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MariENB/enbsunsprite.fx

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HLSL

// K ENB
// Multiple Passes Lenzes w_Individual Size and Color Control
// Code extensive modifications by KYO aka Oyama w/some help from Boris ;)
// Lenz Texture by OpethFeldt
// Copyright (c) 2007-2013 Boris Vorontsov
// Medium Hexagons
//=====================================================================================================
// Internal parameters
//=====================================================================================================
float ELenzIntensity=1.0; //[Global Intensity]
float LenzScaleFactor=0.288; //[Global Scale, will affect all lenzes] //1.0, 0.75, 0.66, 0.5, 0.25, 0.33, 0.322, so on
float LenzFactorDraw=1.0; //[Allows for separated factors in case of additional Draw techniques, such as Draw2, ect...]
float LenzContrastDraw=1.3; //[Contrast to clouds - More is weaker opacity compared to clouds]
/**
* Separated Lenzes controls for Draw techniques : Offset, Scale, Scale Factor, Color RGB, Color Multiplier
* KYO : color balance will also act as a separate intensity control for each lenz
* Color : 1.0, 1.0, 1.0 is full intensity / opacity
* If color components are below 1.0, lenz is losing opacity
* You can counterbalance it by increasing f#_ColorMultiplier over 1.0
* Fine tuning is balancing global intensity, RGB balance, multiplier
*/
//Lenz #1
#define f1_LenzOffset -0.8 //Position from Sun to Eye
#define f1_LenzScale 0.093 //Size of the Lenz Flare
#define f1_LenzFactor 1.0 //Multiplier for Size, in case 2 lenzes are sharing close offset a/o scale
#define f1_LenzColor float3(0.75, 0.75, 0.50) //Color in RGB (0.00 to 1.00) for the Lenz Flare
#define f1_ColorMultiplier 1.0 //Color Multiplier, in case RGB values are too low - Fine Tuning
//Lenz #2
#define f2_LenzOffset -0.54
#define f2_LenzScale 0.066
#define f2_LenzFactor 1.0
#define f2_LenzColor float3(0.85, 0.65, 0.85)
#define f2_ColorMultiplier 1.2
//Lenz #3
#define f3_LenzOffset -0.34
#define f3_LenzScale 0.100
#define f3_LenzFactor 1.0
#define f3_LenzColor float3(1.0, 1.0, 1.0)
#define f3_ColorMultiplier 1.0
//Lenz #4
#define f4_LenzOffset -0.14
#define f4_LenzScale 0.099
#define f4_LenzFactor 0.75
#define f4_LenzColor float3(0.25, 1.0, 0.75)
#define f4_ColorMultiplier 1.0
//Lenz #5
#define f5_LenzOffset -0.27
#define f5_LenzScale 0.072
#define f5_LenzFactor 1.0
#define f5_LenzColor float3(0.3, 0.3, 0.25)
#define f5_ColorMultiplier 2.0
//Lenz #6
#define f6_LenzOffset -0.3
#define f6_LenzScale 0.115
#define f6_LenzFactor 0.75
#define f6_LenzColor float3(0.20, 0.30, 0.35)
#define f6_ColorMultiplier 1.2
//Lenz #7
#define f7_LenzOffset -0.4
#define f7_LenzScale 0.098
#define f7_LenzFactor 1.0
#define f7_LenzColor float3(1.0, 1.0, 1.0)
#define f7_ColorMultiplier 1.0
//Lenz #8
#define f8_LenzOffset -0.2
#define f8_LenzScale 0.081
#define f8_LenzFactor 0.5
#define f8_LenzColor float3(0.25, 0.95, 0.45)
#define f8_ColorMultiplier 1.8
//Lenz #9
#define f9_LenzOffset -0.1
#define f9_LenzScale 0.121
#define f9_LenzFactor 0.85
#define f9_LenzColor float3(1.0, 1.0, 1.0)
#define f9_ColorMultiplier 1.0
//Lenz #10
#define f10_LenzOffset 0.0
#define f10_LenzScale 0.111
#define f10_LenzFactor 1.0
#define f10_LenzColor float3(0.55, 0.55, 0.55)
#define f10_ColorMultiplier 1.0
//Lenz #11
#define f11_LenzOffset 0.8
#define f11_LenzScale 0.234
#define f11_LenzFactor 1.11
#define f11_LenzColor float3(0.35, 0.45, 0.62)
#define f11_ColorMultiplier 2.0
//Lenz #12
#define f12_LenzOffset 0.9
#define f12_LenzScale 0.144
#define f12_LenzFactor 1.11
#define f12_LenzColor float3(0.35, 0.35, 0.42)
#define f12_ColorMultiplier 1.0
//Lenz #13
#define f13_LenzOffset 1.0
#define f13_LenzScale 0.174
#define f13_LenzFactor 1.11
#define f13_LenzColor float3(0.35, 0.35, 0.42)
#define f13_ColorMultiplier 1.0
//Lenz #14
#define f14_LenzOffset 0.42
#define f14_LenzScale 0.064
#define f14_LenzFactor 1.11
#define f14_LenzColor float3(0.35, 0.35, 0.42)
#define f14_ColorMultiplier 1.0
//Lenz #15
#define f15_LenzOffset 0.53
#define f15_LenzScale 0.074
#define f15_LenzFactor 1.11
#define f15_LenzColor float3(0.35, 0.35, 0.42)
#define f15_ColorMultiplier 1.0
//Lenz #16
#define f16_LenzOffset 0.65
#define f16_LenzScale 0.094
#define f16_LenzFactor 1.11
#define f16_LenzColor float3(0.35, 0.35, 0.42)
#define f16_ColorMultiplier 1.0
//Lenz #17
#define f17_LenzOffset 0.76
#define f17_LenzScale 0.104
#define f17_LenzFactor 1.11
#define f17_LenzColor float3(0.35, 0.35, 0.42)
#define f17_ColorMultiplier 1.0
//Lenz #18
#define f18_LenzOffset 0.9
#define f18_LenzScale 0.114
#define f18_LenzFactor 1.11
#define f18_LenzColor float3(0.35, 0.35, 0.42)
#define f18_ColorMultiplier 1.0
//Lenz #19
#define f19_LenzOffset 1.0
#define f19_LenzScale 0.174
#define f19_LenzFactor 1.11
#define f19_LenzColor float3(0.35, 0.35, 0.42)
#define f19_ColorMultiplier 1.0
//Lenz #20
#define f20_LenzOffset 1.2
#define f20_LenzScale 0.224
#define f20_LenzFactor 1.11
#define f20_LenzColor float3(0.35, 0.35, 0.42)
#define f20_ColorMultiplier 1.0
//Lenz #21
#define f21_LenzOffset 1.6
#define f21_LenzScale 0.234
#define f21_LenzFactor 1.11
#define f21_LenzColor float3(0.35, 0.35, 0.42)
#define f21_ColorMultiplier 1.0
//Lenz #22
#define f22_LenzOffset 1.9
#define f22_LenzScale 0.064
#define f22_LenzFactor 1.11
#define f22_LenzColor float3(0.35, 0.35, 0.42)
#define f22_ColorMultiplier 1.0
//Add or Remove additional Lenzes controls here, as done above
//This being done, a/o remove passes of technique below
//=====================================================================================================
// External parameters
//=====================================================================================================
//Keyboard controlled temporary variables (in some versions exists in the config file).
//Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
//xy=sun position on screen, w=visibility
float4 LightParameters;
//textures
texture2D texColor;
texture2D texMask;
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerMask = sampler_state
{
Texture = <texMask>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
/**
* Several sprites moving similar to lenz effect
* They are transformed in vertex shader and drawed separately for better performance
* Offset is set in passes of technique
*/
VS_OUTPUT_POST VS_Draw(VS_INPUT_POST IN, uniform float offset, uniform float scale)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
pos.y*=ScreenSize.z;
//create own parameters instead of this, including uv offsets
float2 shift=LightParameters.xy * offset;
pos.xy=pos.xy * (scale * LenzScaleFactor) - shift;
OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;
return OUT;
}
float4 PS_Draw(VS_OUTPUT_POST IN, float2 vPos : VPOS, uniform float3 colorfilter, uniform float colormultiplier) : COLOR
{
float4 res;
float2 coord=IN.txcoord.xy;
//read sun visibility as amount of effect
float sunmask=tex2D(SamplerMask, float2(0.5, 0.5)).x;
sunmask=pow(sunmask, LenzContrastDraw); //more contrast to clouds
clip(sunmask-0.02);//early exit if too low
float4 origcolor=tex2D(SamplerColor, coord.xy);
sunmask*=LightParameters.w * (ELenzIntensity * LenzFactorDraw);
res.xyz=origcolor * sunmask;
float clipper=dot(res.xyz, 0.333);
clip(clipper-0.0003);//skip draw if black
res.xyz*=colorfilter * colormultiplier;
res.w=1.0;
return res;
}
//-------------------------------------------------------------------------------------------------------------------------
/**
* TECHNIQUES
*/
technique Draw
{
pass P0
{
VertexShader = compile vs_3_0 VS_Draw(f1_LenzOffset, (f1_LenzScale * f1_LenzFactor)); //offset, scale, scale factor
PixelShader = compile ps_3_0 PS_Draw(f1_LenzColor, f1_ColorMultiplier); //Color RGB
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P1
{
VertexShader = compile vs_3_0 VS_Draw(f2_LenzOffset, (f2_LenzScale * f2_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f2_LenzColor, f2_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P2
{
VertexShader = compile vs_3_0 VS_Draw(f3_LenzOffset, (f3_LenzScale * f3_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f3_LenzColor, f3_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P3
{
VertexShader = compile vs_3_0 VS_Draw(f4_LenzOffset, (f4_LenzScale * f4_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f4_LenzColor, f4_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P4
{
VertexShader = compile vs_3_0 VS_Draw(f5_LenzOffset, (f5_LenzScale * f5_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f5_LenzColor, f5_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P5
{
VertexShader = compile vs_3_0 VS_Draw(f6_LenzOffset, (f6_LenzScale * f6_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f6_LenzColor, f6_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P6
{
VertexShader = compile vs_3_0 VS_Draw(f7_LenzOffset, (f7_LenzScale * f7_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f7_LenzColor, f7_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P7
{
VertexShader = compile vs_3_0 VS_Draw(f8_LenzOffset, (f8_LenzScale * f8_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f8_LenzColor, f8_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P8
{
VertexShader = compile vs_3_0 VS_Draw(f9_LenzOffset, (f9_LenzScale * f9_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f9_LenzColor, f9_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P9
{
VertexShader = compile vs_3_0 VS_Draw(f10_LenzOffset, (f10_LenzScale * f10_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f10_LenzColor, f10_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P10
{
VertexShader = compile vs_3_0 VS_Draw(f11_LenzOffset, (f11_LenzScale * f11_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f11_LenzColor, f11_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P11
{
VertexShader = compile vs_3_0 VS_Draw(f11_LenzOffset, (f12_LenzScale * f12_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f12_LenzColor, f12_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P12
{
VertexShader = compile vs_3_0 VS_Draw(f13_LenzOffset, (f13_LenzScale * f13_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f13_LenzColor, f13_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P13
{
VertexShader = compile vs_3_0 VS_Draw(f14_LenzOffset, (f14_LenzScale * f14_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f14_LenzColor, f14_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P14
{
VertexShader = compile vs_3_0 VS_Draw(f15_LenzOffset, (f15_LenzScale * f15_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f15_LenzColor, f15_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P15
{
VertexShader = compile vs_3_0 VS_Draw(f16_LenzOffset, (f16_LenzScale * f16_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f16_LenzColor, f16_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P16
{
VertexShader = compile vs_3_0 VS_Draw(f17_LenzOffset, (f17_LenzScale * f17_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f17_LenzColor, f17_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P17
{
VertexShader = compile vs_3_0 VS_Draw(f18_LenzOffset, (f18_LenzScale * f18_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f18_LenzColor, f18_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P18
{
VertexShader = compile vs_3_0 VS_Draw(f19_LenzOffset, (f19_LenzScale * f19_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f19_LenzColor, f19_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P19
{
VertexShader = compile vs_3_0 VS_Draw(f20_LenzOffset, (f20_LenzScale * f20_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f20_LenzColor, f20_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P20
{
VertexShader = compile vs_3_0 VS_Draw(f21_LenzOffset, (f21_LenzScale * f21_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f21_LenzColor, f21_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
pass P21
{
VertexShader = compile vs_3_0 VS_Draw(f22_LenzOffset, (f22_LenzScale * f22_LenzFactor));
PixelShader = compile ps_3_0 PS_Draw(f22_LenzColor, f22_ColorMultiplier);
AlphaBlendEnable=TRUE;
SrcBlend=ONE;
DestBlend=ONE;
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
// KYO : and so on...