/* 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 }; /* gaussian kernels */ /* 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) }; /* standard stuff */ float4 ScreenSize; float ENightDayFactor; float EInteriorFactor; float FadeFactor; float4 Timer; float FieldOfView; float4 WeatherAndTime; /* this still doesn't do anything */ extern float fWaterLevel; /* samplers and textures */ texture2D texColor; texture2D texDepth; texture2D texNoise3 < string ResourceName = "menbnoise2.png"; >; texture2D texHeat < #ifdef HEAT_DDS string ResourceName = "menbheat.dds"; #else string ResourceName = "menbheat.png"; #endif >; texture2D texFrost < #ifdef FROST_DDS string ResourceName = "menbfrost.dds"; #else string ResourceName = "menbfrost.png"; #endif >; texture2D texFrostBump < #ifdef FROSTBUMP_DDS string ResourceName = "menbfrostbump.dds"; #else string ResourceName = "menbfrostbump.png"; #endif >; texture2D texFocus; texture2D texCurr; texture2D texPrev; sampler2D SamplerColor = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerDepth = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerNoise3 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerHeat = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerFrost = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerFrostBump = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerFocus = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerCurr = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerPrev = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; /* whatever */ struct VS_OUTPUT_POST { float4 vpos : POSITION; float2 txcoord : TEXCOORD0; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord : TEXCOORD0; };