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MariENB/enbseries/menbprepassinternals.fx

110 lines
2.1 KiB
HLSL

/*
menbprepassinternals.fx : MariENB prepass internal variables.
(C)2013-2017 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* 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: 8, std dev: 3 */
static const float gauss8[8] =
{
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
float EInteriorFactor;
float4 Timer;
float FieldOfView;
float4 WeatherAndTime;
/* this still doesn't do anything */
extern float fWaterLevel;
/* samplers and textures */
texture2D texColor;
texture2D texDepth;
texture2D texNoise3
<
string ResourceName = "menbnoise3.png";
>;
texture2D texHeat
<
#ifdef HEAT_DDS
string ResourceName = "menbheat.dds";
#else
string ResourceName = "menbheat.png";
#endif
>;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise3 = sampler_state
{
Texture = <texNoise3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerHeat = sampler_state
{
Texture = <texHeat>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};