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MariENB/enbseries/menbglobaldefs.fx
2019-12-04 21:40:28 +01:00

83 lines
3.2 KiB
HLSL

/*
menbglobaldefs.fx : MariENB3 global shared code.
(C)2016-2019 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
/* are we running on skyrim special edition or on fallout 4? */
//#define SKYRIMSE
/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
//#define HQBLOOM
/* [New in 3.5.1] compiles in SMAA support */
#define WITH_SMAA
/* time of day and interior interpolation */
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
#define tod_ind(a) lerp(lerp(a##_n,a##_d,ndfact),a##_i,EInteriorFactor)
#define todx_ind(a) lerp(a##_dw*TimeOfDay1.x+a##_sr*TimeOfDay1.y+a##_dy\
*TimeOfDay1.z+a##_ss*TimeOfDay1.w+a##_ds*TimeOfDay2.x+a##_nt\
*TimeOfDay2.y,a##_i,EInteriorFactor)
/* weather macros (not very useful yet) */
#define weatherfactor(id) ((Weather.x==id)?(Weather.y==id)?(1.0):(Weather.z)\
:(Weather.y==id)?(1.0-Weather.z):(0.0))
/*
Explanation of macro, because some of the people reading this likely don't
know what a ternary conditional is:
(Weather.x==id) -> transitioning to wanted weather?
?(Weather.y==id) -> coming from wanted weather?
?(1.0) -> if so, always 1
:(Weather.z) -> if not, return transition
:(Weather.y==id) -> not transitioning but coming from wanted weather?
?(1.0-Weather.z) -> return inverse transition
:(0.0) -> otherwise return 0
*/
/* temperate no fog */
#define WT_NEUTRAL 0.0
#define WT_GENERAL 1.0
#define WT_DARK 2.0
/* cold no fog */
#define WT_HARBOR 3.0
#define WT_FROSTY 4.0
/* warm no fog */
#define WT_HEAT 5.0
#define WT_SCORCHED 6.0
/* temperate fog */
#define WT_GENERALFOG 7.0
#define WT_GENERALRAIN 8.0
#define WT_DARKFOG 9.0
#define WT_DARKRAIN 10.0
/* cold fog */
#define WT_HARBORFOG 11.0
#define WT_FROSTYFOG 12.0
#define WT_HARBORRAIN 13.0
/* warm fog */
#define WT_HEATFOG 14.0
#define WT_SCORCHEDFOG 15.0
/* temperature and fog interpolation macros */
#define istemperate(x) (((x>=0.0)&&(x<=2.0))||((x>=7.0)&&(x<=10.0)))
#define iscold(x) (((x>=3.0)&&(x<=4.0))||((x>=11.0)&&(x<=13.0)))
#define iswarm(x) (((x>=5.0)&&(x<=6.0))||((x>=14.0)&&(x<=15.0)))
#define isfog(x) ((x>=7.0)&&(x<=15.0))
#define temperatefactor (istemperate(Weather.x)?istemperate(Weather.y)?(1.0)\
:(Weather.z):istemperate(Weather.y)?(1.0-Weather.z):(0.0))
#define coldfactor (iscold(Weather.x)?iscold(Weather.y)?(1.0):(Weather.z)\
:iscold(Weather.y)?(1.0-Weather.z):(0.0))
#define warmfactor (iswarm(Weather.x)?iswarm(Weather.y)?(1.0):(Weather.z)\
:iswarm(Weather.y)?(1.0-Weather.z):(0.0))
#define fogfactor (isfog(Weather.x)?isfog(Weather.y)?(1.0):(Weather.z)\
:isfog(Weather.y)?(1.0-Weather.z):(0.0))
/* asset definitions */
/* texture sizes */
#define NOISESIZE 256.0
#define HEATSIZE 512.0
#define FROSTSIZE 1024.0
/* some textures can be provided as DDS rather than PNG to save space */
//#define HEAT_DDS
//#define FROST_DDS
//#define VIGNETTE_DDS
/* SMAA quality */
//#define SMAA_PRESET_LOW
//#define SMAA_PRESET_MEDIUM
//#define SMAA_PRESET_HIGH
#define SMAA_PRESET_ULTRA