/* enbdepthoffield.fx : MariENB3 prepass shaders. (C)2016-2017 Marisa Kirisame, UnSX Team. Part of MariENB3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ #include "menbglobaldefs.fx" string str_misc = "Miscellaneous"; /* fixed resolution, keeps blur filters at a consistent internal resolution */ int2 fixed < string UIName = "Fixed Resolution"; string UIWidget = "Vector"; int2 UIMin = {0,0}; > = {1920,1080}; 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}; float3 uwm < string UIName = "Underwater Frequency"; string UIWidget = "Vector"; float3 UIMin = {0.0,0.0,0.0}; > = {1.4,1.6,1.4}; float3 uwf < string UIName = "Underwater Speed"; string UIWidget = "Vector"; float3 UIMin = {0.0,0.0,0.0}; > = {10.0,8.0,16.0}; float3 uws < string UIName = "Underwater Amplitude"; string UIWidget = "Vector"; float3 UIMin = {0.0,0.0,0.0}; > = {0.3,0.5,0.8}; 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 heatfactor_dw < string UIName = "Heat Factor Dawn"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.2}; float heatfactor_sr < string UIName = "Heat Factor Sunrise"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float heatfactor_dy < string UIName = "Heat Factor Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float heatfactor_ss < string UIName = "Heat Factor Sunset"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.7}; float heatfactor_ds < string UIName = "Heat Factor Dusk"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.1}; float heatfactor_nt < string UIName = "Heat Factor Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float heatfactor_i < string UIName = "Heat Factor Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; 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 frostfactor_dw < string UIName = "Frost Factor Dawn"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.1}; float frostfactor_sr < string UIName = "Frost Factor Sunrise"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float frostfactor_dy < string UIName = "Frost Factor Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float frostfactor_ss < string UIName = "Frost Factor Sunset"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float frostfactor_ds < string UIName = "Frost Factor Dusk"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.1}; float frostfactor_nt < string UIName = "Frost Factor Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float frostfactor_i < string UIName = "Frost Factor Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; bool frostalways < string UIName = "Frost Always Enable"; string UIWidget = "Checkbox"; > = {false}; string str_focus = "Focusing Parameters"; /* focus modes: -2 : mouse -1 : manual 0 : center spot 1 : center + triangle 2 : 8x8 grid average TODO 3 : 8x8 grid average of 8 closest points 4 : 8x8 grid average of 8 farthest points */ int focuscircle < string UIName = "Focus Mode"; string UIWidget = "Checkbox"; int UIMin = -2; int UIMax = 2; > = {1}; 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 */ float2 focuscenter < string UIName = "Focus Point Center"; string UIWidget = "Vector"; float2 UIMin = {0.0,0.0}; float2 UIMax = {1.0,1.0}; > = {0.5,0.5}; 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_i < string UIName = "Focus Triangle Radius Interior"; 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_i < string UIName = "Focus Triangle Blending Interior"; 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_i < string UIName = "Focus Maximum Depth Interior"; string UIWidget = "Spinner"; > = {1000.0}; float focuscenterdiscard < string UIName = "Focus Circle Discard Center Depth"; string UIWidget = "Spinner"; > = {0.0}; /* 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_i < string UIName = "DOF Intensity Interior"; 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_i < string UIName = "DOF Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; /* dof bump (negative values are useful for "widening" the focused area) */ 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_i < string UIName = "DOF Shift Interior"; 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_i < string UIName = "DOF Fixed Focus Intensity Interior"; 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_i < string UIName = "DOF Fixed Focus Contrast Interior"; 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_i < string UIName = "DOF Fixed Focus Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusblend_n < string UIName = "DOF Fixed Focus Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedfocusblend_d < string UIName = "DOF Fixed Focus Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedfocusblend_i < string UIName = "DOF Fixed Focus Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedfocusdepth < string UIName = "DOF Fixed Focus Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedfocuscap < string UIName = "DOF Fixed Focus Cap"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {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_i < string UIName = "DOF Fixed Unfocus Intensity Interior"; 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_i < string UIName = "DOF Fixed Unfocus Contrast Interior"; 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_i < string UIName = "DOF Fixed Unfocus Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusblend_n < string UIName = "DOF Fixed Unfocus Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedunfocusblend_d < string UIName = "DOF Fixed Unfocus Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedunfocusblend_i < string UIName = "DOF Fixed Unfocus Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedunfocusdepth < string UIName = "DOF Fixed Unfocus Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {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}; bool doffixedonly < string UIName = "Use Only Fixed DOF"; string UIWidget = "Checkbox"; > = {false}; float dofpradius < string UIName = "DOF Gather Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {6.0}; bool dofpostblur < string UIName = "Enable DOF Post-Blur"; string UIWidget = "Checkbox"; > = {true}; float dofpbradius < string UIName = "DOF Post-Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofpcha < string UIName = "DOF Blur Chromatic Aberration"; string UIWidget = "Spinner"; > = {0.0}; bool dofhilite < string UIName = "Enable DOF Highlights"; string UIWidget = "Checkbox"; > = {false}; float dofbthreshold < string UIName = "DOF Highlight Threshold"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float dofbgain < string UIName = "DOF Highlight Gain"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float dofbradius < string UIName = "DOF Bokeh Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofbbias < string UIName = "DOF Bokeh Edge Bias"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float dofbnoise < string UIName = "DOF Bokeh Fuzz"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.01}; /* tilting */ float doftiltxcenter < string UIName = "Focus Plane Horizontal Tilt Center"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float doftiltycenter < string UIName = "Focus Plane Vertical Tilt Center"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float doftiltx < string UIName = "Focus Plane Horizontal Tilt"; string UIWidget = "Spinner"; > = {0.0}; float doftilty < string UIName = "Focus Plane Vertical Tilt"; string UIWidget = "Spinner"; > = {0.0}; /* cheap performance option */ float dofminblur < string UIName = "DOF Minimum Blur"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; 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_i < string UIName = "Edgevision Fade Contrast Interior"; 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_i < string UIName = "Edgevision Fade Intensity Interior"; 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_i < string UIName = "SSAO Fade Contrast Interior"; 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_i < string UIName = "SSAO Fade Intensity Interior"; 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}; /* depth-based colour grading suite */ string str_grade = "Depth Color Grading Suite"; float dgradedfoc < string UIName = "Depth Grading Center Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float dgradedpow_n < string UIName = "Depth Grading Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedpow_d < string UIName = "Depth Grading Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedpow_i < string UIName = "Depth Grading Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedmul_n < string UIName = "Depth Grading Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedmul_d < string UIName = "Depth Grading Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedmul_i < string UIName = "Depth Grading Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedbump_n < string UIName = "Depth Grading Shift Night"; string UIWidget = "Spinner"; > = {0.0}; float dgradedbump_d < string UIName = "Depth Grading Shift Day"; string UIWidget = "Spinner"; > = {0.0}; float dgradedbump_i < string UIName = "Depth Grading Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float dgradedblend_n < string UIName = "Depth Grading Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float dgradedblend_d < string UIName = "Depth Grading Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float dgradedblend_i < string UIName = "Depth Grading Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; bool dgradeenable1 < string UIName = "Enable RGB Grading"; string UIWidget = "Checkbox"; > = {false}; /* color component multipliers */ float3 dgrademul_n < string UIName = "Grading Intensity Night"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; float3 dgrademul_d < string UIName = "Grading Intensity Day"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; float3 dgrademul_i < string UIName = "Grading Intensity Interior"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; /* color component contrasts */ float3 dgradepow_n < string UIName = "Grading Contrast Night"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; float3 dgradepow_d < string UIName = "Grading Contrast Day"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; float3 dgradepow_i < string UIName = "Grading Contrast Interior"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; /* colorization factors */ bool dgradeenable2 < string UIName = "Enable Vibrance Grading"; string UIWidget = "Checkbox"; > = {false}; float3 dgradecol_n < string UIName = "Grading Color Night"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; float3 dgradecol_d < string UIName = "Grading Color Day"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; float3 dgradecol_i < string UIName = "Grading Color Interior"; string UIWidget = "Vector"; > = {1.0,1.0,1.0}; /* blend factor for colorization (negative values are quite fancy) */ float dgradecolfact_n < string UIName = "Grading Color Factor Night"; string UIWidget = "Spinner"; > = {0.0}; float dgradecolfact_d < string UIName = "Grading Color Factor Day"; string UIWidget = "Spinner"; > = {0.0}; float dgradecolfact_i < string UIName = "Grading Color Factor Interior"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ bool dgradeenable3 < string UIName = "Enable HSV Grading"; string UIWidget = "Checkbox"; > = {false}; /* saturation multiplier */ float dgradesatmul_n < string UIName = "Grading Saturation Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatmul_d < string UIName = "Grading Saturation Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatmul_i < string UIName = "Grading Saturation Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ float dgradesatpow_n < string UIName = "Grading Saturation Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatpow_d < string UIName = "Grading Saturation Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatpow_i < string UIName = "Grading Saturation Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ float dgradevalmul_n < string UIName = "Grading Value Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalmul_d < string UIName = "Grading Value Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalmul_i < string UIName = "Grading Value Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ float dgradevalpow_n < string UIName = "Grading Value Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalpow_d < string UIName = "Grading Value Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalpow_i < string UIName = "Grading Value Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; bool dcolorizeafterhsv < string UIName = "Colorize After HSV"; string UIWidget = "Checkbox"; > = {true}; /* 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: 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[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) }; /* For high quality DOF */ static const float2 poisson32[32] = { float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710), float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470), float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810), float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740), float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250), float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800), float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350), float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484), float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710), float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750), float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209), float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330), float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580), float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750), float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210), float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000) }; float4 Timer; float4 ScreenSize; float4 Weather; float ENightDayFactor; float EInteriorFactor; float4 TimeOfDay1; float4 TimeOfDay2; float4 DofParameters; float4 tempInfo2; Texture2D TextureCurrent; Texture2D TexturePrevious; Texture2D TextureOriginal; Texture2D TextureColor; Texture2D TextureDepth; Texture2D TextureFocus; Texture2D RenderTargetR16F; /* for SSAO */ Texture2D RenderTargetR32F; /* for DOF */ Texture2D TextureNoise3 < string ResourceName = "menbnoise2.png"; >; Texture2D TextureHeat < #ifdef HEAT_DDS string ResourceName = "menbheat.dds"; #else string ResourceName = "menbheat.png"; #endif >; Texture2D TextureFrost < #ifdef FROST_DDS string ResourceName = "menbfrost.dds"; #else string ResourceName = "menbfrost.png"; #endif >; Texture2D TextureFrostBump < #ifdef FROSTBUMP_DDS string ResourceName = "menbfrostbump.dds"; #else string ResourceName = "menbfrostbump.png"; #endif >; SamplerState Sampler0 { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; SamplerState Sampler1 { Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp; }; SamplerState Sampler2 { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord : TEXCOORD0; }; struct VS_OUTPUT_POST { float4 pos : SV_POSITION; float2 txcoord : TEXCOORD0; }; VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN ) { VS_OUTPUT_POST OUT; OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); OUT.txcoord.xy = IN.txcoord.xy; return OUT; } /* 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= cutoff*0.000001 ) return 1.0; float2 bresl; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; 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 = TextureNoise3.SampleLevel(Sampler2,nc+48000.0*Timer.x *ssaonoise,0).xy; float3 rnormal = TextureNoise3.SampleLevel(Sampler2,nc2,0).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; [unroll] for ( i=0; i<16; i++ ) { sample = reflect(ssao_samples[i],rnormal); sample *= sign(dot(normal,sample)); so = ldepth-sample.z*bof.x; 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/16.0); float fade = 1.0-depth; uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult); uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult); return saturate(1.0-(uocc*ssaoblend)); } /* 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, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; if ( !ssaoenable ) return 0.0; if ( !ssaobenable ) return TextureColor.Sample(Sampler1,coord); float bresl = ScreenSize.x; float bof = (1.0/bresl)*ssaobradius; float isd, sd, ds, sw, tw = 0; float res = 0.0; int i; isd = TextureDepth.Sample(Sampler1,coord).x; [unroll] for ( i=-15; i<=15; i++ ) { sd = TextureDepth.Sample(Sampler1,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 += sw*TextureColor.Sample(Sampler1,coord+float2(i,0) *bof).x; } res /= tw; return res; } float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; if ( !ssaoenable ) return 0.0; if ( !ssaobenable ) return TextureColor.Sample(Sampler1,coord); float bresl = ScreenSize.x*ScreenSize.w; float bof = (1.0/bresl)*ssaobradius; float isd, sd, ds, sw, tw = 0; float res = 0.0; int i; isd = TextureDepth.Sample(Sampler1,coord).x; [unroll] for ( i=-15; i<=15; i++ ) { sd = TextureDepth.Sample(Sampler1,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 += sw*TextureColor.Sample(Sampler1,coord+float2(0,i) *bof).x; } res /= tw; return res; } /* precalculate DOF factors */ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; if ( dofdisable ) return 0.0; 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(doffixedfocusblend); float doffixedunfocuspow = tod_ind(doffixedunfocuspow); float doffixedunfocusmult = tod_ind(doffixedunfocusmult); float doffixedunfocusbump = tod_ind(doffixedunfocusbump); float doffixedunfocusblend = tod_ind(doffixedunfocusblend); float dep = TextureDepth.Sample(Sampler1,coord).x; float foc = TextureFocus.Sample(Sampler1,coord).x; /* cheap tilt */ foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x) +0.01*doftilty*(doftiltycenter-coord.y); float dff = abs((dep-doffixedfocusdepth)*1.0/doffixedfocuscap); dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult +doffixedfocusbump,0.0,1.0); if ( dep > doffixedfocuscap ) dff = 1.0; float dfu = abs(dep-doffixedunfocusdepth); dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult +doffixedunfocusbump,0.0,1.0); if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0; float dfc = abs(dep-foc); dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0); if ( doffixedonly ) dfc *= 0; dfc += lerp(0.0,dfu,doffixedunfocusblend); dfc *= lerp(1.0,dff,doffixedfocusblend); return clamp(dfc,0.0,1.0); } /* old Edgevision mode */ float3 EdgeView( float3 res, float2 coord ) { float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); if ( fixed.x>0 && fixed.y>0 ) bresl = fixed; 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-TextureDepth.Sample(Sampler1,coord).x; mud *= saturate(pow(max(0,fade),edgevfadepow)*edgevfademult); mud = saturate(pow(max(0,mud),edgevpow)*edgevmult); return mud; } /* Colour grading based on depth */ float3 DepthGradeRGB( float3 res, float dfc ) { float3 dgrademul = tod_ind(dgrademul); float3 dgradepow = tod_ind(dgradepow); return lerp(res,pow(max(0,res),dgradepow)*dgrademul,dfc); } float3 DepthGradeColor( float3 res, float dfc ) { float dgradecolfact = tod_ind(dgradecolfact); float3 dgradecol = tod_ind(dgradecol); float tonev = luminance(res); float3 tonecolor = dgradecol*tonev; return lerp(res,res*(1.0-dgradecolfact)+tonecolor*dgradecolfact,dfc); } float3 DepthGradeHSV( float3 res, float dfc ) { float dgradesatmul = tod_ind(dgradesatmul); float dgradesatpow = tod_ind(dgradesatpow); float dgradevalmul = tod_ind(dgradevalmul); float dgradevalpow = tod_ind(dgradevalpow); float3 hsv = rgb2hsv(res); hsv.y = clamp(pow(max(0,hsv.y),dgradesatpow)*dgradesatmul,0.0,1.0); hsv.z = pow(max(0,hsv.z),dgradevalpow)*dgradevalmul; return lerp(res,hsv2rgb(hsv),dfc); } float3 DepthGrade( float3 res, float2 coord ) { float dep = TextureDepth.Sample(Sampler1,coord).x; float dfc = abs(dep-dgradedfoc); float dgradedpow = tod_ind(dgradedpow); float dgradedmul = tod_ind(dgradedmul); float dgradedbump = tod_ind(dgradedbump); float dgradedblend = tod_ind(dgradedblend); dfc = clamp(pow(dfc,dgradedpow)*dgradedmul+dgradedbump,0.0,1.0) *dgradedblend; if ( dgradeenable1 ) res = DepthGradeRGB(res,dfc); if ( dcolorizeafterhsv ) { if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc); if ( dgradeenable2 ) res = DepthGradeColor(res,dfc); } else { if ( dgradeenable2 ) res = DepthGradeColor(res,dfc); if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc); } return res; } /* apply SSAO to screen */ float4 PS_SSAOApply( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; float4 res = TextureOriginal.Sample(Sampler1,coord); if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord); res.rgb = DepthGrade(res.rgb,coord); if ( !ssaoenable ) return res; float mud = RenderTargetR16F.Sample(Sampler1,coord).x; if ( ssaodebug ) return saturate(mud); return res*mud; } /* 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*uwm.x+Timer.x*uwf.x*100.0))*uws.x; ofs.y = siny+sin(pi*2.0*(coord.x*uwm.y+Timer.x*uwf.y*100.0))*uws.y; ofs.x = siny+sin(pi*2.0*(coord.x*uwm.z+Timer.x*uwf.z*100.0))*uws.z; 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 = TextureDepth.Sample(Sampler1,coord).x; float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul +heatfadebump,0.0,1.0); if ( distfade <= 0.0 ) return coord; float todpow = todx_ind(heatfactor); if ( !heatalways && (todpow <= 0.0) ) return coord; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; 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 = TextureHeat.SampleLevel(Sampler2,nc+ts,0).xy; ofs = (ofs-0.5)*2.0; ofs *= pow(length(ofs),heatpow); ofs *= todpow; if ( !heatalways ) ofs *= max(0.0,warmfactor-coldfactor); odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength *distfade*0.01,0).x; float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul +heatfadebump,0.0,1.0); if ( odistfade <= 0.0 ) return coord; return coord+ofs*heatstrength*distfade*0.01; } /* Screen distortion filters */ float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; float2 bresl; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; 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) == 0.0) ) return TextureColor.Sample(Sampler1,coord+ofs); float2 ofr, ofg, ofb; ofr = ofs*(1.0-distcha*0.01); ofg = ofs; ofb = ofs*(1.0+distcha*0.01); res = float4(TextureColor.Sample(Sampler1,coord+ofr).r, TextureColor.Sample(Sampler1,coord+ofg).g, TextureColor.Sample(Sampler1,coord+ofb).b, TextureColor.Sample(Sampler1,coord+ofs).a); return res; } /* This will do absolutely nothing */ float4 PS_Aperture( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { return float4(0,0,0,1); } /* Focus */ float4 PS_ReadFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { if ( dofdisable ) return 0.0; if ( focuscircle == -2 ) return TextureDepth.Sample(Sampler1,tempInfo2.zw).x; if ( focuscircle < 0 ) return focusmanualvalue; float focusmax = tod_ind(focusmax); float cfocus = min(TextureDepth.Sample(Sampler1,focuscenter).x, focusmax*0.001); if ( focuscircle == 0 ) return cfocus; if ( focuscircle == 2 ) { int i, j; float mfocus = 0.0; float2 px; [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ ) { px = float2((i+0.5)/8.0,(j+0.5)/8.0); mfocus += min(TextureDepth.Sample(Sampler1,px).x, focusmax*0.001); } return mfocus/64.0; } /* using polygons inscribed into a circle, in this case a triangle */ float focusradius = tod_ind(focusradius); float focusmix = tod_ind(focusmix); float cstep = (1.0/3.0); float sfocus, mfocus[4]; float2 coord; float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01; float fan = focuscircleangle*2.0*pi; coord.x = focuscenter.x+sin(fan)*bof.x; coord.y = focuscenter.y+cos(fan)*bof.y; mfocus[0] = min(TextureDepth.Sample(Sampler1,coord).x, focusmax*0.001); coord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x; coord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y; mfocus[1] = min(TextureDepth.Sample(Sampler1,coord).x, focusmax*0.001); coord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x; coord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y; mfocus[2] = min(TextureDepth.Sample(Sampler1,coord).x, focusmax*0.001); if ( (mfocus[0] <= focuscenterdiscard) && (mfocus[1] <= focuscenterdiscard) && (mfocus[2] <= focuscenterdiscard) ) mfocus[3] = focuscenterdiscard; else if ( mfocus[0] <= focuscenterdiscard ) { if ( mfocus[1] <= focuscenterdiscard ) mfocus[3] = mfocus[2]; else mfocus[3] = 0.5*(mfocus[1]+mfocus[2]); } else if ( mfocus[1] <= focuscenterdiscard ) { if ( mfocus[2] <= focuscenterdiscard ) mfocus[3] = mfocus[0]; else mfocus[3] = 0.5*(mfocus[0]+mfocus[2]); } else if ( mfocus[2] <= focuscenterdiscard ) mfocus[3] = 0.5*(mfocus[0]+mfocus[1]); else mfocus[3] = cstep*(mfocus[0]+mfocus[1]+mfocus[2]); if ( cfocus <= focuscenterdiscard ) cfocus = mfocus[3]; else if ( (mfocus[3] > focuscenterdiscard) ) cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3]; return cfocus; } float4 PS_Focus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { if ( dofdisable ) return 0.0; return max(lerp(TexturePrevious.Sample(Sampler0,0.5).x, TextureCurrent.Sample(Sampler0,0.5).x, saturate(DofParameters.w)),0.0); } /* helper code for simplifying these */ #define gcircle(x) float2(cos(x),sin(x)) float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight, out float4 deps, out float4 dfcs ) { float4 res; float cstep = 2.0*pi*(1.0/3.0); float ang = 0.5*pi; res.r = TextureColor.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).r; deps.r = TextureDepth.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).x; dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).x; ang += cstep; res.g = TextureColor.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).g; deps.g = TextureDepth.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).x; dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).x; ang += cstep; res.b = TextureColor.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).b; deps.b = TextureDepth.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).x; dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord +gcircle(ang)*bsz*dofpcha*0.1,0,0).x; if ( bDoHighlight ) { float l = luminance(res.rgb); float threshold = max((l-dofbthreshold)*dofbgain,0.0); res += lerp(0,res,threshold*blur); } res.a = TextureColor.SampleLevel(Sampler1,coord,0,0).a; deps.a = TextureDepth.SampleLevel(Sampler1,coord,0,0).x; dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0,0).x; return res; } /* gather blur pass */ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; if ( dofdisable ) return TextureColor.Sample(Sampler1,coord); float dfc = RenderTargetR32F.Sample(Sampler1,coord).x; if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x; if ( dfcdebug ) return dfc; float2 bresl; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float2 bof = 1.0/bresl; if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord); float4 res = float4(0,0,0,0); float dep = TextureDepth.Sample(Sampler1,coord).x; float2 bsz = bof*dofpradius*dfc; float4 sc, ds, sd, sw, tw = float4(0,0,0,0); float cstep = 2.0*pi*(1.0/3.0); float ang = 0.5*pi; [unroll] for ( int i=0; i<32; i++ ) { sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,ds,sd); sw.r = (ds.r>dep)?1.0:sd.r; sw.g = (ds.g>dep)?1.0:sd.g; sw.b = (ds.b>dep)?1.0:sd.b; sw.a = (ds.a>dep)?1.0:sd.a; tw += sw; res += sc*sw; } res /= tw; return res; } /* "bokeh" blur pass */ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; if ( dofdisable ) return TextureColor.Sample(Sampler1,coord); float dfc = RenderTargetR32F.Sample(Sampler1,coord).x; if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x; if ( dfcdebug ) return dfc; float2 bresl; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float2 bof = 1.0/bresl; float4 res = TextureColor.Sample(Sampler1,coord); /* Skip blurring areas that are perfectly in focus. The performance gain is negligible in most cases, though. */ if ( dfc <= dofminblur ) return res; float dep = TextureDepth.Sample(Sampler1,coord).x; float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord *(bresl/256.0),0,0).xy*2.0-1.0)*dofbnoise*0.001; float2 sr = sf*dofbradius*dfc; int rsamples; float bstep, bw; float4 sc, ds, sd, sw, tw = float4(1,1,1,1); float2 rcoord; #define dofbrings 7 #define dofbsamples 3 [unroll] for ( int i=1; i<=dofbrings; i++ ) { rsamples = i*dofbsamples; [unroll] for ( int j=0; jdep)?1.0:sd.r; sw.g = (ds.g>dep)?1.0:sd.g; sw.b = (ds.b>dep)?1.0:sd.b; sw.a = (ds.a>dep)?1.0:sd.a; res += sc*sw*bw; tw += sw*bw; } } res /= tw; return res; } float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; if ( dofdisable ) return TextureColor.Sample(Sampler1,coord); float dfc = RenderTargetR32F.Sample(Sampler1,coord).x; if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x; if ( dfcdebug ) return dfc; float2 bresl; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float2 bof = (1.0/bresl)*dofpbradius; float2 ofs[16] = { float2(1.0,1.0), float2(-1.0,-1.0), float2(-1.0,1.0), float2(1.0,-1.0), float2(1.0,0.0), float2(-1.0,0.0), float2(0.0,1.0), float2(0.0,-1.0), float2(1.41,0.0), float2(-1.41,0.0), float2(0.0,1.41), float2(0.0,-1.41), float2(1.41,1.41), float2(-1.41,-1.41), float2(-1.41,1.41), float2(1.41,-1.41) }; float4 res = TextureColor.Sample(Sampler1,coord); if ( !dofpostblur ) return res; int i; [unroll] for ( i=0; i<16; i++ ) res += TextureColor.Sample(Sampler1,coord+ofs[i]*bof*dfc); res /= 17.0; return res; } /* Screen frost shader. Not very realistic either, but looks fine too. */ float2 ScreenFrost( float2 coord ) { float2 bresl; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float2 nc = coord*(bresl/FROSTSIZE)*frostsize; float2 ofs = TextureFrostBump.Sample(Sampler2,nc).xy; ofs = (ofs-0.5)*2.0; ofs *= pow(length(ofs),frostpow)*froststrength; float todpow = todx_ind(frostfactor); if ( !frostalways ) ofs *= max(0.0,coldfactor-warmfactor)*todpow; else ofs *= todpow; 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, float4 v0 : SV_Position0 ) : SV_Target { float2 coord = IN.txcoord.xy; float2 bresl; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed; else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); float4 res; [branch] if ( frostenable ) { float2 ofs = ScreenFrost(coord); ofs -= coord; if ( (distcha != 0.0) && (length(ofs) != 0.0) ) { float2 ofr, ofg, ofb; ofr = ofs*(1.0-distcha*0.01); ofg = ofs; ofb = ofs*(1.0+distcha*0.01); res = float4(TextureColor.Sample(Sampler1,coord+ofr).r, TextureColor.Sample(Sampler1,coord+ofg).g, TextureColor.Sample(Sampler1,coord+ofb).b,1.0); } else res = TextureColor.Sample(Sampler1,coord+ofs); float2 nc = coord*(bresl/FROSTSIZE)*frostsize; float bmp = pow(max(0,TextureFrost.SampleLevel(Sampler2,nc, 0).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; float todpow = todx_ind(frostfactor); /* Weathers not implemented in FO4 ENB as of 0.291 */ if ( !frostalways ) dist *= max(0.0,coldfactor-warmfactor)*todpow; else dist *= todpow; res.rgb *= 1.0+bmp*dist; } else res = TextureColor.Sample(Sampler1,coord); if ( !focusdisplay || (focuscircle == -1) ) return res; if ( focuscircle == -2 ) { if ( distance(coord,tempInfo2.zw) < 0.01 ) res.rgb = float3(1,0,0); return res; } if ( focuscircle == 2 ) { int i, j; float2 px; [unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ ) { px = float2((i+0.5)/8.0,(j+0.5)/8.0); if ( distance(coord,px) < 0.005 ) res.rgb = float3(1,0,0); } return res; } if ( distance(coord,focuscenter) < 0.01 ) res.rgb = float3(1,0,0); if ( focuscircle == 0 ) return res; float cstep = (1.0/3.0); float2 tcoord; float focusradius = tod_ind(focusradius); float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01; float fan = focuscircleangle*2.0*pi; tcoord.x = focuscenter.x+sin(fan)*bof.x; tcoord.y = focuscenter.y+cos(fan)*bof.y; if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0); tcoord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x; tcoord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y; if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0); tcoord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x; tcoord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y; if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0); return res; } technique11 Aperture { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_Aperture())); } } technique11 ReadFocus { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_ReadFocus())); } } technique11 Focus { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_Focus())); } } technique11 Prepass { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre())); } } technique11 Prepass1 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH())); } } technique11 Prepass2 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV())); } } technique11 Prepass3 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass())); } } technique11 Prepass4 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply())); } } technique11 Prepass5 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_Distortion())); } } technique11 Prepass6 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_DoFBlur())); } } technique11 Prepass7 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_DoFPostBlur())); } } technique11 Prepass8 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_FrostPass())); } } technique11 PrepassB { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre())); } } technique11 PrepassB1 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH())); } } technique11 PrepassB2 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV())); } } technique11 PrepassB3 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass())); } } technique11 PrepassB4 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply())); } } technique11 PrepassB5 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_Distortion())); } } technique11 PrepassB6 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkeh())); } } technique11 PrepassB7 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_DoFPostBlur())); } } technique11 PrepassB8 { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_FrostPass())); } }