,
|
|
||||||
but do not include claims that would be infringed only as a
|
|
||||||
consequence of further modification of the contributor version. For
|
|
||||||
purposes of this definition, "control" includes the right to grant
|
|
||||||
patent sublicenses in a manner consistent with the requirements of
|
|
||||||
this License.
|
|
||||||
|
|
||||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
|
||||||
patent license under the contributor's essential patent claims, to
|
|
||||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
|
||||||
propagate the contents of its contributor version.
|
|
||||||
|
|
||||||
In the following three paragraphs, a "patent license" is any express
|
|
||||||
agreement or commitment, however denominated, not to enforce a patent
|
|
||||||
(such as an express permission to practice a patent or covenant not to
|
|
||||||
sue for patent infringement). To "grant" such a patent license to a
|
|
||||||
party means to make such an agreement or commitment not to enforce a
|
|
||||||
patent against the party.
|
|
||||||
|
|
||||||
If you convey a covered work, knowingly relying on a patent license,
|
|
||||||
and the Corresponding Source of the work is not available for anyone
|
|
||||||
to copy, free of charge and under the terms of this License, through a
|
|
||||||
publicly available network server or other readily accessible means,
|
|
||||||
then you must either (1) cause the Corresponding Source to be so
|
|
||||||
available, or (2) arrange to deprive yourself of the benefit of the
|
|
||||||
patent license for this particular work, or (3) arrange, in a manner
|
|
||||||
consistent with the requirements of this License, to extend the patent
|
|
||||||
license to downstream recipients. "Knowingly relying" means you have
|
|
||||||
actual knowledge that, but for the patent license, your conveying the
|
|
||||||
covered work in a country, or your recipient's use of the covered work
|
|
||||||
in a country, would infringe one or more identifiable patents in that
|
|
||||||
country that you have reason to believe are valid.
|
|
||||||
|
|
||||||
If, pursuant to or in connection with a single transaction or
|
|
||||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
|
||||||
covered work, and grant a patent license to some of the parties
|
|
||||||
receiving the covered work authorizing them to use, propagate, modify
|
|
||||||
or convey a specific copy of the covered work, then the patent license
|
|
||||||
you grant is automatically extended to all recipients of the covered
|
|
||||||
work and works based on it.
|
|
||||||
|
|
||||||
A patent license is "discriminatory" if it does not include within
|
|
||||||
the scope of its coverage, prohibits the exercise of, or is
|
|
||||||
conditioned on the non-exercise of one or more of the rights that are
|
|
||||||
specifically granted under this License. You may not convey a covered
|
|
||||||
work if you are a party to an arrangement with a third party that is
|
|
||||||
in the business of distributing software, under which you make payment
|
|
||||||
to the third party based on the extent of your activity of conveying
|
|
||||||
the work, and under which the third party grants, to any of the
|
|
||||||
parties who would receive the covered work from you, a discriminatory
|
|
||||||
patent license (a) in connection with copies of the covered work
|
|
||||||
conveyed by you (or copies made from those copies), or (b) primarily
|
|
||||||
for and in connection with specific products or compilations that
|
|
||||||
contain the covered work, unless you entered into that arrangement,
|
|
||||||
or that patent license was granted, prior to 28 March 2007.
|
|
||||||
|
|
||||||
Nothing in this License shall be construed as excluding or limiting
|
|
||||||
any implied license or other defenses to infringement that may
|
|
||||||
otherwise be available to you under applicable patent law.
|
|
||||||
|
|
||||||
12. No Surrender of Others' Freedom.
|
|
||||||
|
|
||||||
If conditions are imposed on you (whether by court order, agreement or
|
|
||||||
otherwise) that contradict the conditions of this License, they do not
|
|
||||||
excuse you from the conditions of this License. If you cannot convey a
|
|
||||||
covered work so as to satisfy simultaneously your obligations under this
|
|
||||||
License and any other pertinent obligations, then as a consequence you may
|
|
||||||
not convey it at all. For example, if you agree to terms that obligate you
|
|
||||||
to collect a royalty for further conveying from those to whom you convey
|
|
||||||
the Program, the only way you could satisfy both those terms and this
|
|
||||||
License would be to refrain entirely from conveying the Program.
|
|
||||||
|
|
||||||
13. Use with the GNU Affero General Public License.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, you have
|
|
||||||
permission to link or combine any covered work with a work licensed
|
|
||||||
under version 3 of the GNU Affero General Public License into a single
|
|
||||||
combined work, and to convey the resulting work. The terms of this
|
|
||||||
License will continue to apply to the part which is the covered work,
|
|
||||||
but the special requirements of the GNU Affero General Public License,
|
|
||||||
section 13, concerning interaction through a network will apply to the
|
|
||||||
combination as such.
|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of
|
|
||||||
the GNU General Public License from time to time. Such new versions will
|
|
||||||
be similar in spirit to the present version, but may differ in detail to
|
|
||||||
address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the
|
|
||||||
Program specifies that a certain numbered version of the GNU General
|
|
||||||
Public License "or any later version" applies to it, you have the
|
|
||||||
option of following the terms and conditions either of that numbered
|
|
||||||
version or of any later version published by the Free Software
|
|
||||||
Foundation. If the Program does not specify a version number of the
|
|
||||||
GNU General Public License, you may choose any version ever published
|
|
||||||
by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future
|
|
||||||
versions of the GNU General Public License can be used, that proxy's
|
|
||||||
public statement of acceptance of a version permanently authorizes you
|
|
||||||
to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different
|
|
||||||
permissions. However, no additional obligations are imposed on any
|
|
||||||
author or copyright holder as a result of your choosing to follow a
|
|
||||||
later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
|
||||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
|
||||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
|
||||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
|
||||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
|
||||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
||||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
|
||||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
|
||||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
|
||||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
|
||||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
|
||||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
|
||||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
|
||||||
SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
|
|
||||||
If the disclaimer of warranty and limitation of liability provided
|
|
||||||
above cannot be given local legal effect according to their terms,
|
|
||||||
reviewing courts shall apply local law that most closely approximates
|
|
||||||
an absolute waiver of all civil liability in connection with the
|
|
||||||
Program, unless a warranty or assumption of liability accompanies a
|
|
||||||
copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest
|
|
||||||
possible use to the public, the best way to achieve this is to make it
|
|
||||||
free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest
|
|
||||||
to attach them to the start of each source file to most effectively
|
|
||||||
state the exclusion of warranty; and each file should have at least
|
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
<one line to give the program's name and a brief idea of what it does.>
|
|
||||||
Copyright (C) <year> <name of author>
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU General Public License as published by
|
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License
|
|
||||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
|
||||||
|
|
||||||
If the program does terminal interaction, make it output a short
|
|
||||||
notice like this when it starts in an interactive mode:
|
|
||||||
|
|
||||||
<program> Copyright (C) <year> <name of author>
|
|
||||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
|
||||||
This is free software, and you are welcome to redistribute it
|
|
||||||
under certain conditions; type `show c' for details.
|
|
||||||
|
|
||||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
|
||||||
parts of the General Public License. Of course, your program's commands
|
|
||||||
might be different; for a GUI interface, you would use an "about box".
|
|
||||||
|
|
||||||
You should also get your employer (if you work as a programmer) or school,
|
|
||||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
|
||||||
For more information on this, and how to apply and follow the GNU GPL, see
|
|
||||||
<http://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
The GNU General Public License does not permit incorporating your program
|
|
||||||
into proprietary programs. If your program is a subroutine library, you
|
|
||||||
may consider it more useful to permit linking proprietary applications with
|
|
||||||
the library. If this is what you want to do, use the GNU Lesser General
|
|
||||||
Public License instead of this License. But first, please read
|
|
||||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
/*
|
|
||||||
effect.txt : MariENB extra shader.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* separate for easier maintenance */
|
|
||||||
#include "menbglobaldefs.fx"
|
|
||||||
#include "menbextrasettings.fx"
|
|
||||||
#include "menbextrainternals.fx"
|
|
||||||
#include "menbextrafilters.fx"
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
/*
|
|
||||||
enbbloom.fx : MariENB bloom filter.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* separate for easier maintenance */
|
|
||||||
#include "menbglobaldefs.fx"
|
|
||||||
#include "menbbloomsettings.fx"
|
|
||||||
#include "menbbloominternals.fx"
|
|
||||||
#include "menbbloomfilters.fx"
|
|
||||||
|
|
@ -1,13 +0,0 @@
|
||||||
/*
|
|
||||||
enbeffect.fx : MariENB base shader.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* do not touch this! */
|
|
||||||
#define E_SHADER_3_0
|
|
||||||
/* separate for easier maintenance */
|
|
||||||
#include "menbglobaldefs.fx"
|
|
||||||
#include "menbeffectsettings.fx"
|
|
||||||
#include "menbeffectinternals.fx"
|
|
||||||
#include "menbeffectfilters.fx"
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
/*
|
|
||||||
enbeffectprepass.fx : MariENB pre-pass filters.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* separate for easier maintenance */
|
|
||||||
#include "menbglobaldefs.fx"
|
|
||||||
#include "menbprepasssettings.fx"
|
|
||||||
#include "menbprepassinternals.fx"
|
|
||||||
#include "menbprepassfilters.fx"
|
|
||||||
|
|
@ -1,57 +0,0 @@
|
||||||
/*
|
|
||||||
enblens.fx : MariENB Lens filters.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
struct VS_OUTPUT_POST
|
|
||||||
{
|
|
||||||
float4 vpos : POSITION;
|
|
||||||
float2 txcoord0 : TEXCOORD0;
|
|
||||||
};
|
|
||||||
struct VS_INPUT_POST
|
|
||||||
{
|
|
||||||
float3 pos : POSITION;
|
|
||||||
float2 txcoord0 : TEXCOORD0;
|
|
||||||
};
|
|
||||||
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
|
|
||||||
{
|
|
||||||
VS_OUTPUT_POST OUT;
|
|
||||||
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
|
||||||
OUT.txcoord0.xy = IN.txcoord0.xy;
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
float4 PS_Dummy( VS_OUTPUT_POST In ) : COLOR
|
|
||||||
{
|
|
||||||
return 0.0;
|
|
||||||
}
|
|
||||||
technique Draw
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Dummy();
|
|
||||||
PixelShader = compile ps_3_0 PS_Dummy();
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
SeparateAlphaBlendEnable = FALSE;
|
|
||||||
SRGBWriteEnable = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique LensPostPass
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Dummy();
|
|
||||||
PixelShader = compile ps_3_0 PS_Dummy();
|
|
||||||
AlphaBlendEnable = TRUE;
|
|
||||||
SrcBlend = ONE;
|
|
||||||
DestBlend = ONE;
|
|
||||||
ColorWriteEnable = RED|GREEN|BLUE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
SeparateAlphaBlendEnable = FALSE;
|
|
||||||
SRGBWriteEnable = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,49 +0,0 @@
|
||||||
/*
|
|
||||||
enbsunsprite.fx : MariENB sun sprite filters.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* This shader intentionally does nothing */
|
|
||||||
struct VS_OUTPUT_POST
|
|
||||||
{
|
|
||||||
float4 vpos : POSITION;
|
|
||||||
float2 txcoord : TEXCOORD0;
|
|
||||||
};
|
|
||||||
struct VS_INPUT_POST
|
|
||||||
{
|
|
||||||
float3 pos : POSITION;
|
|
||||||
float2 txcoord : TEXCOORD0;
|
|
||||||
};
|
|
||||||
VS_OUTPUT_POST VS_Dummy( VS_INPUT_POST IN )
|
|
||||||
{
|
|
||||||
VS_OUTPUT_POST OUT;
|
|
||||||
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
|
||||||
OUT.vpos = pos;
|
|
||||||
OUT.txcoord.xy = IN.txcoord.xy;
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
float4 PS_Dummy( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
return 0.0;
|
|
||||||
}
|
|
||||||
technique Draw
|
|
||||||
{
|
|
||||||
pass P0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Dummy();
|
|
||||||
PixelShader = compile ps_3_0 PS_Dummy();
|
|
||||||
AlphaBlendEnable = TRUE;
|
|
||||||
SrcBlend = ONE;
|
|
||||||
DestBlend = ONE;
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,272 +0,0 @@
|
||||||
/*
|
|
||||||
menbbloomfilters.fx : MariENB bloom shader routines.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
|
|
||||||
{
|
|
||||||
VS_OUTPUT_POST OUT;
|
|
||||||
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1);
|
|
||||||
OUT.vpos = pos;
|
|
||||||
OUT.txcoord0.xy = IN.txcoord0.xy+TempParameters.xy;
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
/* helper functions */
|
|
||||||
/* photometric */
|
|
||||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
|
||||||
/* CCIR601 */
|
|
||||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
|
||||||
float3 rgb2hsv( float3 c )
|
|
||||||
{
|
|
||||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
|
||||||
float4 p = (c.g<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;
|
|
||||||
float2 pp;
|
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
|
||||||
{
|
|
||||||
pp = coord+float2(i,0)*TempParameters.z*bloomradius;
|
|
||||||
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
|
|
||||||
sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0;
|
|
||||||
}
|
|
||||||
res *= 1.0/sum;
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* This is the vertical step */
|
|
||||||
float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = In.txcoord0.xy;
|
|
||||||
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
|
|
||||||
int i;
|
|
||||||
float sum = 0;
|
|
||||||
float2 pp;
|
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
|
||||||
{
|
|
||||||
pp = coord+float2(0,i)*TempParameters.z*bloomradius;
|
|
||||||
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
|
|
||||||
sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0;
|
|
||||||
}
|
|
||||||
res *= 1.0/sum;
|
|
||||||
/* blue shift */
|
|
||||||
float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
|
|
||||||
float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
|
|
||||||
float3 blu_in = float3(blu_in_r,blu_in_g,blu_in_b);
|
|
||||||
float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b);
|
|
||||||
float3 blu = tod_ind(blu);
|
|
||||||
float bsi = tod_ind(bsi);
|
|
||||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
|
|
||||||
lm = lm/(1.0+lm);
|
|
||||||
lm *= 1.0-saturate((TempParameters.w-1.0)*bslp);
|
|
||||||
blu = saturate(blu+(TempParameters.w-1.0)*bsbp);
|
|
||||||
res.rgb *= lerp(1.0,blu,lm);
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
Horizontal anamorphic bloom step. This is somewhat realistic except that
|
|
||||||
most lenses (e.g.: glasses, both convex and concave) cause VERTICAL
|
|
||||||
anamorphic bloom due to their curvature. However since ENB doesn't let me
|
|
||||||
switch the order of the blurring, it's impossible to do so. I don't really
|
|
||||||
have a problem with that, this also looks nice.
|
|
||||||
|
|
||||||
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
|
|
||||||
they call "anamorphic lens flare", which has an ass-backwards-retarded
|
|
||||||
implementation, which serves to showcase their incompetence. Rather than use
|
|
||||||
a single-axis massive-scale blur like I do, they simply awkwardly stretch
|
|
||||||
sampling coordinates along one axis, which doesn't even have the same effect
|
|
||||||
as it just makes it so bright areas ONLY at the very middle of the screen
|
|
||||||
produces sharp bright lines extending towards the sides.
|
|
||||||
*/
|
|
||||||
float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
|
|
||||||
{
|
|
||||||
if ( !alfenable ) return float4(0,0,0,1);
|
|
||||||
float2 coord = In.txcoord0.xy;
|
|
||||||
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
|
|
||||||
int i;
|
|
||||||
float sum = 0;
|
|
||||||
float2 pp;
|
|
||||||
[unroll] for ( i=-79; i<=79; i++ )
|
|
||||||
{
|
|
||||||
pp = coord+float2(i,0)*TempParameters.z*bloomradius*flen;
|
|
||||||
res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
|
|
||||||
sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
|
|
||||||
}
|
|
||||||
res *= 1.0/sum;
|
|
||||||
/* blue shift */
|
|
||||||
float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
|
|
||||||
float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
|
|
||||||
float3 flu_in = float3(flu_in_r,flu_in_g,flu_in_b);
|
|
||||||
float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b);
|
|
||||||
float3 flu = tod_ind(flu);
|
|
||||||
float fsi = tod_ind(fsi);
|
|
||||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
|
|
||||||
lm = lm/(1.0+lm);
|
|
||||||
float fbl = tod_ind(fbl);
|
|
||||||
float fpw = tod_ind(fpw);
|
|
||||||
res.rgb *= lerp(1.0,flu,lm);
|
|
||||||
res.rgb = pow(res.rgb,fpw)*fbl;
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* end pass, mix it all up */
|
|
||||||
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = In.txcoord0.xy;
|
|
||||||
float4 res = float4(0,0,0,0);
|
|
||||||
res += bloommix1*tex2D(SamplerBloomC1,coord); // P1
|
|
||||||
res += bloommix2*tex2D(SamplerBloomC2,coord); // P2
|
|
||||||
res += bloommix3*tex2D(SamplerBloomC3,coord); // P3
|
|
||||||
res += bloommix4*tex2D(SamplerBloomC4,coord); // P4
|
|
||||||
res += bloommix5*tex2D(SamplerBloomC5,coord); // Prepass
|
|
||||||
res += bloommix6*tex2D(SamplerBloomC6,coord); // Base
|
|
||||||
res += bloommix7*tex2D(SamplerBloomC7,coord); // P5
|
|
||||||
res += bloommix8*tex2D(SamplerBloomC8,coord); // P6
|
|
||||||
res.rgb /= 6.0;
|
|
||||||
if ( alfenable ) res.rgb *= 0.5;
|
|
||||||
res.rgb = clamp(res.rgb,0,32768);
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* crappy lens filter, useful when playing characters with glasses */
|
|
||||||
float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
|
|
||||||
{
|
|
||||||
float4 mud = float4(0,0,0,0);
|
|
||||||
if ( !dirtenable ) return mud;
|
|
||||||
float2 coord = In.txcoord0.xy;
|
|
||||||
float2 ccoord = coord;
|
|
||||||
#ifdef ASPECT_LENSDIRT
|
|
||||||
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
|
|
||||||
#endif
|
|
||||||
float4 crap = tex2D(SamplerLens,ccoord);
|
|
||||||
mud += dirtmix1*tex2D(SamplerBloomC1,coord); // P1
|
|
||||||
mud += dirtmix2*tex2D(SamplerBloomC2,coord); // P2
|
|
||||||
mud += dirtmix3*tex2D(SamplerBloomC3,coord); // P3
|
|
||||||
mud += dirtmix4*tex2D(SamplerBloomC4,coord); // P4
|
|
||||||
mud += dirtmix5*tex2D(SamplerBloomC5,coord); // Prepass
|
|
||||||
mud += dirtmix6*tex2D(SamplerBloomC6,coord); // Base
|
|
||||||
mud += dirtmix7*tex2D(SamplerBloomC7,coord); // P5
|
|
||||||
mud += dirtmix8*tex2D(SamplerBloomC8,coord); // P6
|
|
||||||
mud.rgb /= 6.0;
|
|
||||||
if ( alfenable ) mud.rgb *= 0.5;
|
|
||||||
mud.rgb = clamp(mud.rgb,0,32768);
|
|
||||||
float mudmax = luminance(mud.rgb);
|
|
||||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
|
||||||
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
|
||||||
mud.rgb *= mudn*ldirtfactor*crap.rgb;
|
|
||||||
mud.a = 1.0;
|
|
||||||
return mud;
|
|
||||||
}
|
|
||||||
/* techniques */
|
|
||||||
technique BloomPrePass
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Bloom();
|
|
||||||
PixelShader = compile ps_3_0 PS_BloomPrePass();
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique BloomTexture1
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Bloom();
|
|
||||||
PixelShader = compile ps_3_0 PS_BloomTexture1();
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
pass p1
|
|
||||||
{
|
|
||||||
AlphaBlendEnable = true;
|
|
||||||
SrcBlend = One;
|
|
||||||
DestBlend = One;
|
|
||||||
PixelShader = compile ps_3_0 PS_AnamPass();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique BloomTexture2
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Bloom();
|
|
||||||
PixelShader = compile ps_3_0 PS_BloomTexture2();
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique BloomPostPass
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Bloom();
|
|
||||||
PixelShader = compile ps_3_0 PS_BloomPostPass();
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
pass p1
|
|
||||||
{
|
|
||||||
AlphaBlendEnable = true;
|
|
||||||
SrcBlend = One;
|
|
||||||
DestBlend = One;
|
|
||||||
PixelShader = compile ps_3_0 PS_LensDirtPass();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,283 +0,0 @@
|
||||||
/*
|
|
||||||
menbbloominternals.fx : MariENB bloom internal variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* mathematical constants */
|
|
||||||
static const float pi = 3.1415926535898;
|
|
||||||
/* gaussian blur matrices */
|
|
||||||
/* radius: 3, std dev: 0.7014 */
|
|
||||||
/*static const float gauss3[3] = {0.568780, 0.205851, 0.009759};*/
|
|
||||||
/* radius: 8, std dev: 3 */
|
|
||||||
static const float gauss8[8] =
|
|
||||||
{
|
|
||||||
0.134598, 0.127325, 0.107778, 0.081638,
|
|
||||||
0.055335, 0.033562, 0.018216, 0.008847
|
|
||||||
};
|
|
||||||
/* radius: 36, std dev: 32 */
|
|
||||||
/*static const float gauss36[36] =
|
|
||||||
{
|
|
||||||
0.017014, 0.017006, 0.016981, 0.016939, 0.016881, 0.016807,
|
|
||||||
0.016717, 0.016612, 0.016490, 0.016354, 0.016203, 0.016038,
|
|
||||||
0.015859, 0.015666, 0.015461, 0.015244, 0.015015, 0.014775,
|
|
||||||
0.014524, 0.014264, 0.013995, 0.013718, 0.013433, 0.013141,
|
|
||||||
0.012843, 0.012539, 0.012231, 0.011918, 0.011602, 0.011284,
|
|
||||||
0.010964, 0.010642, 0.010319, 0.009997, 0.009675, 0.009355
|
|
||||||
};*/
|
|
||||||
/* radius: 80, std dev: 30 */
|
|
||||||
static const float gauss80[80] =
|
|
||||||
{
|
|
||||||
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
|
|
||||||
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
|
|
||||||
0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
|
|
||||||
0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
|
|
||||||
0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
|
|
||||||
0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
|
|
||||||
0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
|
|
||||||
0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
|
|
||||||
0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
|
|
||||||
0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
|
|
||||||
0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
|
|
||||||
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
|
|
||||||
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
|
|
||||||
0.000456, 0.000418
|
|
||||||
};
|
|
||||||
/* standard stuff */
|
|
||||||
float4 ScreenSize;
|
|
||||||
float4 TempParameters;
|
|
||||||
float4 BloomParameters;
|
|
||||||
float ENightDayFactor;
|
|
||||||
float EInteriorFactor;
|
|
||||||
/* samplers and textures */
|
|
||||||
texture2D texBloom1;
|
|
||||||
texture2D texBloom2;
|
|
||||||
texture2D texBloom3;
|
|
||||||
texture2D texBloom4;
|
|
||||||
texture2D texBloom5;
|
|
||||||
texture2D texBloom6;
|
|
||||||
texture2D texBloom7;
|
|
||||||
texture2D texBloom8;
|
|
||||||
texture2D texLens
|
|
||||||
<
|
|
||||||
#ifdef LENSDIRT_DDS
|
|
||||||
string ResourceName = "menblens.dds";
|
|
||||||
#else
|
|
||||||
string ResourceName = "menblens.png";
|
|
||||||
#endif
|
|
||||||
>;
|
|
||||||
sampler2D SamplerBloom1 = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <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;
|
|
||||||
};
|
|
||||||
sampler2D SamplerLens = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texLens>;
|
|
||||||
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;
|
|
||||||
};
|
|
||||||
|
|
@ -1,468 +0,0 @@
|
||||||
/*
|
|
||||||
menbbloomsettings.fx : MariENB bloom user-tweakable variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
string str_bloompre = "Bloom Prepass";
|
|
||||||
/* bloom intensity */
|
|
||||||
float bloomintensity_n
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float bloomintensity_d
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float bloomintensity_in
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float bloomintensity_id
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
/* bloom power (contrast) */
|
|
||||||
float bloompower_n
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float bloompower_d
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float bloompower_in
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float bloompower_id
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
/* bloom saturation */
|
|
||||||
float bloomsaturation_n
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Saturation Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float bloomsaturation_d
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Saturation Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float bloomsaturation_in
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Saturation Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float bloomsaturation_id
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Saturation Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
/* bloom offset (negative values keep dark areas from muddying up) */
|
|
||||||
float bloombump_n
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Offset Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {-0.5};
|
|
||||||
float bloombump_d
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Offset Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {-0.5};
|
|
||||||
float bloombump_in
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Offset Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {-0.5};
|
|
||||||
float bloombump_id
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Offset Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {-0.5};
|
|
||||||
/* bloom cap (maximum brightness samples can have) */
|
|
||||||
float bloomcap_n
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Cap Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float bloomcap_d
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Cap Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float bloomcap_in
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Cap Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float bloomcap_id
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Intensity Cap Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
string str_bloomper = "Bloom Per-pass";
|
|
||||||
/* bloom blur radius */
|
|
||||||
float bloomradius
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Blur Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
/* bloom tint/blueshift parameters */
|
|
||||||
float blu_n_r
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float blu_n_g
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.6};
|
|
||||||
float blu_n_b
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float blu_d_r
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float blu_d_g
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.6};
|
|
||||||
float blu_d_b
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float blu_in_r
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Interior Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float blu_in_g
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Interior Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.6};
|
|
||||||
float blu_in_b
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Interior Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float blu_id_r
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Interior Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float blu_id_g
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Interior Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.6};
|
|
||||||
float blu_id_b
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Interior Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float bsi_n
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float bsi_d
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float bsi_in
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float bsi_id
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float bslp
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Luminance Factor Per-pass";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.22};
|
|
||||||
float bsbp
|
|
||||||
<
|
|
||||||
string UIName = "Blue Shift Color Factor Per-pass";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.33};
|
|
||||||
/* anamorphic bloom (very intensive) */
|
|
||||||
string str_bloomalf = "Anamorphic Bloom";
|
|
||||||
bool alfenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Anamorphic Bloom";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
float fbl_n
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blend Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.75};
|
|
||||||
float fbl_d
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blend Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.75};
|
|
||||||
float fbl_in
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blend Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.75};
|
|
||||||
float fbl_id
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blend Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.75};
|
|
||||||
float flu_n_r
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.4};
|
|
||||||
float flu_n_g
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.1};
|
|
||||||
float flu_n_b
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float flu_d_r
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float flu_d_g
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.1};
|
|
||||||
float flu_d_b
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float flu_in_r
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float flu_in_g
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.1};
|
|
||||||
float flu_in_b
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float flu_id_r
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float flu_id_g
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.1};
|
|
||||||
float flu_id_b
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float fsi_n
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float fsi_d
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float fsi_in
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float fsi_id
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Blue Shift Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float fpw_n
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float fpw_d
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float fpw_in
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float fpw_id
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float flen
|
|
||||||
<
|
|
||||||
string UIName = "Anamorphic Bloom Radius Multiplier";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {4.0};
|
|
||||||
string str_bloompost = "Bloom Post-pass";
|
|
||||||
/* bloom mix factors */
|
|
||||||
float bloommix1
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Pass 1 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float bloommix2
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Pass 2 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.8};
|
|
||||||
float bloommix3
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Pass 3 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.85};
|
|
||||||
float bloommix4
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Pass 4 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.9};
|
|
||||||
float bloommix7
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Pass 7 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.95};
|
|
||||||
float bloommix8
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Pass 8 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float bloommix5
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Prepass Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float bloommix6
|
|
||||||
<
|
|
||||||
string UIName = "Bloom Base Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
string str_bloomdirt = "Lens Dirt";
|
|
||||||
bool dirtenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Lens Dirt";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float dirtmix1
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 1 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dirtmix2
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 2 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.1};
|
|
||||||
float dirtmix3
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 3 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.2};
|
|
||||||
float dirtmix4
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 4 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float dirtmix7
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 7 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float dirtmix8
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 8 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {3.0};
|
|
||||||
float dirtmix5
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Prepass Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dirtmix6
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Base Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float ldirtpow
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.25};
|
|
||||||
float ldirtfactor
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.5};
|
|
||||||
|
|
@ -1,599 +0,0 @@
|
||||||
/*
|
|
||||||
menbeffectfilters.fx : MariENB base shader routines.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
|
|
||||||
{
|
|
||||||
VS_OUTPUT_POST OUT;
|
|
||||||
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
|
||||||
OUT.txcoord0.xy = IN.txcoord0.xy;
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
#ifdef FALLOUT
|
|
||||||
float4 _c1 : register(c1);
|
|
||||||
float4 _c2 : register(c2);
|
|
||||||
float4 _c19 : register(c19);
|
|
||||||
float4 _c20 : register(c20);
|
|
||||||
float4 _c22 : register(c22);
|
|
||||||
#define _r1 _c1
|
|
||||||
#define _r2 _c2
|
|
||||||
#define _r3 _c19
|
|
||||||
#define _r4 _c20
|
|
||||||
#define _r5 _c22
|
|
||||||
/*
|
|
||||||
FALLOUT REGISTERS
|
|
||||||
|
|
||||||
r1 (c1): r2 (c2): r3 (c19):
|
|
||||||
x -> adapt max x -> unused x -> vibrance
|
|
||||||
y -> unused y -> unused y -> balancer
|
|
||||||
z -> unused z -> bloom mix z -> multiplier 1
|
|
||||||
w -> unused w -> unused w -> multiplier 2
|
|
||||||
|
|
||||||
r4 (c20): r5 (c22):
|
|
||||||
x -> tint red x -> fade red
|
|
||||||
y -> tint green y -> fade green
|
|
||||||
z -> tint blue z -> fade blue
|
|
||||||
w -> tint value w -> fade value
|
|
||||||
*/
|
|
||||||
#else
|
|
||||||
float4 _c1 : register(c1);
|
|
||||||
float4 _c2 : register(c2);
|
|
||||||
float4 _c3 : register(c3);
|
|
||||||
float4 _c4 : register(c4);
|
|
||||||
float4 _c5 : register(c5);
|
|
||||||
#define _r1 _c1
|
|
||||||
#define _r2 _c2
|
|
||||||
#define _r3 _c3
|
|
||||||
#define _r4 _c4
|
|
||||||
#define _r5 _c5
|
|
||||||
/*
|
|
||||||
SKYRIM REGISTERS
|
|
||||||
|
|
||||||
r1 (c1): r2 (c2): r3 (c3):
|
|
||||||
x -> adapt max x -> bloom bump (?) x -> vibrance
|
|
||||||
y -> adapt min y -> bloom mult (?) y -> unused
|
|
||||||
z -> unused z -> unused z -> multiplier 1
|
|
||||||
w -> unused w -> unused w -> multiplier 2
|
|
||||||
|
|
||||||
r4 (c4): r5 (c5):
|
|
||||||
x -> tint red x -> fade red
|
|
||||||
y -> tint green y -> fade green
|
|
||||||
z -> tint blue z -> fade blue
|
|
||||||
w -> tint value w -> fade value
|
|
||||||
*/
|
|
||||||
#endif
|
|
||||||
/* helper functions */
|
|
||||||
/* photometric */
|
|
||||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
|
||||||
/* CCIR601 */
|
|
||||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
|
||||||
/* overlay blend */
|
|
||||||
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
|
|
||||||
/* "dark mask" blending is something I came up with and can't really explain */
|
|
||||||
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
|
|
||||||
float3 rgb2hsv( float3 c )
|
|
||||||
{
|
|
||||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
|
||||||
float4 p = (c.g<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" filmic 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 Tonemap( float3 res )
|
|
||||||
{
|
|
||||||
float W = tod_ind(unW);
|
|
||||||
float3 ucol = Uch(res);
|
|
||||||
float3 uwhite = Uch(W);
|
|
||||||
return ucol/uwhite;
|
|
||||||
}
|
|
||||||
/* 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(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(hsv.y,gradesatpow)*gradesatmul,0.0,1.0);
|
|
||||||
hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
|
|
||||||
return hsv2rgb(hsv);
|
|
||||||
}
|
|
||||||
/* game grading filters */
|
|
||||||
float3 GradingGame( float3 res )
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
Skyrim method depends explicitly on vanilla eye adaptation which is
|
|
||||||
ass as I still CANNOT EVEN UNDERSTAND how the hell it's calculated
|
|
||||||
just from a mess of disassembled code.
|
|
||||||
*/
|
|
||||||
float3 tgray = luminance(res);
|
|
||||||
/* saturation */
|
|
||||||
float3 tcol = res*_r3.x + tgray*(1.0-_r3.x);
|
|
||||||
tcol = lerp(res,tcol,vsatblend);
|
|
||||||
/* tint */
|
|
||||||
tcol = _r4.w*(tgray*_r4.rgb-tcol)+tcol;
|
|
||||||
tcol = lerp(res,tcol,vtintblend);
|
|
||||||
/* contrast(?) stuff */
|
|
||||||
#ifdef FALLOUT
|
|
||||||
float oft = _r3.y;
|
|
||||||
#else
|
|
||||||
/* TODO figure the offset thingy for Skyrim someday */
|
|
||||||
float oft = 0.0;
|
|
||||||
#endif
|
|
||||||
tcol = max(0,(tcol*_r3.w-oft)*_r3.z+oft);
|
|
||||||
tcol = lerp(res,tcol,vconblend);
|
|
||||||
return tcol;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
vanilla imagespace rough interpretation, just in case you don't believe
|
|
||||||
me when I say I cannot understand
|
|
||||||
|
|
||||||
c6 -> 0 0 0 0
|
|
||||||
c7 -> 0.2125 0.7154 0.0721 1
|
|
||||||
c6 is used in a cmp instruction
|
|
||||||
c7 xyz is in a dot product, so we can assume it's a
|
|
||||||
luminance calculation
|
|
||||||
c7 w is used in some mad instructions as the "add"
|
|
||||||
component, I wonder why
|
|
||||||
s0 is diffuse
|
|
||||||
s1 is bloom
|
|
||||||
s2 is adaptation
|
|
||||||
|
|
||||||
code
|
|
||||||
|
|
||||||
rcp r0.x,c2.y
|
|
||||||
r0.x now contains 1.0/c2.y (this is one of the bloom params)
|
|
||||||
texld r1, v0, s2
|
|
||||||
r1 contains the adaptation texture now
|
|
||||||
mul r0.yz, r1.xxyw, c1.y
|
|
||||||
r0.yz for some reason contains adaptation's xxyw (wat)
|
|
||||||
multiplied by adapt min
|
|
||||||
rcp r0.w, r0.y
|
|
||||||
r0.w is now 1.0/r0.y (again, I don't know what's going on)
|
|
||||||
mul r0.z, r0.w, r0.z
|
|
||||||
r0.z *= r0.w, really don't know where this is going since
|
|
||||||
I SERIOUSLY have no idea what all the adaptation texture
|
|
||||||
channels do
|
|
||||||
|
|
||||||
this is where adaptation ends and bloom stuff starts
|
|
||||||
|
|
||||||
results:
|
|
||||||
r0.x is 1.0/c2.y
|
|
||||||
r0.y is ... I don't even know anymore, what the heck
|
|
||||||
r0.z is ... I'm at a loss here too
|
|
||||||
r0.w is 1.0/r0.y and I don't even know what r0.y is anyway
|
|
||||||
r1 still contains the adaptation texture
|
|
||||||
|
|
||||||
texld r1, v0, s1
|
|
||||||
oh, here the bloom texture is loaded to r1
|
|
||||||
mul r1.xyz,r1,c1.y
|
|
||||||
multiplies bloom rgb by adaptation min
|
|
||||||
dp3 r0.w, c7, r1
|
|
||||||
r0.w contains the luminance of bloom
|
|
||||||
mul r1.w, r0.w, r0.z
|
|
||||||
multiplies the luminance by whatever was calculated from
|
|
||||||
all the adaptation stuff
|
|
||||||
mad r0.z, r0.z, r0.w, c7.w
|
|
||||||
r0.z now contains r0.z multiplied by the original luminance
|
|
||||||
plus one
|
|
||||||
rcp r0.z, r0.z
|
|
||||||
r0.z is now 1.0/r0.z
|
|
||||||
mad r0.x, r1.w, r0.x, c7.w
|
|
||||||
r0.x is now r1.w * r0.x + 1
|
|
||||||
r0.x previously contained 1.0/c2.y, so this would be
|
|
||||||
r1.w*(1.0/c2.y)+1 (no idea)
|
|
||||||
mul r0.x,r0.x,r1.w
|
|
||||||
r0.x changes again by multiplying it by r1.w (luminance?)
|
|
||||||
mul r0.x,r0.z,r0.x
|
|
||||||
here it gets multiplied by r0.z, which I HAVE NO IDEA what
|
|
||||||
it is
|
|
||||||
cmp r0.x,-r0.w,c6.x,r0.x
|
|
||||||
r0.x contains c6.x if -r0.w >= 0, otherwise it's unchanged
|
|
||||||
I'm only getting more confused at this point
|
|
||||||
rcp r0.z,r0.w
|
|
||||||
great, now we get the inverse of luminance to r0.z
|
|
||||||
mul r0.z,r0.z,r0.x
|
|
||||||
r0.z is multiplied by r0.x
|
|
||||||
add_sat r0.x,-r0.x,c2.x
|
|
||||||
r0.x now contains c2.x-r0.x, all of this is saturated
|
|
||||||
I seriously don't know where this is going
|
|
||||||
|
|
||||||
now it finally loads the diffuse
|
|
||||||
|
|
||||||
results:
|
|
||||||
r0.x is some sort of brightness modifier (?)
|
|
||||||
r0.y never changed, and I still have no clue what it does
|
|
||||||
r0.z is the inverse of bloom texture luminance
|
|
||||||
r0.w is the bloom luminance
|
|
||||||
r1 contains the bloom texture and something luminance-related
|
|
||||||
on the alpha channel
|
|
||||||
|
|
||||||
texld r2, v0, s0
|
|
||||||
loads diffuse onto r2
|
|
||||||
mul r2.xyz, r2, c1.y
|
|
||||||
adjusts diffuse by adaptation min
|
|
||||||
mul r2.xyz, r0.x, r2
|
|
||||||
adjusts the brightness again from the bloom "section"
|
|
||||||
mad r1.xyz, r1, r0.z, r2
|
|
||||||
adds the bloom into diffuse using r0.z as the opacity,
|
|
||||||
r1 now contains the blend, goodbye adaptation texture
|
|
||||||
dp3 r0.x, r1, c7
|
|
||||||
calculates the luminance of the diffuse+bloom, put in r0.x
|
|
||||||
mov r1.w, c7.w
|
|
||||||
r1.w is set to one
|
|
||||||
lrp r2, c3.x, r1, r0.x
|
|
||||||
r2 contains lerp(r0.x,r1,c3.x)
|
|
||||||
c3.x is a vibrance/saturation factor
|
|
||||||
OK this is at least very simple
|
|
||||||
mad r1, r0.x, c4, -r2
|
|
||||||
r1 is r0.x*c4-r2
|
|
||||||
first instruction of tint filter
|
|
||||||
mad r1, c4.w, r1, r2
|
|
||||||
r1 is now c4.w*r1+r2
|
|
||||||
second instruction of tint filter
|
|
||||||
combining the two, we get
|
|
||||||
r1 = c4.w*(r0.x*c4-r2)+r2
|
|
||||||
I thought tinting was a simple lerp, but nope
|
|
||||||
mad r1, c3.w, r1, -r0.y
|
|
||||||
r1 is c3.w*r1-r0.y
|
|
||||||
this is one of the contrast instructions, and it's where the
|
|
||||||
whole adaptation mess comes from, since I have NO IDEA
|
|
||||||
what r0.y contains
|
|
||||||
mad r0, c3.z, r1, r0.y
|
|
||||||
r0 is now c3.z*r1+r0.y
|
|
||||||
the second contrast instruction, really at a loss here
|
|
||||||
whole thing would be
|
|
||||||
r0 = c3.z*(c3.w*r1-r0.y)+r0.y
|
|
||||||
add r1, -r0, c5
|
|
||||||
r1 contains c5-r0
|
|
||||||
c5 is the fade parameters
|
|
||||||
mad oC0, c5.w, r1, r0
|
|
||||||
the final output color is c5.w*r1+r0
|
|
||||||
so... oC0 = c5.w*(c5-r0)+r0
|
|
||||||
I'm confused, this is also not a simple lerp, oh well?
|
|
||||||
|
|
||||||
verdict: I HAVE NO IDEA WHAT r0.y CONTAINS, DAMN IT
|
|
||||||
*/
|
|
||||||
/* LUT colour grading */
|
|
||||||
float3 GradingLUT( float3 res )
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
gross hacks were needed to "fix" the way direct3d interpolates on
|
|
||||||
sampling, and to manually interpolate on the blue channel
|
|
||||||
|
|
||||||
this could be alleviated if I could have all the LUTs as 64 separate
|
|
||||||
volume maps, but PS 3.0 has a limit of 16 samplers and I think ENB
|
|
||||||
can't load volume maps anyway.
|
|
||||||
*/
|
|
||||||
float3 tcol = clamp(res,0.0001,0.9999);
|
|
||||||
tcol.rg = tcol.rg*0.5+0.25;
|
|
||||||
#ifdef LUTMODE_LEGACY
|
|
||||||
float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0
|
|
||||||
+clut/64.0);
|
|
||||||
float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
|
|
||||||
+clut/64.0);
|
|
||||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
|
||||||
#endif
|
|
||||||
#ifdef LUTMODE_16
|
|
||||||
float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0);
|
|
||||||
float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0);
|
|
||||||
float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
|
|
||||||
#endif
|
|
||||||
#ifdef LUTMODE_64
|
|
||||||
float2 lc1 = float2(tcol.r,tcol.g/64.0+floor(tcol.b*64.0)/64.0);
|
|
||||||
float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
|
|
||||||
float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
|
|
||||||
#endif
|
|
||||||
float3 tcl1 = tex2D(SamplerLUT,lc1);
|
|
||||||
float3 tcl2 = tex2D(SamplerLUT,lc2);
|
|
||||||
tcol = lerp(tcl1,tcl2,dec);
|
|
||||||
float lutblend = tod_ind(lutblend);
|
|
||||||
return lerp(res,tcol,lutblend);
|
|
||||||
}
|
|
||||||
/* classic ENB palette colour grading, seems to kill dark and light values */
|
|
||||||
float3 GradingPal( float3 res )
|
|
||||||
{
|
|
||||||
float4 adapt = tex2D(_s4,0.5);
|
|
||||||
adapt = adapt/(adapt+1.0);
|
|
||||||
float adapts = max(adapt.r,max(adapt.g,adapt.b));
|
|
||||||
float3 palt;
|
|
||||||
float2 coord;
|
|
||||||
coord.y = adapts;
|
|
||||||
coord.x = res.r;
|
|
||||||
palt.r = tex2D(_s7,coord).r;
|
|
||||||
coord.x = res.g;
|
|
||||||
palt.g = tex2D(_s7,coord).g;
|
|
||||||
coord.x = res.b;
|
|
||||||
palt.b = tex2D(_s7,coord).b;
|
|
||||||
return lerp(res,palt,palblend);
|
|
||||||
}
|
|
||||||
/* post-pass dithering, something apparently only my ENB does */
|
|
||||||
float3 Dither( float3 res, float2 coord )
|
|
||||||
{
|
|
||||||
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float3 col = res;
|
|
||||||
float dml = (1.0/256.0);
|
|
||||||
if ( dither == 1 )
|
|
||||||
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
|
||||||
else if ( dither == 2 )
|
|
||||||
col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
|
|
||||||
else if ( dither == 3 )
|
|
||||||
col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
|
|
||||||
else if ( dither == 4 )
|
|
||||||
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
|
|
||||||
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
|
|
||||||
col = (trunc(col*256.0)/256.0);
|
|
||||||
return col;
|
|
||||||
}
|
|
||||||
/* Fuzzy */
|
|
||||||
float3 FilmGrain( float3 res, float2 coord )
|
|
||||||
{
|
|
||||||
float ts = Timer.x*nf;
|
|
||||||
float2 tcs = coord.xy;
|
|
||||||
float2 s1 = tcs+float2(0,ts);
|
|
||||||
float2 s2 = tcs+float2(ts,0);
|
|
||||||
float2 s3 = tcs+float2(ts,ts);
|
|
||||||
float n1, n2, n3;
|
|
||||||
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
|
|
||||||
/*
|
|
||||||
There are two methods of making noise here:
|
|
||||||
1. two-pass algorithm that produces a particular fuzz complete with
|
|
||||||
a soft horizontal tear, reminiscent of old TV static.
|
|
||||||
2. simple version that has very noticeable tiling and visible
|
|
||||||
scrolling at low speeds
|
|
||||||
*/
|
|
||||||
if ( np )
|
|
||||||
{
|
|
||||||
n1 = tex2D(SamplerNoise2,s1*nm11*nr).r;
|
|
||||||
n2 = tex2D(SamplerNoise2,s2*nm12*nr).g;
|
|
||||||
n3 = tex2D(SamplerNoise2,s3*nm13*nr).b;
|
|
||||||
s1 = tcs+float2(ts+n1*nk,n2*nk);
|
|
||||||
s2 = tcs+float2(n2,ts+n3*nk);
|
|
||||||
s3 = tcs+float2(ts+n3*nk,ts+n1*nk);
|
|
||||||
n1 = tex2D(SamplerNoise2,s1*nm21*nr).r;
|
|
||||||
n2 = tex2D(SamplerNoise2,s2*nm22*nr).g;
|
|
||||||
n3 = tex2D(SamplerNoise2,s3*nm23*nr).b;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
n1 = tex2D(SamplerNoise3,s1*nm1*nr).r;
|
|
||||||
n2 = tex2D(SamplerNoise3,s2*nm2*nr).g;
|
|
||||||
n3 = tex2D(SamplerNoise3,s3*nm3*nr).b;
|
|
||||||
}
|
|
||||||
float n4 = (n1+n2+n3)/3;
|
|
||||||
float3 ng = float3(n4,n4,n4);
|
|
||||||
float3 nc = float3(n1,n2,n3);
|
|
||||||
float3 nt = pow(clamp(lerp(ng,nc,ns),0.0,1.0),nj);
|
|
||||||
if ( nb == 1 ) return res+nt*ni;
|
|
||||||
if ( nb == 2 ) return overlay(res,(nt*ni));
|
|
||||||
if ( nb == 3 )
|
|
||||||
{
|
|
||||||
float bn = 1.0-saturate((res.r+res.g+res.b)/3.0);
|
|
||||||
bn = pow(bn,bnp);
|
|
||||||
float3 nn = saturate(nt*bn);
|
|
||||||
return darkmask(res,(nn*ni));
|
|
||||||
}
|
|
||||||
return lerp(res,nt,ni);
|
|
||||||
}
|
|
||||||
/* MariENB shader */
|
|
||||||
float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord0.xy;
|
|
||||||
float4 res = tex2D(_s0,coord);
|
|
||||||
if ( aenable ) res.rgb = Adaptation(res.rgb);
|
|
||||||
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
|
||||||
if ( bloomdebug ) res.rgb *= 0;
|
|
||||||
res.rgb += tex2D(_s3,coord).rgb*EBloomAmount;
|
|
||||||
if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
|
|
||||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
|
||||||
if ( colorizeafterhsv )
|
|
||||||
{
|
|
||||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
|
||||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
|
||||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
|
||||||
}
|
|
||||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
|
||||||
if ( palenable ) res.rgb = GradingPal(res.rgb);
|
|
||||||
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
|
||||||
#ifdef FALLOUT
|
|
||||||
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
|
|
||||||
#else
|
|
||||||
res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb;
|
|
||||||
#endif
|
|
||||||
if ( dodither ) res.rgb = Dither(res.rgb,coord);
|
|
||||||
res.rgb = max(0,res.rgb);
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
So... let me get this straight... rather than simply switching techniques,
|
|
||||||
Boris just compiles the program twice with and without this macro, then
|
|
||||||
toggling "UseEffect" switches between each variation? Wat?
|
|
||||||
*/
|
|
||||||
#ifndef ENB_FLIPTECHNIQUE
|
|
||||||
#ifdef FALLOUT
|
|
||||||
technique Shader_C1DAE3F7
|
|
||||||
#else
|
|
||||||
technique Shader_D6EC7DD1
|
|
||||||
#endif
|
|
||||||
#else
|
|
||||||
technique Shader_ORIGINALPOSTPROCESS
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_Mari();
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
ZWriteEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#ifndef ENB_FLIPTECHNIQUE
|
|
||||||
technique Shader_ORIGINALPOSTPROCESS
|
|
||||||
#else
|
|
||||||
#ifdef FALLOUT
|
|
||||||
technique Shader_C1DAE3F7
|
|
||||||
#else
|
|
||||||
technique Shader_D6EC7DD1
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
#ifdef FALLOUT
|
|
||||||
VertexShader = asm
|
|
||||||
{
|
|
||||||
vs_1_1
|
|
||||||
def c3,2,-2,0,0
|
|
||||||
dcl_position v0
|
|
||||||
dcl_texcoord v1
|
|
||||||
mov r0.xy,c0
|
|
||||||
mad oPos.xy,r0,-c3,v0
|
|
||||||
add oT0.xy,v1,c1
|
|
||||||
add oT1.xy,v1,c2
|
|
||||||
mov oPos.zw,v0
|
|
||||||
};
|
|
||||||
#else
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
#endif
|
|
||||||
/* >inline assembly */
|
|
||||||
PixelShader = asm
|
|
||||||
{
|
|
||||||
#ifdef FALLOUT
|
|
||||||
ps_2_x
|
|
||||||
def c0,0.5,0,0,0
|
|
||||||
def c3,0.298999995,0.587000012,0.114,0
|
|
||||||
dcl t0.xy
|
|
||||||
dcl t1.xy
|
|
||||||
dcl_2d s0
|
|
||||||
dcl_2d s1
|
|
||||||
texld r0,t1,s1
|
|
||||||
texld r1,t0,s0
|
|
||||||
max r0.w,r1.w,c1.x
|
|
||||||
rcp r0.w,r0.w
|
|
||||||
mul r1.w,r0.w,c0.x
|
|
||||||
mul r0.w,r0.w,c1.x
|
|
||||||
mul r1.xyz,r1,r1.w
|
|
||||||
max r2.xyz,r1,c0.y
|
|
||||||
mad r0.xyz,r0.w,r0,r2
|
|
||||||
dp3 r0.w,r0,c3
|
|
||||||
lrp r1.xyz,c19.x,r0,r0.w
|
|
||||||
mad r0.xyz,r0.w,c20,-r1
|
|
||||||
mad r0.xyz,c20.w,r0,r1
|
|
||||||
mad r0.xyz,c19.w,r0,-c19.y
|
|
||||||
mad r0.xyz,c19.z,r0,c19.y
|
|
||||||
lrp r1.xyz,c22.w,c22,r0
|
|
||||||
mov r1.w,c2.z
|
|
||||||
mov oC0,r1
|
|
||||||
#else
|
|
||||||
ps_3_0
|
|
||||||
def c6,0,0,0,0
|
|
||||||
def c7,0.212500006,0.715399981,0.0720999986,1
|
|
||||||
dcl_texcoord v0.xy
|
|
||||||
dcl_2d s0
|
|
||||||
dcl_2d s1
|
|
||||||
dcl_2d s2
|
|
||||||
rcp r0.x,c2.y
|
|
||||||
texld r1,v0,s2
|
|
||||||
mul r0.yz,r1.xxyw,c1.y
|
|
||||||
rcp r0.w,r0.y
|
|
||||||
mul r0.z,r0.w,r0.z
|
|
||||||
texld r1,v0,s1
|
|
||||||
mul r1.xyz,r1,c1.y
|
|
||||||
dp3 r0.w,c7,r1
|
|
||||||
mul r1.w,r0.w,r0.z
|
|
||||||
mad r0.z,r0.z,r0.w,c7.w
|
|
||||||
rcp r0.z,r0.z
|
|
||||||
mad r0.x,r1.w,r0.x,c7.w
|
|
||||||
mul r0.x,r0.x,r1.w
|
|
||||||
mul r0.x,r0.z,r0.x
|
|
||||||
cmp r0.x,-r0.w,c6.x,r0.x
|
|
||||||
rcp r0.z,r0.w
|
|
||||||
mul r0.z,r0.z,r0.x
|
|
||||||
add_sat r0.x,-r0.x,c2.x
|
|
||||||
texld r2,v0,s0
|
|
||||||
mul r2.xyz,r2,c1.y
|
|
||||||
mul r2.xyz,r0.x,r2
|
|
||||||
mad r1.xyz,r1,r0.z,r2
|
|
||||||
dp3 r0.x,r1,c7
|
|
||||||
mov r1.w,c7.w
|
|
||||||
lrp r2,c3.x,r1,r0.x
|
|
||||||
mad r1,r0.x,c4,-r2
|
|
||||||
mad r1,c4.w,r1,r2
|
|
||||||
mad r1,c3.w,r1,-r0.y
|
|
||||||
mad r0,c3.z,r1,r0.y
|
|
||||||
add r1,-r0,c5
|
|
||||||
mad oC0,c5.w,r1,r0
|
|
||||||
#endif
|
|
||||||
};
|
|
||||||
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
ZWriteEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
AlphaTestEnable = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,204 +0,0 @@
|
||||||
/*
|
|
||||||
menbeffectinternals.fx : MariENB base internal variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/*
|
|
||||||
dithering threshold maps
|
|
||||||
don't touch unless you know what you're doing
|
|
||||||
*/
|
|
||||||
static const float checkers[4] =
|
|
||||||
{
|
|
||||||
1.0,0.0,
|
|
||||||
0.0,1.0
|
|
||||||
};
|
|
||||||
#define d(x) x/4.0
|
|
||||||
static const float ordered2[4] =
|
|
||||||
{
|
|
||||||
d(0),d(2),
|
|
||||||
d(4),d(2)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
#define d(x) x/9.0
|
|
||||||
static const float ordered3[9] =
|
|
||||||
{
|
|
||||||
d(2),d(6),d(3),
|
|
||||||
d(5),d(0),d(8),
|
|
||||||
d(1),d(7),d(4)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
#define d(x) x/16.0
|
|
||||||
static const float ordered4[16] =
|
|
||||||
{
|
|
||||||
d( 0),d( 8),d( 2),d(10),
|
|
||||||
d(12),d( 4),d(14),d( 6),
|
|
||||||
d( 3),d(11),d( 1),d( 9),
|
|
||||||
d(15),d( 7),d(13),d( 5)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
#define d(x) x/64.0
|
|
||||||
static const float ordered8[64] =
|
|
||||||
{
|
|
||||||
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
|
|
||||||
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
|
|
||||||
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
|
|
||||||
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
|
|
||||||
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
|
|
||||||
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
|
|
||||||
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
|
|
||||||
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
/* standard stuff */
|
|
||||||
float4 ScreenSize;
|
|
||||||
float4 Timer;
|
|
||||||
float ENightDayFactor;
|
|
||||||
float EInteriorFactor;
|
|
||||||
float EBloomAmount;
|
|
||||||
/* samplers and textures */
|
|
||||||
texture2D texs0;
|
|
||||||
texture2D texs1;
|
|
||||||
texture2D texs2;
|
|
||||||
texture2D texs3;
|
|
||||||
texture2D texs4;
|
|
||||||
texture2D texs7;
|
|
||||||
texture2D texNoise2
|
|
||||||
<
|
|
||||||
string ResourceName = "menbnoise1.png";
|
|
||||||
>;
|
|
||||||
texture2D texNoise3
|
|
||||||
<
|
|
||||||
string ResourceName = "menbnoise2.png";
|
|
||||||
>;
|
|
||||||
texture2D texLUT
|
|
||||||
<
|
|
||||||
#ifdef LUTMODE_LEGACY
|
|
||||||
string ResourceName = "menblutpreset.png";
|
|
||||||
#endif
|
|
||||||
#ifdef LUTMODE_16
|
|
||||||
string ResourceName = "menblut16.png";
|
|
||||||
#endif
|
|
||||||
#ifdef LUTMODE_64
|
|
||||||
string ResourceName = "menblut64.png";
|
|
||||||
#endif
|
|
||||||
>;
|
|
||||||
sampler2D _s0 = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <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 SamplerNoise2 = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texNoise2>;
|
|
||||||
MinFilter = LINEAR;
|
|
||||||
MagFilter = POINT;
|
|
||||||
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;
|
|
||||||
};
|
|
||||||
sampler2D SamplerLUT = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texLUT>;
|
|
||||||
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;
|
|
||||||
};
|
|
||||||
|
|
@ -1,730 +0,0 @@
|
||||||
/*
|
|
||||||
menbeffectsettings.fx : MariENB base user-tweakable variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* film grain */
|
|
||||||
string str_noise = "Film Grain";
|
|
||||||
bool ne
|
|
||||||
<
|
|
||||||
string UIName = "Enable Grain";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
/* speed of grain */
|
|
||||||
float nf
|
|
||||||
<
|
|
||||||
string UIName = "Grain Speed";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {2500.0};
|
|
||||||
/* intensity of grain */
|
|
||||||
float ni
|
|
||||||
<
|
|
||||||
string UIName = "Grain Intensity";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.05};
|
|
||||||
/* saturation of grain */
|
|
||||||
float ns
|
|
||||||
<
|
|
||||||
string UIName = "Grain Saturation";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
/* use two-pass grain (double the texture fetches, but looks less uniform) */
|
|
||||||
bool np
|
|
||||||
<
|
|
||||||
string UIName = "Grain Two-Pass";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
/*
|
|
||||||
blending mode for grain:
|
|
||||||
0 -> normal
|
|
||||||
1 -> add
|
|
||||||
2 -> overlay
|
|
||||||
3 -> "dark mask", a personal invention
|
|
||||||
*/
|
|
||||||
int nb
|
|
||||||
<
|
|
||||||
string UIName = "Grain Blending Mode";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
int UIMax = 3;
|
|
||||||
> = {1};
|
|
||||||
/* dark mask blend mode contrast for mask image */
|
|
||||||
float bnp
|
|
||||||
<
|
|
||||||
string UIName = "Grain Dark Mask Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.5};
|
|
||||||
/* two-pass distortion factor (0 = look just like one-pass grain) */
|
|
||||||
float nk
|
|
||||||
<
|
|
||||||
string UIName = "Grain Two-Pass Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.04};
|
|
||||||
/* zoom factors for each component of each noise texture */
|
|
||||||
float nm1
|
|
||||||
<
|
|
||||||
string UIName = "Grain Magnification 1";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {13.25};
|
|
||||||
float nm2
|
|
||||||
<
|
|
||||||
string UIName = "Grain Magnification 2";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {19.64};
|
|
||||||
float nm3
|
|
||||||
<
|
|
||||||
string UIName = "Grain Magnification 3";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {17.35};
|
|
||||||
float nm11
|
|
||||||
<
|
|
||||||
string UIName = "Grain Pass 1 Magnification 1";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {2.05};
|
|
||||||
float nm12
|
|
||||||
<
|
|
||||||
string UIName = "Grain Pass 1 Magnification 2";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {3.11};
|
|
||||||
float nm13
|
|
||||||
<
|
|
||||||
string UIName = "Grain Pass 1 Magnification 3";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {2.22};
|
|
||||||
float nm21
|
|
||||||
<
|
|
||||||
string UIName = "Grain Pass 2 Magnification 1";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {4.25};
|
|
||||||
float nm22
|
|
||||||
<
|
|
||||||
string UIName = "Grain Pass 2 Magnification 2";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.42};
|
|
||||||
float nm23
|
|
||||||
<
|
|
||||||
string UIName = "Grain Pass 2 Magnification 3";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {6.29};
|
|
||||||
/* contrast of grain */
|
|
||||||
float nj
|
|
||||||
<
|
|
||||||
string UIName = "Grain Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
/* "adaptation" factors */
|
|
||||||
string str_adaptation = "Eye Adaptation";
|
|
||||||
bool aenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Adaptation";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float amin_n
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Min Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float amin_d
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Min Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float amin_in
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Min Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float amin_id
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Min Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float amax_n
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Max Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float amax_d
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Max Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float amax_in
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Max Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float amax_id
|
|
||||||
<
|
|
||||||
string UIName = "Adaptation Max Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
/* tone mapping */
|
|
||||||
string str_tonemap = "Filmic Tone Mapping";
|
|
||||||
bool tmapenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Tonemapping";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float unA_n
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Shoulder Strength Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float unA_d
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Shoulder Strength Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float unA_in
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Shoulder Strength Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float unA_id
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Shoulder Strength Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float unB_n
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Strength Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float unB_d
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Strength Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float unB_in
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Strength Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float unB_id
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Strength Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float unC_n
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Angle Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float unC_d
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Angle Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float unC_in
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Angle Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float unC_id
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear Angle Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.2};
|
|
||||||
float unD_n
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Strength Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float unD_d
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Strength Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float unD_in
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Strength Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float unD_id
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Strength Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float unE_n
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Numerator Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.02};
|
|
||||||
float unE_d
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Numerator Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.02};
|
|
||||||
float unE_in
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Numerator Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.02};
|
|
||||||
float unE_id
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Numerator Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.02};
|
|
||||||
float unF_n
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Denominator Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.30};
|
|
||||||
float unF_d
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Denominator Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.30};
|
|
||||||
float unF_in
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Denominator Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.30};
|
|
||||||
float unF_id
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Toe Denominator Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.30};
|
|
||||||
float unW_n
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear White Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {10.0};
|
|
||||||
float unW_d
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear White Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {10.0};
|
|
||||||
float unW_in
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear White Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {10.0};
|
|
||||||
float unW_id
|
|
||||||
<
|
|
||||||
string UIName = "Tonemap Linear White Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {10.0};
|
|
||||||
/* Color grading */
|
|
||||||
string str_grade = "Color Grading Suite";
|
|
||||||
bool gradeenable1
|
|
||||||
<
|
|
||||||
string UIName = "Enable RGB Grading";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
/* color component multipliers */
|
|
||||||
float grademul_r_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_g_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_b_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_r_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_g_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_b_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_r_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Interior Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_g_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Interior Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_b_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Interior Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_r_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Interior Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_g_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Interior Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float grademul_b_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Intensity Interior Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
/* color component contrasts */
|
|
||||||
float gradepow_r_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_g_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_b_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_r_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_g_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_b_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_r_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Interior Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_g_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Interior Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_b_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Interior Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_r_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Interior Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_g_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Interior Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float gradepow_b_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Contrast Interior Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
/* colorization factors */
|
|
||||||
bool gradeenable2
|
|
||||||
<
|
|
||||||
string UIName = "Enable Vibrance Grading";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float gradecol_r_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_g_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_b_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_r_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_g_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_b_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_r_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Interior Night Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_g_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Interior Night Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_b_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Interior Night Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_r_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Interior Day Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_g_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Interior Day Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradecol_b_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Interior Day Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
/* blend factor for colorization (negative values are quite fancy) */
|
|
||||||
float gradecolfact_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Factor Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float gradecolfact_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Factor Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float gradecolfact_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Factor Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float gradecolfact_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Color Factor Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
/* HSV grading */
|
|
||||||
bool gradeenable3
|
|
||||||
<
|
|
||||||
string UIName = "Enable HSV Grading";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
/* saturation multiplier */
|
|
||||||
float gradesatmul_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradesatmul_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradesatmul_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradesatmul_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
/* saturation power */
|
|
||||||
float gradesatpow_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradesatpow_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradesatpow_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradesatpow_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Saturation Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
/* value multiplier */
|
|
||||||
float gradevalmul_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradevalmul_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradevalmul_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradevalmul_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
/* value power */
|
|
||||||
float gradevalpow_n
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradevalpow_d
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradevalpow_in
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float gradevalpow_id
|
|
||||||
<
|
|
||||||
string UIName = "Grading Value Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
bool colorizeafterhsv
|
|
||||||
<
|
|
||||||
string UIName = "Colorize After HSV";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
/* game imagespace support */
|
|
||||||
string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
|
|
||||||
/* vanilla grading */
|
|
||||||
bool vgradeenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Vanilla Imagespace";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
float vtintblend
|
|
||||||
<
|
|
||||||
string UIName = "Vanilla Tint Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {1.0};
|
|
||||||
float vsatblend
|
|
||||||
<
|
|
||||||
string UIName = "Vanilla Vibrance Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {1.0};
|
|
||||||
float vconblend
|
|
||||||
<
|
|
||||||
string UIName = "Vanilla Contrast Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {1.0};
|
|
||||||
/* LUT grading */
|
|
||||||
string str_lut = "RGB Lookup Table Grading";
|
|
||||||
bool lutenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable LUT Grading";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float lutblend_n
|
|
||||||
<
|
|
||||||
string UIName = "LUT Blend Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float lutblend_d
|
|
||||||
<
|
|
||||||
string UIName = "LUT Blend Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float lutblend_in
|
|
||||||
<
|
|
||||||
string UIName = "LUT Blend Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float lutblend_id
|
|
||||||
<
|
|
||||||
string UIName = "LUT Blend Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
#ifdef LUTMODE_LEGACY
|
|
||||||
int clut
|
|
||||||
<
|
|
||||||
string UIName = "LUT Preset";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
int UIMax = 63;
|
|
||||||
> = {1};
|
|
||||||
#endif
|
|
||||||
/* not using ENB's own variables, sorry */
|
|
||||||
string str_enbpal = "ENB Palette";
|
|
||||||
bool palenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable ENB Palette";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float palblend
|
|
||||||
<
|
|
||||||
string UIName = "Palette Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
string str_dither = "Dithering";
|
|
||||||
bool dodither
|
|
||||||
<
|
|
||||||
string UIName = "Enable Post Dither";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
int dither
|
|
||||||
<
|
|
||||||
string UIName = "Dither Pattern";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
int UIMax = 4;
|
|
||||||
> = {4};
|
|
||||||
string str_debug = "Debugging";
|
|
||||||
bool bloomdebug
|
|
||||||
<
|
|
||||||
string UIName = "Display Bloom";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
|
|
@ -1,601 +0,0 @@
|
||||||
/*
|
|
||||||
menbextrafilters.fx : MariENB extra shader routines.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
|
|
||||||
{
|
|
||||||
VS_OUTPUT_POST OUT;
|
|
||||||
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
|
||||||
OUT.txcoord.xy = IN.txcoord.xy;
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
/* helpers */
|
|
||||||
/* photometric */
|
|
||||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
|
||||||
/* CCIR601 */
|
|
||||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
|
||||||
float3 rgb2hsv( float3 c )
|
|
||||||
{
|
|
||||||
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
|
||||||
float4 p = (c.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);
|
|
||||||
}
|
|
||||||
/* prepass */
|
|
||||||
float4 ReducePrepass( in float4 col, in float2 coord )
|
|
||||||
{
|
|
||||||
float3 hsv = rgb2hsv(col);
|
|
||||||
hsv.y = clamp(hsv.y*bsaturation,0.0,1.0);
|
|
||||||
hsv.z = pow(hsv.z,bgamma);
|
|
||||||
col.rgb = hsv2rgb(saturate(hsv));
|
|
||||||
if ( dither == 0 )
|
|
||||||
col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
|
|
||||||
else if ( dither == 1 )
|
|
||||||
col += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
|
|
||||||
else if ( dither == 2 )
|
|
||||||
col += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
|
|
||||||
else if ( dither == 3 )
|
|
||||||
col += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
|
|
||||||
else if ( dither == 4 )
|
|
||||||
col += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
|
|
||||||
col = saturate(col);
|
|
||||||
return col;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
CGA had seven graphic modes (320x200 modes have low/high contrast versions):
|
|
||||||
- 640x200 monochrome, which doesn't really need a palette here, as it can
|
|
||||||
be done procedurally with minimum effort.
|
|
||||||
- 320x200 black/cyan/magenta/white
|
|
||||||
- 320x200 black/green/red/brown
|
|
||||||
- 320x200 black/cyan/red/white
|
|
||||||
*/
|
|
||||||
float4 ReduceCGA( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = ReducePrepass(color,coord);
|
|
||||||
if ( cgapal == 0 )
|
|
||||||
{
|
|
||||||
dac.a = (dac.r+dac.g+dac.b)/3.0;
|
|
||||||
return (dac.a>0.5);
|
|
||||||
}
|
|
||||||
float dist = 2.0;
|
|
||||||
int idx = 0;
|
|
||||||
if ( cgapal == 1 )
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<4; i++ )
|
|
||||||
if ( distance(dac.rgb,cga1l[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,cga1l[i]);
|
|
||||||
}
|
|
||||||
color.rgb = cga1l[idx];
|
|
||||||
}
|
|
||||||
else if ( cgapal == 2 )
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<4; i++ )
|
|
||||||
if ( distance(dac.rgb,cga1h[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,cga1h[i]);
|
|
||||||
}
|
|
||||||
color.rgb = cga1h[idx];
|
|
||||||
}
|
|
||||||
else if ( cgapal == 3 )
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<4; i++ )
|
|
||||||
if ( distance(dac.rgb,cga2l[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,cga2l[i]);
|
|
||||||
}
|
|
||||||
color.rgb = cga2l[idx];
|
|
||||||
}
|
|
||||||
else if ( cgapal == 4 )
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<4; i++ )
|
|
||||||
if ( distance(dac.rgb,cga2h[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,cga2h[i]);
|
|
||||||
}
|
|
||||||
color.rgb = cga2h[idx];
|
|
||||||
}
|
|
||||||
else if ( cgapal == 5 )
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<4; i++ )
|
|
||||||
if ( distance(dac.rgb,cga3l[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,cga3l[i]);
|
|
||||||
}
|
|
||||||
color.rgb = cga3l[idx];
|
|
||||||
}
|
|
||||||
else if ( cgapal == 6 )
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<4; i++ )
|
|
||||||
if ( distance(dac.rgb,cga3h[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,cga3h[i]);
|
|
||||||
}
|
|
||||||
color.rgb = cga3h[idx];
|
|
||||||
}
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
EGA technically only had the 320x200 16-colour graphic mode, but when VGA
|
|
||||||
came out, it was possible to tweak the DAC, allowing for custom palettes.
|
|
||||||
AOS EGA is a palette based on my terminal colour scheme on Linux, which I
|
|
||||||
also use for AliceOS.
|
|
||||||
*/
|
|
||||||
float4 ReduceEGA( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = ReducePrepass(color,coord);
|
|
||||||
float dist = 2.0;
|
|
||||||
int idx = 0;
|
|
||||||
if ( egapal == 0 )
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<16; i++ )
|
|
||||||
if ( distance(dac.rgb,stdega[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,stdega[i]);
|
|
||||||
}
|
|
||||||
color.rgb = stdega[idx];
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
[unroll] for ( int i=0; i<16; i++ )
|
|
||||||
if ( distance(dac.rgb,aosega[i]) < dist )
|
|
||||||
{
|
|
||||||
idx = i;
|
|
||||||
dist = distance(dac.rgb,aosega[i]);
|
|
||||||
}
|
|
||||||
color.rgb = aosega[idx];
|
|
||||||
}
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
/* A two bits per channel mode that can usually fit VGA mode 13h and mode x */
|
|
||||||
float4 ReduceRGB2( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = ReducePrepass(color,coord);
|
|
||||||
color.rgb = trunc(dac.rgb*4.0)/4.0;
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
/* Effectively has 256 colours, with a magenta tint due to precision loss */
|
|
||||||
float4 ReduceRGB323( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = ReducePrepass(color,coord);
|
|
||||||
color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0);
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
/* 4096 colours, no actual graphics hardware existed that used 4bpc, though */
|
|
||||||
float4 ReduceRGB4( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = ReducePrepass(color,coord);
|
|
||||||
color.rgb = trunc(dac.rgb*16.0)/16.0;
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
The classic 16-bit colour mode everyone from my generation would remember,
|
|
||||||
especially that subtle green tint and the banding due to lack of dithering
|
|
||||||
in most games and GPUs at that time.
|
|
||||||
*/
|
|
||||||
float4 ReduceRGB565( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = ReducePrepass(color,coord);
|
|
||||||
color.rgb = trunc(dac.rgb*float3(32.0,64.0,32.0))
|
|
||||||
/float3(32.0,64.0,32.0);
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
If you see no difference when using this, then it could be because your
|
|
||||||
own screen is already 6bpc. This is the case for a lot of LCDs, both old
|
|
||||||
and modern. 8bpc tends to be the norm on IPS, though. 10bpc is the next
|
|
||||||
step, but for now it's only used internally in video codecs for more
|
|
||||||
efficient compression with lower quality loss. I seem to recall that in
|
|
||||||
most *nix systems such as Linux it's possible to have 10bpc already with
|
|
||||||
NVIDIA, but it causes compatibility issues with a lot of programs.
|
|
||||||
*/
|
|
||||||
float4 ReduceRGB6( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = ReducePrepass(color,coord);
|
|
||||||
color.rgb = trunc(dac.rgb*64.0)/64.0;
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
/* Various VGA 256-colour palettes: Doom, Quake I, and the standard. */
|
|
||||||
float4 ReduceDoom( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
|
|
||||||
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
|
|
||||||
return tex2D(SamplerDoom,lc);
|
|
||||||
}
|
|
||||||
float4 ReduceQuake( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
|
|
||||||
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
|
|
||||||
return tex2D(SamplerQuake,lc);
|
|
||||||
}
|
|
||||||
float4 ReduceVGA( in float4 color, in float2 coord )
|
|
||||||
{
|
|
||||||
float4 dac = clamp(ReducePrepass(color,coord)+0.005,0.005,0.995);
|
|
||||||
float2 lc = float2(dac.r,dac.g/64.0+floor(dac.b*64.0)/64.0);
|
|
||||||
return tex2D(SamplerVGA,lc);
|
|
||||||
}
|
|
||||||
/* Retro rockets */
|
|
||||||
float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !useblock ) return res;
|
|
||||||
float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float4 tcol;
|
|
||||||
float2 bresl = rresl;
|
|
||||||
float2 sresl = float2(sresx,sresy);
|
|
||||||
if ( bresx <= 0 || bresy <= 0 ) bresl = rresl;
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx;
|
|
||||||
else bresl.x = bresx;
|
|
||||||
if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
|
|
||||||
else bresl.y = bresy;
|
|
||||||
}
|
|
||||||
if ( sresl.x <= 0 ) sresl.x = rresl.x/bresl.x;
|
|
||||||
if ( sresl.y <= 0 ) sresl.y = rresl.y/bresl.y;
|
|
||||||
float2 ncoord = coord*(rresl/bresl);
|
|
||||||
ncoord = (-0.5/sresl)*(rresl/bresl)+ncoord/sresl+0.5;
|
|
||||||
ncoord = floor(ncoord*bresl)/bresl;
|
|
||||||
if ( bresx <= 0 || bresy <= 0 ) ncoord = coord;
|
|
||||||
tcol = tex2D(SamplerColor,ncoord);
|
|
||||||
if ( paltype == 0 ) res = ReduceCGA(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 1 ) res = ReduceEGA(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 2 ) res = ReduceRGB2(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 3 ) res = ReduceRGB323(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 4 ) res = ReduceVGA(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 5 ) res = ReduceDoom(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 6 ) res = ReduceQuake(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 7 ) res = ReduceRGB4(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 8 ) res = ReduceRGB565(tcol,(coord*rresl)/sresl);
|
|
||||||
else if ( paltype == 9 ) res = ReduceRGB6(tcol,(coord*rresl)/sresl);
|
|
||||||
else res = tcol;
|
|
||||||
if ( ncoord.x < 0 || ncoord.x >= 1 || ncoord.y < 0 || ncoord.y >= 1 )
|
|
||||||
res *= 0;
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* ASCII art (more like CP437 art) */
|
|
||||||
float4 PS_ASCII( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !asciienable ) return res;
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT);
|
|
||||||
float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT);
|
|
||||||
float2 bscl = floor(bresl/cresl);
|
|
||||||
/*
|
|
||||||
Here I use the "cheap" method, based on the overall luminance of each
|
|
||||||
glyph, rather than attempt to search for the best fitting glyph for
|
|
||||||
each cell. If you want to know why, take a look at the ASCII filter
|
|
||||||
bundled with the Dolphin emulator, and be prepared for the resulting
|
|
||||||
seconds per frame it runs at. The calculations needed for such a filter
|
|
||||||
are completely insane even for the highest-end GPUs.
|
|
||||||
*/
|
|
||||||
float3 col = tex2D(SamplerColor,floor(bscl*coord)/bscl).rgb;
|
|
||||||
int lum = clamp(luminance(col)*FONT_LEVELS,0,FONT_LEVELS);
|
|
||||||
float2 itx = floor(coord*bresl);
|
|
||||||
float2 blk = floor(itx/cresl)*cresl;
|
|
||||||
float2 ofs = itx-blk;
|
|
||||||
ofs.y += lum*cresl.y;
|
|
||||||
ofs /= fresl;
|
|
||||||
float gch = tex2D(SamplerFont,ofs).x;
|
|
||||||
if ( gch < 0.5 ) res.rgb = res.rgb*asciiblend;
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if ( asciimono ) res.rgb = 1.0;
|
|
||||||
else res.rgb = col;
|
|
||||||
}
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
float4 PS_ChromaKey( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !maskenable ) return res;
|
|
||||||
if ( tex2D(SamplerDepth,coord).x > maskd )
|
|
||||||
return float4(maskr,maskg,maskb,1.0);
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* 2x2 RGBI dot matrix, not even close to anything that exists IRL but meh */
|
|
||||||
float4 PS_DotMatrix( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !dotenable ) return res;
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
bresl.xy *= 1.0/(dotsize*2.0);
|
|
||||||
float4 dac = float4(res.r*0.5,res.g*0.5,res.b*0.5,
|
|
||||||
(res.r+res.g+res.b)/6.0);
|
|
||||||
/*
|
|
||||||
There are two types of CRTs: aperture grille and shadow mask.
|
|
||||||
The former is blurry and has scanlines (rather big ones, even), but
|
|
||||||
is cheap to emulate; while the latter is the one most known for its
|
|
||||||
crisp, square pixels with minimal distortion. Most individuals into
|
|
||||||
this whole "retro graphics" stuff prefer aperture grille, which
|
|
||||||
looks like shit, then again, that's the sort of visual quality they
|
|
||||||
want. The main issue with shadow mask CRTs is that it's impossible
|
|
||||||
to accurately emulate them unless done on a screen with a HUGE
|
|
||||||
resolution. After all, the subpixels need to be clearly visible, and
|
|
||||||
if on top of it you add curvature distortion, you need to reduce
|
|
||||||
moire patterns that will inevitably show up at low resolutions.
|
|
||||||
|
|
||||||
It would be more desirable to eventually have flat panels that can
|
|
||||||
display arbitrary resolutions using a form of scaling that preserves
|
|
||||||
square pixels with unnoticeable distortion (typically, with nearest
|
|
||||||
neighbour you'd get some pixels that are bigger/smaller than others
|
|
||||||
if the upscale resolution isn't an integer multiple of the real
|
|
||||||
resolution.
|
|
||||||
|
|
||||||
This 2x2 RGBI thing is a rather naïve filter I made many years ago,
|
|
||||||
it looks unlike any real CRT, but scales well. Its only problem is
|
|
||||||
moire patterns when using the default size of 2x2.
|
|
||||||
*/
|
|
||||||
float4 dots = tex2D(SamplerDots,coord*bresl)*dac;
|
|
||||||
float3 tcol = pow((dots.rgb+dots.a),dotpow)*dotmult;
|
|
||||||
res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* that's right, CRT curvature */
|
|
||||||
float4 PS_Curvature( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !curveenable ) return res;
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 bof = (1.0/bresl)*curvesoft;
|
|
||||||
float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab
|
|
||||||
*0.003);
|
|
||||||
float2 center = float2(coord.x-0.5,coord.y-0.5);
|
|
||||||
float zfact = 100.0/lenszoom;
|
|
||||||
float r2 = center.x*center.x+center.y*center.y;
|
|
||||||
float f = 1+r2*lensdist*0.01;
|
|
||||||
float x = f*zfact*center.x+0.5;
|
|
||||||
float y = f*zfact*center.y+0.5;
|
|
||||||
float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5;
|
|
||||||
float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5;
|
|
||||||
float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5;
|
|
||||||
int i,j;
|
|
||||||
float4 idist = float4(0,0,0,0);
|
|
||||||
/*
|
|
||||||
sticking a 5x5 gaussian blur with a tweakable radius in here to
|
|
||||||
attempt to reduce moire patterns in some cases. Supersampling would
|
|
||||||
be more useful for that, but ENB sucks ass through a crazy straw in
|
|
||||||
that aspect, so it would be more desirable to use GeDoSaTo (I sure
|
|
||||||
hope I can port all my stuff to it one day, at least the damn thing
|
|
||||||
is FOSS).
|
|
||||||
*/
|
|
||||||
[unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ )
|
|
||||||
{
|
|
||||||
idist += gauss3[abs(i)]*gauss3[abs(j)]
|
|
||||||
*float4(tex2D(SamplerColorb,rcoord+bof*float2(i,j)).r,
|
|
||||||
tex2D(SamplerColorb,gcoord+bof*float2(i,j)).g,
|
|
||||||
tex2D(SamplerColorb,bcoord+bof*float2(i,j)).b,
|
|
||||||
tex2D(SamplerColorb,float2(x,y)+bof*float2(i,j)).a);
|
|
||||||
}
|
|
||||||
res.rgb = idist.rgb;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* Why am I doing this */
|
|
||||||
float4 PS_Blur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !bssblurenable ) return res;
|
|
||||||
float2 ofs[16] =
|
|
||||||
{
|
|
||||||
float2(1.0,1.0), float2(-1.0,-1.0),
|
|
||||||
float2(-1.0,1.0), float2(1.0,-1.0),
|
|
||||||
|
|
||||||
float2(1.0,0.0), float2(-1.0,0.0),
|
|
||||||
float2(0.0,1.0), float2(0.0,-1.0),
|
|
||||||
|
|
||||||
float2(1.41,0.0), float2(-1.41,0.0),
|
|
||||||
float2(0.0,1.41), float2(0.0,-1.41),
|
|
||||||
|
|
||||||
float2(1.41,1.41), float2(-1.41,-1.41),
|
|
||||||
float2(-1.41,1.41), float2(1.41,-1.41)
|
|
||||||
};
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 bof = (1.0/bresl)*bssblurradius;
|
|
||||||
int i;
|
|
||||||
[unroll] for ( i=0; i<16; i++ )
|
|
||||||
res += tex2D(SamplerColor,coord+ofs[i]*bof);
|
|
||||||
res /= 17.0;
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
float4 PS_Sharp( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !bsssharpenable ) return res;
|
|
||||||
float2 ofs[8] =
|
|
||||||
{
|
|
||||||
float2(1.0,1.0), float2(-1.0,-1.0),
|
|
||||||
float2(-1.0,1.0), float2(1.0,-1.0),
|
|
||||||
|
|
||||||
float2(1.41,1.41), float2(-1.41,-1.41),
|
|
||||||
float2(-1.41,1.41), float2(1.41,-1.41)
|
|
||||||
};
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 bof = (1.0/bresl)*bsssharpradius;
|
|
||||||
float4 tcol = res;
|
|
||||||
int i;
|
|
||||||
[unroll] for ( i=0; i<8; i++ )
|
|
||||||
tcol += tex2D(SamplerColor,coord+ofs[i]*bof);
|
|
||||||
tcol /= 9.0;
|
|
||||||
float4 orig = res;
|
|
||||||
res = orig*(1.0+dot(orig.rgb-tcol.rgb,0.333333)*bsssharpamount);
|
|
||||||
float rg = clamp(pow(orig.b,3.0),0.0,1.0);
|
|
||||||
res = lerp(res,orig,rg);
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
float4 PS_Shift( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !bssshiftenable ) return res;
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 bof = (1.0/bresl)*bssshiftradius;
|
|
||||||
res.g = tex2D(SamplerColor,coord).g;
|
|
||||||
res.r = tex2D(SamplerColor,coord+float2(0,-bof.y)).r;
|
|
||||||
res.b = tex2D(SamplerColor,coord+float2(0,bof.y)).b;
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
technique PostProcess
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_Blur();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess2
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_Sharp();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess3
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_Shift();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess4
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_ChromaKey();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess5
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_Retro();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess6
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_ASCII();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess7
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_DotMatrix();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess8
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_Curvature();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,279 +0,0 @@
|
||||||
/*
|
|
||||||
menbextrainternals.fx : MariENB extra internal variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/*
|
|
||||||
dithering threshold maps
|
|
||||||
don't touch unless you know what you're doing
|
|
||||||
*/
|
|
||||||
static const float checkers[4] =
|
|
||||||
{
|
|
||||||
1.0,0.0,
|
|
||||||
0.0,1.0
|
|
||||||
};
|
|
||||||
#define d(x) x/4.0
|
|
||||||
static const float ordered2[4] =
|
|
||||||
{
|
|
||||||
d(0),d(2),
|
|
||||||
d(4),d(2)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
#define d(x) x/9.0
|
|
||||||
static const float ordered3[9] =
|
|
||||||
{
|
|
||||||
d(2),d(6),d(3),
|
|
||||||
d(5),d(0),d(8),
|
|
||||||
d(1),d(7),d(4)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
#define d(x) x/16.0
|
|
||||||
static const float ordered4[16] =
|
|
||||||
{
|
|
||||||
d( 0),d( 8),d( 2),d(10),
|
|
||||||
d(12),d( 4),d(14),d( 6),
|
|
||||||
d( 3),d(11),d( 1),d( 9),
|
|
||||||
d(15),d( 7),d(13),d( 5)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
#define d(x) x/64.0
|
|
||||||
static const float ordered8[64] =
|
|
||||||
{
|
|
||||||
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
|
|
||||||
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
|
|
||||||
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
|
|
||||||
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
|
|
||||||
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
|
|
||||||
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
|
|
||||||
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
|
|
||||||
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
/*
|
|
||||||
palettes
|
|
||||||
don't touch unless you know what you're doing
|
|
||||||
*/
|
|
||||||
#define d(x) x/3.0
|
|
||||||
static const float3 cga1l[4] =
|
|
||||||
{
|
|
||||||
float3(d(0),d(0),d(0)),
|
|
||||||
float3(d(0),d(2),d(2)),
|
|
||||||
float3(d(2),d(0),d(2)),
|
|
||||||
float3(d(2),d(2),d(2))
|
|
||||||
};
|
|
||||||
static const float3 cga1h[4] =
|
|
||||||
{
|
|
||||||
float3(d(0),d(0),d(0)),
|
|
||||||
float3(d(1),d(3),d(3)),
|
|
||||||
float3(d(3),d(1),d(3)),
|
|
||||||
float3(d(3),d(3),d(3))
|
|
||||||
};
|
|
||||||
static const float3 cga2l[4] =
|
|
||||||
{
|
|
||||||
float3(d(0),d(0),d(0)),
|
|
||||||
float3(d(0),d(2),d(0)),
|
|
||||||
float3(d(2),d(0),d(0)),
|
|
||||||
float3(d(2),d(1),d(0))
|
|
||||||
};
|
|
||||||
static const float3 cga2h[4] =
|
|
||||||
{
|
|
||||||
float3(d(0),d(0),d(0)),
|
|
||||||
float3(d(1),d(3),d(1)),
|
|
||||||
float3(d(3),d(1),d(1)),
|
|
||||||
float3(d(3),d(2),d(1))
|
|
||||||
};
|
|
||||||
static const float3 cga3l[4] =
|
|
||||||
{
|
|
||||||
float3(d(0),d(0),d(0)),
|
|
||||||
float3(d(0),d(2),d(2)),
|
|
||||||
float3(d(2),d(0),d(0)),
|
|
||||||
float3(d(2),d(2),d(2))
|
|
||||||
};
|
|
||||||
static const float3 cga3h[4] =
|
|
||||||
{
|
|
||||||
float3(d(0),d(0),d(0)),
|
|
||||||
float3(d(1),d(3),d(3)),
|
|
||||||
float3(d(3),d(1),d(1)),
|
|
||||||
float3(d(3),d(3),d(3))
|
|
||||||
};
|
|
||||||
static const float3 stdega[16] =
|
|
||||||
{
|
|
||||||
float3(d(0),d(0),d(0)),
|
|
||||||
float3(d(2),d(0),d(0)),
|
|
||||||
float3(d(0),d(2),d(0)),
|
|
||||||
float3(d(2),d(1),d(0)),
|
|
||||||
float3(d(0),d(0),d(2)),
|
|
||||||
float3(d(2),d(0),d(2)),
|
|
||||||
float3(d(0),d(2),d(2)),
|
|
||||||
float3(d(2),d(2),d(2)),
|
|
||||||
float3(d(1),d(1),d(1)),
|
|
||||||
float3(d(3),d(1),d(1)),
|
|
||||||
float3(d(1),d(3),d(1)),
|
|
||||||
float3(d(3),d(3),d(1)),
|
|
||||||
float3(d(1),d(1),d(3)),
|
|
||||||
float3(d(3),d(1),d(3)),
|
|
||||||
float3(d(1),d(3),d(3)),
|
|
||||||
float3(d(3),d(3),d(3))
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
#define d(x) x/256.0
|
|
||||||
static const float3 aosega[16] =
|
|
||||||
{
|
|
||||||
float3(d( 0),d( 0),d( 0)),
|
|
||||||
float3(d(128),d( 0),d( 0)),
|
|
||||||
float3(d( 32),d(128),d( 0)),
|
|
||||||
float3(d(160),d( 64),d( 32)),
|
|
||||||
float3(d( 0),d( 32),d( 88)),
|
|
||||||
float3(d( 60),d( 0),d( 88)),
|
|
||||||
float3(d( 16),d(160),d(208)),
|
|
||||||
float3(d( 88),d( 88),d( 88)),
|
|
||||||
float3(d( 32),d( 32),d( 32)),
|
|
||||||
float3(d(256),d( 64),d( 64)),
|
|
||||||
float3(d( 72),d(256),d( 64)),
|
|
||||||
float3(d(256),d(224),d( 60)),
|
|
||||||
float3(d( 48),d(128),d(256)),
|
|
||||||
float3(d(192),d( 48),d(256)),
|
|
||||||
float3(d( 72),d(224),d(256)),
|
|
||||||
float3(d(256),d(256),d(256)),
|
|
||||||
};
|
|
||||||
#undef d
|
|
||||||
/* gauss stuff */
|
|
||||||
float gauss3[3] =
|
|
||||||
{
|
|
||||||
0.444814, 0.239936, 0.037657
|
|
||||||
};
|
|
||||||
/* standard stuff */
|
|
||||||
float4 ScreenSize;
|
|
||||||
float ENightDayFactor;
|
|
||||||
float EInteriorFactor;
|
|
||||||
/* samplers and textures */
|
|
||||||
texture2D texColor;
|
|
||||||
texture2D texDepth;
|
|
||||||
texture2D texFont
|
|
||||||
<
|
|
||||||
string ResourceName = "menbvgaluma.png";
|
|
||||||
>;
|
|
||||||
texture2D texDots
|
|
||||||
<
|
|
||||||
string ResourceName = "menbdots.png";
|
|
||||||
>;
|
|
||||||
texture2D texDoom
|
|
||||||
<
|
|
||||||
string ResourceName = "menbdoomlut.png";
|
|
||||||
>;
|
|
||||||
texture2D texQuake
|
|
||||||
<
|
|
||||||
string ResourceName = "menbquakelut.png";
|
|
||||||
>;
|
|
||||||
texture2D texVGA
|
|
||||||
<
|
|
||||||
string ResourceName = "menbvgalut.png";
|
|
||||||
>;
|
|
||||||
sampler2D SamplerColor = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <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 SamplerFont = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texFont>;
|
|
||||||
MinFilter = LINEAR;
|
|
||||||
MagFilter = POINT;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Wrap;
|
|
||||||
AddressV = Wrap;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
sampler2D SamplerDots = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texDots>;
|
|
||||||
MinFilter = LINEAR;
|
|
||||||
MagFilter = LINEAR;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Wrap;
|
|
||||||
AddressV = Wrap;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
sampler2D SamplerDoom = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texDoom>;
|
|
||||||
MinFilter = POINT;
|
|
||||||
MagFilter = POINT;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Clamp;
|
|
||||||
AddressV = Clamp;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
sampler2D SamplerQuake = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texQuake>;
|
|
||||||
MinFilter = POINT;
|
|
||||||
MagFilter = POINT;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Clamp;
|
|
||||||
AddressV = Clamp;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
sampler2D SamplerVGA = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texVGA>;
|
|
||||||
MinFilter = POINT;
|
|
||||||
MagFilter = POINT;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Clamp;
|
|
||||||
AddressV = Clamp;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
/* whatever */
|
|
||||||
struct VS_OUTPUT_POST
|
|
||||||
{
|
|
||||||
float4 vpos : POSITION;
|
|
||||||
float2 txcoord : TEXCOORD0;
|
|
||||||
};
|
|
||||||
struct VS_INPUT_POST
|
|
||||||
{
|
|
||||||
float3 pos : POSITION;
|
|
||||||
float2 txcoord : TEXCOORD0;
|
|
||||||
};
|
|
||||||
|
|
@ -1,289 +0,0 @@
|
||||||
/*
|
|
||||||
menbextrasettings.fx : MariENB extra user-tweakable variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* BlockGFX filter, I'm proud of it */
|
|
||||||
string str_block = "BlockGFX Suite";
|
|
||||||
bool useblock
|
|
||||||
<
|
|
||||||
string UIName = "Enable Block GFX";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
/*
|
|
||||||
emulated resolution:
|
|
||||||
0 or 1 : real resolution
|
|
||||||
<1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution)
|
|
||||||
>1 : this resolution (e.g.: 320x200 is good ol' Mode 13h)
|
|
||||||
*/
|
|
||||||
float bresx
|
|
||||||
<
|
|
||||||
string UIName = "Emulated Resolution Width";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float bresy
|
|
||||||
<
|
|
||||||
string UIName = "Emulated Resolution Height";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
/* zooming factors (<=0 for stretch) */
|
|
||||||
float sresx
|
|
||||||
<
|
|
||||||
string UIName = "Zoom Factor X";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float sresy
|
|
||||||
<
|
|
||||||
string UIName = "Zoom Factor Y";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
/*
|
|
||||||
palette type:
|
|
||||||
-2 : Standard VGA 256-color palette
|
|
||||||
-1 : disable
|
|
||||||
0 : CGA (320x200 4-color, or 640x200 monochrome)
|
|
||||||
1 : EGA (320x200, 16 colors)
|
|
||||||
2 : RGB2 (64-color quarter VGA palette, used in AOS)
|
|
||||||
3 : RGB323 (8-bit RGB, I don't think this was a real thing)
|
|
||||||
4 : VGA (256 colors, standard palette)
|
|
||||||
5 : Doom (256 colors, does not cover a lot)
|
|
||||||
6 : Quake I (256 colors, covers even less)
|
|
||||||
7 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
|
|
||||||
8 : RGB565 (ol' 16-bit "true color")
|
|
||||||
9 : RGB6 (typical screens incapable of 8bpc)
|
|
||||||
*/
|
|
||||||
int paltype
|
|
||||||
<
|
|
||||||
string UIName = "Palette Type";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = -1;
|
|
||||||
int UIMax = 9;
|
|
||||||
> = {1};
|
|
||||||
/*
|
|
||||||
CGA palette to use:
|
|
||||||
0 : black, white.
|
|
||||||
1 : black, cyan, magenta, white. low contrast
|
|
||||||
2 : black, cyan, magenta, white. high contrast
|
|
||||||
3 : black, green, red, brown. low contrast
|
|
||||||
4 : black, green, red, brown. high contrast
|
|
||||||
5 : black, cyan, red, white. low contrast
|
|
||||||
6 : black, cyan, red, white. high contrast
|
|
||||||
*/
|
|
||||||
int cgapal
|
|
||||||
<
|
|
||||||
string UIName = "CGA Palette";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
int UIMax = 6;
|
|
||||||
> = {1};
|
|
||||||
/*
|
|
||||||
EGA palette to use:
|
|
||||||
0 : Standard EGA
|
|
||||||
1 : AOS EGA (it's designed for text, but looks well on images too)
|
|
||||||
*/
|
|
||||||
int egapal
|
|
||||||
<
|
|
||||||
string UIName = "EGA Palette";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
int UIMax = 1;
|
|
||||||
> = {0};
|
|
||||||
/*
|
|
||||||
Dithering mode:
|
|
||||||
-1 : No dithering, just raw banding
|
|
||||||
0 : 2x2 checkerboard dithering, looks like ass
|
|
||||||
1 : 2x2 ordered dithering
|
|
||||||
2 : 3x3 ordered dithering
|
|
||||||
3 : 4x4 ordered dithering
|
|
||||||
4 : 8x8 ordered dithering
|
|
||||||
*/
|
|
||||||
int dither
|
|
||||||
<
|
|
||||||
string UIName = "Dithering Pattern";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = -1;
|
|
||||||
int UIMax = 4;
|
|
||||||
> = {4};
|
|
||||||
/* gamma modifier for base color, lower values raise midtones and viceversa */
|
|
||||||
float bgamma
|
|
||||||
<
|
|
||||||
string UIName = "Contrast Modifier";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.35};
|
|
||||||
/* saturation modifier for base color, helps with limited palettes */
|
|
||||||
float bsaturation
|
|
||||||
<
|
|
||||||
string UIName = "Saturation Modifier";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.1};
|
|
||||||
/* base brightness bump for the dither grid */
|
|
||||||
float bdbump
|
|
||||||
<
|
|
||||||
string UIName = "Dither Offset";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {-0.1};
|
|
||||||
/* range multiplier for the dither grid */
|
|
||||||
float bdmult
|
|
||||||
<
|
|
||||||
string UIName = "Dither Range";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.25};
|
|
||||||
/* ASCII art filter */
|
|
||||||
string str_ascii = "Luma ASCII Art Filter";
|
|
||||||
bool asciienable
|
|
||||||
<
|
|
||||||
string UIName = "Enable ASCII";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
bool asciimono
|
|
||||||
<
|
|
||||||
string UIName = "ASCII Monochrome";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
float asciiblend
|
|
||||||
<
|
|
||||||
string UIName = "ASCII Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.0};
|
|
||||||
string str_mask = "Depth Chroma Key";
|
|
||||||
bool maskenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Chroma Key";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float maskr
|
|
||||||
<
|
|
||||||
string UIName = "Chroma Key Red";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.0};
|
|
||||||
float maskg
|
|
||||||
<
|
|
||||||
string UIName = "Chroma Key Green";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {1.0};
|
|
||||||
float maskb
|
|
||||||
<
|
|
||||||
string UIName = "Chroma Key Blue";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.0};
|
|
||||||
float maskd
|
|
||||||
<
|
|
||||||
string UIName = "Chroma Key Depth";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.5};
|
|
||||||
string str_dot = "RGBI Dot Matrix";
|
|
||||||
bool dotenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Dot Matrix";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
int dotsize
|
|
||||||
<
|
|
||||||
string UIName = "Dot Size";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 1;
|
|
||||||
> = {1};
|
|
||||||
float dotblend
|
|
||||||
<
|
|
||||||
string UIName = "Dot Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.4};
|
|
||||||
float dotmult
|
|
||||||
<
|
|
||||||
string UIName = "Dot Intensity";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float dotpow
|
|
||||||
<
|
|
||||||
string UIName = "Dot Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
string str_curve = "Lens Curvature";
|
|
||||||
bool curveenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Curvature";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float chromaab
|
|
||||||
<
|
|
||||||
string UIName = "Curve Chromatic Aberration";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float lenszoom
|
|
||||||
<
|
|
||||||
string UIName = "Curve Zooming";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {50.0};
|
|
||||||
float lensdist
|
|
||||||
<
|
|
||||||
string UIName = "Curve Distortion";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float curvesoft
|
|
||||||
<
|
|
||||||
string UIName = "Curve Sampling Soften";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
/* BlurSharpShift, some people are obsessed with this nonsense */
|
|
||||||
string str_bss = "BlurSharpShift";
|
|
||||||
bool bssblurenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Blur";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float bssblurradius
|
|
||||||
<
|
|
||||||
string UIName = "Blur Sampling Range";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.25};
|
|
||||||
bool bsssharpenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Sharp";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float bsssharpradius
|
|
||||||
<
|
|
||||||
string UIName = "Sharp Sampling Range";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float bsssharpamount
|
|
||||||
<
|
|
||||||
string UIName = "Sharpening Amount";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {6.0};
|
|
||||||
bool bssshiftenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Shift";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float bssshiftradius
|
|
||||||
<
|
|
||||||
string UIName = "Shift Sampling Range";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.75};
|
|
||||||
|
|
@ -1,66 +0,0 @@
|
||||||
/*
|
|
||||||
menbglobaldefs.fx : MariENB global shared code.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* do not touch this! */
|
|
||||||
#define E_SHADER_3_0
|
|
||||||
/* are we running on fallout 3 / new vegas or on skyrim? */
|
|
||||||
//#define FALLOUT
|
|
||||||
/* time of day and interior interpolation */
|
|
||||||
#ifdef FALLOUT
|
|
||||||
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
|
|
||||||
(x##_in+x##_id)*0.5,EInteriorFactor)
|
|
||||||
#else
|
|
||||||
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
|
|
||||||
lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor)
|
|
||||||
#endif
|
|
||||||
/* weather macros */
|
|
||||||
#define WT_TEMPERATE 0.0
|
|
||||||
#define WT_HOT 1.0
|
|
||||||
#define WT_COLD 2.0
|
|
||||||
#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\
|
|
||||||
?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\
|
|
||||||
?(1.0-WeatherAndTime.z):(0.0))
|
|
||||||
/*
|
|
||||||
Explanation of macro, because some of the people reading this likely don't
|
|
||||||
know what a ternary conditional is:
|
|
||||||
|
|
||||||
(WeatherAndTime.x==id) -> transitioning to wanted weather?
|
|
||||||
?(WeatherAndTime.y==id) -> coming from wanted weather?
|
|
||||||
?(1.0) -> if so, always 1
|
|
||||||
:(WeatherAndTime.z) -> if not, return transition
|
|
||||||
:(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
|
|
||||||
?(1.0-WeatherAndTime.z) -> return inverse transition
|
|
||||||
:(0.0) -> otherwise return 0
|
|
||||||
*/
|
|
||||||
/* asset definitions */
|
|
||||||
/* ascii art font */
|
|
||||||
#define FONT_WIDTH 8
|
|
||||||
#define FONT_HEIGHT 4096
|
|
||||||
#define GLYPH_WIDTH 8
|
|
||||||
#define GLYPH_HEIGHT 16
|
|
||||||
#define FONT_LEVELS 255
|
|
||||||
/*
|
|
||||||
aspect correction for certain overlays
|
|
||||||
uncommented : the textures are 1:1 and must be corrected
|
|
||||||
commented : the textures are 16:9 or whatever ratio you use
|
|
||||||
*/
|
|
||||||
#define ASPECT_LENSDIRT
|
|
||||||
/* texture sizes */
|
|
||||||
#define NOISESIZE 256.0
|
|
||||||
#define HEATSIZE 1024.0
|
|
||||||
#define FROSTSIZE 1024.0
|
|
||||||
/* LUT mode (use only one) - The 256px option was discarded for size reasons */
|
|
||||||
//#define LUTMODE_LEGACY
|
|
||||||
//#define LUTMODE_16
|
|
||||||
#define LUTMODE_64
|
|
||||||
/* some textures can be provided as DDS rather than PNG to save space */
|
|
||||||
//#define HEAT_DDS
|
|
||||||
//#define LENSDIRT_DDS
|
|
||||||
//#define FROST_DDS
|
|
||||||
//#define FROSTBUMP_DDS
|
|
||||||
/* experimental features (TODO) */
|
|
||||||
#define USE_BOKEH
|
|
||||||
//#define MULTIPASS_RMAO
|
|
||||||
|
|
@ -1,760 +0,0 @@
|
||||||
/*
|
|
||||||
menbprepassfilters.fx : MariENB prepass shader routines.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
|
|
||||||
{
|
|
||||||
VS_OUTPUT_POST OUT;
|
|
||||||
OUT.vpos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
|
|
||||||
OUT.txcoord.xy = IN.txcoord.xy;
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
/* helper functions */
|
|
||||||
/* photometric */
|
|
||||||
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
|
|
||||||
/* CCIR601 */
|
|
||||||
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
|
|
||||||
/* these are znear/zfar values for Skyrim, but MAY match Fallout too */
|
|
||||||
float depthlinear( float2 coord )
|
|
||||||
{
|
|
||||||
float z = tex2D(SamplerDepth,coord).x;
|
|
||||||
return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
|
|
||||||
}
|
|
||||||
/* That "luma sharpen" thingy, added just because someone might want it */
|
|
||||||
float3 Sharpen( float3 res, float2 coord )
|
|
||||||
{
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
if ( fixedx>0 ) bresl.x = fixedx;
|
|
||||||
if ( fixedy>0 ) bresl.y = fixedy;
|
|
||||||
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*sharpradius;
|
|
||||||
float4 crawling = tex2D(SamplerColor,coord+float2(0,-1)*bof);
|
|
||||||
crawling += tex2D(SamplerColor,coord+float2(-1,0)*bof);
|
|
||||||
crawling += tex2D(SamplerColor,coord+float2(1,0)*bof);
|
|
||||||
crawling += tex2D(SamplerColor,coord+float2(0,1)*bof);
|
|
||||||
crawling *= 0.25;
|
|
||||||
float3 inmyskin = res-crawling.rgb;
|
|
||||||
float thesewounds = luminance(inmyskin);
|
|
||||||
thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01);
|
|
||||||
float3 theywillnotheal = res+thesewounds*sharpblend;
|
|
||||||
return theywillnotheal;
|
|
||||||
}
|
|
||||||
/* old Edgevision mode */
|
|
||||||
float3 EdgeView( float3 res, float2 coord )
|
|
||||||
{
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
if ( fixedx>0 ) bresl.x = fixedx;
|
|
||||||
if ( fixedy>0 ) bresl.y = fixedy;
|
|
||||||
float edgevfadepow = tod_ind(edgevfadepow);
|
|
||||||
float edgevfademult = tod_ind(edgevfademult);
|
|
||||||
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius;
|
|
||||||
float mdx = 0, mdy = 0, mud = 0;
|
|
||||||
/* this reduces texture fetches by half, big difference */
|
|
||||||
float3x3 depths;
|
|
||||||
depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
|
|
||||||
depths[0][1] = depthlinear(coord+float2( 0,-1)*bof);
|
|
||||||
depths[0][2] = depthlinear(coord+float2( 1,-1)*bof);
|
|
||||||
depths[1][0] = depthlinear(coord+float2(-1, 0)*bof);
|
|
||||||
depths[1][1] = depthlinear(coord+float2( 0, 0)*bof);
|
|
||||||
depths[1][2] = depthlinear(coord+float2( 1, 0)*bof);
|
|
||||||
depths[2][0] = depthlinear(coord+float2(-1, 1)*bof);
|
|
||||||
depths[2][1] = depthlinear(coord+float2( 0, 1)*bof);
|
|
||||||
depths[2][2] = depthlinear(coord+float2( 1, 1)*bof);
|
|
||||||
mdx += GX[0][0]*depths[0][0];
|
|
||||||
mdx += GX[0][1]*depths[0][1];
|
|
||||||
mdx += GX[0][2]*depths[0][2];
|
|
||||||
mdx += GX[1][0]*depths[1][0];
|
|
||||||
mdx += GX[1][1]*depths[1][1];
|
|
||||||
mdx += GX[1][2]*depths[1][2];
|
|
||||||
mdx += GX[2][0]*depths[2][0];
|
|
||||||
mdx += GX[2][1]*depths[2][1];
|
|
||||||
mdx += GX[2][2]*depths[2][2];
|
|
||||||
mdy += GY[0][0]*depths[0][0];
|
|
||||||
mdy += GY[0][1]*depths[0][1];
|
|
||||||
mdy += GY[0][2]*depths[0][2];
|
|
||||||
mdy += GY[1][0]*depths[1][0];
|
|
||||||
mdy += GY[1][1]*depths[1][1];
|
|
||||||
mdy += GY[1][2]*depths[1][2];
|
|
||||||
mdy += GY[2][0]*depths[2][0];
|
|
||||||
mdy += GY[2][1]*depths[2][1];
|
|
||||||
mdy += GY[2][2]*depths[2][2];
|
|
||||||
mud = pow(mdx*mdx+mdy*mdy,0.5);
|
|
||||||
float fade = 1.0-tex2D(SamplerDepth,coord).x;
|
|
||||||
mud *= saturate(pow(fade,edgevfadepow)*edgevfademult);
|
|
||||||
mud = saturate(pow(mud,edgevpow)*edgevmult);
|
|
||||||
return mud;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
Thank you Boris for not providing access to a normal buffer. Guesswork using
|
|
||||||
the depth buffer results in imprecise normals that aren't smoothed. Plus
|
|
||||||
there is no way to get the normal data from textures either. Also, three
|
|
||||||
texture fetches are needed instead of one (great!)
|
|
||||||
*/
|
|
||||||
float3 pseudonormal( float dep, float2 coord )
|
|
||||||
{
|
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 ofs1 = float2(0,1.0/bresl.y);
|
|
||||||
float2 ofs2 = float2(1.0/bresl.x,0);
|
|
||||||
float dep1 = tex2D(SamplerDepth,coord+ofs1).x;
|
|
||||||
float dep2 = tex2D(SamplerDepth,coord+ofs2).x;
|
|
||||||
float3 p1 = float3(ofs1,dep1-dep);
|
|
||||||
float3 p2 = float3(ofs2,dep2-dep);
|
|
||||||
float3 normal = cross(p1,p2);
|
|
||||||
normal.z = -normal.z;
|
|
||||||
return normalize(normal);
|
|
||||||
}
|
|
||||||
/* Squeezed in are Edgevision and Sharpen and ssao prepass */
|
|
||||||
float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
|
|
||||||
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
|
|
||||||
/* get occlusion using single-step Ray Marching with 64 samples */
|
|
||||||
float ssaofadepow = tod_ind(ssaofadepow);
|
|
||||||
float ssaofademult = tod_ind(ssaofademult);
|
|
||||||
if ( !ssaoenable ) return res;
|
|
||||||
float depth = tex2D(SamplerDepth,coord).x;
|
|
||||||
float ldepth = depthlinear(coord);
|
|
||||||
if ( depth >= cutoff*0.000001 )
|
|
||||||
{
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
float2 bresl;
|
|
||||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
|
||||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float3 normal = pseudonormal(depth,coord);
|
|
||||||
float2 nc = coord*(bresl/256.0);
|
|
||||||
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
|
|
||||||
float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x*ssaonoise).xy;
|
|
||||||
float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0;
|
|
||||||
rnormal = normalize(rnormal);
|
|
||||||
float occ = 0.0;
|
|
||||||
int i;
|
|
||||||
float3 sample;
|
|
||||||
float sdepth, so, delta;
|
|
||||||
float sclamp = ssaoclamp/100000.0;
|
|
||||||
float sclampmin = ssaoclampmin/100000.0;
|
|
||||||
if ( ssaoquarter ) [unroll] for ( i=0; i<16; i++ )
|
|
||||||
{
|
|
||||||
sample = reflect(ssao_samples_lq[i],rnormal);
|
|
||||||
sample *= sign(dot(normal,sample));
|
|
||||||
so = ldepth-sample.z*bof;
|
|
||||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
|
||||||
delta = saturate(so-sdepth);
|
|
||||||
delta *= 1.0-smoothstep(0.0,sclamp,delta);
|
|
||||||
if ( (delta > sclampmin) && (delta < sclamp) )
|
|
||||||
occ += 1.0-delta;
|
|
||||||
}
|
|
||||||
else [unroll] for ( i=0; i<64; i++ )
|
|
||||||
{
|
|
||||||
sample = reflect(ssao_samples_hq[i],rnormal);
|
|
||||||
sample *= sign(dot(normal,sample));
|
|
||||||
so = ldepth-sample.z*bof;
|
|
||||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
|
||||||
delta = saturate(so-sdepth);
|
|
||||||
delta *= 1.0-smoothstep(0.0,sclamp,delta);
|
|
||||||
if ( (delta > sclampmin) && (delta < sclamp) )
|
|
||||||
occ += 1.0-delta;
|
|
||||||
}
|
|
||||||
float uocc = saturate(occ/(ssaoquarter?16.0:64.0));
|
|
||||||
float fade = 1.0-depth;
|
|
||||||
uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult);
|
|
||||||
uocc = saturate(pow(uocc,ssaopow)*ssaomult);
|
|
||||||
res.a = saturate(1.0-(uocc*ssaoblend));
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
Underwater distortion, which currently has no real use due to Boris being
|
|
||||||
lazy. fWaterLevel doesn't yet provide any usable values.
|
|
||||||
*/
|
|
||||||
float2 UnderwaterDistort( float2 coord )
|
|
||||||
{
|
|
||||||
if ( !wateralways ) return coord;
|
|
||||||
float2 ofs = float2(0.0,0.0);
|
|
||||||
float siny = sin(pi*2.0*(coord.y*uwm1+Timer.x*uwf1*100.0))*uws1;
|
|
||||||
ofs.y = siny+sin(pi*2.0*(coord.x*uwm2+Timer.x*uwf2*100.0))*uws2;
|
|
||||||
ofs.x = siny+sin(pi*2.0*(coord.x*uwm3+Timer.x*uwf3*100.0))*uws3;
|
|
||||||
ofs -= (coord-0.5)*2.0*uwz;
|
|
||||||
return coord+ofs*0.01;
|
|
||||||
}
|
|
||||||
/* Distant hot air refraction. Not very realistic, but does the job. */
|
|
||||||
float2 DistantHeat( float2 coord )
|
|
||||||
{
|
|
||||||
float2 bresl;
|
|
||||||
float dep, odep;
|
|
||||||
dep = tex2D(SamplerDepth,coord).x;
|
|
||||||
float distfade = clamp(pow(dep,heatfadepow)*heatfademul+heatfadebump,
|
|
||||||
0.0,1.0);
|
|
||||||
if ( distfade <= 0.0 ) return coord;
|
|
||||||
float todpow = pow(ENightDayFactor*(1.0-EInteriorFactor),heattodpow);
|
|
||||||
if ( !heatalways && (todpow <= 0.0) ) return coord;
|
|
||||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
|
||||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 nc = coord*(bresl/HEATSIZE)*heatsize;
|
|
||||||
float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
|
|
||||||
float2 ofs = tex2D(SamplerHeat,nc+ts).xy;
|
|
||||||
ofs = (ofs-0.5)*2.0;
|
|
||||||
ofs *= pow(length(ofs),heatpow);
|
|
||||||
if ( !heatalways ) ofs *= todpow
|
|
||||||
#ifndef FALLOUT
|
|
||||||
*weatherfactor(WT_HOT)
|
|
||||||
#endif
|
|
||||||
;
|
|
||||||
odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
|
|
||||||
float odistfade = clamp(pow(odep,heatfadepow)*heatfademul+heatfadebump,
|
|
||||||
0.0,1.0);
|
|
||||||
if ( odistfade <= 0.0 ) return coord;
|
|
||||||
return coord+ofs*heatstrength*distfade*0.01;
|
|
||||||
}
|
|
||||||
/* Screen distortion filters */
|
|
||||||
float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float2 bresl;
|
|
||||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
|
||||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 ofs = coord;
|
|
||||||
if ( waterenable ) ofs = UnderwaterDistort(ofs);
|
|
||||||
if ( heatenable ) ofs = DistantHeat(ofs);
|
|
||||||
ofs -= coord;
|
|
||||||
float4 res;
|
|
||||||
if ( (distcha != 0.0) && (length(ofs) != 0) )
|
|
||||||
{
|
|
||||||
float2 ofr, ofg, ofb;
|
|
||||||
ofr = ofs*(1.0-distcha*0.01);
|
|
||||||
ofg = ofs;
|
|
||||||
ofb = ofs*(1.0+distcha*0.01);
|
|
||||||
res = float4(tex2D(SamplerColor,coord+ofr).r,
|
|
||||||
tex2D(SamplerColor,coord+ofg).g,
|
|
||||||
tex2D(SamplerColor,coord+ofb).b,
|
|
||||||
tex2D(SamplerColor,coord+ofs).a);
|
|
||||||
}
|
|
||||||
else res = tex2D(SamplerColor,coord+ofs);
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
The blur passes use bilateral filtering to mostly preserve borders.
|
|
||||||
An additional factor using difference of normals was tested, but the
|
|
||||||
performance decrease was too much, so it's gone forever.
|
|
||||||
*/
|
|
||||||
float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !ssaoenable ) return res;
|
|
||||||
if ( !ssaobenable ) return res;
|
|
||||||
float bresl = ScreenSize.x;
|
|
||||||
float bof = (1.0/bresl)*ssaobradius;
|
|
||||||
float isd, sd, ds, sw, tw = 0;
|
|
||||||
res.a = 0.0;
|
|
||||||
int i;
|
|
||||||
isd = tex2D(SamplerDepth,coord).x;
|
|
||||||
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
|
|
||||||
{
|
|
||||||
sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
|
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
|
||||||
sw = ds;
|
|
||||||
sw *= gauss8[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a;
|
|
||||||
}
|
|
||||||
else [unroll] for ( i=-15; i<=15; i++ )
|
|
||||||
{
|
|
||||||
sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
|
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
|
||||||
sw = ds;
|
|
||||||
sw *= gauss16[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a;
|
|
||||||
}
|
|
||||||
res.a /= tw;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
if ( !ssaoenable ) return res;
|
|
||||||
if ( !ssaobenable )
|
|
||||||
{
|
|
||||||
if ( ssaodebug ) return saturate(res.a);
|
|
||||||
return res*res.a;
|
|
||||||
}
|
|
||||||
float bresl = ScreenSize.x*ScreenSize.w;
|
|
||||||
float bof = (1.0/bresl)*ssaobradius;
|
|
||||||
float isd, sd, ds, sw, tw = 0;
|
|
||||||
res.a = 0.0;
|
|
||||||
int i;
|
|
||||||
isd = tex2D(SamplerDepth,coord).x;
|
|
||||||
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
|
|
||||||
{
|
|
||||||
sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
|
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
|
||||||
sw = ds;
|
|
||||||
sw *= gauss8[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a;
|
|
||||||
}
|
|
||||||
else [unroll] for ( i=-15; i<=15; i++ )
|
|
||||||
{
|
|
||||||
sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
|
|
||||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
|
||||||
sw = ds;
|
|
||||||
sw *= gauss16[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a;
|
|
||||||
}
|
|
||||||
res.a /= tw;
|
|
||||||
if ( ssaodebug ) return saturate(res.a);
|
|
||||||
res *= res.a;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* Focus */
|
|
||||||
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
|
|
||||||
{
|
|
||||||
if ( dofdisable ) return 0.0;
|
|
||||||
if ( focusmanual ) return focusmanualvalue;
|
|
||||||
float focusmax = tod_ind(focusmax);
|
|
||||||
float2 fcenter = float2(focuscenter_x,focuscenter_y);
|
|
||||||
float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
|
|
||||||
if ( !focuscircle ) return cfocus;
|
|
||||||
/* using polygons inscribed into a circle, in this case a triangle */
|
|
||||||
float focusradius = tod_ind(focusradius);
|
|
||||||
float focusmix = tod_ind(focusmix);
|
|
||||||
float cstep = (1.0/3.0);
|
|
||||||
float mfocus;
|
|
||||||
float2 coord;
|
|
||||||
float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
|
|
||||||
float fan = focuscircleangle*2.0*pi;
|
|
||||||
coord.x = fcenter.x+sin(fan)*bof.x;
|
|
||||||
coord.y = fcenter.y+cos(fan)*bof.y;
|
|
||||||
mfocus = cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
|
|
||||||
coord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
|
|
||||||
coord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
|
|
||||||
mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
|
|
||||||
coord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
|
|
||||||
coord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
|
|
||||||
mfocus += cstep*min(tex2D(SamplerDepth,coord).x,focusmax*0.001);
|
|
||||||
cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus;
|
|
||||||
return cfocus;
|
|
||||||
}
|
|
||||||
float4 PS_WriteFocus( VS_OUTPUT_POST IN ) : COLOR
|
|
||||||
{
|
|
||||||
if ( dofdisable ) return 0.0;
|
|
||||||
return max(lerp(tex2D(SamplerPrev,0.5).x,tex2D(SamplerCurr,0.5).x,
|
|
||||||
saturate(FadeFactor)),0.0);
|
|
||||||
}
|
|
||||||
/* Depth of Field */
|
|
||||||
float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
if ( dofdisable ) return tex2D(SamplerColor,coord);
|
|
||||||
float dofpow = tod_ind(dofpow);
|
|
||||||
float dofmult = tod_ind(dofmult);
|
|
||||||
float dofbump = tod_ind(dofbump);
|
|
||||||
float doffixedfocuspow = tod_ind(doffixedfocuspow);
|
|
||||||
float doffixedfocusmult = tod_ind(doffixedfocusmult);
|
|
||||||
float doffixedfocusbump = tod_ind(doffixedfocusbump);
|
|
||||||
float doffixedfocusblend = tod_ind(doffixedunfocusblend);
|
|
||||||
float doffixedunfocuspow = tod_ind(doffixedunfocuspow);
|
|
||||||
float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
|
|
||||||
float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
|
|
||||||
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
|
|
||||||
float dep = tex2D(SamplerDepth,coord).x;
|
|
||||||
float foc = tex2D(SamplerFocus,coord).x;
|
|
||||||
float dfc = abs(dep-foc);
|
|
||||||
float dff = abs(dep);
|
|
||||||
float dfu = dff;
|
|
||||||
if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
|
|
||||||
/*
|
|
||||||
Change power of dof based on field of view. Works only in Skyrim.
|
|
||||||
The FieldOfView variable seems to hold bogus values in Fallout
|
|
||||||
completely unrelated to actual FOV (yes, I checked if it's in
|
|
||||||
radians, and no, it isn't). The value appears to be 1.134452. Who
|
|
||||||
could I blame for this mess? Boris? Bethesda? Hell if I know.
|
|
||||||
*/
|
|
||||||
#ifndef FALLOUT
|
|
||||||
if ( dofrelfov )
|
|
||||||
{
|
|
||||||
float relfovfactor = tod_ind(relfovfactor);
|
|
||||||
float relfov = (FieldOfView-fovdefault)/fovdefault;
|
|
||||||
dofpow = max(0,dofpow+relfov*relfovfactor);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
|
|
||||||
dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
|
|
||||||
+doffixedfocusbump,0.0,1.0);
|
|
||||||
dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
|
|
||||||
+doffixedunfocusbump,0.0,1.0);
|
|
||||||
dfc *= lerp(1.0,dff,doffixedfocusblend);
|
|
||||||
dfc += lerp(0.0,dfu,doffixedunfocusblend);
|
|
||||||
dfc = saturate(dfc);
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
res.a = dfc;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
This method skips blurring areas that are perfectly in focus. The
|
|
||||||
performance gain is negligible in most cases, though.
|
|
||||||
*/
|
|
||||||
#ifdef USE_BOKEH
|
|
||||||
/* gather blur pass */
|
|
||||||
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
if ( dofdisable ) return tex2D(SamplerColor,coord);
|
|
||||||
float dfc = tex2D(SamplerColor,coord).a;
|
|
||||||
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
|
|
||||||
if ( dfcdebug ) return dfc;
|
|
||||||
float2 bresl;
|
|
||||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
|
||||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 bof = 1.0/bresl;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
float4 ccol = res;
|
|
||||||
if ( dfc > 0.0 )
|
|
||||||
{
|
|
||||||
res *= 0;
|
|
||||||
float dep = tex2D(SamplerDepth,coord).x;
|
|
||||||
float sd, ds, sw, tw = 0;
|
|
||||||
float2 bsz = bof*dofpradius*dfc;
|
|
||||||
float4 sc;
|
|
||||||
[unroll] for ( int i=0; i<32; i++ )
|
|
||||||
{
|
|
||||||
sc = tex2Dlod(SamplerColor,float4(coord.x
|
|
||||||
+poisson32[i].x*bsz.x,coord.y+poisson32[i].y
|
|
||||||
*bsz.y,0.0,dfc));
|
|
||||||
ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
|
|
||||||
sd = tex2D(SamplerColor,coord+poisson32[i]*bsz).a;
|
|
||||||
sw = (ds>dep)?1.0:sd;
|
|
||||||
tw += sw;
|
|
||||||
res += sc*sw;
|
|
||||||
}
|
|
||||||
res /= tw;
|
|
||||||
}
|
|
||||||
res.a = dfc;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
/* nobody here, only one pass is really needed */
|
|
||||||
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
if ( dofdisable ) return tex2D(SamplerColor,coord);
|
|
||||||
float dfc = tex2D(SamplerColor,coord).a;
|
|
||||||
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
|
|
||||||
if ( dfcdebug ) return dfc;
|
|
||||||
float4 res = tex2D(SamplerColor,coord);
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
#else
|
|
||||||
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
if ( dofdisable ) return tex2D(SamplerColor,coord);
|
|
||||||
float dfc = tex2D(SamplerColor,coord).a;
|
|
||||||
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
|
|
||||||
if ( dfcdebug ) return dfc;
|
|
||||||
float bresl = (fixedx>0)?fixedx:ScreenSize.x;
|
|
||||||
float bof = (1.0/bresl)*dofbradius;
|
|
||||||
float4 res = float4(0,0,0,0);
|
|
||||||
if ( dfc <= 0.0 )
|
|
||||||
{
|
|
||||||
res = tex2D(SamplerColor,coord);
|
|
||||||
res.a = dfc;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
int i;
|
|
||||||
float isd, sd, ds, sw, tw = 0;
|
|
||||||
isd = dfc;
|
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
|
||||||
{
|
|
||||||
sd = tex2D(SamplerColor,coord+float2(i,0)*bof*dfc).a;
|
|
||||||
ds = abs(isd-sd)*dofbfact+0.5;
|
|
||||||
sw = 1.0/(ds+1.0);
|
|
||||||
sw *= gauss8[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res += sw*tex2D(SamplerColor,coord+float2(i,0)*bof*dfc);
|
|
||||||
}
|
|
||||||
res /= tw;
|
|
||||||
res.a = dfc;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
if ( dofdisable ) return tex2D(SamplerColor,coord);
|
|
||||||
float dfc = tex2D(SamplerColor,coord).a;
|
|
||||||
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
|
|
||||||
if ( dfcdebug ) return dfc;
|
|
||||||
float bresl = (fixedy>0)?fixedy:(ScreenSize.x*ScreenSize.w);
|
|
||||||
float bof = (1.0/bresl)*dofbradius;
|
|
||||||
float4 res = float4(0,0,0,0);
|
|
||||||
if ( dfc <= 0.0 )
|
|
||||||
{
|
|
||||||
res = tex2D(SamplerColor,coord);
|
|
||||||
res.a = dfc;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
int i;
|
|
||||||
float isd, sd, ds, sw, tw = 0;
|
|
||||||
isd = dfc;
|
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
|
||||||
{
|
|
||||||
sd = tex2D(SamplerColor,coord+float2(0,i)*bof*dfc).a;
|
|
||||||
ds = abs(isd-sd)*dofbfact+0.5;
|
|
||||||
sw = 1.0/(ds+1.0);
|
|
||||||
sw *= gauss8[abs(i)];
|
|
||||||
tw += sw;
|
|
||||||
res += sw*tex2D(SamplerColor,coord+float2(0,i)*bof*dfc);
|
|
||||||
}
|
|
||||||
res /= tw;
|
|
||||||
res.a = 1.0;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
/* Screen frost shader. Not very realistic either, but looks fine too. */
|
|
||||||
float2 ScreenFrost( float2 coord )
|
|
||||||
{
|
|
||||||
float2 bresl;
|
|
||||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
|
||||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
|
|
||||||
float2 ofs = tex2D(SamplerFrostBump,nc).xy;
|
|
||||||
ofs = (ofs-0.5)*2.0;
|
|
||||||
ofs *= pow(length(ofs),frostpow)*froststrength;
|
|
||||||
if ( !frostalways ) ofs *=
|
|
||||||
#ifndef FALLOUT
|
|
||||||
weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))*
|
|
||||||
#endif
|
|
||||||
(1.0-ENightDayFactor)*frostnight;
|
|
||||||
if ( EInteriorFactor == 1.0 ) ofs *= frostind;
|
|
||||||
float dist = distance(coord,float2(0.5,0.5))*2.0;
|
|
||||||
ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0);
|
|
||||||
return coord+ofs;
|
|
||||||
}
|
|
||||||
/* screen frost overlay */
|
|
||||||
float4 PS_FrostPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|
||||||
{
|
|
||||||
float2 coord = IN.txcoord.xy;
|
|
||||||
float2 bresl;
|
|
||||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
|
||||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
|
||||||
float2 ofs = coord;
|
|
||||||
if ( frostenable ) ofs = ScreenFrost(ofs);
|
|
||||||
ofs -= coord;
|
|
||||||
float4 res;
|
|
||||||
if ( (distcha != 0.0) && (length(ofs) != 0.0) )
|
|
||||||
{
|
|
||||||
float2 ofr, ofg, ofb;
|
|
||||||
ofr = ofs*(1.0-distcha*0.01);
|
|
||||||
ofg = ofs;
|
|
||||||
ofb = ofs*(1.0+distcha*0.01);
|
|
||||||
res = float4(tex2D(SamplerColor,coord+ofr).r,
|
|
||||||
tex2D(SamplerColor,coord+ofg).g,
|
|
||||||
tex2D(SamplerColor,coord+ofb).b,1.0);
|
|
||||||
}
|
|
||||||
else res = tex2D(SamplerColor,coord+ofs);
|
|
||||||
if ( frostenable )
|
|
||||||
{
|
|
||||||
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
|
|
||||||
float bmp = pow(tex2D(SamplerFrost,nc).x,frostbpow);
|
|
||||||
float dist = distance(coord,float2(0.5,0.5))*2.0;
|
|
||||||
dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
|
|
||||||
1.0)*frostblend;
|
|
||||||
if ( !frostalways ) dist *=
|
|
||||||
#ifndef FALLOUT
|
|
||||||
weatherfactor(WT_COLD)+(1.0-weatherfactor(WT_HOT))*
|
|
||||||
#endif
|
|
||||||
(1.0-ENightDayFactor)*frostnight;
|
|
||||||
if ( EInteriorFactor == 1.0 ) dist *= frostind;
|
|
||||||
res.rgb *= 1.0+bmp*dist;
|
|
||||||
}
|
|
||||||
if ( !focusdisplay ) return res;
|
|
||||||
float2 fcenter = float2(focuscenter_x,focuscenter_y);
|
|
||||||
if ( distance(coord,fcenter) < 0.01 ) res.rgb = float3(1,0,0);
|
|
||||||
float cstep = (1.0/3.0);
|
|
||||||
float2 tcoord;
|
|
||||||
float focusradius = tod_ind(focusradius);
|
|
||||||
float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
|
|
||||||
float fan = focuscircleangle*2.0*pi;
|
|
||||||
tcoord.x = fcenter.x+sin(fan)*bof.x;
|
|
||||||
tcoord.y = fcenter.y+cos(fan)*bof.y;
|
|
||||||
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
|
|
||||||
tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
|
|
||||||
tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
|
|
||||||
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
|
|
||||||
tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
|
|
||||||
tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
|
|
||||||
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
technique ReadFocus
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_ReadFocus();
|
|
||||||
ZENABLE = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique WriteFocus
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_WriteFocus();
|
|
||||||
ZENABLE = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_EdgePlusSSAOPrepass();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess2
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_Distortion();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess3
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_SSAOBlurH();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess4
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_SSAOBlurV();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess5
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_DoFPrepass();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess6
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_DoFBlurH();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess7
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_DoFBlurV();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
technique PostProcess8
|
|
||||||
{
|
|
||||||
pass p0
|
|
||||||
{
|
|
||||||
VertexShader = compile vs_3_0 VS_Pass();
|
|
||||||
PixelShader = compile ps_3_0 PS_FrostPass();
|
|
||||||
DitherEnable = FALSE;
|
|
||||||
ZEnable = FALSE;
|
|
||||||
CullMode = NONE;
|
|
||||||
ALPHATESTENABLE = FALSE;
|
|
||||||
SEPARATEALPHABLENDENABLE = FALSE;
|
|
||||||
AlphaBlendEnable = FALSE;
|
|
||||||
StencilEnable = FALSE;
|
|
||||||
FogEnable = FALSE;
|
|
||||||
SRGBWRITEENABLE = FALSE;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,267 +0,0 @@
|
||||||
/*
|
|
||||||
menbprepassinternals.fx : MariENB prepass internal variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* mathematical constants */
|
|
||||||
static const float pi = 3.1415926535898;
|
|
||||||
/* edge detect factors */
|
|
||||||
static const float3x3 GX =
|
|
||||||
{
|
|
||||||
-1, 0, 1,
|
|
||||||
-2, 0, 2,
|
|
||||||
-1, 0, 1
|
|
||||||
};
|
|
||||||
static const float3x3 GY =
|
|
||||||
{
|
|
||||||
1, 2, 1,
|
|
||||||
0, 0, 0,
|
|
||||||
-1,-2,-1
|
|
||||||
};
|
|
||||||
/* radius: 8, std dev: 6 */
|
|
||||||
static const float gauss8[8] =
|
|
||||||
{
|
|
||||||
0.084247, 0.083085, 0.079694, 0.074348,
|
|
||||||
0.067460, 0.059533, 0.051099, 0.042657
|
|
||||||
};
|
|
||||||
/* radius: 16, std dev: 13 */
|
|
||||||
static const float gauss16[16] =
|
|
||||||
{
|
|
||||||
0.040012, 0.039893, 0.039541, 0.038960,
|
|
||||||
0.038162, 0.037159, 0.035969, 0.034612,
|
|
||||||
0.033109, 0.031485, 0.029764, 0.027971,
|
|
||||||
0.026131, 0.024268, 0.022405, 0.020563
|
|
||||||
};
|
|
||||||
/* SSAO samples */
|
|
||||||
static const float3 ssao_samples_lq[16] =
|
|
||||||
{
|
|
||||||
float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014),
|
|
||||||
float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026),
|
|
||||||
float3(-0.0097, 0.0275,-0.0092),float3(-0.0178,-0.0072, 0.0491),
|
|
||||||
float3( 0.0227,-0.0431,-0.0681),float3( 0.1052, 0.0332,-0.0588),
|
|
||||||
float3( 0.0997, 0.0056, 0.1473),float3(-0.1252, 0.2019, 0.0564),
|
|
||||||
float3(-0.1054,-0.2072, 0.2271),float3(-0.0542, 0.3096, 0.2814),
|
|
||||||
float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
|
|
||||||
float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
|
|
||||||
};
|
|
||||||
static const float3 ssao_samples_hq[64] =
|
|
||||||
{
|
|
||||||
float3( 0.0000,-0.0000,-0.0000),float3( 0.0000, 0.0000,-0.0000),
|
|
||||||
float3( 0.0001,-0.0000,-0.0000),float3( 0.0002, 0.0001,-0.0001),
|
|
||||||
float3(-0.0000,-0.0005, 0.0000),float3( 0.0004,-0.0004,-0.0006),
|
|
||||||
float3( 0.0005,-0.0011,-0.0004),float3(-0.0000, 0.0013,-0.0014),
|
|
||||||
float3( 0.0024, 0.0006, 0.0013),float3(-0.0017,-0.0017, 0.0030),
|
|
||||||
float3(-0.0037, 0.0033,-0.0011),float3( 0.0010, 0.0018,-0.0063),
|
|
||||||
float3( 0.0059, 0.0056,-0.0020),float3(-0.0009, 0.0083,-0.0063),
|
|
||||||
float3(-0.0110, 0.0065,-0.0016),float3( 0.0089, 0.0070,-0.0108),
|
|
||||||
float3(-0.0115,-0.0134,-0.0062),float3(-0.0121,-0.0172, 0.0071),
|
|
||||||
float3(-0.0066, 0.0246,-0.0060),float3( 0.0057,-0.0279, 0.0109),
|
|
||||||
float3(-0.0269,-0.0160,-0.0164),float3( 0.0402, 0.0045, 0.0034),
|
|
||||||
float3( 0.0248,-0.0045, 0.0390),float3( 0.0110,-0.0491,-0.0159),
|
|
||||||
float3(-0.0193,-0.0431, 0.0363),float3( 0.0441, 0.0271,-0.0426),
|
|
||||||
float3( 0.0385,-0.0428,-0.0482),float3(-0.0623,-0.0501, 0.0249),
|
|
||||||
float3( 0.0683,-0.0000, 0.0631),float3( 0.1008, 0.0180,-0.0114),
|
|
||||||
float3(-0.0156,-0.0713, 0.0871),float3(-0.0561,-0.0757, 0.0822),
|
|
||||||
float3( 0.0714, 0.0850,-0.0805),float3(-0.1320,-0.0042, 0.0711),
|
|
||||||
float3( 0.1553, 0.0486,-0.0167),float3(-0.1164,-0.0125,-0.1341),
|
|
||||||
float3( 0.1380,-0.1230,-0.0562),float3( 0.0868,-0.1897,-0.0175),
|
|
||||||
float3( 0.0749, 0.1495, 0.1525),float3(-0.2038,-0.1324,-0.0235),
|
|
||||||
float3( 0.0205, 0.1920, 0.1784),float3( 0.1637,-0.0964,-0.2092),
|
|
||||||
float3( 0.2875, 0.0966,-0.0020),float3( 0.0572,-0.0180,-0.3194),
|
|
||||||
float3(-0.3329, 0.0981,-0.0189),float3( 0.2627, 0.2092,-0.1585),
|
|
||||||
float3( 0.1783,-0.3359,-0.1108),float3( 0.2675, 0.2056,-0.2533),
|
|
||||||
float3(-0.1852, 0.3017,-0.2759),float3(-0.0944, 0.3532, 0.3061),
|
|
||||||
float3(-0.0022,-0.3744, 0.3404),float3(-0.0600,-0.4031,-0.3487),
|
|
||||||
float3(-0.2663, 0.4915, 0.1004),float3(-0.2442, 0.4253, 0.3468),
|
|
||||||
float3( 0.2583, 0.1321,-0.5645),float3(-0.0219, 0.4516, 0.4943),
|
|
||||||
float3(-0.5503, 0.2597,-0.3590),float3( 0.2239,-0.5571,-0.4398),
|
|
||||||
float3(-0.7210,-0.1982, 0.2339),float3( 0.7948,-0.1848, 0.1145),
|
|
||||||
float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
|
|
||||||
float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
|
|
||||||
};
|
|
||||||
/* For high quality DOF */
|
|
||||||
#ifdef USE_BOKEH
|
|
||||||
static const float2 poisson32[32] =
|
|
||||||
{
|
|
||||||
float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
|
|
||||||
float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
|
|
||||||
float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
|
|
||||||
float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
|
|
||||||
float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
|
|
||||||
float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
|
|
||||||
float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
|
|
||||||
float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
|
|
||||||
float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
|
|
||||||
float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
|
|
||||||
float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
|
|
||||||
float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
|
|
||||||
float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
|
|
||||||
float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
|
|
||||||
float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
|
|
||||||
float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
|
|
||||||
};
|
|
||||||
#endif
|
|
||||||
/* standard stuff */
|
|
||||||
float4 ScreenSize;
|
|
||||||
float ENightDayFactor;
|
|
||||||
float EInteriorFactor;
|
|
||||||
float FadeFactor;
|
|
||||||
float4 Timer;
|
|
||||||
float FieldOfView;
|
|
||||||
float4 WeatherAndTime;
|
|
||||||
/* this still doesn't do anything */
|
|
||||||
extern float fWaterLevel;
|
|
||||||
/* samplers and textures */
|
|
||||||
texture2D texColor;
|
|
||||||
texture2D texDepth;
|
|
||||||
texture2D texNoise3
|
|
||||||
<
|
|
||||||
string ResourceName = "menbnoise2.png";
|
|
||||||
>;
|
|
||||||
texture2D texHeat
|
|
||||||
<
|
|
||||||
#ifdef HEAT_DDS
|
|
||||||
string ResourceName = "menbheat.dds";
|
|
||||||
#else
|
|
||||||
string ResourceName = "menbheat.png";
|
|
||||||
#endif
|
|
||||||
>;
|
|
||||||
texture2D texFrost
|
|
||||||
<
|
|
||||||
#ifdef FROST_DDS
|
|
||||||
string ResourceName = "menbfrost.dds";
|
|
||||||
#else
|
|
||||||
string ResourceName = "menbfrost.png";
|
|
||||||
#endif
|
|
||||||
>;
|
|
||||||
texture2D texFrostBump
|
|
||||||
<
|
|
||||||
#ifdef FROSTBUMP_DDS
|
|
||||||
string ResourceName = "menbfrostbump.dds";
|
|
||||||
#else
|
|
||||||
string ResourceName = "menbfrostbump.png";
|
|
||||||
#endif
|
|
||||||
>;
|
|
||||||
texture2D texFocus;
|
|
||||||
texture2D texCurr;
|
|
||||||
texture2D texPrev;
|
|
||||||
sampler2D SamplerColor = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <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 SamplerFrost = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texFrost>;
|
|
||||||
MinFilter = LINEAR;
|
|
||||||
MagFilter = LINEAR;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Wrap;
|
|
||||||
AddressV = Wrap;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
sampler2D SamplerFrostBump = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texFrostBump>;
|
|
||||||
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;
|
|
||||||
};
|
|
||||||
|
|
@ -1,912 +0,0 @@
|
||||||
/*
|
|
||||||
menbprepasssettings.fx : MariENB prepass user-tweakable variables.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
string str_misc = "Miscellaneous";
|
|
||||||
/* fixed resolution, keeps blur filters at a consistent internal resolution */
|
|
||||||
int fixedx
|
|
||||||
<
|
|
||||||
string UIName = "Fixed Resolution Width";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
> = {1920};
|
|
||||||
int fixedy
|
|
||||||
<
|
|
||||||
string UIName = "Fixed Resolution Height";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
> = {1080};
|
|
||||||
float cutoff
|
|
||||||
<
|
|
||||||
string UIName = "Depth Cutoff";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1000000.0;
|
|
||||||
> = {999949.0};
|
|
||||||
float zNear
|
|
||||||
<
|
|
||||||
string UIName = "Near Z";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.05};
|
|
||||||
float zFar
|
|
||||||
<
|
|
||||||
string UIName = "Far Z";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {3098.0};
|
|
||||||
string str_dist = "Distortion Filters";
|
|
||||||
float distcha
|
|
||||||
<
|
|
||||||
string UIName = "Distortion Chromatic Aberration";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {10.0};
|
|
||||||
bool waterenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Underwater";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float uwm1
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Frequency 1";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.4};
|
|
||||||
float uwm2
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Frequency 2";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.6};
|
|
||||||
float uwm3
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Frequency 3";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.4};
|
|
||||||
float uwf1
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Speed 1";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {10.0};
|
|
||||||
float uwf2
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Speed 2";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {8.0};
|
|
||||||
float uwf3
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Speed 3";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {16.0};
|
|
||||||
float uws1
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Amplitude 1";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.3};
|
|
||||||
float uws2
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Amplitude 2";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float uws3
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Amplitude 3";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.8};
|
|
||||||
float uwz
|
|
||||||
<
|
|
||||||
string UIName = "Underwater Zoom";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.5};
|
|
||||||
bool wateralways
|
|
||||||
<
|
|
||||||
string UIName = "Always Underwater";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
bool heatenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Hot Air Refraction";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float heatsize
|
|
||||||
<
|
|
||||||
string UIName = "Heat Texture Size";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {3.5};
|
|
||||||
float heatspeed
|
|
||||||
<
|
|
||||||
string UIName = "Heat Speed";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.5};
|
|
||||||
float heatfadepow
|
|
||||||
<
|
|
||||||
string UIName = "Heat Fade Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {200.0};
|
|
||||||
float heatfademul
|
|
||||||
<
|
|
||||||
string UIName = "Heat Fade Intensity";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float heatfadebump
|
|
||||||
<
|
|
||||||
string UIName = "Heat Fade Offset";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float heatstrength
|
|
||||||
<
|
|
||||||
string UIName = "Heat Intensity";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.25};
|
|
||||||
float heatpow
|
|
||||||
<
|
|
||||||
string UIName = "Heat Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.2};
|
|
||||||
float heattodpow
|
|
||||||
<
|
|
||||||
string UIName = "Heat Time-of-day Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.2};
|
|
||||||
bool heatalways
|
|
||||||
<
|
|
||||||
string UIName = "Heat Always Enable";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
bool frostenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Screen Frost";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float frostpow
|
|
||||||
<
|
|
||||||
string UIName = "Frost Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float froststrength
|
|
||||||
<
|
|
||||||
string UIName = "Frost Strength";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float frostrpow
|
|
||||||
<
|
|
||||||
string UIName = "Frost Radial Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float frostrmult
|
|
||||||
<
|
|
||||||
string UIName = "Frost Radial Intensity";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float frostrbump
|
|
||||||
<
|
|
||||||
string UIName = "Frost Radial Offset";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float frostblend
|
|
||||||
<
|
|
||||||
string UIName = "Frost Texture Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float frostbpow
|
|
||||||
<
|
|
||||||
string UIName = "Frost Texture Blend Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float frostsize
|
|
||||||
<
|
|
||||||
string UIName = "Frost Texture Size";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float frostind
|
|
||||||
<
|
|
||||||
string UIName = "Frost Indoor Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.05};
|
|
||||||
float frostnight
|
|
||||||
<
|
|
||||||
string UIName = "Frost Night Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.25};
|
|
||||||
bool frostalways
|
|
||||||
<
|
|
||||||
string UIName = "Frost Always Enable";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
string str_focus = "Focusing Parameters";
|
|
||||||
/* circle (triangle, actually) average focus */
|
|
||||||
bool focuscircle
|
|
||||||
<
|
|
||||||
string UIName = "Enable Focus Triangle";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
bool focusdisplay
|
|
||||||
<
|
|
||||||
string UIName = "Display Focus Points";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
bool focusmanual
|
|
||||||
<
|
|
||||||
string UIName = "Enable Manual Focus";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float focusmanualvalue
|
|
||||||
<
|
|
||||||
string UIName = "Manual Focus Depth";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.5};
|
|
||||||
/* center point of focus */
|
|
||||||
float focuscenter_x
|
|
||||||
<
|
|
||||||
string UIName = "Focus Point Center X";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.5};
|
|
||||||
float focuscenter_y
|
|
||||||
<
|
|
||||||
string UIName = "Focus Point Center Y";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.5};
|
|
||||||
float focuscircleangle
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Angle";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
float UIMax = 1.0;
|
|
||||||
> = {0.0};
|
|
||||||
/* radius of the focus point triangle */
|
|
||||||
float focusradius_n
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Radius Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float focusradius_d
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Radius Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float focusradius_in
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Radius Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float focusradius_id
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Radius Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
/* mix factor with sample at screen center */
|
|
||||||
float focusmix_n
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Blending Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float focusmix_d
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Blending Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float focusmix_in
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Blending Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float focusmix_id
|
|
||||||
<
|
|
||||||
string UIName = "Focus Triangle Blending Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
/* maximum focus depth */
|
|
||||||
float focusmax_n
|
|
||||||
<
|
|
||||||
string UIName = "Focus Maximum Depth Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1000.0};
|
|
||||||
float focusmax_d
|
|
||||||
<
|
|
||||||
string UIName = "Focus Maximum Depth Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1000.0};
|
|
||||||
float focusmax_in
|
|
||||||
<
|
|
||||||
string UIName = "Focus Maximum Depth Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1000.0};
|
|
||||||
float focusmax_id
|
|
||||||
<
|
|
||||||
string UIName = "Focus Maximum Depth Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1000.0};
|
|
||||||
/* dof filter */
|
|
||||||
string str_dof = "Depth Of Field";
|
|
||||||
/* dof multiplier (makes unfocused depths more blurry) */
|
|
||||||
float dofmult_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
float dofmult_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
float dofmult_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
float dofmult_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
/* dof power (falloff, kinda) */
|
|
||||||
float dofpow_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {4.0};
|
|
||||||
float dofpow_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {4.0};
|
|
||||||
float dofpow_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {4.0};
|
|
||||||
float dofpow_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {4.0};
|
|
||||||
/* dof bump (to emulate tilt shift I guess, I brought it back) */
|
|
||||||
float dofbump_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Shift Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dofbump_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Shift Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dofbump_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Shift Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dofbump_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Shift Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
/* fixed focused depth factors */
|
|
||||||
float doffixedfocusmult_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocusmult_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocusmult_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocusmult_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocuspow_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocuspow_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocuspow_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocuspow_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float doffixedfocusbump_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Shift Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedfocusbump_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Shift Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedfocusbump_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Shift Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedfocusbump_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Shift Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedfocusblend_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Blend Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedfocusblend_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Blend Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedfocusblend_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Blend Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedfocusblend_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Focus Blend Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
/* fixed unfocused depth factors */
|
|
||||||
float doffixedunfocusmult_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float doffixedunfocusmult_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float doffixedunfocusmult_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float doffixedunfocusmult_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float doffixedunfocuspow_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1000.0};
|
|
||||||
float doffixedunfocuspow_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1000.0};
|
|
||||||
float doffixedunfocuspow_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1000.0};
|
|
||||||
float doffixedunfocuspow_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1000.0};
|
|
||||||
float doffixedunfocusbump_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Shift Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedunfocusbump_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Shift Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedunfocusbump_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Shift Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedunfocusbump_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Shift Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedunfocusblend_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Blend Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedunfocusblend_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Blend Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedunfocusblend_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Blend Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float doffixedunfocusblend_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Unfocus Blend Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
/* prevents fixed dof from blurring the skybox */
|
|
||||||
bool doffixedcut
|
|
||||||
<
|
|
||||||
string UIName = "DOF Fixed Use Cutoff";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
/* disable depth of field */
|
|
||||||
bool dofdisable
|
|
||||||
<
|
|
||||||
string UIName = "Disable DOF";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
#ifndef USE_BOKEH
|
|
||||||
float dofbfact
|
|
||||||
<
|
|
||||||
string UIName = "DOF Bilateral Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {20.0};
|
|
||||||
float dofbradius
|
|
||||||
<
|
|
||||||
string UIName = "DOF Blur Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
#else
|
|
||||||
float dofpradius
|
|
||||||
<
|
|
||||||
string UIName = "DOF Gather Blur Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {6.0};
|
|
||||||
#endif
|
|
||||||
#ifndef FALLOUT
|
|
||||||
bool dofrelfov
|
|
||||||
<
|
|
||||||
string UIName = "DOF Relative to FOV";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
float fovdefault
|
|
||||||
<
|
|
||||||
string UIName = "Default FOV";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 1.0;
|
|
||||||
float UIMax = 180.0;
|
|
||||||
> = {75.0};
|
|
||||||
float relfovfactor_n
|
|
||||||
<
|
|
||||||
string UIName = "DOF Relative Factor Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {2.0};
|
|
||||||
float relfovfactor_d
|
|
||||||
<
|
|
||||||
string UIName = "DOF Relative Factor Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {2.0};
|
|
||||||
float relfovfactor_in
|
|
||||||
<
|
|
||||||
string UIName = "DOF Relative Factor Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {2.0};
|
|
||||||
float relfovfactor_id
|
|
||||||
<
|
|
||||||
string UIName = "DOF Relative Factor Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {2.0};
|
|
||||||
#endif
|
|
||||||
bool dofdebug
|
|
||||||
<
|
|
||||||
string UIName = "Debug Depth";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
bool dfcdebug
|
|
||||||
<
|
|
||||||
string UIName = "Debug Focus";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
/* use "edge vision" filter */
|
|
||||||
string str_view = "Edgevision";
|
|
||||||
bool edgevenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Edgevision";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
/* factors */
|
|
||||||
float edgevfadepow_n
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float edgevfadepow_d
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float edgevfadepow_in
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float edgevfadepow_id
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {2.0};
|
|
||||||
float edgevfademult_n
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
float edgevfademult_d
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
float edgevfademult_in
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
float edgevfademult_id
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Fade Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {500.0};
|
|
||||||
float edgevpow
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.25};
|
|
||||||
float edgevmult
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Intensity";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {4.0};
|
|
||||||
float edgevradius
|
|
||||||
<
|
|
||||||
string UIName = "Edgevision Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
/* ssao filter */
|
|
||||||
string str_ssao = "Ray Marching SSAO";
|
|
||||||
bool ssaoenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable SSAO";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float ssaoradius
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
int ssaonoise
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Noise";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
int UIMin = 0;
|
|
||||||
int UIMax = 1;
|
|
||||||
> = {1};
|
|
||||||
float ssaofadepow_n
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Contrast Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.05};
|
|
||||||
float ssaofadepow_d
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Contrast Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.05};
|
|
||||||
float ssaofadepow_in
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Contrast Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.05};
|
|
||||||
float ssaofadepow_id
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Contrast Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.05};
|
|
||||||
float ssaofademult_n
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Intensity Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float ssaofademult_d
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Intensity Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float ssaofademult_in
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Intensity Interior Night";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float ssaofademult_id
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Fade Intensity Interior Day";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float ssaomult
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Intensity";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.5};
|
|
||||||
float ssaopow
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.5};
|
|
||||||
float ssaoblend
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Blending";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
bool ssaobenable
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Blur";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
float ssaobfact
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Bilateral Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1000.0};
|
|
||||||
float ssaoclamp
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Range";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
float ssaoclampmin
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Range Min";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.0};
|
|
||||||
float ssaobradius
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Blur Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
bool ssaodebug
|
|
||||||
<
|
|
||||||
string UIName = "Debug SSAO";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
bool ssaoquarter
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Use Less Samples";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
bool ssaohalfblur
|
|
||||||
<
|
|
||||||
string UIName = "SSAO Blur Use Less Samples";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {true};
|
|
||||||
/* luma sharpen because of reasons */
|
|
||||||
string str_sharp = "Luma Sharpen";
|
|
||||||
bool sharpenable
|
|
||||||
<
|
|
||||||
string UIName = "Sharpen Enable";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float sharpradius
|
|
||||||
<
|
|
||||||
string UIName = "Sharpen Radius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.8};
|
|
||||||
float sharpclamp
|
|
||||||
<
|
|
||||||
string UIName = "Sharpen Clamp";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {0.02};
|
|
||||||
float sharpblend
|
|
||||||
<
|
|
||||||
string UIName = "Sharpen Blending";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.2};
|
|
||||||
|
Before Width: | Height: | Size: 870 B |
|
Before Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 871 B |
|
Before Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 825 B |
|
Before Width: | Height: | Size: 35 KiB |
|
Before Width: | Height: | Size: 6.9 KiB |
|
Before Width: | Height: | Size: 187 KiB |
|
Before Width: | Height: | Size: 878 B |
|
Before Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 48 KiB |
|
Before Width: | Height: | Size: 1.8 KiB |
|
Before Width: | Height: | Size: 49 KiB |
|
Before Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 48 KiB |
|
Before Width: | Height: | Size: 4.3 KiB |
|
Before Width: | Height: | Size: 130 KiB |
|
Before Width: | Height: | Size: 597 B |
|
Before Width: | Height: | Size: 16 KiB |
|
|
@ -1,12 +0,0 @@
|
||||||
blue -> A cold, blue colorization palette.
|
|
||||||
brown -> Pseudo-sepia palette.
|
|
||||||
flame -> Hot flames.
|
|
||||||
fnvdust -> Bad attempt at replicating the legacy FNV Dust palette.
|
|
||||||
gold -> Exactly what it says on the tin.
|
|
||||||
isolate_blue -> Softly isolate blues.
|
|
||||||
isolate_green -> Same for greens.
|
|
||||||
isolate_red -> And reds too.
|
|
||||||
isolate_saturated -> A steep curve applied to saturation.
|
|
||||||
rangetest -> Used to check how bad subpixel interpolation is.
|
|
||||||
red -> Reddish-pink palette.
|
|
||||||
skyrimdust -> Another replication of a legacy palette. Seems redder now.
|
|
||||||
|
Before Width: | Height: | Size: 886 B |
|
Before Width: | Height: | Size: 36 KiB |
|
Before Width: | Height: | Size: 6.4 KiB |
|
Before Width: | Height: | Size: 161 KiB |
1148
skyrim/enbseries.ini
|
|
@ -1,40 +0,0 @@
|
||||||
[EFFECT.TXT]
|
|
||||||
TECHNIQUE=0
|
|
||||||
Enable Block GFX=false
|
|
||||||
Emulated Resolution Width=0.0
|
|
||||||
Emulated Resolution Height=0.0
|
|
||||||
Zoom Factor X=0.0
|
|
||||||
Zoom Factor Y=0.0
|
|
||||||
Palette Type=6
|
|
||||||
CGA Palette=1
|
|
||||||
EGA Palette=0
|
|
||||||
Dithering Pattern=4
|
|
||||||
Contrast Modifier=1.0
|
|
||||||
Saturation Modifier=1.0
|
|
||||||
Dither Offset=-0.2
|
|
||||||
Dither Range=0.3
|
|
||||||
Enable ASCII=false
|
|
||||||
ASCII Monochrome=false
|
|
||||||
ASCII Blend=0.0
|
|
||||||
Enable Chroma Key=false
|
|
||||||
Chroma Key Red=1.0
|
|
||||||
Chroma Key Green=0.0
|
|
||||||
Chroma Key Blue=0.8
|
|
||||||
Chroma Key Depth=0.99
|
|
||||||
Enable Dot Matrix=false
|
|
||||||
Dot Size=1
|
|
||||||
Dot Blend=0.3
|
|
||||||
Dot Intensity=1.4
|
|
||||||
Dot Contrast=0.75
|
|
||||||
Enable Curvature=false
|
|
||||||
Curve Chromatic Aberration=0.56
|
|
||||||
Curve Zooming=50.360001
|
|
||||||
Curve Distortion=0.0
|
|
||||||
Curve Sampling Soften=0.0
|
|
||||||
Enable Blur=false
|
|
||||||
Blur Sampling Range=0.15
|
|
||||||
Enable Sharp=false
|
|
||||||
Sharp Sampling Range=0.35
|
|
||||||
Sharpening Amount=4.0
|
|
||||||
Enable Shift=false
|
|
||||||
Shift Sampling Range=0.75
|
|
||||||
|
|
@ -1,87 +0,0 @@
|
||||||
[ENBBLOOM.FX]
|
|
||||||
TECHNIQUE=0
|
|
||||||
Bloom Intensity Night=0.85
|
|
||||||
Bloom Intensity Day=0.8
|
|
||||||
Bloom Intensity Interior Night=0.87
|
|
||||||
Bloom Intensity Interior Day=0.84
|
|
||||||
Bloom Contrast Night=0.94
|
|
||||||
Bloom Contrast Day=0.99
|
|
||||||
Bloom Contrast Interior Night=0.96
|
|
||||||
Bloom Contrast Interior Day=0.98
|
|
||||||
Bloom Saturation Night=1.08
|
|
||||||
Bloom Saturation Day=0.77
|
|
||||||
Bloom Saturation Interior Night=1.19
|
|
||||||
Bloom Saturation Interior Day=0.97
|
|
||||||
Bloom Offset Night=-0.09
|
|
||||||
Bloom Offset Day=-0.13
|
|
||||||
Bloom Offset Interior Night=-0.07
|
|
||||||
Bloom Offset Interior Day=-0.1
|
|
||||||
Bloom Intensity Cap Night=20.0
|
|
||||||
Bloom Intensity Cap Day=20.0
|
|
||||||
Bloom Intensity Cap Interior Night=20.0
|
|
||||||
Bloom Intensity Cap Interior Day=20.0
|
|
||||||
Bloom Blur Radius=1.0
|
|
||||||
Blue Shift Night Red=0.2
|
|
||||||
Blue Shift Night Green=0.6
|
|
||||||
Blue Shift Night Blue=1.0
|
|
||||||
Blue Shift Day Red=0.2
|
|
||||||
Blue Shift Day Green=0.6
|
|
||||||
Blue Shift Day Blue=1.0
|
|
||||||
Blue Shift Interior Night Red=0.2
|
|
||||||
Blue Shift Interior Night Green=0.6
|
|
||||||
Blue Shift Interior Night Blue=1.0
|
|
||||||
Blue Shift Interior Day Red=0.2
|
|
||||||
Blue Shift Interior Day Green=0.6
|
|
||||||
Blue Shift Interior Day Blue=1.0
|
|
||||||
Blue Shift Intensity Night=0.34
|
|
||||||
Blue Shift Intensity Day=0.45
|
|
||||||
Blue Shift Intensity Interior Night=0.29
|
|
||||||
Blue Shift Intensity Interior Day=0.34
|
|
||||||
Blue Shift Luminance Factor Per-pass=0.38
|
|
||||||
Blue Shift Color Factor Per-pass=0.86
|
|
||||||
Enable Anamorphic Bloom=true
|
|
||||||
Anamorphic Bloom Blend Night=0.32
|
|
||||||
Anamorphic Bloom Blend Day=0.22
|
|
||||||
Anamorphic Bloom Blend Interior Night=0.33
|
|
||||||
Anamorphic Bloom Blend Interior Day=0.27
|
|
||||||
Anamorphic Bloom Blue Shift Night Red=0.6
|
|
||||||
Anamorphic Bloom Blue Shift Night Green=0.2
|
|
||||||
Anamorphic Bloom Blue Shift Night Blue=1.0
|
|
||||||
Anamorphic Bloom Blue Shift Day Red=0.6
|
|
||||||
Anamorphic Bloom Blue Shift Day Green=0.2
|
|
||||||
Anamorphic Bloom Blue Shift Day Blue=1.0
|
|
||||||
Anamorphic Bloom Blue Shift Interior Night Red=0.6
|
|
||||||
Anamorphic Bloom Blue Shift Interior Night Green=0.2
|
|
||||||
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
|
|
||||||
Anamorphic Bloom Blue Shift Interior Day Red=0.6
|
|
||||||
Anamorphic Bloom Blue Shift Interior Day Green=0.2
|
|
||||||
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
|
|
||||||
Anamorphic Bloom Blue Shift Intensity Night=0.85
|
|
||||||
Anamorphic Bloom Blue Shift Intensity Day=0.61
|
|
||||||
Anamorphic Bloom Blue Shift Interior Night=0.93
|
|
||||||
Anamorphic Bloom Blue Shift Interior Day=0.7
|
|
||||||
Anamorphic Bloom Contrast Night=0.98
|
|
||||||
Anamorphic Bloom Contrast Day=0.97
|
|
||||||
Anamorphic Bloom Contrast Interior Night=1.0
|
|
||||||
Anamorphic Bloom Contrast Interior Day=0.95
|
|
||||||
Anamorphic Bloom Radius Multiplier=4.0
|
|
||||||
Bloom Pass 1 Blend=0.12
|
|
||||||
Bloom Pass 2 Blend=0.21
|
|
||||||
Bloom Pass 3 Blend=0.35
|
|
||||||
Bloom Pass 4 Blend=0.56
|
|
||||||
Bloom Pass 7 Blend=0.79
|
|
||||||
Bloom Pass 8 Blend=0.93
|
|
||||||
Bloom Prepass Blend=0.0
|
|
||||||
Bloom Base Blend=0.0
|
|
||||||
Enable Lens Dirt=false
|
|
||||||
Dirt Pass 1 Blend=0.02
|
|
||||||
Dirt Pass 2 Blend=0.05
|
|
||||||
Dirt Pass 3 Blend=0.13
|
|
||||||
Dirt Pass 4 Blend=0.25
|
|
||||||
Dirt Pass 7 Blend=1.15
|
|
||||||
Dirt Pass 8 Blend=3.28
|
|
||||||
Dirt Prepass Blend=0.0
|
|
||||||
Dirt Base Blend=0.0
|
|
||||||
Dirt Texture Preserve Aspect=true
|
|
||||||
Dirt Contrast=1.05
|
|
||||||
Dirt Factor=0.95
|
|
||||||
|
|
@ -1,152 +0,0 @@
|
||||||
[ENBEFFECT.FX]
|
|
||||||
TECHNIQUE=0
|
|
||||||
Enable Grain=false
|
|
||||||
Grain Speed=2500.0
|
|
||||||
Grain Intensity=0.03
|
|
||||||
Grain Saturation=0.22
|
|
||||||
Grain Two-Pass=true
|
|
||||||
Grain Blending Mode=3
|
|
||||||
Grain Dark Mask Contrast=2.46
|
|
||||||
Grain Two-Pass Factor=0.04
|
|
||||||
Grain Magnification 1=13.25
|
|
||||||
Grain Magnification 2=19.639999
|
|
||||||
Grain Magnification 3=17.35
|
|
||||||
Grain Pass 1 Magnification 1=2.05
|
|
||||||
Grain Pass 1 Magnification 2=3.11
|
|
||||||
Grain Pass 1 Magnification 3=2.22
|
|
||||||
Grain Pass 2 Magnification 1=4.25
|
|
||||||
Grain Pass 2 Magnification 2=0.42
|
|
||||||
Grain Pass 2 Magnification 3=6.29
|
|
||||||
Grain Contrast=2.8
|
|
||||||
Enable Adaptation=true
|
|
||||||
Adaptation Min Night=0.7
|
|
||||||
Adaptation Min Day=0.68
|
|
||||||
Adaptation Min Interior Night=0.62
|
|
||||||
Adaptation Min Interior Day=0.59
|
|
||||||
Adaptation Max Night=1.53
|
|
||||||
Adaptation Max Day=1.63
|
|
||||||
Adaptation Max Interior Night=1.38
|
|
||||||
Adaptation Max Interior Day=1.44
|
|
||||||
Enable Tonemapping=true
|
|
||||||
Tonemap Shoulder Strength Night=0.94
|
|
||||||
Tonemap Shoulder Strength Day=0.9
|
|
||||||
Tonemap Shoulder Strength Interior Night=0.83
|
|
||||||
Tonemap Shoulder Strength Interior Day=0.75
|
|
||||||
Tonemap Linear Strength Night=1.22
|
|
||||||
Tonemap Linear Strength Day=1.14
|
|
||||||
Tonemap Linear Strength Interior Night=1.15
|
|
||||||
Tonemap Linear Strength Interior Day=1.11
|
|
||||||
Tonemap Linear Angle Night=0.49
|
|
||||||
Tonemap Linear Angle Day=0.66
|
|
||||||
Tonemap Linear Angle Interior Night=0.28
|
|
||||||
Tonemap Linear Angle Interior Day=0.43
|
|
||||||
Tonemap Toe Strength Night=0.84
|
|
||||||
Tonemap Toe Strength Day=0.77
|
|
||||||
Tonemap Toe Strength Interior Night=0.89
|
|
||||||
Tonemap Toe Strength Interior Day=0.81
|
|
||||||
Tonemap Toe Numerator Night=3.71
|
|
||||||
Tonemap Toe Numerator Day=3.83
|
|
||||||
Tonemap Toe Numerator Interior Night=3.85
|
|
||||||
Tonemap Toe Numerator Interior Day=3.85
|
|
||||||
Tonemap Toe Denominator Night=1.33
|
|
||||||
Tonemap Toe Denominator Day=1.35
|
|
||||||
Tonemap Toe Denominator Interior Night=1.4
|
|
||||||
Tonemap Toe Denominator Interior Day=1.47
|
|
||||||
Tonemap Linear White Night=6.61
|
|
||||||
Tonemap Linear White Day=8.26
|
|
||||||
Tonemap Linear White Interior Night=5.57
|
|
||||||
Tonemap Linear White Interior Day=7.26
|
|
||||||
Tonemap Before Compensate=false
|
|
||||||
Enable Compensate=false
|
|
||||||
Compensate Factor Night=0.14
|
|
||||||
Compensate Factor Day=0.15
|
|
||||||
Compensate Factor Interior Night=0.17
|
|
||||||
Compensate Factor Interior Day=0.22
|
|
||||||
Compensate Contrast Night=1.61
|
|
||||||
Compensate Contrast Day=1.65
|
|
||||||
Compensate Contrast Interior Night=1.53
|
|
||||||
Compensate Contrast Interior Day=1.65
|
|
||||||
Compensate Saturation Night=1.11
|
|
||||||
Compensate Saturation Day=1.07
|
|
||||||
Compensate Saturation Interior Night=1.13
|
|
||||||
Compensate Saturation Interior Day=1.12
|
|
||||||
Enable RGB Grading=true
|
|
||||||
Grading Intensity Night Red=1.08
|
|
||||||
Grading Intensity Night Green=1.03
|
|
||||||
Grading Intensity Night Blue=1.0
|
|
||||||
Grading Intensity Day Red=1.06
|
|
||||||
Grading Intensity Day Green=1.03
|
|
||||||
Grading Intensity Day Blue=1.08
|
|
||||||
Grading Intensity Interior Night Red=1.07
|
|
||||||
Grading Intensity Interior Night Green=1.03
|
|
||||||
Grading Intensity Interior Night Blue=1.01
|
|
||||||
Grading Intensity Interior Day Red=1.06
|
|
||||||
Grading Intensity Interior Day Green=1.02
|
|
||||||
Grading Intensity Interior Day Blue=1.04
|
|
||||||
Grading Contrast Night Red=0.97
|
|
||||||
Grading Contrast Night Green=0.98
|
|
||||||
Grading Contrast Night Blue=0.94
|
|
||||||
Grading Contrast Day Red=0.96
|
|
||||||
Grading Contrast Day Green=0.98
|
|
||||||
Grading Contrast Day Blue=0.98
|
|
||||||
Grading Contrast Interior Night Red=0.96
|
|
||||||
Grading Contrast Interior Night Green=0.98
|
|
||||||
Grading Contrast Interior Night Blue=0.95
|
|
||||||
Grading Contrast Interior Day Red=0.95
|
|
||||||
Grading Contrast Interior Day Green=0.98
|
|
||||||
Grading Contrast Interior Day Blue=0.95
|
|
||||||
Enable Vibrance Grading=true
|
|
||||||
Grading Color Night Red=-0.44
|
|
||||||
Grading Color Night Green=-0.33
|
|
||||||
Grading Color Night Blue=-0.83
|
|
||||||
Grading Color Day Red=-0.65
|
|
||||||
Grading Color Day Green=-0.3
|
|
||||||
Grading Color Day Blue=-0.69
|
|
||||||
Grading Color Interior Night Red=-0.25
|
|
||||||
Grading Color Interior Night Green=-0.15
|
|
||||||
Grading Color Interior Night Blue=-0.05
|
|
||||||
Grading Color Interior Day Red=-0.47
|
|
||||||
Grading Color Interior Day Green=-0.3
|
|
||||||
Grading Color Interior Day Blue=-0.12
|
|
||||||
Grading Color Factor Night=-0.11
|
|
||||||
Grading Color Factor Day=-0.09
|
|
||||||
Grading Color Factor Interior Night=-0.1
|
|
||||||
Grading Color Factor Interior Day=-0.08
|
|
||||||
Enable HSV Grading=true
|
|
||||||
Grading Saturation Intensity Night=1.22
|
|
||||||
Grading Saturation Intensity Day=1.19
|
|
||||||
Grading Saturation Intensity Interior Night=1.18
|
|
||||||
Grading Saturation Intensity Interior Day=1.16
|
|
||||||
Grading Saturation Contrast Night=1.13
|
|
||||||
Grading Saturation Contrast Day=1.14
|
|
||||||
Grading Saturation Contrast Interior Night=1.12
|
|
||||||
Grading Saturation Contrast Interior Day=1.15
|
|
||||||
Grading Value Intensity Night=1.08
|
|
||||||
Grading Value Intensity Day=1.03
|
|
||||||
Grading Value Intensity Interior Night=1.07
|
|
||||||
Grading Value Intensity Interior Day=1.04
|
|
||||||
Grading Value Contrast Night=1.15
|
|
||||||
Grading Value Contrast Day=1.13
|
|
||||||
Grading Value Contrast Interior Night=1.09
|
|
||||||
Grading Value Contrast Interior Day=1.09
|
|
||||||
Colorize After HSV=true
|
|
||||||
Enable Vanilla Tint=true
|
|
||||||
Vanilla Tint Blend=1.0
|
|
||||||
Use Tinting Before Grading=true
|
|
||||||
Enable Vanilla Grading=true
|
|
||||||
Vanilla Grading Blend=1.0
|
|
||||||
Fade Before Film Filters=false
|
|
||||||
Enable LUT Grading=true
|
|
||||||
LUT Blend Night=0.21
|
|
||||||
LUT Blend Day=0.27
|
|
||||||
LUT Blend Interior Night=0.11
|
|
||||||
LUT Blend Interior Day=0.17
|
|
||||||
LUT Preset=61
|
|
||||||
Enable ENB Palette=false
|
|
||||||
Palette Blend=1.0
|
|
||||||
Enable Post Dither=true
|
|
||||||
Dither Pattern=4
|
|
||||||
Display Bloom=false
|
|
||||||
Enable Vanilla Imagespace=true
|
|
||||||
Vanilla Vibrance Blend=1.0
|
|
||||||
Vanilla Contrast Blend=1.0
|
|
||||||
|
|
@ -1,183 +0,0 @@
|
||||||
[ENBEFFECTPREPASS.FX]
|
|
||||||
TECHNIQUE=0
|
|
||||||
Fixed Resolution Width=1920
|
|
||||||
Fixed Resolution Height=1080
|
|
||||||
Depth Cutoff=999998.0
|
|
||||||
Distortion Chromatic Aberration=27.470001
|
|
||||||
Enable Underwater=true
|
|
||||||
Underwater Speed 1=24.309999
|
|
||||||
Underwater Speed 2=21.9
|
|
||||||
Underwater Speed 3=26.549999
|
|
||||||
Underwater Frequency 1=2.36
|
|
||||||
Underwater Frequency 2=3.39
|
|
||||||
Underwater Frequency 3=2.72
|
|
||||||
Underwater Amplitude 1=0.1
|
|
||||||
Underwater Amplitude 2=0.11
|
|
||||||
Underwater Amplitude 3=0.07
|
|
||||||
Underwater Zoom=0.15
|
|
||||||
Enable Hot Air Refraction=true
|
|
||||||
Heat Texture Size=8.46
|
|
||||||
Heat Speed=0.65
|
|
||||||
Heat Fade Contrast=234.339996
|
|
||||||
Heat Fade Intensity=1.06
|
|
||||||
Heat Fade Offset=-0.64
|
|
||||||
Heat Intensity=0.3
|
|
||||||
Heat Contrast=1.16
|
|
||||||
Heat Time-of-day Contrast=4.14
|
|
||||||
Heat Always Enable=false
|
|
||||||
Enable Focus Triangle=true
|
|
||||||
Display Focus Points=false
|
|
||||||
Enable Manual Focus=false
|
|
||||||
Manual Focus Depth=0.75
|
|
||||||
Focus Point Center X=0.5
|
|
||||||
Focus Point Center Y=0.5
|
|
||||||
Focus Triangle Angle=0.5
|
|
||||||
Focus Triangle Radius Night=12.0
|
|
||||||
Focus Triangle Radius Day=16.0
|
|
||||||
Focus Triangle Radius Interior Night=10.0
|
|
||||||
Focus Triangle Radius Interior Day=14.0
|
|
||||||
Focus Triangle Blending Night=0.4
|
|
||||||
Focus Triangle Blending Day=0.3
|
|
||||||
Focus Triangle Blending Interior Night=0.5
|
|
||||||
Focus Triangle Blending Interior Day=0.4
|
|
||||||
Focus Maximum Depth Night=990.349976
|
|
||||||
Focus Maximum Depth Day=994.340027
|
|
||||||
Focus Maximum Depth Interior Night=984.919983
|
|
||||||
Focus Maximum Depth Interior Day=989.539978
|
|
||||||
DOF Intensity Night=275.899994
|
|
||||||
DOF Intensity Day=224.300003
|
|
||||||
DOF Intensity Interior Night=280.799988
|
|
||||||
DOF Intensity Interior Day=232.300003
|
|
||||||
DOF Contrast Night=4.54
|
|
||||||
DOF Contrast Day=4.89
|
|
||||||
DOF Contrast Interior Night=4.32
|
|
||||||
DOF Contrast Interior Day=4.56
|
|
||||||
DOF Shift Night=0.0
|
|
||||||
DOF Shift Day=0.0
|
|
||||||
DOF Shift Interior Night=0.0
|
|
||||||
DOF Shift Interior Day=0.0
|
|
||||||
DOF Fixed Focus Intensity Night=1.0
|
|
||||||
DOF Fixed Focus Intensity Day=1.0
|
|
||||||
DOF Fixed Focus Intensity Interior Night=1.0
|
|
||||||
DOF Fixed Focus Intensity Interior Day=1.0
|
|
||||||
DOF Fixed Focus Contrast Night=1.0
|
|
||||||
DOF Fixed Focus Contrast Day=1.0
|
|
||||||
DOF Fixed Focus Contrast Interior Night=1.0
|
|
||||||
DOF Fixed Focus Contrast Interior Day=1.0
|
|
||||||
DOF Fixed Focus Shift Night=0.0
|
|
||||||
DOF Fixed Focus Shift Day=0.0
|
|
||||||
DOF Fixed Focus Shift Interior Night=0.0
|
|
||||||
DOF Fixed Focus Shift Interior Day=0.0
|
|
||||||
DOF Fixed Focus Blend Night=0.0
|
|
||||||
DOF Fixed Focus Blend Day=0.0
|
|
||||||
DOF Fixed Focus Blend Interior Night=0.0
|
|
||||||
DOF Fixed Focus Blend Interior Day=0.0
|
|
||||||
DOF Fixed Unfocus Intensity Night=1.16
|
|
||||||
DOF Fixed Unfocus Intensity Day=1.12
|
|
||||||
DOF Fixed Unfocus Intensity Interior Night=1.18
|
|
||||||
DOF Fixed Unfocus Intensity Interior Day=1.14
|
|
||||||
DOF Fixed Unfocus Contrast Night=99.099998
|
|
||||||
DOF Fixed Unfocus Contrast Day=126.139999
|
|
||||||
DOF Fixed Unfocus Contrast Interior Night=84.849998
|
|
||||||
DOF Fixed Unfocus Contrast Interior Day=110.82
|
|
||||||
DOF Fixed Unfocus Shift Night=-1.04
|
|
||||||
DOF Fixed Unfocus Shift Day=-1.04
|
|
||||||
DOF Fixed Unfocus Shift Interior Night=-1.03
|
|
||||||
DOF Fixed Unfocus Shift Interior Day=-1.08
|
|
||||||
DOF Fixed Unfocus Blend Night=1.0
|
|
||||||
DOF Fixed Unfocus Blend Day=1.0
|
|
||||||
DOF Fixed Unfocus Blend Interior Night=1.0
|
|
||||||
DOF Fixed Unfocus Blend Interior Day=1.0
|
|
||||||
DOF Fixed Use Cutoff=true
|
|
||||||
Disable DOF=false
|
|
||||||
DOF Bilateral Blur=true
|
|
||||||
DOF Bilateral Factor=5.0
|
|
||||||
DOF Blur Radius=1.0
|
|
||||||
DOF Relative to FOV=true
|
|
||||||
Default FOV=90.0
|
|
||||||
DOF Relative Factor Night=4.1
|
|
||||||
DOF Relative Factor Day=3.5
|
|
||||||
DOF Relative Factor Interior Night=4.2
|
|
||||||
DOF Relative Factor Interior Day=3.8
|
|
||||||
Debug Depth=false
|
|
||||||
Debug Focus=false
|
|
||||||
Enable Depth Edge Detect=false
|
|
||||||
Edge Fade Contrast Night=1.14
|
|
||||||
Edge Fade Contrast Day=1.08
|
|
||||||
Edge Fade Contrast Interior Night=1.19
|
|
||||||
Edge Fade Contrast Interior Day=1.35
|
|
||||||
Edge Fade Intensity Night=700.0
|
|
||||||
Edge Fade Intensity Day=800.0
|
|
||||||
Edge Fade Intensity Interior Night=500.0
|
|
||||||
Edge Fade Intensity Interior Day=600.0
|
|
||||||
Edge Contrast=0.5
|
|
||||||
Edge Intensity=1.0
|
|
||||||
Edge Radius=1.0
|
|
||||||
Edge Threshold=0.25
|
|
||||||
Debug Edge=false
|
|
||||||
Enable Luma Edge Detect=false
|
|
||||||
Cel Radius=2.0
|
|
||||||
Cel Intensity=2.0
|
|
||||||
Cel Contrast=0.5
|
|
||||||
Debug Cel=false
|
|
||||||
Enable Edgevision=false
|
|
||||||
Edgevision Fade Contrast Night=1.82
|
|
||||||
Edgevision Fade Contrast Day=1.86
|
|
||||||
Edgevision Fade Contrast Interior Night=2.9
|
|
||||||
Edgevision Fade Contrast Interior Day=3.0
|
|
||||||
Edgevision Fade Intensity Night=700.0
|
|
||||||
Edgevision Fade Intensity Day=800.0
|
|
||||||
Edgevision Fade Intensity Interior Night=500.0
|
|
||||||
Edgevision Fade Intensity Interior Day=600.0
|
|
||||||
Edgevision Contrast=0.25
|
|
||||||
Edgevision Intensity=8.0
|
|
||||||
Edgevision Radius=1.0
|
|
||||||
Enable SSAO=true
|
|
||||||
SSAO Radius=0.15
|
|
||||||
SSAO Noise=0
|
|
||||||
SSAO Fade Contrast Night=0.22
|
|
||||||
SSAO Fade Contrast Day=0.36
|
|
||||||
SSAO Fade Contrast Interior Night=0.21
|
|
||||||
SSAO Fade Contrast Interior Day=0.34
|
|
||||||
SSAO Fade Intensity Night=2.01
|
|
||||||
SSAO Fade Intensity Day=2.47
|
|
||||||
SSAO Fade Intensity Interior Night=2.06
|
|
||||||
SSAO Fade Intensity Interior Day=2.17
|
|
||||||
SSAO Intensity=1.0
|
|
||||||
SSAO Contrast=1.5
|
|
||||||
SSAO Blending=0.65
|
|
||||||
SSAO Blur=true
|
|
||||||
SSAO Bilateral Factor=1500.0
|
|
||||||
SSAO Range=40.0
|
|
||||||
SSAO Blur Radius=1.0
|
|
||||||
Debug SSAO=false
|
|
||||||
Sharpen Enable=true
|
|
||||||
Sharpen Radius=0.8
|
|
||||||
Sharpen Clamp=0.12
|
|
||||||
Sharpen Blending=4.0
|
|
||||||
SSAO Use Less Samples=true
|
|
||||||
Near Z=0.05
|
|
||||||
Far Z=3098.0
|
|
||||||
Enable Screen Frost=true
|
|
||||||
Frost Texture Size=1.0
|
|
||||||
Frost Contrast=1.08
|
|
||||||
Frost Strength=0.04
|
|
||||||
Frost Radial Contrast=0.87
|
|
||||||
Frost Radial Intensity=1.11
|
|
||||||
Frost Texture Blend=3.79
|
|
||||||
Frost Radial Offset=-0.93
|
|
||||||
Frost Texture Blend Contrast=4.56
|
|
||||||
Always Underwater=false
|
|
||||||
Frost Always Enable=false
|
|
||||||
Frost Indoor Factor=0.0
|
|
||||||
Frost Night Factor=0.5
|
|
||||||
SSAO Bilateral Factor Normal=1.0
|
|
||||||
SSAO Range Min=0.0
|
|
||||||
Frost Blur=false
|
|
||||||
Frost Blur Radius=1.0
|
|
||||||
Frost Distance Factor=16.0
|
|
||||||
SSAO Blur Use Less Samples=true
|
|
||||||
Bokeh Threshold=1.0
|
|
||||||
Bokeh Blur Threshold=0.5
|
|
||||||
Bokeh Size=8.0
|
|
||||||
DOF Gather Blur Radius=8.0
|
|
||||||
|
|
@ -1,584 +0,0 @@
|
||||||
[BLOOM]
|
|
||||||
AmountSunrise=1.0
|
|
||||||
AmountDay=1.0
|
|
||||||
AmountSunset=1.0
|
|
||||||
AmountNight=1.0
|
|
||||||
AmountInteriorDay=1.0
|
|
||||||
AmountInteriorNight=1.0
|
|
||||||
BlueShiftAmountSunrise=1.0
|
|
||||||
BlueShiftAmountDay=1.0
|
|
||||||
BlueShiftAmountSunset=1.0
|
|
||||||
BlueShiftAmountNight=1.0
|
|
||||||
BlueShiftAmountInteriorDay=1.0
|
|
||||||
BlueShiftAmountInteriorNight=1.0
|
|
||||||
[LENS]
|
|
||||||
ReflectionIntensitySunrise=1.0
|
|
||||||
ReflectionIntensityDay=1.0
|
|
||||||
ReflectionIntensitySunset=1.0
|
|
||||||
ReflectionIntensityNight=1.0
|
|
||||||
ReflectionIntensityInteriorDay=1.0
|
|
||||||
ReflectionIntensityInteriorNight=1.0
|
|
||||||
ReflectionPowerSunrise=2.0
|
|
||||||
ReflectionPowerDay=2.0
|
|
||||||
ReflectionPowerSunset=2.0
|
|
||||||
ReflectionPowerNight=2.0
|
|
||||||
ReflectionPowerInteriorDay=2.0
|
|
||||||
ReflectionPowerInteriorNight=2.0
|
|
||||||
DirtIntensitySunrise=1.0
|
|
||||||
DirtIntensityDay=1.0
|
|
||||||
DirtIntensitySunset=1.0
|
|
||||||
DirtIntensityNight=1.0
|
|
||||||
DirtIntensityInteriorDay=1.0
|
|
||||||
DirtIntensityInteriorNight=1.0
|
|
||||||
DirtPowerSunrise=2.0
|
|
||||||
DirtPowerDay=2.0
|
|
||||||
DirtPowerSunset=2.0
|
|
||||||
DirtPowerNight=2.0
|
|
||||||
DirtPowerInteriorDay=2.0
|
|
||||||
DirtPowerInteriorNight=2.0
|
|
||||||
[SKYLIGHTING]
|
|
||||||
AmbientMinLevelSunrise=0.1
|
|
||||||
AmbientMinLevelDay=0.1
|
|
||||||
AmbientMinLevelSunset=0.1
|
|
||||||
AmbientMinLevelNight=0.1
|
|
||||||
AmbientMinLevelInteriorDay=0.1
|
|
||||||
AmbientMinLevelInteriorNight=0.1
|
|
||||||
[ENVIRONMENT]
|
|
||||||
DirectLightingIntensitySunrise=1.0
|
|
||||||
DirectLightingIntensityDay=1.0
|
|
||||||
DirectLightingIntensitySunset=1.0
|
|
||||||
DirectLightingIntensityNight=1.0
|
|
||||||
DirectLightingIntensityInteriorDay=1.0
|
|
||||||
DirectLightingIntensityInteriorNight=1.0
|
|
||||||
DirectLightingCurveSunrise=1.0
|
|
||||||
DirectLightingCurveDay=1.0
|
|
||||||
DirectLightingCurveSunset=1.0
|
|
||||||
DirectLightingCurveNight=1.0
|
|
||||||
DirectLightingCurveInteriorDay=1.0
|
|
||||||
DirectLightingCurveInteriorNight=1.0
|
|
||||||
DirectLightingDesaturationSunrise=0.0
|
|
||||||
DirectLightingDesaturationDay=0.0
|
|
||||||
DirectLightingDesaturationSunset=0.0
|
|
||||||
DirectLightingDesaturationNight=0.0
|
|
||||||
DirectLightingDesaturationInteriorDay=0.0
|
|
||||||
DirectLightingDesaturationInteriorNight=0.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
SpecularFromLightSunrise=0.0
|
|
||||||
SpecularFromLightDay=0.0
|
|
||||||
SpecularFromLightSunset=0.0
|
|
||||||
SpecularFromLightNight=0.0
|
|
||||||
SpecularFromLightInteriorDay=0.0
|
|
||||||
SpecularFromLightInteriorNight=0.0
|
|
||||||
AmbientLightingIntensitySunrise=1.0
|
|
||||||
AmbientLightingIntensityDay=1.0
|
|
||||||
AmbientLightingIntensitySunset=1.0
|
|
||||||
AmbientLightingIntensityNight=1.0
|
|
||||||
AmbientLightingIntensityInteriorDay=1.0
|
|
||||||
AmbientLightingIntensityInteriorNight=1.0
|
|
||||||
AmbientLightingCurveSunrise=1.0
|
|
||||||
AmbientLightingCurveDay=1.0
|
|
||||||
AmbientLightingCurveSunset=1.0
|
|
||||||
AmbientLightingCurveNight=1.0
|
|
||||||
AmbientLightingCurveInteriorDay=1.0
|
|
||||||
AmbientLightingCurveInteriorNight=1.0
|
|
||||||
AmbientLightingDesaturationSunrise=0.0
|
|
||||||
AmbientLightingDesaturationDay=0.0
|
|
||||||
AmbientLightingDesaturationSunset=0.0
|
|
||||||
AmbientLightingDesaturationNight=0.0
|
|
||||||
AmbientLightingDesaturationInteriorDay=0.0
|
|
||||||
AmbientLightingDesaturationInteriorNight=0.0
|
|
||||||
AmbientColorFilterAmountSunrise=0.0
|
|
||||||
AmbientColorFilterAmountDay=0.0
|
|
||||||
AmbientColorFilterAmountSunset=0.0
|
|
||||||
AmbientColorFilterAmountNight=0.0
|
|
||||||
AmbientColorFilterAmountInteriorDay=0.0
|
|
||||||
AmbientColorFilterAmountInteriorNight=0.0
|
|
||||||
AmbientColorFilterTopSunrise=1, 1, 1
|
|
||||||
AmbientColorFilterTopDay=1, 1, 1
|
|
||||||
AmbientColorFilterTopSunset=1, 1, 1
|
|
||||||
AmbientColorFilterTopNight=1, 1, 1
|
|
||||||
AmbientColorFilterTopInteriorDay=1, 1, 1
|
|
||||||
AmbientColorFilterTopInteriorNight=1, 1, 1
|
|
||||||
AmbientColorFilterMiddleSunrise=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleDay=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleSunset=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleNight=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleInteriorDay=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleInteriorNight=0, 0, 0
|
|
||||||
AmbientColorFilterBottomSunrise=1, 1, 1
|
|
||||||
AmbientColorFilterBottomDay=1, 1, 1
|
|
||||||
AmbientColorFilterBottomSunset=1, 1, 1
|
|
||||||
AmbientColorFilterBottomNight=1, 1, 1
|
|
||||||
AmbientColorFilterBottomInteriorDay=1, 1, 1
|
|
||||||
AmbientColorFilterBottomInteriorNight=1, 1, 1
|
|
||||||
PointLightingIntensitySunrise=1.0
|
|
||||||
PointLightingIntensityDay=1.0
|
|
||||||
PointLightingIntensitySunset=1.0
|
|
||||||
PointLightingIntensityNight=1.0
|
|
||||||
PointLightingIntensityInteriorDay=1.0
|
|
||||||
PointLightingIntensityInteriorNight=1.0
|
|
||||||
PointLightingCurveSunrise=1.0
|
|
||||||
PointLightingCurveDay=1.0
|
|
||||||
PointLightingCurveSunset=1.0
|
|
||||||
PointLightingCurveNight=1.0
|
|
||||||
PointLightingCurveInteriorDay=1.0
|
|
||||||
PointLightingCurveInteriorNight=1.0
|
|
||||||
PointLightingDesaturationSunrise=0.0
|
|
||||||
PointLightingDesaturationDay=0.0
|
|
||||||
PointLightingDesaturationSunset=0.0
|
|
||||||
PointLightingDesaturationNight=0.0
|
|
||||||
PointLightingDesaturationInteriorDay=0.0
|
|
||||||
PointLightingDesaturationInteriorNight=0.0
|
|
||||||
ParticleLightsIntensitySunrise=1.0
|
|
||||||
ParticleLightsIntensityDay=1.0
|
|
||||||
ParticleLightsIntensitySunset=1.0
|
|
||||||
ParticleLightsIntensityNight=1.0
|
|
||||||
ParticleLightsIntensityInteriorDay=1.0
|
|
||||||
ParticleLightsIntensityInteriorNight=1.0
|
|
||||||
FogColorMultiplierSunrise=1.0
|
|
||||||
FogColorMultiplierDay=1.0
|
|
||||||
FogColorMultiplierSunset=1.0
|
|
||||||
FogColorMultiplierNight=1.0
|
|
||||||
FogColorMultiplierInteriorDay=1.0
|
|
||||||
FogColorMultiplierInteriorNight=1.0
|
|
||||||
FogColorCurveSunrise=1.0
|
|
||||||
FogColorCurveDay=1.0
|
|
||||||
FogColorCurveSunset=1.0
|
|
||||||
FogColorCurveNight=1.0
|
|
||||||
FogColorCurveInteriorDay=1.0
|
|
||||||
FogColorCurveInteriorNight=1.0
|
|
||||||
ColorPowSunrise=1.0
|
|
||||||
ColorPowDay=1.0
|
|
||||||
ColorPowSunset=1.0
|
|
||||||
ColorPowNight=1.0
|
|
||||||
ColorPowInteriorDay=1.0
|
|
||||||
ColorPowInteriorNight=1.0
|
|
||||||
[SKY]
|
|
||||||
CloudsIntensitySunrise=1.0
|
|
||||||
CloudsIntensityDay=1.0
|
|
||||||
CloudsIntensitySunset=1.0
|
|
||||||
CloudsIntensityNight=1.0
|
|
||||||
CloudsIntensityInteriorDay=1.0
|
|
||||||
CloudsIntensityInteriorNight=1.0
|
|
||||||
CloudsCurveSunrise=1.0
|
|
||||||
CloudsCurveDay=1.0
|
|
||||||
CloudsCurveSunset=1.0
|
|
||||||
CloudsCurveNight=1.0
|
|
||||||
CloudsCurveInteriorDay=1.0
|
|
||||||
CloudsCurveInteriorNight=1.0
|
|
||||||
CloudsDesaturationSunrise=0.0
|
|
||||||
CloudsDesaturationDay=0.0
|
|
||||||
CloudsDesaturationSunset=0.0
|
|
||||||
CloudsDesaturationNight=0.0
|
|
||||||
CloudsDesaturationInteriorDay=0.0
|
|
||||||
CloudsDesaturationInteriorNight=0.0
|
|
||||||
CloudsOpacitySunrise=1.0
|
|
||||||
CloudsOpacityDay=1.0
|
|
||||||
CloudsOpacitySunset=1.0
|
|
||||||
CloudsOpacityNight=1.0
|
|
||||||
CloudsOpacityInteriorDay=1.0
|
|
||||||
CloudsOpacityInteriorNight=1.0
|
|
||||||
GradientIntensitySunrise=1.0
|
|
||||||
GradientIntensityDay=1.0
|
|
||||||
GradientIntensitySunset=1.0
|
|
||||||
GradientIntensityNight=1.0
|
|
||||||
GradientIntensityInteriorDay=1.0
|
|
||||||
GradientIntensityInteriorNight=1.0
|
|
||||||
GradientDesaturationSunrise=0.0
|
|
||||||
GradientDesaturationDay=0.0
|
|
||||||
GradientDesaturationSunset=0.0
|
|
||||||
GradientDesaturationNight=0.0
|
|
||||||
GradientDesaturationInteriorDay=0.0
|
|
||||||
GradientDesaturationInteriorNight=0.0
|
|
||||||
GradientTopIntensitySunrise=1.0
|
|
||||||
GradientTopIntensityDay=1.0
|
|
||||||
GradientTopIntensitySunset=1.0
|
|
||||||
GradientTopIntensityNight=1.0
|
|
||||||
GradientTopIntensityInteriorDay=1.0
|
|
||||||
GradientTopIntensityInteriorNight=1.0
|
|
||||||
GradientTopCurveSunrise=1.0
|
|
||||||
GradientTopCurveDay=1.0
|
|
||||||
GradientTopCurveSunset=1.0
|
|
||||||
GradientTopCurveNight=1.0
|
|
||||||
GradientTopCurveInteriorDay=1.0
|
|
||||||
GradientTopCurveInteriorNight=1.0
|
|
||||||
GradientMiddleIntensitySunrise=1.0
|
|
||||||
GradientMiddleIntensityDay=1.0
|
|
||||||
GradientMiddleIntensitySunset=1.0
|
|
||||||
GradientMiddleIntensityNight=1.0
|
|
||||||
GradientMiddleIntensityInteriorDay=1.0
|
|
||||||
GradientMiddleIntensityInteriorNight=1.0
|
|
||||||
GradientMiddleCurveSunrise=1.0
|
|
||||||
GradientMiddleCurveDay=1.0
|
|
||||||
GradientMiddleCurveSunset=1.0
|
|
||||||
GradientMiddleCurveNight=1.0
|
|
||||||
GradientMiddleCurveInteriorDay=1.0
|
|
||||||
GradientMiddleCurveInteriorNight=1.0
|
|
||||||
GradientHorizonIntensitySunrise=1.0
|
|
||||||
GradientHorizonIntensityDay=1.0
|
|
||||||
GradientHorizonIntensitySunset=1.0
|
|
||||||
GradientHorizonIntensityNight=1.0
|
|
||||||
GradientHorizonIntensityInteriorDay=1.0
|
|
||||||
GradientHorizonIntensityInteriorNight=1.0
|
|
||||||
GradientHorizonCurveSunrise=1.0
|
|
||||||
GradientHorizonCurveDay=1.0
|
|
||||||
GradientHorizonCurveSunset=1.0
|
|
||||||
GradientHorizonCurveNight=1.0
|
|
||||||
GradientHorizonCurveInteriorDay=1.0
|
|
||||||
GradientHorizonCurveInteriorNight=1.0
|
|
||||||
SunIntensitySunrise=1.0
|
|
||||||
SunIntensityDay=1.0
|
|
||||||
SunIntensitySunset=1.0
|
|
||||||
SunIntensityNight=1.0
|
|
||||||
SunIntensityInteriorDay=1.0
|
|
||||||
SunIntensityInteriorNight=1.0
|
|
||||||
SunDesaturationSunrise=0.0
|
|
||||||
SunDesaturationDay=0.0
|
|
||||||
SunDesaturationSunset=0.0
|
|
||||||
SunDesaturationNight=0.0
|
|
||||||
SunDesaturationInteriorDay=0.0
|
|
||||||
SunDesaturationInteriorNight=0.0
|
|
||||||
SunColorFilterSunrise=1, 1, 1
|
|
||||||
SunColorFilterDay=1, 1, 1
|
|
||||||
SunColorFilterSunset=1, 1, 1
|
|
||||||
SunColorFilterNight=1, 1, 1
|
|
||||||
SunColorFilterInteriorDay=1, 1, 1
|
|
||||||
SunColorFilterInteriorNight=1, 1, 1
|
|
||||||
SunGlowIntensitySunrise=0.0
|
|
||||||
SunGlowIntensityDay=0.0
|
|
||||||
SunGlowIntensitySunset=0.0
|
|
||||||
SunGlowIntensityNight=0.0
|
|
||||||
SunGlowIntensityInteriorDay=0.0
|
|
||||||
SunGlowIntensityInteriorNight=0.0
|
|
||||||
SunGlowHazinessSunrise=0.0
|
|
||||||
SunGlowHazinessDay=0.0
|
|
||||||
SunGlowHazinessSunset=0.0
|
|
||||||
SunGlowHazinessNight=0.0
|
|
||||||
SunGlowHazinessInteriorDay=0.0
|
|
||||||
SunGlowHazinessInteriorNight=0.0
|
|
||||||
MoonIntensitySunrise=1.0
|
|
||||||
MoonIntensityDay=1.0
|
|
||||||
MoonIntensitySunset=1.0
|
|
||||||
MoonIntensityNight=1.0
|
|
||||||
MoonIntensityInteriorDay=1.0
|
|
||||||
MoonIntensityInteriorNight=1.0
|
|
||||||
MoonCurveSunrise=1.0
|
|
||||||
MoonCurveDay=1.0
|
|
||||||
MoonCurveSunset=1.0
|
|
||||||
MoonCurveNight=1.0
|
|
||||||
MoonCurveInteriorDay=1.0
|
|
||||||
MoonCurveInteriorNight=1.0
|
|
||||||
MoonDesaturationSunrise=0.0
|
|
||||||
MoonDesaturationDay=0.0
|
|
||||||
MoonDesaturationSunset=0.0
|
|
||||||
MoonDesaturationNight=0.0
|
|
||||||
MoonDesaturationInteriorDay=0.0
|
|
||||||
MoonDesaturationInteriorNight=0.0
|
|
||||||
[OBJECT]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[VEGETATION]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[EYES]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[LIGHTSPRITE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[WINDOWLIGHT]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[VOLUMETRICFOG]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
LightingInfluenceSunrise=1.0
|
|
||||||
LightingInfluenceDay=1.0
|
|
||||||
LightingInfluenceSunset=1.0
|
|
||||||
LightingInfluenceNight=1.0
|
|
||||||
LightingInfluenceInteriorDay=1.0
|
|
||||||
LightingInfluenceInteriorNight=1.0
|
|
||||||
OpacitySunrise=1.0
|
|
||||||
OpacityDay=1.0
|
|
||||||
OpacitySunset=1.0
|
|
||||||
OpacityNight=1.0
|
|
||||||
OpacityInteriorDay=1.0
|
|
||||||
OpacityInteriorNight=1.0
|
|
||||||
[FIRE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[PARTICLE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
LightingInfluenceSunrise=1.0
|
|
||||||
LightingInfluenceDay=1.0
|
|
||||||
LightingInfluenceSunset=1.0
|
|
||||||
LightingInfluenceNight=1.0
|
|
||||||
LightingInfluenceInteriorDay=1.0
|
|
||||||
LightingInfluenceInteriorNight=1.0
|
|
||||||
[RAYS]
|
|
||||||
SunRaysMultiplierSunrise=0.4
|
|
||||||
SunRaysMultiplierDay=0.4
|
|
||||||
SunRaysMultiplierSunset=0.4
|
|
||||||
SunRaysMultiplierNight=0.4
|
|
||||||
SunRaysMultiplierInteriorDay=0.4
|
|
||||||
SunRaysMultiplierInteriorNight=0.4
|
|
||||||
[IMAGEBASEDLIGHTING]
|
|
||||||
AdditiveAmountSunrise=0.05
|
|
||||||
AdditiveAmountDay=0.05
|
|
||||||
AdditiveAmountSunset=0.05
|
|
||||||
AdditiveAmountNight=0.05
|
|
||||||
AdditiveAmountInteriorDay=0.05
|
|
||||||
AdditiveAmountInteriorNight=0.05
|
|
||||||
MultiplicativeAmountSunrise=0.0
|
|
||||||
MultiplicativeAmountDay=0.0
|
|
||||||
MultiplicativeAmountSunset=0.0
|
|
||||||
MultiplicativeAmountNight=0.0
|
|
||||||
MultiplicativeAmountInteriorDay=0.0
|
|
||||||
MultiplicativeAmountInteriorNight=0.0
|
|
||||||
ReflectiveAmountSunrise=0.1
|
|
||||||
ReflectiveAmountDay=0.1
|
|
||||||
ReflectiveAmountSunset=0.1
|
|
||||||
ReflectiveAmountNight=0.1
|
|
||||||
ReflectiveAmountInteriorDay=0.1
|
|
||||||
ReflectiveAmountInteriorNight=0.1
|
|
||||||
[WATER]
|
|
||||||
WavesAmplitudeSunrise=1.0
|
|
||||||
WavesAmplitudeDay=1.0
|
|
||||||
WavesAmplitudeSunset=1.0
|
|
||||||
WavesAmplitudeNight=1.0
|
|
||||||
WavesAmplitudeInteriorDay=1.0
|
|
||||||
WavesAmplitudeInteriorNight=1.0
|
|
||||||
[CLOUDSHADOWS]
|
|
||||||
OpacitySunrise=1.0
|
|
||||||
OpacityDay=1.0
|
|
||||||
OpacitySunset=1.0
|
|
||||||
OpacityNight=1.0
|
|
||||||
OpacityInteriorDay=1.0
|
|
||||||
OpacityInteriorNight=1.0
|
|
||||||
[VOLUMETRICRAYS]
|
|
||||||
IntensitySunrise=0.2
|
|
||||||
IntensityDay=0.2
|
|
||||||
IntensitySunset=0.2
|
|
||||||
IntensityNight=0.2
|
|
||||||
IntensityInteriorDay=0.2
|
|
||||||
IntensityInteriorNight=0.2
|
|
||||||
DensitySunrise=1.0
|
|
||||||
DensityDay=1.0
|
|
||||||
DensitySunset=1.0
|
|
||||||
DensityNight=1.0
|
|
||||||
DensityInteriorDay=1.0
|
|
||||||
DensityInteriorNight=1.0
|
|
||||||
SkyColorAmountSunrise=0.5
|
|
||||||
SkyColorAmountDay=0.5
|
|
||||||
SkyColorAmountSunset=0.5
|
|
||||||
SkyColorAmountNight=0.5
|
|
||||||
SkyColorAmountInteriorDay=0.5
|
|
||||||
SkyColorAmountInteriorNight=0.5
|
|
||||||
[PROCEDURALSUN]
|
|
||||||
GlowIntensitySunrise=0.4
|
|
||||||
GlowIntensityDay=0.4
|
|
||||||
GlowIntensitySunset=0.4
|
|
||||||
GlowIntensityNight=0.4
|
|
||||||
GlowIntensityInteriorDay=0.4
|
|
||||||
GlowIntensityInteriorNight=0.4
|
|
||||||
GlowCurveSunrise=10.0
|
|
||||||
GlowCurveDay=10.0
|
|
||||||
GlowCurveSunset=10.0
|
|
||||||
GlowCurveNight=10.0
|
|
||||||
GlowCurveInteriorDay=10.0
|
|
||||||
GlowCurveInteriorNight=10.0
|
|
||||||
[MIST]
|
|
||||||
AnchorsAmountSunrise=1.0
|
|
||||||
AnchorsAmountDay=1.0
|
|
||||||
AnchorsAmountSunset=1.0
|
|
||||||
AnchorsAmountNight=1.0
|
|
||||||
AnchorsAmountInteriorDay=1.0
|
|
||||||
AnchorsAmountInteriorNight=1.0
|
|
||||||
SkyLightingAmountSunrise=1.0
|
|
||||||
SkyLightingAmountDay=1.0
|
|
||||||
SkyLightingAmountSunset=1.0
|
|
||||||
SkyLightingAmountNight=1.0
|
|
||||||
SkyLightingAmountInteriorDay=1.0
|
|
||||||
SkyLightingAmountInteriorNight=1.0
|
|
||||||
SunLightingAmountSunrise=0.1
|
|
||||||
SunLightingAmountDay=0.1
|
|
||||||
SunLightingAmountSunset=0.1
|
|
||||||
SunLightingAmountNight=0.1
|
|
||||||
SunLightingAmountInteriorDay=0.1
|
|
||||||
SunLightingAmountInteriorNight=0.1
|
|
||||||
DesaturationSunrise=0.0
|
|
||||||
DesaturationDay=0.0
|
|
||||||
DesaturationSunset=0.0
|
|
||||||
DesaturationNight=0.0
|
|
||||||
DesaturationInteriorDay=0.0
|
|
||||||
DesaturationInteriorNight=0.0
|
|
||||||
ColorFilterSunrise=1, 1, 1
|
|
||||||
ColorFilterDay=1, 1, 1
|
|
||||||
ColorFilterSunset=1, 1, 1
|
|
||||||
ColorFilterNight=1, 1, 1
|
|
||||||
ColorFilterInteriorDay=1, 1, 1
|
|
||||||
ColorFilterInteriorNight=1, 1, 1
|
|
||||||
RelativeToCameraSunrise=0.0
|
|
||||||
RelativeToCameraDay=0.0
|
|
||||||
RelativeToCameraSunset=0.0
|
|
||||||
RelativeToCameraNight=0.0
|
|
||||||
RelativeToCameraInteriorDay=0.0
|
|
||||||
RelativeToCameraInteriorNight=0.0
|
|
||||||
VerticalOffsetSunrise=-10.0
|
|
||||||
VerticalOffsetDay=-10.0
|
|
||||||
VerticalOffsetSunset=-10.0
|
|
||||||
VerticalOffsetNight=-10.0
|
|
||||||
VerticalOffsetInteriorDay=-10.0
|
|
||||||
VerticalOffsetInteriorNight=-10.0
|
|
||||||
DensitySunrise=1.5
|
|
||||||
DensityDay=1.5
|
|
||||||
DensitySunset=1.5
|
|
||||||
DensityNight=1.5
|
|
||||||
DensityInteriorDay=1.5
|
|
||||||
DensityInteriorNight=1.5
|
|
||||||
VerticalFadeSunrise=4.0
|
|
||||||
VerticalFadeDay=4.0
|
|
||||||
VerticalFadeSunset=4.0
|
|
||||||
VerticalFadeNight=4.0
|
|
||||||
VerticalFadeInteriorDay=4.0
|
|
||||||
VerticalFadeInteriorNight=4.0
|
|
||||||
DistanceFadeSunrise=0.0
|
|
||||||
DistanceFadeDay=0.0
|
|
||||||
DistanceFadeSunset=0.0
|
|
||||||
DistanceFadeNight=0.0
|
|
||||||
DistanceFadeInteriorDay=0.0
|
|
||||||
DistanceFadeInteriorNight=0.0
|
|
||||||
BottomTopSunrise=0.0
|
|
||||||
BottomTopDay=0.0
|
|
||||||
BottomTopSunset=0.0
|
|
||||||
BottomTopNight=0.0
|
|
||||||
BottomTopInteriorDay=0.0
|
|
||||||
BottomTopInteriorNight=0.0
|
|
||||||
ExponentialFadeSunrise=1.0
|
|
||||||
ExponentialFadeDay=1.0
|
|
||||||
ExponentialFadeSunset=1.0
|
|
||||||
ExponentialFadeNight=1.0
|
|
||||||
ExponentialFadeInteriorDay=1.0
|
|
||||||
ExponentialFadeInteriorNight=1.0
|
|
||||||
|
|
@ -1,66 +0,0 @@
|
||||||
/*
|
|
||||||
menbglobaldefs.fx : MariENB global shared code.
|
|
||||||
(C)2013-2016 Marisa Kirisame, UnSX Team.
|
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
|
||||||
Released under the GNU GPLv3 (or later).
|
|
||||||
*/
|
|
||||||
/* do not touch this! */
|
|
||||||
#define E_SHADER_3_0
|
|
||||||
/* are we running on fallout 3 / new vegas or on skyrim? */
|
|
||||||
//#define FALLOUT
|
|
||||||
/* time of day and interior interpolation */
|
|
||||||
#ifdef FALLOUT
|
|
||||||
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
|
|
||||||
(x##_in+x##_id)*0.5,EInteriorFactor)
|
|
||||||
#else
|
|
||||||
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
|
|
||||||
lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor)
|
|
||||||
#endif
|
|
||||||
/* weather macros */
|
|
||||||
#define WT_TEMPERATE 0.0
|
|
||||||
#define WT_HOT 1.0
|
|
||||||
#define WT_COLD 2.0
|
|
||||||
#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\
|
|
||||||
?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\
|
|
||||||
?(1.0-WeatherAndTime.z):(0.0))
|
|
||||||
/*
|
|
||||||
Explanation of macro, because some of the people reading this likely don't
|
|
||||||
know what a ternary conditional is:
|
|
||||||
|
|
||||||
(WeatherAndTime.x==id) -> transitioning to wanted weather?
|
|
||||||
?(WeatherAndTime.y==id) -> coming from wanted weather?
|
|
||||||
?(1.0) -> if so, always 1
|
|
||||||
:(WeatherAndTime.z) -> if not, return transition
|
|
||||||
:(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
|
|
||||||
?(1.0-WeatherAndTime.z) -> return inverse transition
|
|
||||||
:(0.0) -> otherwise return 0
|
|
||||||
*/
|
|
||||||
/* asset definitions */
|
|
||||||
/* ascii art font */
|
|
||||||
#define FONT_WIDTH 8
|
|
||||||
#define FONT_HEIGHT 4096
|
|
||||||
#define GLYPH_WIDTH 8
|
|
||||||
#define GLYPH_HEIGHT 16
|
|
||||||
#define FONT_LEVELS 255
|
|
||||||
/*
|
|
||||||
aspect correction for certain overlays
|
|
||||||
uncommented : the textures are 1:1 and must be corrected
|
|
||||||
commented : the textures are 16:9 or whatever ratio you use
|
|
||||||
*/
|
|
||||||
#define ASPECT_LENSDIRT
|
|
||||||
/* texture sizes */
|
|
||||||
#define NOISESIZE 256.0
|
|
||||||
#define HEATSIZE 1024.0
|
|
||||||
#define FROSTSIZE 1024.0
|
|
||||||
/* LUT mode (use only one) - The 256px option was discarded for size reasons */
|
|
||||||
//#define LUTMODE_LEGACY
|
|
||||||
//#define LUTMODE_16
|
|
||||||
#define LUTMODE_64
|
|
||||||
/* some textures can be provided as DDS rather than PNG to save space */
|
|
||||||
//#define HEAT_DDS
|
|
||||||
//#define LENSDIRT_DDS
|
|
||||||
//#define FROST_DDS
|
|
||||||
//#define FROSTBUMP_DDS
|
|
||||||
/* experimental features (TODO) */
|
|
||||||
#define USE_BOKEH
|
|
||||||
//#define MULTIPASS_RMAO
|
|
||||||
|
Before Width: | Height: | Size: 161 KiB |
|
|
@ -1,632 +0,0 @@
|
||||||
[BLOOM]
|
|
||||||
AmountSunrise=1.0
|
|
||||||
AmountDay=1.0
|
|
||||||
AmountSunset=1.0
|
|
||||||
AmountNight=1.0
|
|
||||||
AmountInteriorDay=1.0
|
|
||||||
AmountInteriorNight=1.0
|
|
||||||
BlueShiftAmountSunrise=1.0
|
|
||||||
BlueShiftAmountDay=1.0
|
|
||||||
BlueShiftAmountSunset=1.0
|
|
||||||
BlueShiftAmountNight=1.0
|
|
||||||
BlueShiftAmountInteriorDay=1.0
|
|
||||||
BlueShiftAmountInteriorNight=1.0
|
|
||||||
[LENS]
|
|
||||||
ReflectionIntensitySunrise=1.0
|
|
||||||
ReflectionIntensityDay=1.0
|
|
||||||
ReflectionIntensitySunset=1.0
|
|
||||||
ReflectionIntensityNight=1.0
|
|
||||||
ReflectionIntensityInteriorDay=1.0
|
|
||||||
ReflectionIntensityInteriorNight=1.0
|
|
||||||
ReflectionPowerSunrise=2.0
|
|
||||||
ReflectionPowerDay=2.0
|
|
||||||
ReflectionPowerSunset=2.0
|
|
||||||
ReflectionPowerNight=2.0
|
|
||||||
ReflectionPowerInteriorDay=2.0
|
|
||||||
ReflectionPowerInteriorNight=2.0
|
|
||||||
DirtIntensitySunrise=1.0
|
|
||||||
DirtIntensityDay=1.0
|
|
||||||
DirtIntensitySunset=1.0
|
|
||||||
DirtIntensityNight=1.0
|
|
||||||
DirtIntensityInteriorDay=1.0
|
|
||||||
DirtIntensityInteriorNight=1.0
|
|
||||||
DirtPowerSunrise=2.0
|
|
||||||
DirtPowerDay=2.0
|
|
||||||
DirtPowerSunset=2.0
|
|
||||||
DirtPowerNight=2.0
|
|
||||||
DirtPowerInteriorDay=2.0
|
|
||||||
DirtPowerInteriorNight=2.0
|
|
||||||
[SKYLIGHTING]
|
|
||||||
AmbientMinLevelSunrise=0.1
|
|
||||||
AmbientMinLevelDay=0.1
|
|
||||||
AmbientMinLevelSunset=0.1
|
|
||||||
AmbientMinLevelNight=0.1
|
|
||||||
AmbientMinLevelInteriorDay=0.1
|
|
||||||
AmbientMinLevelInteriorNight=0.1
|
|
||||||
[ENVIRONMENT]
|
|
||||||
DirectLightingIntensitySunrise=1.0
|
|
||||||
DirectLightingIntensityDay=1.0
|
|
||||||
DirectLightingIntensitySunset=1.0
|
|
||||||
DirectLightingIntensityNight=1.0
|
|
||||||
DirectLightingIntensityInteriorDay=1.0
|
|
||||||
DirectLightingIntensityInteriorNight=1.0
|
|
||||||
DirectLightingCurveSunrise=1.0
|
|
||||||
DirectLightingCurveDay=1.0
|
|
||||||
DirectLightingCurveSunset=1.0
|
|
||||||
DirectLightingCurveNight=1.0
|
|
||||||
DirectLightingCurveInteriorDay=1.0
|
|
||||||
DirectLightingCurveInteriorNight=1.0
|
|
||||||
DirectLightingDesaturationSunrise=0.0
|
|
||||||
DirectLightingDesaturationDay=0.0
|
|
||||||
DirectLightingDesaturationSunset=0.0
|
|
||||||
DirectLightingDesaturationNight=0.0
|
|
||||||
DirectLightingDesaturationInteriorDay=0.0
|
|
||||||
DirectLightingDesaturationInteriorNight=0.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
SpecularFromLightSunrise=0.0
|
|
||||||
SpecularFromLightDay=0.0
|
|
||||||
SpecularFromLightSunset=0.0
|
|
||||||
SpecularFromLightNight=0.0
|
|
||||||
SpecularFromLightInteriorDay=0.0
|
|
||||||
SpecularFromLightInteriorNight=0.0
|
|
||||||
AmbientLightingIntensitySunrise=1.0
|
|
||||||
AmbientLightingIntensityDay=1.0
|
|
||||||
AmbientLightingIntensitySunset=1.0
|
|
||||||
AmbientLightingIntensityNight=1.0
|
|
||||||
AmbientLightingIntensityInteriorDay=1.0
|
|
||||||
AmbientLightingIntensityInteriorNight=1.0
|
|
||||||
AmbientLightingCurveSunrise=1.0
|
|
||||||
AmbientLightingCurveDay=1.0
|
|
||||||
AmbientLightingCurveSunset=1.0
|
|
||||||
AmbientLightingCurveNight=1.0
|
|
||||||
AmbientLightingCurveInteriorDay=1.0
|
|
||||||
AmbientLightingCurveInteriorNight=1.0
|
|
||||||
AmbientLightingDesaturationSunrise=0.0
|
|
||||||
AmbientLightingDesaturationDay=0.0
|
|
||||||
AmbientLightingDesaturationSunset=0.0
|
|
||||||
AmbientLightingDesaturationNight=0.0
|
|
||||||
AmbientLightingDesaturationInteriorDay=0.0
|
|
||||||
AmbientLightingDesaturationInteriorNight=0.0
|
|
||||||
AmbientColorFilterAmountSunrise=0.0
|
|
||||||
AmbientColorFilterAmountDay=0.0
|
|
||||||
AmbientColorFilterAmountSunset=0.0
|
|
||||||
AmbientColorFilterAmountNight=0.0
|
|
||||||
AmbientColorFilterAmountInteriorDay=0.0
|
|
||||||
AmbientColorFilterAmountInteriorNight=0.0
|
|
||||||
AmbientColorFilterTopSunrise=1, 1, 1
|
|
||||||
AmbientColorFilterTopDay=1, 1, 1
|
|
||||||
AmbientColorFilterTopSunset=1, 1, 1
|
|
||||||
AmbientColorFilterTopNight=1, 1, 1
|
|
||||||
AmbientColorFilterTopInteriorDay=1, 1, 1
|
|
||||||
AmbientColorFilterTopInteriorNight=1, 1, 1
|
|
||||||
AmbientColorFilterMiddleSunrise=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleDay=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleSunset=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleNight=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleInteriorDay=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleInteriorNight=0, 0, 0
|
|
||||||
AmbientColorFilterBottomSunrise=1, 1, 1
|
|
||||||
AmbientColorFilterBottomDay=1, 1, 1
|
|
||||||
AmbientColorFilterBottomSunset=1, 1, 1
|
|
||||||
AmbientColorFilterBottomNight=1, 1, 1
|
|
||||||
AmbientColorFilterBottomInteriorDay=1, 1, 1
|
|
||||||
AmbientColorFilterBottomInteriorNight=1, 1, 1
|
|
||||||
PointLightingIntensitySunrise=1.0
|
|
||||||
PointLightingIntensityDay=1.0
|
|
||||||
PointLightingIntensitySunset=1.0
|
|
||||||
PointLightingIntensityNight=1.0
|
|
||||||
PointLightingIntensityInteriorDay=1.0
|
|
||||||
PointLightingIntensityInteriorNight=1.0
|
|
||||||
PointLightingCurveSunrise=1.0
|
|
||||||
PointLightingCurveDay=1.0
|
|
||||||
PointLightingCurveSunset=1.0
|
|
||||||
PointLightingCurveNight=1.0
|
|
||||||
PointLightingCurveInteriorDay=1.0
|
|
||||||
PointLightingCurveInteriorNight=1.0
|
|
||||||
PointLightingDesaturationSunrise=0.0
|
|
||||||
PointLightingDesaturationDay=0.0
|
|
||||||
PointLightingDesaturationSunset=0.0
|
|
||||||
PointLightingDesaturationNight=0.0
|
|
||||||
PointLightingDesaturationInteriorDay=0.0
|
|
||||||
PointLightingDesaturationInteriorNight=0.0
|
|
||||||
ParticleLightsIntensitySunrise=1.0
|
|
||||||
ParticleLightsIntensityDay=1.0
|
|
||||||
ParticleLightsIntensitySunset=1.0
|
|
||||||
ParticleLightsIntensityNight=1.0
|
|
||||||
ParticleLightsIntensityInteriorDay=1.0
|
|
||||||
ParticleLightsIntensityInteriorNight=1.0
|
|
||||||
FogColorMultiplierSunrise=1.0
|
|
||||||
FogColorMultiplierDay=1.0
|
|
||||||
FogColorMultiplierSunset=1.0
|
|
||||||
FogColorMultiplierNight=1.0
|
|
||||||
FogColorMultiplierInteriorDay=1.0
|
|
||||||
FogColorMultiplierInteriorNight=1.0
|
|
||||||
FogColorCurveSunrise=1.0
|
|
||||||
FogColorCurveDay=1.0
|
|
||||||
FogColorCurveSunset=1.0
|
|
||||||
FogColorCurveNight=1.0
|
|
||||||
FogColorCurveInteriorDay=1.0
|
|
||||||
FogColorCurveInteriorNight=1.0
|
|
||||||
ColorPowSunrise=1.0
|
|
||||||
ColorPowDay=1.0
|
|
||||||
ColorPowSunset=1.0
|
|
||||||
ColorPowNight=1.0
|
|
||||||
ColorPowInteriorDay=1.0
|
|
||||||
ColorPowInteriorNight=1.0
|
|
||||||
DirectLightingColorFilterSunrise=1, 1, 1
|
|
||||||
DirectLightingColorFilterDay=1, 1, 1
|
|
||||||
DirectLightingColorFilterSunset=1, 1, 1
|
|
||||||
DirectLightingColorFilterNight=1, 1, 1
|
|
||||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
|
||||||
DirectLightingColorFilterInteriorNight=1, 1, 1
|
|
||||||
FogColorFilterSunrise=1, 1, 1
|
|
||||||
FogColorFilterDay=1, 1, 1
|
|
||||||
FogColorFilterSunset=1, 1, 1
|
|
||||||
FogColorFilterNight=1, 1, 1
|
|
||||||
FogColorFilterInteriorDay=1, 1, 1
|
|
||||||
FogColorFilterInteriorNight=1, 1, 1
|
|
||||||
DirectLightingColorFilterAmountSunrise=0.0
|
|
||||||
DirectLightingColorFilterAmountDay=0.0
|
|
||||||
DirectLightingColorFilterAmountSunset=0.0
|
|
||||||
DirectLightingColorFilterAmountNight=0.0
|
|
||||||
DirectLightingColorFilterAmountInteriorDay=0.0
|
|
||||||
DirectLightingColorFilterAmountInteriorNight=0.0
|
|
||||||
FogColorFilterAmountSunrise=0.0
|
|
||||||
FogColorFilterAmountDay=0.0
|
|
||||||
FogColorFilterAmountSunset=0.0
|
|
||||||
FogColorFilterAmountNight=0.0
|
|
||||||
FogColorFilterAmountInteriorDay=0.0
|
|
||||||
FogColorFilterAmountInteriorNight=0.0
|
|
||||||
[SKY]
|
|
||||||
CloudsIntensitySunrise=1.0
|
|
||||||
CloudsIntensityDay=1.0
|
|
||||||
CloudsIntensitySunset=1.0
|
|
||||||
CloudsIntensityNight=1.0
|
|
||||||
CloudsIntensityInteriorDay=1.0
|
|
||||||
CloudsIntensityInteriorNight=1.0
|
|
||||||
CloudsCurveSunrise=1.0
|
|
||||||
CloudsCurveDay=1.0
|
|
||||||
CloudsCurveSunset=1.0
|
|
||||||
CloudsCurveNight=1.0
|
|
||||||
CloudsCurveInteriorDay=1.0
|
|
||||||
CloudsCurveInteriorNight=1.0
|
|
||||||
CloudsDesaturationSunrise=0.0
|
|
||||||
CloudsDesaturationDay=0.0
|
|
||||||
CloudsDesaturationSunset=0.0
|
|
||||||
CloudsDesaturationNight=0.0
|
|
||||||
CloudsDesaturationInteriorDay=0.0
|
|
||||||
CloudsDesaturationInteriorNight=0.0
|
|
||||||
CloudsOpacitySunrise=1.0
|
|
||||||
CloudsOpacityDay=1.0
|
|
||||||
CloudsOpacitySunset=1.0
|
|
||||||
CloudsOpacityNight=1.0
|
|
||||||
CloudsOpacityInteriorDay=1.0
|
|
||||||
CloudsOpacityInteriorNight=1.0
|
|
||||||
GradientIntensitySunrise=1.0
|
|
||||||
GradientIntensityDay=1.0
|
|
||||||
GradientIntensitySunset=1.0
|
|
||||||
GradientIntensityNight=1.0
|
|
||||||
GradientIntensityInteriorDay=1.0
|
|
||||||
GradientIntensityInteriorNight=1.0
|
|
||||||
GradientDesaturationSunrise=0.0
|
|
||||||
GradientDesaturationDay=0.0
|
|
||||||
GradientDesaturationSunset=0.0
|
|
||||||
GradientDesaturationNight=0.0
|
|
||||||
GradientDesaturationInteriorDay=0.0
|
|
||||||
GradientDesaturationInteriorNight=0.0
|
|
||||||
GradientTopIntensitySunrise=1.0
|
|
||||||
GradientTopIntensityDay=1.0
|
|
||||||
GradientTopIntensitySunset=1.0
|
|
||||||
GradientTopIntensityNight=1.0
|
|
||||||
GradientTopIntensityInteriorDay=1.0
|
|
||||||
GradientTopIntensityInteriorNight=1.0
|
|
||||||
GradientTopCurveSunrise=1.0
|
|
||||||
GradientTopCurveDay=1.0
|
|
||||||
GradientTopCurveSunset=1.0
|
|
||||||
GradientTopCurveNight=1.0
|
|
||||||
GradientTopCurveInteriorDay=1.0
|
|
||||||
GradientTopCurveInteriorNight=1.0
|
|
||||||
GradientMiddleIntensitySunrise=1.0
|
|
||||||
GradientMiddleIntensityDay=1.0
|
|
||||||
GradientMiddleIntensitySunset=1.0
|
|
||||||
GradientMiddleIntensityNight=1.0
|
|
||||||
GradientMiddleIntensityInteriorDay=1.0
|
|
||||||
GradientMiddleIntensityInteriorNight=1.0
|
|
||||||
GradientMiddleCurveSunrise=1.0
|
|
||||||
GradientMiddleCurveDay=1.0
|
|
||||||
GradientMiddleCurveSunset=1.0
|
|
||||||
GradientMiddleCurveNight=1.0
|
|
||||||
GradientMiddleCurveInteriorDay=1.0
|
|
||||||
GradientMiddleCurveInteriorNight=1.0
|
|
||||||
GradientHorizonIntensitySunrise=1.0
|
|
||||||
GradientHorizonIntensityDay=1.0
|
|
||||||
GradientHorizonIntensitySunset=1.0
|
|
||||||
GradientHorizonIntensityNight=1.0
|
|
||||||
GradientHorizonIntensityInteriorDay=1.0
|
|
||||||
GradientHorizonIntensityInteriorNight=1.0
|
|
||||||
GradientHorizonCurveSunrise=1.0
|
|
||||||
GradientHorizonCurveDay=1.0
|
|
||||||
GradientHorizonCurveSunset=1.0
|
|
||||||
GradientHorizonCurveNight=1.0
|
|
||||||
GradientHorizonCurveInteriorDay=1.0
|
|
||||||
GradientHorizonCurveInteriorNight=1.0
|
|
||||||
SunIntensitySunrise=1.0
|
|
||||||
SunIntensityDay=1.0
|
|
||||||
SunIntensitySunset=1.0
|
|
||||||
SunIntensityNight=1.0
|
|
||||||
SunIntensityInteriorDay=1.0
|
|
||||||
SunIntensityInteriorNight=1.0
|
|
||||||
SunDesaturationSunrise=0.0
|
|
||||||
SunDesaturationDay=0.0
|
|
||||||
SunDesaturationSunset=0.0
|
|
||||||
SunDesaturationNight=0.0
|
|
||||||
SunDesaturationInteriorDay=0.0
|
|
||||||
SunDesaturationInteriorNight=0.0
|
|
||||||
SunColorFilterSunrise=1, 1, 1
|
|
||||||
SunColorFilterDay=1, 1, 1
|
|
||||||
SunColorFilterSunset=1, 1, 1
|
|
||||||
SunColorFilterNight=1, 1, 1
|
|
||||||
SunColorFilterInteriorDay=1, 1, 1
|
|
||||||
SunColorFilterInteriorNight=1, 1, 1
|
|
||||||
SunGlowIntensitySunrise=0.0
|
|
||||||
SunGlowIntensityDay=0.0
|
|
||||||
SunGlowIntensitySunset=0.0
|
|
||||||
SunGlowIntensityNight=0.0
|
|
||||||
SunGlowIntensityInteriorDay=0.0
|
|
||||||
SunGlowIntensityInteriorNight=0.0
|
|
||||||
SunGlowHazinessSunrise=0.0
|
|
||||||
SunGlowHazinessDay=0.0
|
|
||||||
SunGlowHazinessSunset=0.0
|
|
||||||
SunGlowHazinessNight=0.0
|
|
||||||
SunGlowHazinessInteriorDay=0.0
|
|
||||||
SunGlowHazinessInteriorNight=0.0
|
|
||||||
MoonIntensitySunrise=1.0
|
|
||||||
MoonIntensityDay=1.0
|
|
||||||
MoonIntensitySunset=1.0
|
|
||||||
MoonIntensityNight=1.0
|
|
||||||
MoonIntensityInteriorDay=1.0
|
|
||||||
MoonIntensityInteriorNight=1.0
|
|
||||||
MoonCurveSunrise=1.0
|
|
||||||
MoonCurveDay=1.0
|
|
||||||
MoonCurveSunset=1.0
|
|
||||||
MoonCurveNight=1.0
|
|
||||||
MoonCurveInteriorDay=1.0
|
|
||||||
MoonCurveInteriorNight=1.0
|
|
||||||
MoonDesaturationSunrise=0.0
|
|
||||||
MoonDesaturationDay=0.0
|
|
||||||
MoonDesaturationSunset=0.0
|
|
||||||
MoonDesaturationNight=0.0
|
|
||||||
MoonDesaturationInteriorDay=0.0
|
|
||||||
MoonDesaturationInteriorNight=0.0
|
|
||||||
GradientTopColorFilterSunrise=1, 1, 1
|
|
||||||
GradientTopColorFilterDay=1, 1, 1
|
|
||||||
GradientTopColorFilterSunset=1, 1, 1
|
|
||||||
GradientTopColorFilterNight=1, 1, 1
|
|
||||||
GradientTopColorFilterInteriorDay=1, 1, 1
|
|
||||||
GradientTopColorFilterInteriorNight=1, 1, 1
|
|
||||||
GradientMiddleColorFilterSunrise=1, 1, 1
|
|
||||||
GradientMiddleColorFilterDay=1, 1, 1
|
|
||||||
GradientMiddleColorFilterSunset=1, 1, 1
|
|
||||||
GradientMiddleColorFilterNight=1, 1, 1
|
|
||||||
GradientMiddleColorFilterInteriorDay=1, 1, 1
|
|
||||||
GradientMiddleColorFilterInteriorNight=1, 1, 1
|
|
||||||
GradientHorizonColorFilterSunrise=1, 1, 1
|
|
||||||
GradientHorizonColorFilterDay=1, 1, 1
|
|
||||||
GradientHorizonColorFilterSunset=1, 1, 1
|
|
||||||
GradientHorizonColorFilterNight=1, 1, 1
|
|
||||||
GradientHorizonColorFilterInteriorDay=1, 1, 1
|
|
||||||
GradientHorizonColorFilterInteriorNight=1, 1, 1
|
|
||||||
CloudsColorFilterSunrise=1, 1, 1
|
|
||||||
CloudsColorFilterDay=1, 1, 1
|
|
||||||
CloudsColorFilterSunset=1, 1, 1
|
|
||||||
CloudsColorFilterNight=1, 1, 1
|
|
||||||
CloudsColorFilterInteriorDay=1, 1, 1
|
|
||||||
CloudsColorFilterInteriorNight=1, 1, 1
|
|
||||||
[OBJECT]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[VEGETATION]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[EYES]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[LIGHTSPRITE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[WINDOWLIGHT]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[VOLUMETRICFOG]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
LightingInfluenceSunrise=1.0
|
|
||||||
LightingInfluenceDay=1.0
|
|
||||||
LightingInfluenceSunset=1.0
|
|
||||||
LightingInfluenceNight=1.0
|
|
||||||
LightingInfluenceInteriorDay=1.0
|
|
||||||
LightingInfluenceInteriorNight=1.0
|
|
||||||
OpacitySunrise=1.0
|
|
||||||
OpacityDay=1.0
|
|
||||||
OpacitySunset=1.0
|
|
||||||
OpacityNight=1.0
|
|
||||||
OpacityInteriorDay=1.0
|
|
||||||
OpacityInteriorNight=1.0
|
|
||||||
[FIRE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[PARTICLE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
LightingInfluenceSunrise=1.0
|
|
||||||
LightingInfluenceDay=1.0
|
|
||||||
LightingInfluenceSunset=1.0
|
|
||||||
LightingInfluenceNight=1.0
|
|
||||||
LightingInfluenceInteriorDay=1.0
|
|
||||||
LightingInfluenceInteriorNight=1.0
|
|
||||||
[RAYS]
|
|
||||||
SunRaysMultiplierSunrise=0.4
|
|
||||||
SunRaysMultiplierDay=0.4
|
|
||||||
SunRaysMultiplierSunset=0.4
|
|
||||||
SunRaysMultiplierNight=0.4
|
|
||||||
SunRaysMultiplierInteriorDay=0.4
|
|
||||||
SunRaysMultiplierInteriorNight=0.4
|
|
||||||
[IMAGEBASEDLIGHTING]
|
|
||||||
AdditiveAmountSunrise=0.05
|
|
||||||
AdditiveAmountDay=0.05
|
|
||||||
AdditiveAmountSunset=0.05
|
|
||||||
AdditiveAmountNight=0.05
|
|
||||||
AdditiveAmountInteriorDay=0.05
|
|
||||||
AdditiveAmountInteriorNight=0.05
|
|
||||||
MultiplicativeAmountSunrise=0.0
|
|
||||||
MultiplicativeAmountDay=0.0
|
|
||||||
MultiplicativeAmountSunset=0.0
|
|
||||||
MultiplicativeAmountNight=0.0
|
|
||||||
MultiplicativeAmountInteriorDay=0.0
|
|
||||||
MultiplicativeAmountInteriorNight=0.0
|
|
||||||
ReflectiveAmountSunrise=0.1
|
|
||||||
ReflectiveAmountDay=0.1
|
|
||||||
ReflectiveAmountSunset=0.1
|
|
||||||
ReflectiveAmountNight=0.1
|
|
||||||
ReflectiveAmountInteriorDay=0.1
|
|
||||||
ReflectiveAmountInteriorNight=0.1
|
|
||||||
[WATER]
|
|
||||||
WavesAmplitudeSunrise=1.0
|
|
||||||
WavesAmplitudeDay=1.0
|
|
||||||
WavesAmplitudeSunset=1.0
|
|
||||||
WavesAmplitudeNight=1.0
|
|
||||||
WavesAmplitudeInteriorDay=1.0
|
|
||||||
WavesAmplitudeInteriorNight=1.0
|
|
||||||
[CLOUDSHADOWS]
|
|
||||||
OpacitySunrise=1.0
|
|
||||||
OpacityDay=1.0
|
|
||||||
OpacitySunset=1.0
|
|
||||||
OpacityNight=1.0
|
|
||||||
OpacityInteriorDay=1.0
|
|
||||||
OpacityInteriorNight=1.0
|
|
||||||
[VOLUMETRICRAYS]
|
|
||||||
IntensitySunrise=0.2
|
|
||||||
IntensityDay=0.2
|
|
||||||
IntensitySunset=0.2
|
|
||||||
IntensityNight=0.2
|
|
||||||
IntensityInteriorDay=0.2
|
|
||||||
IntensityInteriorNight=0.2
|
|
||||||
DensitySunrise=1.0
|
|
||||||
DensityDay=1.0
|
|
||||||
DensitySunset=1.0
|
|
||||||
DensityNight=1.0
|
|
||||||
DensityInteriorDay=1.0
|
|
||||||
DensityInteriorNight=1.0
|
|
||||||
SkyColorAmountSunrise=0.5
|
|
||||||
SkyColorAmountDay=0.5
|
|
||||||
SkyColorAmountSunset=0.5
|
|
||||||
SkyColorAmountNight=0.5
|
|
||||||
SkyColorAmountInteriorDay=0.5
|
|
||||||
SkyColorAmountInteriorNight=0.5
|
|
||||||
[PROCEDURALSUN]
|
|
||||||
GlowIntensitySunrise=0.4
|
|
||||||
GlowIntensityDay=0.4
|
|
||||||
GlowIntensitySunset=0.4
|
|
||||||
GlowIntensityNight=0.4
|
|
||||||
GlowIntensityInteriorDay=0.4
|
|
||||||
GlowIntensityInteriorNight=0.4
|
|
||||||
GlowCurveSunrise=10.0
|
|
||||||
GlowCurveDay=10.0
|
|
||||||
GlowCurveSunset=10.0
|
|
||||||
GlowCurveNight=10.0
|
|
||||||
GlowCurveInteriorDay=10.0
|
|
||||||
GlowCurveInteriorNight=10.0
|
|
||||||
[MIST]
|
|
||||||
AnchorsAmountSunrise=1.0
|
|
||||||
AnchorsAmountDay=1.0
|
|
||||||
AnchorsAmountSunset=1.0
|
|
||||||
AnchorsAmountNight=1.0
|
|
||||||
AnchorsAmountInteriorDay=1.0
|
|
||||||
AnchorsAmountInteriorNight=1.0
|
|
||||||
SkyLightingAmountSunrise=1.0
|
|
||||||
SkyLightingAmountDay=1.0
|
|
||||||
SkyLightingAmountSunset=1.0
|
|
||||||
SkyLightingAmountNight=1.0
|
|
||||||
SkyLightingAmountInteriorDay=1.0
|
|
||||||
SkyLightingAmountInteriorNight=1.0
|
|
||||||
SunLightingAmountSunrise=0.1
|
|
||||||
SunLightingAmountDay=0.1
|
|
||||||
SunLightingAmountSunset=0.1
|
|
||||||
SunLightingAmountNight=0.1
|
|
||||||
SunLightingAmountInteriorDay=0.1
|
|
||||||
SunLightingAmountInteriorNight=0.1
|
|
||||||
DesaturationSunrise=0.0
|
|
||||||
DesaturationDay=0.0
|
|
||||||
DesaturationSunset=0.0
|
|
||||||
DesaturationNight=0.0
|
|
||||||
DesaturationInteriorDay=0.0
|
|
||||||
DesaturationInteriorNight=0.0
|
|
||||||
ColorFilterSunrise=1, 1, 1
|
|
||||||
ColorFilterDay=1, 1, 1
|
|
||||||
ColorFilterSunset=1, 1, 1
|
|
||||||
ColorFilterNight=1, 1, 1
|
|
||||||
ColorFilterInteriorDay=1, 1, 1
|
|
||||||
ColorFilterInteriorNight=1, 1, 1
|
|
||||||
RelativeToCameraSunrise=0.0
|
|
||||||
RelativeToCameraDay=0.0
|
|
||||||
RelativeToCameraSunset=0.0
|
|
||||||
RelativeToCameraNight=0.0
|
|
||||||
RelativeToCameraInteriorDay=0.0
|
|
||||||
RelativeToCameraInteriorNight=0.0
|
|
||||||
VerticalOffsetSunrise=-10.0
|
|
||||||
VerticalOffsetDay=-10.0
|
|
||||||
VerticalOffsetSunset=-10.0
|
|
||||||
VerticalOffsetNight=-10.0
|
|
||||||
VerticalOffsetInteriorDay=-10.0
|
|
||||||
VerticalOffsetInteriorNight=-10.0
|
|
||||||
DensitySunrise=1.5
|
|
||||||
DensityDay=1.5
|
|
||||||
DensitySunset=1.5
|
|
||||||
DensityNight=1.5
|
|
||||||
DensityInteriorDay=1.5
|
|
||||||
DensityInteriorNight=1.5
|
|
||||||
VerticalFadeSunrise=4.0
|
|
||||||
VerticalFadeDay=4.0
|
|
||||||
VerticalFadeSunset=4.0
|
|
||||||
VerticalFadeNight=4.0
|
|
||||||
VerticalFadeInteriorDay=4.0
|
|
||||||
VerticalFadeInteriorNight=4.0
|
|
||||||
DistanceFadeSunrise=0.0
|
|
||||||
DistanceFadeDay=0.0
|
|
||||||
DistanceFadeSunset=0.0
|
|
||||||
DistanceFadeNight=0.0
|
|
||||||
DistanceFadeInteriorDay=0.0
|
|
||||||
DistanceFadeInteriorNight=0.0
|
|
||||||
BottomTopSunrise=0.0
|
|
||||||
BottomTopDay=0.0
|
|
||||||
BottomTopSunset=0.0
|
|
||||||
BottomTopNight=0.0
|
|
||||||
BottomTopInteriorDay=0.0
|
|
||||||
BottomTopInteriorNight=0.0
|
|
||||||
ExponentialFadeSunrise=1.0
|
|
||||||
ExponentialFadeDay=1.0
|
|
||||||
ExponentialFadeSunset=1.0
|
|
||||||
ExponentialFadeNight=1.0
|
|
||||||
ExponentialFadeInteriorDay=1.0
|
|
||||||
ExponentialFadeInteriorNight=1.0
|
|
||||||
|
|
@ -1,632 +0,0 @@
|
||||||
[BLOOM]
|
|
||||||
AmountSunrise=1.0
|
|
||||||
AmountDay=1.0
|
|
||||||
AmountSunset=1.0
|
|
||||||
AmountNight=1.0
|
|
||||||
AmountInteriorDay=1.0
|
|
||||||
AmountInteriorNight=1.0
|
|
||||||
BlueShiftAmountSunrise=1.0
|
|
||||||
BlueShiftAmountDay=1.0
|
|
||||||
BlueShiftAmountSunset=1.0
|
|
||||||
BlueShiftAmountNight=1.0
|
|
||||||
BlueShiftAmountInteriorDay=1.0
|
|
||||||
BlueShiftAmountInteriorNight=1.0
|
|
||||||
[LENS]
|
|
||||||
ReflectionIntensitySunrise=1.0
|
|
||||||
ReflectionIntensityDay=1.0
|
|
||||||
ReflectionIntensitySunset=1.0
|
|
||||||
ReflectionIntensityNight=1.0
|
|
||||||
ReflectionIntensityInteriorDay=1.0
|
|
||||||
ReflectionIntensityInteriorNight=1.0
|
|
||||||
ReflectionPowerSunrise=2.0
|
|
||||||
ReflectionPowerDay=2.0
|
|
||||||
ReflectionPowerSunset=2.0
|
|
||||||
ReflectionPowerNight=2.0
|
|
||||||
ReflectionPowerInteriorDay=2.0
|
|
||||||
ReflectionPowerInteriorNight=2.0
|
|
||||||
DirtIntensitySunrise=1.0
|
|
||||||
DirtIntensityDay=1.0
|
|
||||||
DirtIntensitySunset=1.0
|
|
||||||
DirtIntensityNight=1.0
|
|
||||||
DirtIntensityInteriorDay=1.0
|
|
||||||
DirtIntensityInteriorNight=1.0
|
|
||||||
DirtPowerSunrise=2.0
|
|
||||||
DirtPowerDay=2.0
|
|
||||||
DirtPowerSunset=2.0
|
|
||||||
DirtPowerNight=2.0
|
|
||||||
DirtPowerInteriorDay=2.0
|
|
||||||
DirtPowerInteriorNight=2.0
|
|
||||||
[SKYLIGHTING]
|
|
||||||
AmbientMinLevelSunrise=0.1
|
|
||||||
AmbientMinLevelDay=0.1
|
|
||||||
AmbientMinLevelSunset=0.1
|
|
||||||
AmbientMinLevelNight=0.1
|
|
||||||
AmbientMinLevelInteriorDay=0.1
|
|
||||||
AmbientMinLevelInteriorNight=0.1
|
|
||||||
[ENVIRONMENT]
|
|
||||||
DirectLightingIntensitySunrise=1.0
|
|
||||||
DirectLightingIntensityDay=1.0
|
|
||||||
DirectLightingIntensitySunset=1.0
|
|
||||||
DirectLightingIntensityNight=1.0
|
|
||||||
DirectLightingIntensityInteriorDay=1.0
|
|
||||||
DirectLightingIntensityInteriorNight=1.0
|
|
||||||
DirectLightingCurveSunrise=1.0
|
|
||||||
DirectLightingCurveDay=1.0
|
|
||||||
DirectLightingCurveSunset=1.0
|
|
||||||
DirectLightingCurveNight=1.0
|
|
||||||
DirectLightingCurveInteriorDay=1.0
|
|
||||||
DirectLightingCurveInteriorNight=1.0
|
|
||||||
DirectLightingDesaturationSunrise=0.0
|
|
||||||
DirectLightingDesaturationDay=0.0
|
|
||||||
DirectLightingDesaturationSunset=0.0
|
|
||||||
DirectLightingDesaturationNight=0.0
|
|
||||||
DirectLightingDesaturationInteriorDay=0.0
|
|
||||||
DirectLightingDesaturationInteriorNight=0.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
SpecularFromLightSunrise=0.0
|
|
||||||
SpecularFromLightDay=0.0
|
|
||||||
SpecularFromLightSunset=0.0
|
|
||||||
SpecularFromLightNight=0.0
|
|
||||||
SpecularFromLightInteriorDay=0.0
|
|
||||||
SpecularFromLightInteriorNight=0.0
|
|
||||||
AmbientLightingIntensitySunrise=1.0
|
|
||||||
AmbientLightingIntensityDay=1.0
|
|
||||||
AmbientLightingIntensitySunset=1.0
|
|
||||||
AmbientLightingIntensityNight=1.0
|
|
||||||
AmbientLightingIntensityInteriorDay=1.0
|
|
||||||
AmbientLightingIntensityInteriorNight=1.0
|
|
||||||
AmbientLightingCurveSunrise=1.0
|
|
||||||
AmbientLightingCurveDay=1.0
|
|
||||||
AmbientLightingCurveSunset=1.0
|
|
||||||
AmbientLightingCurveNight=1.0
|
|
||||||
AmbientLightingCurveInteriorDay=1.0
|
|
||||||
AmbientLightingCurveInteriorNight=1.0
|
|
||||||
AmbientLightingDesaturationSunrise=0.0
|
|
||||||
AmbientLightingDesaturationDay=0.0
|
|
||||||
AmbientLightingDesaturationSunset=0.0
|
|
||||||
AmbientLightingDesaturationNight=0.0
|
|
||||||
AmbientLightingDesaturationInteriorDay=0.0
|
|
||||||
AmbientLightingDesaturationInteriorNight=0.0
|
|
||||||
AmbientColorFilterAmountSunrise=0.0
|
|
||||||
AmbientColorFilterAmountDay=0.0
|
|
||||||
AmbientColorFilterAmountSunset=0.0
|
|
||||||
AmbientColorFilterAmountNight=0.0
|
|
||||||
AmbientColorFilterAmountInteriorDay=0.0
|
|
||||||
AmbientColorFilterAmountInteriorNight=0.0
|
|
||||||
AmbientColorFilterTopSunrise=1, 1, 1
|
|
||||||
AmbientColorFilterTopDay=1, 1, 1
|
|
||||||
AmbientColorFilterTopSunset=1, 1, 1
|
|
||||||
AmbientColorFilterTopNight=1, 1, 1
|
|
||||||
AmbientColorFilterTopInteriorDay=1, 1, 1
|
|
||||||
AmbientColorFilterTopInteriorNight=1, 1, 1
|
|
||||||
AmbientColorFilterMiddleSunrise=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleDay=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleSunset=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleNight=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleInteriorDay=0, 0, 0
|
|
||||||
AmbientColorFilterMiddleInteriorNight=0, 0, 0
|
|
||||||
AmbientColorFilterBottomSunrise=1, 1, 1
|
|
||||||
AmbientColorFilterBottomDay=1, 1, 1
|
|
||||||
AmbientColorFilterBottomSunset=1, 1, 1
|
|
||||||
AmbientColorFilterBottomNight=1, 1, 1
|
|
||||||
AmbientColorFilterBottomInteriorDay=1, 1, 1
|
|
||||||
AmbientColorFilterBottomInteriorNight=1, 1, 1
|
|
||||||
PointLightingIntensitySunrise=1.0
|
|
||||||
PointLightingIntensityDay=1.0
|
|
||||||
PointLightingIntensitySunset=1.0
|
|
||||||
PointLightingIntensityNight=1.0
|
|
||||||
PointLightingIntensityInteriorDay=1.0
|
|
||||||
PointLightingIntensityInteriorNight=1.0
|
|
||||||
PointLightingCurveSunrise=1.0
|
|
||||||
PointLightingCurveDay=1.0
|
|
||||||
PointLightingCurveSunset=1.0
|
|
||||||
PointLightingCurveNight=1.0
|
|
||||||
PointLightingCurveInteriorDay=1.0
|
|
||||||
PointLightingCurveInteriorNight=1.0
|
|
||||||
PointLightingDesaturationSunrise=0.0
|
|
||||||
PointLightingDesaturationDay=0.0
|
|
||||||
PointLightingDesaturationSunset=0.0
|
|
||||||
PointLightingDesaturationNight=0.0
|
|
||||||
PointLightingDesaturationInteriorDay=0.0
|
|
||||||
PointLightingDesaturationInteriorNight=0.0
|
|
||||||
ParticleLightsIntensitySunrise=1.0
|
|
||||||
ParticleLightsIntensityDay=1.0
|
|
||||||
ParticleLightsIntensitySunset=1.0
|
|
||||||
ParticleLightsIntensityNight=1.0
|
|
||||||
ParticleLightsIntensityInteriorDay=1.0
|
|
||||||
ParticleLightsIntensityInteriorNight=1.0
|
|
||||||
FogColorMultiplierSunrise=1.0
|
|
||||||
FogColorMultiplierDay=1.0
|
|
||||||
FogColorMultiplierSunset=1.0
|
|
||||||
FogColorMultiplierNight=1.0
|
|
||||||
FogColorMultiplierInteriorDay=1.0
|
|
||||||
FogColorMultiplierInteriorNight=1.0
|
|
||||||
FogColorCurveSunrise=1.0
|
|
||||||
FogColorCurveDay=1.0
|
|
||||||
FogColorCurveSunset=1.0
|
|
||||||
FogColorCurveNight=1.0
|
|
||||||
FogColorCurveInteriorDay=1.0
|
|
||||||
FogColorCurveInteriorNight=1.0
|
|
||||||
ColorPowSunrise=1.0
|
|
||||||
ColorPowDay=1.0
|
|
||||||
ColorPowSunset=1.0
|
|
||||||
ColorPowNight=1.0
|
|
||||||
ColorPowInteriorDay=1.0
|
|
||||||
ColorPowInteriorNight=1.0
|
|
||||||
DirectLightingColorFilterSunrise=1, 1, 1
|
|
||||||
DirectLightingColorFilterDay=1, 1, 1
|
|
||||||
DirectLightingColorFilterSunset=1, 1, 1
|
|
||||||
DirectLightingColorFilterNight=1, 1, 1
|
|
||||||
DirectLightingColorFilterInteriorDay=1, 1, 1
|
|
||||||
DirectLightingColorFilterInteriorNight=1, 1, 1
|
|
||||||
FogColorFilterSunrise=1, 1, 1
|
|
||||||
FogColorFilterDay=1, 1, 1
|
|
||||||
FogColorFilterSunset=1, 1, 1
|
|
||||||
FogColorFilterNight=1, 1, 1
|
|
||||||
FogColorFilterInteriorDay=1, 1, 1
|
|
||||||
FogColorFilterInteriorNight=1, 1, 1
|
|
||||||
DirectLightingColorFilterAmountSunrise=0.0
|
|
||||||
DirectLightingColorFilterAmountDay=0.0
|
|
||||||
DirectLightingColorFilterAmountSunset=0.0
|
|
||||||
DirectLightingColorFilterAmountNight=0.0
|
|
||||||
DirectLightingColorFilterAmountInteriorDay=0.0
|
|
||||||
DirectLightingColorFilterAmountInteriorNight=0.0
|
|
||||||
FogColorFilterAmountSunrise=0.0
|
|
||||||
FogColorFilterAmountDay=0.0
|
|
||||||
FogColorFilterAmountSunset=0.0
|
|
||||||
FogColorFilterAmountNight=0.0
|
|
||||||
FogColorFilterAmountInteriorDay=0.0
|
|
||||||
FogColorFilterAmountInteriorNight=0.0
|
|
||||||
[SKY]
|
|
||||||
CloudsIntensitySunrise=1.0
|
|
||||||
CloudsIntensityDay=1.0
|
|
||||||
CloudsIntensitySunset=1.0
|
|
||||||
CloudsIntensityNight=1.0
|
|
||||||
CloudsIntensityInteriorDay=1.0
|
|
||||||
CloudsIntensityInteriorNight=1.0
|
|
||||||
CloudsCurveSunrise=1.0
|
|
||||||
CloudsCurveDay=1.0
|
|
||||||
CloudsCurveSunset=1.0
|
|
||||||
CloudsCurveNight=1.0
|
|
||||||
CloudsCurveInteriorDay=1.0
|
|
||||||
CloudsCurveInteriorNight=1.0
|
|
||||||
CloudsDesaturationSunrise=0.0
|
|
||||||
CloudsDesaturationDay=0.0
|
|
||||||
CloudsDesaturationSunset=0.0
|
|
||||||
CloudsDesaturationNight=0.0
|
|
||||||
CloudsDesaturationInteriorDay=0.0
|
|
||||||
CloudsDesaturationInteriorNight=0.0
|
|
||||||
CloudsOpacitySunrise=1.0
|
|
||||||
CloudsOpacityDay=1.0
|
|
||||||
CloudsOpacitySunset=1.0
|
|
||||||
CloudsOpacityNight=1.0
|
|
||||||
CloudsOpacityInteriorDay=1.0
|
|
||||||
CloudsOpacityInteriorNight=1.0
|
|
||||||
GradientIntensitySunrise=1.0
|
|
||||||
GradientIntensityDay=1.0
|
|
||||||
GradientIntensitySunset=1.0
|
|
||||||
GradientIntensityNight=1.0
|
|
||||||
GradientIntensityInteriorDay=1.0
|
|
||||||
GradientIntensityInteriorNight=1.0
|
|
||||||
GradientDesaturationSunrise=0.0
|
|
||||||
GradientDesaturationDay=0.0
|
|
||||||
GradientDesaturationSunset=0.0
|
|
||||||
GradientDesaturationNight=0.0
|
|
||||||
GradientDesaturationInteriorDay=0.0
|
|
||||||
GradientDesaturationInteriorNight=0.0
|
|
||||||
GradientTopIntensitySunrise=1.0
|
|
||||||
GradientTopIntensityDay=1.0
|
|
||||||
GradientTopIntensitySunset=1.0
|
|
||||||
GradientTopIntensityNight=1.0
|
|
||||||
GradientTopIntensityInteriorDay=1.0
|
|
||||||
GradientTopIntensityInteriorNight=1.0
|
|
||||||
GradientTopCurveSunrise=1.0
|
|
||||||
GradientTopCurveDay=1.0
|
|
||||||
GradientTopCurveSunset=1.0
|
|
||||||
GradientTopCurveNight=1.0
|
|
||||||
GradientTopCurveInteriorDay=1.0
|
|
||||||
GradientTopCurveInteriorNight=1.0
|
|
||||||
GradientMiddleIntensitySunrise=1.0
|
|
||||||
GradientMiddleIntensityDay=1.0
|
|
||||||
GradientMiddleIntensitySunset=1.0
|
|
||||||
GradientMiddleIntensityNight=1.0
|
|
||||||
GradientMiddleIntensityInteriorDay=1.0
|
|
||||||
GradientMiddleIntensityInteriorNight=1.0
|
|
||||||
GradientMiddleCurveSunrise=1.0
|
|
||||||
GradientMiddleCurveDay=1.0
|
|
||||||
GradientMiddleCurveSunset=1.0
|
|
||||||
GradientMiddleCurveNight=1.0
|
|
||||||
GradientMiddleCurveInteriorDay=1.0
|
|
||||||
GradientMiddleCurveInteriorNight=1.0
|
|
||||||
GradientHorizonIntensitySunrise=1.0
|
|
||||||
GradientHorizonIntensityDay=1.0
|
|
||||||
GradientHorizonIntensitySunset=1.0
|
|
||||||
GradientHorizonIntensityNight=1.0
|
|
||||||
GradientHorizonIntensityInteriorDay=1.0
|
|
||||||
GradientHorizonIntensityInteriorNight=1.0
|
|
||||||
GradientHorizonCurveSunrise=1.0
|
|
||||||
GradientHorizonCurveDay=1.0
|
|
||||||
GradientHorizonCurveSunset=1.0
|
|
||||||
GradientHorizonCurveNight=1.0
|
|
||||||
GradientHorizonCurveInteriorDay=1.0
|
|
||||||
GradientHorizonCurveInteriorNight=1.0
|
|
||||||
SunIntensitySunrise=1.0
|
|
||||||
SunIntensityDay=1.0
|
|
||||||
SunIntensitySunset=1.0
|
|
||||||
SunIntensityNight=1.0
|
|
||||||
SunIntensityInteriorDay=1.0
|
|
||||||
SunIntensityInteriorNight=1.0
|
|
||||||
SunDesaturationSunrise=0.0
|
|
||||||
SunDesaturationDay=0.0
|
|
||||||
SunDesaturationSunset=0.0
|
|
||||||
SunDesaturationNight=0.0
|
|
||||||
SunDesaturationInteriorDay=0.0
|
|
||||||
SunDesaturationInteriorNight=0.0
|
|
||||||
SunColorFilterSunrise=1, 1, 1
|
|
||||||
SunColorFilterDay=1, 1, 1
|
|
||||||
SunColorFilterSunset=1, 1, 1
|
|
||||||
SunColorFilterNight=1, 1, 1
|
|
||||||
SunColorFilterInteriorDay=1, 1, 1
|
|
||||||
SunColorFilterInteriorNight=1, 1, 1
|
|
||||||
SunGlowIntensitySunrise=0.0
|
|
||||||
SunGlowIntensityDay=0.0
|
|
||||||
SunGlowIntensitySunset=0.0
|
|
||||||
SunGlowIntensityNight=0.0
|
|
||||||
SunGlowIntensityInteriorDay=0.0
|
|
||||||
SunGlowIntensityInteriorNight=0.0
|
|
||||||
SunGlowHazinessSunrise=0.0
|
|
||||||
SunGlowHazinessDay=0.0
|
|
||||||
SunGlowHazinessSunset=0.0
|
|
||||||
SunGlowHazinessNight=0.0
|
|
||||||
SunGlowHazinessInteriorDay=0.0
|
|
||||||
SunGlowHazinessInteriorNight=0.0
|
|
||||||
MoonIntensitySunrise=1.0
|
|
||||||
MoonIntensityDay=1.0
|
|
||||||
MoonIntensitySunset=1.0
|
|
||||||
MoonIntensityNight=1.0
|
|
||||||
MoonIntensityInteriorDay=1.0
|
|
||||||
MoonIntensityInteriorNight=1.0
|
|
||||||
MoonCurveSunrise=1.0
|
|
||||||
MoonCurveDay=1.0
|
|
||||||
MoonCurveSunset=1.0
|
|
||||||
MoonCurveNight=1.0
|
|
||||||
MoonCurveInteriorDay=1.0
|
|
||||||
MoonCurveInteriorNight=1.0
|
|
||||||
MoonDesaturationSunrise=0.0
|
|
||||||
MoonDesaturationDay=0.0
|
|
||||||
MoonDesaturationSunset=0.0
|
|
||||||
MoonDesaturationNight=0.0
|
|
||||||
MoonDesaturationInteriorDay=0.0
|
|
||||||
MoonDesaturationInteriorNight=0.0
|
|
||||||
GradientTopColorFilterSunrise=1, 1, 1
|
|
||||||
GradientTopColorFilterDay=1, 1, 1
|
|
||||||
GradientTopColorFilterSunset=1, 1, 1
|
|
||||||
GradientTopColorFilterNight=1, 1, 1
|
|
||||||
GradientTopColorFilterInteriorDay=1, 1, 1
|
|
||||||
GradientTopColorFilterInteriorNight=1, 1, 1
|
|
||||||
GradientMiddleColorFilterSunrise=1, 1, 1
|
|
||||||
GradientMiddleColorFilterDay=1, 1, 1
|
|
||||||
GradientMiddleColorFilterSunset=1, 1, 1
|
|
||||||
GradientMiddleColorFilterNight=1, 1, 1
|
|
||||||
GradientMiddleColorFilterInteriorDay=1, 1, 1
|
|
||||||
GradientMiddleColorFilterInteriorNight=1, 1, 1
|
|
||||||
GradientHorizonColorFilterSunrise=1, 1, 1
|
|
||||||
GradientHorizonColorFilterDay=1, 1, 1
|
|
||||||
GradientHorizonColorFilterSunset=1, 1, 1
|
|
||||||
GradientHorizonColorFilterNight=1, 1, 1
|
|
||||||
GradientHorizonColorFilterInteriorDay=1, 1, 1
|
|
||||||
GradientHorizonColorFilterInteriorNight=1, 1, 1
|
|
||||||
CloudsColorFilterSunrise=1, 1, 1
|
|
||||||
CloudsColorFilterDay=1, 1, 1
|
|
||||||
CloudsColorFilterSunset=1, 1, 1
|
|
||||||
CloudsColorFilterNight=1, 1, 1
|
|
||||||
CloudsColorFilterInteriorDay=1, 1, 1
|
|
||||||
CloudsColorFilterInteriorNight=1, 1, 1
|
|
||||||
[OBJECT]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[VEGETATION]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[EYES]
|
|
||||||
SubSurfaceScatteringMultiplierSunrise=1.0
|
|
||||||
SubSurfaceScatteringMultiplierDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierSunset=1.0
|
|
||||||
SubSurfaceScatteringMultiplierNight=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringMultiplierInteriorNight=1.0
|
|
||||||
SubSurfaceScatteringPowerSunrise=1.0
|
|
||||||
SubSurfaceScatteringPowerDay=1.0
|
|
||||||
SubSurfaceScatteringPowerSunset=1.0
|
|
||||||
SubSurfaceScatteringPowerNight=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorDay=1.0
|
|
||||||
SubSurfaceScatteringPowerInteriorNight=1.0
|
|
||||||
SpecularAmountMultiplierSunrise=1.0
|
|
||||||
SpecularAmountMultiplierDay=1.0
|
|
||||||
SpecularAmountMultiplierSunset=1.0
|
|
||||||
SpecularAmountMultiplierNight=1.0
|
|
||||||
SpecularAmountMultiplierInteriorDay=1.0
|
|
||||||
SpecularAmountMultiplierInteriorNight=1.0
|
|
||||||
SpecularPowerMultiplierSunrise=1.0
|
|
||||||
SpecularPowerMultiplierDay=1.0
|
|
||||||
SpecularPowerMultiplierSunset=1.0
|
|
||||||
SpecularPowerMultiplierNight=1.0
|
|
||||||
SpecularPowerMultiplierInteriorDay=1.0
|
|
||||||
SpecularPowerMultiplierInteriorNight=1.0
|
|
||||||
[LIGHTSPRITE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[WINDOWLIGHT]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[VOLUMETRICFOG]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
LightingInfluenceSunrise=1.0
|
|
||||||
LightingInfluenceDay=1.0
|
|
||||||
LightingInfluenceSunset=1.0
|
|
||||||
LightingInfluenceNight=1.0
|
|
||||||
LightingInfluenceInteriorDay=1.0
|
|
||||||
LightingInfluenceInteriorNight=1.0
|
|
||||||
OpacitySunrise=1.0
|
|
||||||
OpacityDay=1.0
|
|
||||||
OpacitySunset=1.0
|
|
||||||
OpacityNight=1.0
|
|
||||||
OpacityInteriorDay=1.0
|
|
||||||
OpacityInteriorNight=1.0
|
|
||||||
[FIRE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
CurveSunrise=1.0
|
|
||||||
CurveDay=1.0
|
|
||||||
CurveSunset=1.0
|
|
||||||
CurveNight=1.0
|
|
||||||
CurveInteriorDay=1.0
|
|
||||||
CurveInteriorNight=1.0
|
|
||||||
[PARTICLE]
|
|
||||||
IntensitySunrise=1.0
|
|
||||||
IntensityDay=1.0
|
|
||||||
IntensitySunset=1.0
|
|
||||||
IntensityNight=1.0
|
|
||||||
IntensityInteriorDay=1.0
|
|
||||||
IntensityInteriorNight=1.0
|
|
||||||
LightingInfluenceSunrise=1.0
|
|
||||||
LightingInfluenceDay=1.0
|
|
||||||
LightingInfluenceSunset=1.0
|
|
||||||
LightingInfluenceNight=1.0
|
|
||||||
LightingInfluenceInteriorDay=1.0
|
|
||||||
LightingInfluenceInteriorNight=1.0
|
|
||||||
[RAYS]
|
|
||||||
SunRaysMultiplierSunrise=0.4
|
|
||||||
SunRaysMultiplierDay=0.4
|
|
||||||
SunRaysMultiplierSunset=0.4
|
|
||||||
SunRaysMultiplierNight=0.4
|
|
||||||
SunRaysMultiplierInteriorDay=0.4
|
|
||||||
SunRaysMultiplierInteriorNight=0.4
|
|
||||||
[IMAGEBASEDLIGHTING]
|
|
||||||
AdditiveAmountSunrise=0.05
|
|
||||||
AdditiveAmountDay=0.05
|
|
||||||
AdditiveAmountSunset=0.05
|
|
||||||
AdditiveAmountNight=0.05
|
|
||||||
AdditiveAmountInteriorDay=0.05
|
|
||||||
AdditiveAmountInteriorNight=0.05
|
|
||||||
MultiplicativeAmountSunrise=0.0
|
|
||||||
MultiplicativeAmountDay=0.0
|
|
||||||
MultiplicativeAmountSunset=0.0
|
|
||||||
MultiplicativeAmountNight=0.0
|
|
||||||
MultiplicativeAmountInteriorDay=0.0
|
|
||||||
MultiplicativeAmountInteriorNight=0.0
|
|
||||||
ReflectiveAmountSunrise=0.1
|
|
||||||
ReflectiveAmountDay=0.1
|
|
||||||
ReflectiveAmountSunset=0.1
|
|
||||||
ReflectiveAmountNight=0.1
|
|
||||||
ReflectiveAmountInteriorDay=0.1
|
|
||||||
ReflectiveAmountInteriorNight=0.1
|
|
||||||
[WATER]
|
|
||||||
WavesAmplitudeSunrise=1.0
|
|
||||||
WavesAmplitudeDay=1.0
|
|
||||||
WavesAmplitudeSunset=1.0
|
|
||||||
WavesAmplitudeNight=1.0
|
|
||||||
WavesAmplitudeInteriorDay=1.0
|
|
||||||
WavesAmplitudeInteriorNight=1.0
|
|
||||||
[CLOUDSHADOWS]
|
|
||||||
OpacitySunrise=1.0
|
|
||||||
OpacityDay=1.0
|
|
||||||
OpacitySunset=1.0
|
|
||||||
OpacityNight=1.0
|
|
||||||
OpacityInteriorDay=1.0
|
|
||||||
OpacityInteriorNight=1.0
|
|
||||||
[VOLUMETRICRAYS]
|
|
||||||
IntensitySunrise=0.2
|
|
||||||
IntensityDay=0.2
|
|
||||||
IntensitySunset=0.2
|
|
||||||
IntensityNight=0.2
|
|
||||||
IntensityInteriorDay=0.2
|
|
||||||
IntensityInteriorNight=0.2
|
|
||||||
DensitySunrise=1.0
|
|
||||||
DensityDay=1.0
|
|
||||||
DensitySunset=1.0
|
|
||||||
DensityNight=1.0
|
|
||||||
DensityInteriorDay=1.0
|
|
||||||
DensityInteriorNight=1.0
|
|
||||||
SkyColorAmountSunrise=0.5
|
|
||||||
SkyColorAmountDay=0.5
|
|
||||||
SkyColorAmountSunset=0.5
|
|
||||||
SkyColorAmountNight=0.5
|
|
||||||
SkyColorAmountInteriorDay=0.5
|
|
||||||
SkyColorAmountInteriorNight=0.5
|
|
||||||
[PROCEDURALSUN]
|
|
||||||
GlowIntensitySunrise=0.4
|
|
||||||
GlowIntensityDay=0.4
|
|
||||||
GlowIntensitySunset=0.4
|
|
||||||
GlowIntensityNight=0.4
|
|
||||||
GlowIntensityInteriorDay=0.4
|
|
||||||
GlowIntensityInteriorNight=0.4
|
|
||||||
GlowCurveSunrise=10.0
|
|
||||||
GlowCurveDay=10.0
|
|
||||||
GlowCurveSunset=10.0
|
|
||||||
GlowCurveNight=10.0
|
|
||||||
GlowCurveInteriorDay=10.0
|
|
||||||
GlowCurveInteriorNight=10.0
|
|
||||||
[MIST]
|
|
||||||
AnchorsAmountSunrise=1.0
|
|
||||||
AnchorsAmountDay=1.0
|
|
||||||
AnchorsAmountSunset=1.0
|
|
||||||
AnchorsAmountNight=1.0
|
|
||||||
AnchorsAmountInteriorDay=1.0
|
|
||||||
AnchorsAmountInteriorNight=1.0
|
|
||||||
SkyLightingAmountSunrise=1.0
|
|
||||||
SkyLightingAmountDay=1.0
|
|
||||||
SkyLightingAmountSunset=1.0
|
|
||||||
SkyLightingAmountNight=1.0
|
|
||||||
SkyLightingAmountInteriorDay=1.0
|
|
||||||
SkyLightingAmountInteriorNight=1.0
|
|
||||||
SunLightingAmountSunrise=0.1
|
|
||||||
SunLightingAmountDay=0.1
|
|
||||||
SunLightingAmountSunset=0.1
|
|
||||||
SunLightingAmountNight=0.1
|
|
||||||
SunLightingAmountInteriorDay=0.1
|
|
||||||
SunLightingAmountInteriorNight=0.1
|
|
||||||
DesaturationSunrise=0.0
|
|
||||||
DesaturationDay=0.0
|
|
||||||
DesaturationSunset=0.0
|
|
||||||
DesaturationNight=0.0
|
|
||||||
DesaturationInteriorDay=0.0
|
|
||||||
DesaturationInteriorNight=0.0
|
|
||||||
ColorFilterSunrise=1, 1, 1
|
|
||||||
ColorFilterDay=1, 1, 1
|
|
||||||
ColorFilterSunset=1, 1, 1
|
|
||||||
ColorFilterNight=1, 1, 1
|
|
||||||
ColorFilterInteriorDay=1, 1, 1
|
|
||||||
ColorFilterInteriorNight=1, 1, 1
|
|
||||||
RelativeToCameraSunrise=0.0
|
|
||||||
RelativeToCameraDay=0.0
|
|
||||||
RelativeToCameraSunset=0.0
|
|
||||||
RelativeToCameraNight=0.0
|
|
||||||
RelativeToCameraInteriorDay=0.0
|
|
||||||
RelativeToCameraInteriorNight=0.0
|
|
||||||
VerticalOffsetSunrise=-10.0
|
|
||||||
VerticalOffsetDay=-10.0
|
|
||||||
VerticalOffsetSunset=-10.0
|
|
||||||
VerticalOffsetNight=-10.0
|
|
||||||
VerticalOffsetInteriorDay=-10.0
|
|
||||||
VerticalOffsetInteriorNight=-10.0
|
|
||||||
DensitySunrise=1.5
|
|
||||||
DensityDay=1.5
|
|
||||||
DensitySunset=1.5
|
|
||||||
DensityNight=1.5
|
|
||||||
DensityInteriorDay=1.5
|
|
||||||
DensityInteriorNight=1.5
|
|
||||||
VerticalFadeSunrise=4.0
|
|
||||||
VerticalFadeDay=4.0
|
|
||||||
VerticalFadeSunset=4.0
|
|
||||||
VerticalFadeNight=4.0
|
|
||||||
VerticalFadeInteriorDay=4.0
|
|
||||||
VerticalFadeInteriorNight=4.0
|
|
||||||
DistanceFadeSunrise=0.0
|
|
||||||
DistanceFadeDay=0.0
|
|
||||||
DistanceFadeSunset=0.0
|
|
||||||
DistanceFadeNight=0.0
|
|
||||||
DistanceFadeInteriorDay=0.0
|
|
||||||
DistanceFadeInteriorNight=0.0
|
|
||||||
BottomTopSunrise=0.0
|
|
||||||
BottomTopDay=0.0
|
|
||||||
BottomTopSunset=0.0
|
|
||||||
BottomTopNight=0.0
|
|
||||||
BottomTopInteriorDay=0.0
|
|
||||||
BottomTopInteriorNight=0.0
|
|
||||||
ExponentialFadeSunrise=1.0
|
|
||||||
ExponentialFadeDay=1.0
|
|
||||||
ExponentialFadeSunset=1.0
|
|
||||||
ExponentialFadeNight=1.0
|
|
||||||
ExponentialFadeInteriorDay=1.0
|
|
||||||
ExponentialFadeInteriorNight=1.0
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
//example usage
|
|
||||||
//[0000003C] - WorldSpaceID
|
|
||||||
//13163=d4886 - first is LocationID, second is WeatherID (Riverwood with rainy weather)
|
|
||||||
|
|
@ -1,200 +0,0 @@
|
||||||
[WEATHER001]
|
|
||||||
FileName=_hotweather.ini
|
|
||||||
WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68
|
|
||||||
[WEATHER002]
|
|
||||||
FileName=_coldweather.ini
|
|
||||||
WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10a234, 10a235, 10a236, 10da13, 10e1e7, 10e1e8, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba
|
|
||||||
[WEATHER003]
|
|
||||||
FileName=
|
|
||||||
[WEATHER004]
|
|
||||||
FileName=
|
|
||||||
[WEATHER005]
|
|
||||||
FileName=
|
|
||||||
[WEATHER006]
|
|
||||||
FileName=
|
|
||||||
[WEATHER007]
|
|
||||||
FileName=
|
|
||||||
[WEATHER008]
|
|
||||||
FileName=
|
|
||||||
[WEATHER009]
|
|
||||||
FileName=
|
|
||||||
[WEATHER010]
|
|
||||||
FileName=
|
|
||||||
[WEATHER011]
|
|
||||||
FileName=
|
|
||||||
[WEATHER012]
|
|
||||||
FileName=
|
|
||||||
[WEATHER013]
|
|
||||||
FileName=
|
|
||||||
[WEATHER014]
|
|
||||||
FileName=
|
|
||||||
[WEATHER015]
|
|
||||||
FileName=
|
|
||||||
[WEATHER016]
|
|
||||||
FileName=
|
|
||||||
[WEATHER017]
|
|
||||||
FileName=
|
|
||||||
[WEATHER018]
|
|
||||||
FileName=
|
|
||||||
[WEATHER019]
|
|
||||||
FileName=
|
|
||||||
[WEATHER020]
|
|
||||||
FileName=
|
|
||||||
[WEATHER021]
|
|
||||||
FileName=
|
|
||||||
[WEATHER022]
|
|
||||||
FileName=
|
|
||||||
[WEATHER023]
|
|
||||||
FileName=
|
|
||||||
[WEATHER024]
|
|
||||||
FileName=
|
|
||||||
[WEATHER025]
|
|
||||||
FileName=
|
|
||||||
[WEATHER026]
|
|
||||||
FileName=
|
|
||||||
[WEATHER027]
|
|
||||||
FileName=
|
|
||||||
[WEATHER028]
|
|
||||||
FileName=
|
|
||||||
[WEATHER029]
|
|
||||||
FileName=
|
|
||||||
[WEATHER030]
|
|
||||||
FileName=
|
|
||||||
[WEATHER031]
|
|
||||||
FileName=
|
|
||||||
[WEATHER032]
|
|
||||||
FileName=
|
|
||||||
[WEATHER033]
|
|
||||||
FileName=
|
|
||||||
[WEATHER034]
|
|
||||||
FileName=
|
|
||||||
[WEATHER035]
|
|
||||||
FileName=
|
|
||||||
[WEATHER036]
|
|
||||||
FileName=
|
|
||||||
[WEATHER037]
|
|
||||||
FileName=
|
|
||||||
[WEATHER038]
|
|
||||||
FileName=
|
|
||||||
[WEATHER039]
|
|
||||||
FileName=
|
|
||||||
[WEATHER040]
|
|
||||||
FileName=
|
|
||||||
[WEATHER041]
|
|
||||||
FileName=
|
|
||||||
[WEATHER042]
|
|
||||||
FileName=
|
|
||||||
[WEATHER043]
|
|
||||||
FileName=
|
|
||||||
[WEATHER044]
|
|
||||||
FileName=
|
|
||||||
[WEATHER045]
|
|
||||||
FileName=
|
|
||||||
[WEATHER046]
|
|
||||||
FileName=
|
|
||||||
[WEATHER047]
|
|
||||||
FileName=
|
|
||||||
[WEATHER048]
|
|
||||||
FileName=
|
|
||||||
[WEATHER049]
|
|
||||||
FileName=
|
|
||||||
[WEATHER050]
|
|
||||||
FileName=
|
|
||||||
[WEATHER051]
|
|
||||||
FileName=
|
|
||||||
[WEATHER052]
|
|
||||||
FileName=
|
|
||||||
[WEATHER053]
|
|
||||||
FileName=
|
|
||||||
[WEATHER054]
|
|
||||||
FileName=
|
|
||||||
[WEATHER055]
|
|
||||||
FileName=
|
|
||||||
[WEATHER056]
|
|
||||||
FileName=
|
|
||||||
[WEATHER057]
|
|
||||||
FileName=
|
|
||||||
[WEATHER058]
|
|
||||||
FileName=
|
|
||||||
[WEATHER059]
|
|
||||||
FileName=
|
|
||||||
[WEATHER060]
|
|
||||||
FileName=
|
|
||||||
[WEATHER061]
|
|
||||||
FileName=
|
|
||||||
[WEATHER062]
|
|
||||||
FileName=
|
|
||||||
[WEATHER063]
|
|
||||||
FileName=
|
|
||||||
[WEATHER064]
|
|
||||||
FileName=
|
|
||||||
[WEATHER065]
|
|
||||||
FileName=
|
|
||||||
[WEATHER066]
|
|
||||||
FileName=
|
|
||||||
[WEATHER067]
|
|
||||||
FileName=
|
|
||||||
[WEATHER068]
|
|
||||||
FileName=
|
|
||||||
[WEATHER069]
|
|
||||||
FileName=
|
|
||||||
[WEATHER070]
|
|
||||||
FileName=
|
|
||||||
[WEATHER071]
|
|
||||||
FileName=
|
|
||||||
[WEATHER072]
|
|
||||||
FileName=
|
|
||||||
[WEATHER073]
|
|
||||||
FileName=
|
|
||||||
[WEATHER074]
|
|
||||||
FileName=
|
|
||||||
[WEATHER075]
|
|
||||||
FileName=
|
|
||||||
[WEATHER076]
|
|
||||||
FileName=
|
|
||||||
[WEATHER077]
|
|
||||||
FileName=
|
|
||||||
[WEATHER078]
|
|
||||||
FileName=
|
|
||||||
[WEATHER079]
|
|
||||||
FileName=
|
|
||||||
[WEATHER080]
|
|
||||||
FileName=
|
|
||||||
[WEATHER081]
|
|
||||||
FileName=
|
|
||||||
[WEATHER082]
|
|
||||||
FileName=
|
|
||||||
[WEATHER083]
|
|
||||||
FileName=
|
|
||||||
[WEATHER084]
|
|
||||||
FileName=
|
|
||||||
[WEATHER085]
|
|
||||||
FileName=
|
|
||||||
[WEATHER086]
|
|
||||||
FileName=
|
|
||||||
[WEATHER087]
|
|
||||||
FileName=
|
|
||||||
[WEATHER088]
|
|
||||||
FileName=
|
|
||||||
[WEATHER089]
|
|
||||||
FileName=
|
|
||||||
[WEATHER090]
|
|
||||||
FileName=
|
|
||||||
[WEATHER091]
|
|
||||||
FileName=
|
|
||||||
[WEATHER092]
|
|
||||||
FileName=
|
|
||||||
[WEATHER093]
|
|
||||||
FileName=
|
|
||||||
[WEATHER094]
|
|
||||||
FileName=
|
|
||||||
[WEATHER095]
|
|
||||||
FileName=
|
|
||||||
[WEATHER096]
|
|
||||||
FileName=
|
|
||||||
[WEATHER097]
|
|
||||||
FileName=
|
|
||||||
[WEATHER098]
|
|
||||||
FileName=
|
|
||||||
[WEATHER099]
|
|
||||||
FileName=
|
|
||||||
|
|
@ -1,145 +0,0 @@
|
||||||
ID NAME TEMPERATURE
|
|
||||||
|
|
||||||
Skyrim
|
|
||||||
|
|
||||||
15E DefaultWeather TEMPERATE
|
|
||||||
81A SkyrimClear HOT
|
|
||||||
12F89 SkyrimCloudy HOT
|
|
||||||
2E7AB TESTCloudyRain HOT
|
|
||||||
48C14 BlackreachWeather TEMPERATE
|
|
||||||
4D7FB SkyrimOvercastSnow COLD
|
|
||||||
5ED7A FXWthrInvertLightsSolitude TEMPERATE
|
|
||||||
6ED5A FXWthrInvertDayNight TEMPERATE
|
|
||||||
6ED5B FXWthrCaveBlueSkylight TEMPERATE
|
|
||||||
7548F FXWthrSunlight TEMPERATE
|
|
||||||
75491 FXWthrSunlightWhite TEMPERATE
|
|
||||||
75DE5 FXWthrCaveBluePaleLight TEMPERATE
|
|
||||||
777CF FXWthrInvertDayNighWarm TEMPERATE
|
|
||||||
8277A FXWthrInvertWindowsWhiterun TEMPERATE
|
|
||||||
8282A FXWthrInvertLightsWhiterun TEMPERATE
|
|
||||||
923FD SovngardeFog TEMPERATE
|
|
||||||
A6858 WorldMapWeather HOT
|
|
||||||
AEE84 FXWthrInvertWindowsWindhelm COLD
|
|
||||||
C821E SkyrimFog COLD
|
|
||||||
C821F SkyrimOvercastRain COLD
|
|
||||||
C8220 SkyrimStormRain COLD
|
|
||||||
C8221 SkyrimStormSnow COLD
|
|
||||||
D299E SkyrimOvercastWar TEMPERATE
|
|
||||||
D4886 FXMagicStormRain COLD
|
|
||||||
D9329 HelgenAttackWeather HOT
|
|
||||||
ECC96 FXWthrInvertWindowsWindhelm2 COLD
|
|
||||||
101910 FXWthrInvertLightMarkarth TEMPERATE
|
|
||||||
10199F SkyrimMQ206weather HOT
|
|
||||||
104AB4 SkuldafnCloudy COLD
|
|
||||||
105941 BloatedMansGrottoFog HOT
|
|
||||||
105942 SolitudeBluePalaceFogARENA TEMPERATE
|
|
||||||
105943 SolitudeBluePalaceFogFEAR TEMPERATE
|
|
||||||
105944 SolitudeBluePalaceFogNMARE TEMPERATE
|
|
||||||
105945 SolitudeBluePalaceFog TEMPERATE
|
|
||||||
105F40 SkyrimDA02Weather TEMPERATE
|
|
||||||
106635 KarthspireRedoubtFog TEMPERATE
|
|
||||||
10A230 SkyrimClearMA HOT
|
|
||||||
10A231 SkyrimOvercastRainMA TEMPERATE
|
|
||||||
10A232 SkyrimFogMA TEMPERATE
|
|
||||||
10A233 SkyrimCloudyMA HOT
|
|
||||||
10A234 SkyrimClearCO COLD
|
|
||||||
10A235 SkyrimFogCO COLD
|
|
||||||
10A236 SkyrimCloudyCO COLD
|
|
||||||
10A237 SkyrimClearRE HOT
|
|
||||||
10A238 SkyrimOvercastRainRE TEMPERATE
|
|
||||||
10A239 SkyrimFogRE TEMPERATE
|
|
||||||
10A23A SkyrimCloudyRE HOT
|
|
||||||
10A23B SkyrimClearFF HOT
|
|
||||||
10A23C SkyrimStormRainFF TEMPERATE
|
|
||||||
10A23D SkyrimOvercastRainFF TEMPERATE
|
|
||||||
10A23E SkyrimFogFF TEMPERATE
|
|
||||||
10A23F SkyrimCloudyFF HOT
|
|
||||||
10A240 SkyrimClearTU HOT
|
|
||||||
10A241 SkyrimStormRainTU TEMPERATE
|
|
||||||
10A242 SkyrimOvercastRainTU TEMPERATE
|
|
||||||
10A243 SkyrimCloudyTU HOT
|
|
||||||
10A244 SkyrimClearSN TEMPERATE
|
|
||||||
10A245 SkyrimCloudySN TEMPERATE
|
|
||||||
10A7A5 SkyrimClearVT HOT
|
|
||||||
10A7A6 SkyrimOvercastRainVT TEMPERATE
|
|
||||||
10A7A7 SkyrimFogVT TEMPERATE
|
|
||||||
10A7A8 SkyrimCloudyVT HOT
|
|
||||||
10C32F FXSkyrimStormBlowingGrass TEMPERATE
|
|
||||||
10D9EC SovngardeClear HOT
|
|
||||||
10DA13 FXWthrInvertWindowsWinterhold COLD
|
|
||||||
10E1E3 SkyrimCloudyVT_A HOT
|
|
||||||
10E1E4 SkyrimClearVT_A HOT
|
|
||||||
10E1E5 SkyrimCloudyMA_A HOT
|
|
||||||
10E1E6 SkyrimClearMA_A HOT
|
|
||||||
10E1E7 SkyrimCloudyCO_A COLD
|
|
||||||
10E1E8 SkyrimClearCO_A COLD
|
|
||||||
10E1E9 SkyrimCloudyRE_A HOT
|
|
||||||
10E1EA SkyrimClearRE_A HOT
|
|
||||||
10E1EB SkyrimCloudyFF_A HOT
|
|
||||||
10E1EC SkyrimClearFF_A HOT
|
|
||||||
10E1ED SkyrimCloudyTU_A HOT
|
|
||||||
10E1EE SkyrimClearTU_A HOT
|
|
||||||
10E1EF SkyrimCloudySN_A TEMPERATE
|
|
||||||
10E1F0 SkyrimClearSN_A TEMPERATE
|
|
||||||
10E1F1 SkyrimCloudy_A HOT
|
|
||||||
10E1F2 SkyrimClear_A HOT
|
|
||||||
10E3D4 EditorCloudPreview TEMPERATE
|
|
||||||
10FE7E RiftenOvercastFog TEMPERATE
|
|
||||||
10FEF8 SovngardeDark COLD
|
|
||||||
|
|
||||||
Dawnguard
|
|
||||||
|
|
||||||
1407 SoulCairnAmb01 COLD
|
|
||||||
6AEC DLC1Eclipse TEMPERATE
|
|
||||||
959F SoulCairnAurora COLD
|
|
||||||
F89C DLC1AurielsBowClearWeather TEMPERATE
|
|
||||||
F89D DLC1MagicAurielBowCloudyWeather TEMPERATE
|
|
||||||
10E0B DLC1_SkyrimCloudyFV_A COLD
|
|
||||||
10E0E DLC1_SkyrimCloudyFV COLD
|
|
||||||
10E0F DLC1_SkyrimClearFV COLD
|
|
||||||
10E10 DLC1_SkyrimClearFV_A COLD
|
|
||||||
14551 SoulCairnAmb01_Rain COLD
|
|
||||||
18DBB SoulCairnAmb02 COLD
|
|
||||||
18DBC SoulCairnAmb03 COLD
|
|
||||||
18DBD SoulCairnAmb04 COLD
|
|
||||||
19599 DLC1FalmerValley_bf COLD
|
|
||||||
195A0 DLC1FalmerValley_bfDark COLD
|
|
||||||
|
|
||||||
Dragonborn
|
|
||||||
|
|
||||||
18471 DLC02VolcanicAsh01 HOT
|
|
||||||
1D760 DLC02VolcanicAshTundra01 COLD
|
|
||||||
1DFF5 DLC2ApocryphaWeather TEMPERATE
|
|
||||||
31AC0 DLC02VolcanicAsh02 HOT
|
|
||||||
32336 DLC02VolcanicAshStorm01 HOT
|
|
||||||
34CFB DLC2ApocryphaWeatherNew TEMPERATE
|
|
||||||
374B8 DLC02VolcanicAsh01_A HOT
|
|
||||||
374B9 DLC02VolcanicAsh02_A HOT
|
|
||||||
374BA DLC02VolcanicAshTundra01_A COLD
|
|
||||||
|
|
||||||
Wet and Cold - Ashes
|
|
||||||
|
|
||||||
5B29C _WetAshFallLight HOT
|
|
||||||
5B29D _WetAshFallMed HOT
|
|
||||||
5B2A0 _WetAshFallHeavy HOT
|
|
||||||
|
|
||||||
Natural Lighting and Atmospherics
|
|
||||||
|
|
||||||
1760E SkyrimClearTU_CM_NoClouds HOT
|
|
||||||
1760F SkyrimClear_CM_NoClouds HOT
|
|
||||||
19BBE SkyrimMarkarthClear HOT
|
|
||||||
19BBF SkyrimMarkarthCloudy HOT
|
|
||||||
19BC0 SkyrimMarkarthClear_NoClouds HOT
|
|
||||||
1BC0D SkyrimClearMA_CM_NoClouds HOT
|
|
||||||
1C6D2 SkyrimMarkarthFog TEMPERATE
|
|
||||||
1CC35 SkyrimMarkarthOvercast TEMPERATE
|
|
||||||
25D8D SkyrimClearSN_CM_NoClouds HOT
|
|
||||||
2E982 SkyrimClearCO_CM_NoClouds HOT
|
|
||||||
2E983 SkyrimClearFF_CM_NoCoulds HOT
|
|
||||||
3AB68 SkyrimClearRE_CM_NoClouds HOT
|
|
||||||
4BDF7 SkyrimMist_CM TEMPERATE
|
|
||||||
57500 SkyrimOvercast_CM TEMPERATE
|
|
||||||
73963 SkyrimStormRainHeavy_CM TEMPERATE
|
|
||||||
73964 SkyrimOvercastMarsh_CM TEMPERATE
|
|
||||||
73EC8 SkyrimFogHeavy_CM TEMPERATE
|
|
||||||
83665 SkyrimFogRain_CM TEMPERATE
|
|
||||||