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