/* 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 = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D _s1 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D _s2 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D _s3 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D _s4 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D _s7 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture = FALSE; MaxMipLevel = 0; MipMapLodBias = 0; }; sampler2D SamplerNoise2 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = POINT; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; 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 SamplerLUT = 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 txcoord0 : TEXCOORD0; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord0 : TEXCOORD0; };