/* menbprepasssettings.fx : MariENB prepass user-tweakable variables. (C)2013-2014 Marisa Kirisame, UnSX Team. Part of MariENB, the personal ENB of Marisa. Released under the WTFPL. */ /* fixed resolution, keeps blur filters at a consistent internal resolution */ int fixedx < string UIName = "_FixedResolutionX"; string UIWidget = "Spinner"; int UIMin = 0; > = {0}; int fixedy < string UIName = "_FixedResolutionY"; string UIWidget = "Spinner"; int UIMin = 0; > = {0}; /* circle (triangle, actually) average focus */ bool focuscircle < string UIName = "FocusCircleEnable"; string UIWidget = "Checkbox"; > = {false}; /* radius of the focus point triangle */ float focusradius_n < string UIName = "FocusCircleRadiusNight"; string UIWidget = "Spinner"; > = {12.5}; float focusradius_d < string UIName = "FocusCircleRadiusDay"; string UIWidget = "Spinner"; > = {12.5}; float focusradius_in < string UIName = "FocusCircleRadiusInteriorNight"; string UIWidget = "Spinner"; > = {12.5}; float focusradius_id < string UIName = "FocusCircleRadiusInteriorDay"; string UIWidget = "Spinner"; > = {12.5}; /* mix factor with sample at screen center */ float focusmix_n < string UIName = "FocusCircleMixNight"; string UIWidget = "Spinner"; > = {0.25}; float focusmix_d < string UIName = "FocusCircleMixDay"; string UIWidget = "Spinner"; > = {0.25}; float focusmix_in < string UIName = "FocusCircleMixInteriorNight"; string UIWidget = "Spinner"; > = {0.25}; float focusmix_id < string UIName = "FocusCircleMixInteriorDay"; string UIWidget = "Spinner"; > = {0.25}; /* maximum focus depth */ float focusmax_n < string UIName = "FocusMaxNight"; string UIWidget = "Spinner"; > = {1.0}; float focusmax_d < string UIName = "FocusMaxDay"; string UIWidget = "Spinner"; > = {1.0}; float focusmax_in < string UIName = "FocusMaxInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float focusmax_id < string UIName = "FocusMaxInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* dof filter */ /* dof multiplier (makes unfocused depths more blurry) */ float dofmult_n < string UIName = "DoFMultNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofmult_d < string UIName = "DoFMultDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofmult_in < string UIName = "DoFMultInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofmult_id < string UIName = "DoFMultInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* dof power (falloff, kinda) */ float dofpow_n < string UIName = "DoFPowNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofpow_d < string UIName = "DoFPowDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofpow_in < string UIName = "DoFPowInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofpow_id < string UIName = "DoFPowInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* fixed focused depth factors */ float doffixedfocusmult_n < string UIName = "DoFFixedFocusedMultNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_d < string UIName = "DoFFixedFocusedMultDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_in < string UIName = "DoFFixedFocusedMultInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_id < string UIName = "DoFFixedFocusedMultInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_n < string UIName = "DoFFixedFocusedPowNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_d < string UIName = "DoFFixedFocusedPowDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_in < string UIName = "DoFFixedFocusedPowInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_id < string UIName = "DoFFixedFocusedPowInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusblend_n < string UIName = "DoFFixedFocusedBlendNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_d < string UIName = "DoFFixedFocusedBlendDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_in < string UIName = "DoFFixedFocusedBlendInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_id < string UIName = "DoFFixedFocusedBlendInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; /* fixed unfocused depth factors */ float doffixedunfocusmult_n < string UIName = "DoFFixedUnfocusedMultNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocusmult_d < string UIName = "DoFFixedUnfocusedMultDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocusmult_in < string UIName = "DoFFixedUnfocusedMultInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocusmult_id < string UIName = "DoFFixedUnfocusedMultInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocuspow_n < string UIName = "DoFFixedUnfocusedPowNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocuspow_d < string UIName = "DoFFixedUnfocusedPowDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocuspow_in < string UIName = "DoFFixedUnfocusedPowInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocuspow_id < string UIName = "DoFFixedUnfocusedPowInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedunfocusblend_n < string UIName = "DoFFixedUnfocusedBlendNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_d < string UIName = "DoFFixedUnfocusedBlendDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_in < string UIName = "DoFFixedUnfocusedBlendInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_id < string UIName = "DoFFixedUnfocusedBlendInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; /* display dof factors per pixel, or just the whole depth buffer */ int dofdebug < string UIName = "DoFDebug"; string UIWidget = "Checkbox"; int UIMin = 0; int UIMax = 2; > = 0; /* two-pass blur, makes you shortsighted */ bool doftwopass < string UIName = "DoFTwoPass"; string UIWidget = "Checkbox"; > = {false}; /* disable depth of field, in case you want just the contour filter */ bool dofdisable < string UIName = "DoFDisable"; string UIWidget = "Checkbox"; > = {false}; /* enable depth of field smoothing (3x3 gaussian blur, slight fps loss) */ bool dofsmooth < string UIName = "DoFSmoothing"; string UIWidget = "Checkbox"; > = {true}; /* enable depth of field sky cutoff (keeps sky sharp, but may look weird) */ bool dofcutoff < string UIName = "DoFCutoff"; string UIWidget = "Checkbox"; > = {false}; /* disable edge detect filters */ bool noedge < string UIName = "EdgeDisable"; string UIWidget = "Checkbox"; > = {true}; /* use "edge vision" instead of contour filter (just because it looks fancy) */ bool edgeview < string UIName = "EdgeView"; string UIWidget = "Checkbox"; > = {false}; /* factors */ float edgefadepow < string UIName = "EdgeFadePower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.6}; float edgefademult < string UIName = "EdgeFadeMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {16.0}; float edgepow < string UIName = "EdgePower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.5}; float edgemult < string UIName = "EdgeMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {32.0}; /* ssao filter */ bool ssaoenable < string UIName = "SSAOEnable"; string UIWidget = "Checkbox"; > = {false}; int ssaodebug < string UIName = "SSAODebug"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 2; > = 0; float ssaoradius < string UIName = "SSAORadius"; string UIWidget = "Spinner"; > = {1.0}; float ssaonoise < string UIName = "SSAONoise"; string UIWidget = "Spinner"; > = {0.5}; float ssaofadepow < string UIName = "SSAOFadePower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.5}; float ssaofademult < string UIName = "SSAOFadeMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {15.0}; float ssaomult < string UIName = "SSAOMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaopow < string UIName = "SSAOPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaoblend < string UIName = "SSAOBlend"; string UIWidget = "Spinner"; > = {1.0}; bool ssaobenable < string UIName = "SSAOBlurEnable"; string UIWidget = "Spinner"; > = {true};