/* menbextrainternals.fx : MariENB extra internal variables. (C)2013-2016 Marisa Kirisame, UnSX Team. Part of MariENB, the personal ENB of Marisa. Released under the GNU GPLv3 (or later). */ /* dithering threshold maps don't touch unless you know what you're doing */ static const float checkers[4] = { 1.0,0.0, 0.0,1.0 }; #define d(x) x/4.0 static const float ordered2[4] = { d(0),d(2), d(4),d(2) }; #undef d #define d(x) x/9.0 static const float ordered3[9] = { d(2),d(6),d(3), d(5),d(0),d(8), d(1),d(7),d(4) }; #undef d #define d(x) x/16.0 static const float ordered4[16] = { d( 0),d( 8),d( 2),d(10), d(12),d( 4),d(14),d( 6), d( 3),d(11),d( 1),d( 9), d(15),d( 7),d(13),d( 5) }; #undef d #define d(x) x/64.0 static const float ordered8[64] = { d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63), d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31), d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55), d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23), d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61), d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29), d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53), d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21) }; #undef d /* palettes don't touch unless you know what you're doing */ #define d(x) x/3.0 static const float3 cga1l[4] = { float3(d(0),d(0),d(0)), float3(d(0),d(2),d(2)), float3(d(2),d(0),d(2)), float3(d(2),d(2),d(2)) }; static const float3 cga1h[4] = { float3(d(0),d(0),d(0)), float3(d(1),d(3),d(3)), float3(d(3),d(1),d(3)), float3(d(3),d(3),d(3)) }; static const float3 cga2l[4] = { float3(d(0),d(0),d(0)), float3(d(0),d(2),d(0)), float3(d(2),d(0),d(0)), float3(d(2),d(1),d(0)) }; static const float3 cga2h[4] = { float3(d(0),d(0),d(0)), float3(d(1),d(3),d(1)), float3(d(3),d(1),d(1)), float3(d(3),d(2),d(1)) }; static const float3 cga3l[4] = { float3(d(0),d(0),d(0)), float3(d(0),d(2),d(2)), float3(d(2),d(0),d(0)), float3(d(2),d(2),d(2)) }; static const float3 cga3h[4] = { float3(d(0),d(0),d(0)), float3(d(1),d(3),d(3)), float3(d(3),d(1),d(1)), float3(d(3),d(3),d(3)) }; static const float3 stdega[16] = { float3(d(0),d(0),d(0)), float3(d(2),d(0),d(0)), float3(d(0),d(2),d(0)), float3(d(2),d(1),d(0)), float3(d(0),d(0),d(2)), float3(d(2),d(0),d(2)), float3(d(0),d(2),d(2)), float3(d(2),d(2),d(2)), float3(d(1),d(1),d(1)), float3(d(3),d(1),d(1)), float3(d(1),d(3),d(1)), float3(d(3),d(3),d(1)), float3(d(1),d(1),d(3)), float3(d(3),d(1),d(3)), float3(d(1),d(3),d(3)), float3(d(3),d(3),d(3)) }; #undef d #define d(x) x/256.0 static const float3 aosega[16] = { float3(d( 0),d( 0),d( 0)), float3(d(128),d( 0),d( 0)), float3(d( 32),d(128),d( 0)), float3(d(160),d( 64),d( 32)), float3(d( 0),d( 32),d( 88)), float3(d( 60),d( 0),d( 88)), float3(d( 16),d(160),d(208)), float3(d( 88),d( 88),d( 88)), float3(d( 32),d( 32),d( 32)), float3(d(256),d( 64),d( 64)), float3(d( 72),d(256),d( 64)), float3(d(256),d(224),d( 60)), float3(d( 48),d(128),d(256)), float3(d(192),d( 48),d(256)), float3(d( 72),d(224),d(256)), float3(d(256),d(256),d(256)), }; #undef d /* gauss stuff */ float gauss3[3] = { 0.444814, 0.239936, 0.037657 }; /* standard stuff */ float4 ScreenSize; float ENightDayFactor; float EInteriorFactor; /* samplers and textures */ texture2D texColor; texture2D texDepth; texture2D texFont < string ResourceName = "menbvgaluma.png"; >; texture2D texDots < string ResourceName = "menbdots.png"; >; texture2D texDoom < string ResourceName = "menbdoomlut.png"; >; texture2D texQuake < string ResourceName = "menbquakelut.png"; >; texture2D texVGA < string ResourceName = "menbvgalut.png"; >; sampler2D SamplerColor = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerColorb = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Border; AddressV = Border; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerDepth = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerFont = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = POINT; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerDots = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerDoom = sampler_state { Texture = ; MinFilter = POINT; MagFilter = POINT; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerQuake = sampler_state { Texture = ; MinFilter = POINT; MagFilter = POINT; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerVGA = sampler_state { Texture = ; MinFilter = POINT; MagFilter = POINT; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; /* whatever */ struct VS_OUTPUT_POST { float4 vpos : POSITION; float2 txcoord : TEXCOORD0; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord : TEXCOORD0; };