225 lines
4.4 KiB
HLSL
225 lines
4.4 KiB
HLSL
/*
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menbextrainternals.fx : MariENB 3 extra internal variables.
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(C)2015 Marisa Kirisame, UnSX Team.
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Part of MariENB 3, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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/*
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dithering threshold maps
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don't touch unless you know what you're doing
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*/
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static const float checkers[4] =
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{
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1.0,0.0,
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0.0,1.0
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};
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#define d(x) x/4.0
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static const float ordered2[4] =
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{
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d(0),d(2),
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d(4),d(2)
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};
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#undef d
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#define d(x) x/9.0
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static const float ordered3[9] =
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{
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d(2),d(6),d(3),
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d(5),d(0),d(8),
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d(1),d(7),d(4)
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};
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#undef d
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#define d(x) x/16.0
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static const float ordered4[16] =
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{
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d( 0),d( 8),d( 2),d(10),
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d(12),d( 4),d(14),d( 6),
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d( 3),d(11),d( 1),d( 9),
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d(15),d( 7),d(13),d( 5)
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};
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#undef d
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#define d(x) x/64.0
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static const float ordered8[64] =
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{
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d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
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d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
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d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
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d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
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d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
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d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
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d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
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d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
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};
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#undef d
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/*
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palettes
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don't touch unless you know what you're doing
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*/
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#define d(x) x/3.0
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static const float3 cga1l[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(0),d(2),d(2)),
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float3(d(2),d(0),d(2)),
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float3(d(2),d(2),d(2))
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};
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static const float3 cga1h[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(1),d(3),d(3)),
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float3(d(3),d(1),d(3)),
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float3(d(3),d(3),d(3))
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};
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static const float3 cga2l[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(0),d(2),d(0)),
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float3(d(2),d(0),d(0)),
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float3(d(2),d(1),d(0))
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};
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static const float3 cga2h[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(1),d(3),d(1)),
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float3(d(3),d(1),d(1)),
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float3(d(3),d(2),d(1))
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};
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static const float3 cga3l[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(0),d(2),d(2)),
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float3(d(2),d(0),d(0)),
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float3(d(2),d(2),d(2))
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};
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static const float3 cga3h[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(1),d(3),d(3)),
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float3(d(3),d(1),d(1)),
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float3(d(3),d(3),d(3))
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};
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static const float3 stdega[16] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(2),d(0),d(0)),
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float3(d(0),d(2),d(0)),
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float3(d(2),d(1),d(0)),
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float3(d(0),d(0),d(2)),
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float3(d(2),d(0),d(2)),
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float3(d(0),d(2),d(2)),
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float3(d(2),d(2),d(2)),
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float3(d(1),d(1),d(1)),
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float3(d(3),d(1),d(1)),
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float3(d(1),d(3),d(1)),
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float3(d(3),d(3),d(1)),
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float3(d(1),d(1),d(3)),
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float3(d(3),d(1),d(3)),
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float3(d(1),d(3),d(3)),
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float3(d(3),d(3),d(3))
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};
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#undef d
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#define d(x) x/256.0
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static const float3 aosega[16] =
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{
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float3(d( 0),d( 0),d( 0)),
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float3(d(128),d( 0),d( 0)),
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float3(d( 32),d(128),d( 0)),
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float3(d(160),d( 64),d( 32)),
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float3(d( 0),d( 32),d( 88)),
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float3(d( 60),d( 0),d( 88)),
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float3(d( 16),d(160),d(208)),
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float3(d( 88),d( 88),d( 88)),
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float3(d( 32),d( 32),d( 32)),
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float3(d(256),d( 64),d( 64)),
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float3(d( 72),d(256),d( 64)),
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float3(d(256),d(224),d( 60)),
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float3(d( 48),d(128),d(256)),
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float3(d(192),d( 48),d(256)),
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float3(d( 72),d(224),d(256)),
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float3(d(256),d(256),d(256)),
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};
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#undef d
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/* gauss stuff */
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float gauss3[3] =
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{
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0.444814, 0.239936, 0.037657
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};
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/* standard stuff */
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float4 ScreenSize;
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float4 Weather;
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float4 TimeOfDay1;
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float4 TimeOfDay2;
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/* samplers and textures */
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Texture2D TextureColor;
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Texture2D TextureDepth;
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Texture2D TextureFont
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<
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string ResourceName = "menbvgaluma.png";
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>;
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Texture2D TextureDots
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<
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string ResourceName = "menbdots.png";
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>;
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Texture2D TextureDoom
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<
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string ResourceName = "menbdoomlut.png";
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>;
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Texture2D TextureQuake
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<
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string ResourceName = "menbquakelut.png";
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>;
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Texture2D TextureVGA
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<
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string ResourceName = "menbvgalut.png";
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>;
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SamplerState Nearest
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{
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLod = 0;
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MipLodBias = 0;
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};
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SamplerState Linear
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLod = 0;
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MipLodBias = 0;
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};
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SamplerState sBorder
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Border;
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AddressV = Border;
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BorderColor = float4(0.0,0.0,0.0,1.0);
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MaxLod = 0;
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MipLodBias = 0;
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};
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SamplerState sWrap
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressV = Wrap;
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MaxLod = 0;
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MipLodBias = 0;
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};
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SamplerState Font
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{
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Filter = MIN_LINEAR_MAG_MIP_POINT;
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AddressU = Wrap;
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AddressV = Wrap;
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MaxLod = 0;
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MipLodBias = 0;
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};
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/* whatever */
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struct VS_OUTPUT_POST
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{
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float4 vpos : SV_POSITION;
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float2 txcoord : TEXCOORD0;
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};
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struct VS_INPUT_POST
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{
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float3 pos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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