That's true, but I couldn't cope with all the new settings and it just wouldn't come out the way I wanted it to. And all the pre-sets I found weren't exactly what I was looking for either. So I gave up.
I will apply the update of your patch and see if it helped. :)
I actually deactivated bloom in the options, at least I think I did so.
enbeffect.fx
Code: Select all
//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2011 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++
//post processing mode. Change value (could be 1, 2, 3, 4). Every mode have own internal parameters, look below
#ifndef POSTPROCESS
#define POSTPROCESS 3
#endif
//use original game processing first, then mine
#define APPLYGAMECOLORCORRECTION
//use original game processing only, with vanilla bloom
//#define ENB_FLIPTECHNIQUE
//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//float3 EColorFilter=float3(1.0, 0.9, 0.9);
//modify these values to tweak various color processing
//POSTPROCESS 1
float EAdaptationMinV1=0.01;
float EAdaptationMaxV1=0.07;
float EContrastV1=0.95;
float EColorSaturationV1=1.0;
float EToneMappingCurveV1=6.0;
//POSTPROCESS 2
//float EBrightnessV2=2.5;
float EAdaptationMinV2=0.05;
float EAdaptationMaxV2=0.05;//0.125;
float EToneMappingCurveV2=8.0;
float EIntensityContrastV2=1.0;
float EColorSaturationV2=1.0;
float EToneMappingOversaturationV2=180.0;
//POSTPROCESS 3
float EAdaptationMinV3=0.05;
float EAdaptationMaxV3=0.125;
float EToneMappingCurveV3=4.0;
float EToneMappingOversaturationV3=60.0;
//POSTPROCESS 4
float EAdaptationMinV4=0.2;
float EAdaptationMaxV4=0.125;
float EBrightnessCurveV4=0.7;
float EBrightnessMultiplierV4=0.45;
float EBrightnessToneMappingCurveV4=0.5;
//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//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=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//enb version of bloom applied, ignored if original post processing used
float EBloomAmount;
texture2D texs0;//color
texture2D texs1;//bloom skyrim
texture2D texs2;//adaptation skyrim
texture2D texs3;//bloom enb
texture2D texs4;//adaptation enb
texture2D texs7;//palette enb
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;//
MagFilter = POINT;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy=IN.txcoord0.xy;
return OUT;
}
//skyrim shader specific externals, do not modify
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);
float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0; //output
float4 _c6=float4(0, 0, 0, 0);
float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);
float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;
float4 _v0=0.0;
_v0.xy=IN.txcoord0.xy;
r1=tex2D(_s0, _v0.xy); //color
//apply bloom
float4 xcolorbloom=tex2D(_s3, _v0.xy);
xcolorbloom.xyz=xcolorbloom-r1;
xcolorbloom.xyz=max(xcolorbloom, 0.0);
r1.xyz+=xcolorbloom*EBloomAmount;
r11=r1; //my bypass
_oC0.xyz=r1.xyz; //for future use without game color corrections
#ifdef APPLYGAMECOLORCORRECTION
//apply original
r0.x=1.0/_c2.y;
r1=tex2D(_s2, _v0);
r0.yz=r1.xy * _c1.y;
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=tex2D(_s0, _v0);
r1.xyz=r1 * _c1.y;
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
r0.x=saturate(-r0.x + _c2.x);
// r2=tex2D(_s3, _v0);//enb bloom
r2=tex2D(_s1, _v0);//skyrim bloom
r2.xyz=r2 * _c1.y;
r2.xyz=r0.x * r2;
r1.xyz=r1 * r0.z + r2;
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1 - r0.y; //khajiit night vision _c3.w
r0=_c3.z * r1 + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //APPLYGAMECOLORCORRECTION
/*
#ifndef APPLYGAMECOLORCORRECTION
//temporary fix for khajiit night vision, but it also degrade colors.
// r1=tex2D(_s2, _v0);
// r0.y=r1.xy * _c1.y;
r1=_oC0;
r1.xyz=r1 * _c1.y;
r0.x=dot(r1.xyz, _c7.xyz);
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1;// - r0.y;
r0=_c3.z * r1;// + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //!APPLYGAMECOLORCORRECTION
*/
float4 color=_oC0;
//adaptation in time
float4 Adaptation=tex2D(_s4, 0.5);
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);
#if (POSTPROCESS==1)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV1+EAdaptationMinV1);//*tempF1.x
float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
cgray=pow(cgray, EContrastV1);
float3 poweredcolor=pow(color.xyz, EColorSaturationV1);
float newgray=dot(poweredcolor.xyz, float3(0.27, 0.67, 0.06));
color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);
float3 luma=color.xyz;
float lumamax=300.0;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV1);
#endif
#if (POSTPROCESS==2)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2+EAdaptationMinV2);//*tempF1.x
//color.xyz*=EBrightnessV2;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2);
color.xyz=scl*xncol.xyz;
float lumamax=EToneMappingOversaturationV2;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2);
#endif
#if (POSTPROCESS==3)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV3+EAdaptationMinV3);//*tempF1.x
float lumamax=EToneMappingOversaturationV3;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV3);
#endif
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;
#if (POSTPROCESS==4)
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV4+EAdaptationMinV4);
float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
Y=pow(Y, EBrightnessCurveV4);
Y=Y*EBrightnessMultiplierV4;
// Y=Y/(Y+EBrightnessToneMappingCurveV4);
// float desaturatefact=saturate(Y*Y*Y*1.7);
// U=lerp(U, 0.0, desaturatefact);
// V=lerp(V, 0.0, desaturatefact);
color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;
color.xyz=max(color.xyz, 0.0);
color.xyz=color.xyz/(color.xyz+EBrightnessToneMappingCurveV4);
#endif
//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
// brightness=saturate(brightness);//old version from ldr games
brightness=(brightness/(brightness+1.0));//new version
brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE
_oC0.w=1.0;
_oC0.xyz=color.xyz;
return _oC0;
}
//switch between vanilla and mine post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_D6EC7DD1
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
//original shader of post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
technique Shader_D6EC7DD1
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader=
asm
{
// Parameters:
// sampler2D Avg;
// sampler2D Blend;
// float4 Cinematic;
// float4 ColorRange;
// float4 Fade;
// sampler2D Image;
// float4 Param;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// ColorRange c1 1
// Param c2 1
// Cinematic c3 1
// Tint c4 1
// Fade c5 1
// Image s0 1
// Blend s1 1
// Avg s2 1
//s0 bloom result
//s1 color
//s2 is average color
ps_3_0
def c6, 0, 0, 0, 0
//was c0 originally
def c7, 0.212500006, 0.715399981, 0.0720999986, 1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, c2.y
texld r1, v0, s2
mul r0.yz, r1.xxyw, c1.y
rcp r0.w, r0.y
mul r0.z, r0.w, r0.z
texld r1, v0, s1
mul r1.xyz, r1, c1.y
dp3 r0.w, c7, r1
mul r1.w, r0.w, r0.z
mad r0.z, r0.z, r0.w, c7.w
rcp r0.z, r0.z
mad r0.x, r1.w, r0.x, c7.w
mul r0.x, r0.x, r1.w
mul r0.x, r0.z, r0.x
cmp r0.x, -r0.w, c6.x, r0.x
rcp r0.z, r0.w
mul r0.z, r0.z, r0.x
add_sat r0.x, -r0.x, c2.x
texld r2, v0, s0
mul r2.xyz, r2, c1.y
mul r2.xyz, r0.x, r2
mad r1.xyz, r1, r0.z, r2
dp3 r0.x, r1, c7
mov r1.w, c7.w
lrp r2, c3.x, r1, r0.x
mad r1, r0.x, c4, -r2
mad r1, c4.w, r1, r2
mad r1, c3.w, r1, -r0.y
mad r0, c3.z, r1, r0.y
add r1, -r0, c5
mad oC0, c5.w, r1, r0
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
enbbloom.fx
Code: Select all
//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2011 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//none
//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//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;
//additional info for computations
float4 TempParameters;
//Lenz reflection intensity, lenz reflection power
float4 LenzParameters;
//BloomRadius1, BloomRadius2, BloomBlueShiftAmount, BloomContrast
float4 BloomParameters;
texture2D texBloom1;
texture2D texBloom2;
texture2D texBloom3;
texture2D texBloom4;
texture2D texBloom5;
texture2D texBloom6;
texture2D texBloom7;//additional bloom tex
texture2D texBloom8;//additional bloom tex
sampler2D SamplerBloom1 = sampler_state
{
Texture = <texBloom1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom2 = sampler_state
{
Texture = <texBloom2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom3 = sampler_state
{
Texture = <texBloom3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom4 = sampler_state
{
Texture = <texBloom4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom5 = sampler_state
{
Texture = <texBloom5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom6 = sampler_state
{
Texture = <texBloom6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom7 = sampler_state
{
Texture = <texBloom7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom8 = sampler_state
{
Texture = <texBloom8>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy=IN.txcoord0.xy+TempParameters.xy;//1.0/(bloomtexsize*2.0)
return OUT;
}
//zero pass HQ, input texture is fullscreen
//SamplerBloom1 - fullscreen texture
float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
{
float4 bloomuv;
float4 bloom=0.0;//tex2D(SamplerBloom1, In.txcoord0);
const float2 offset[4]=
{
float2(0.25, 1.25),
float2(0.25, -0.25),
float2(-0.25, 0.25),
float2(-0.25, -0.25)
};
//TempParameters.w==1 if first pass, ==2 is second pass
float2 screenfact=TempParameters.z;
screenfact.y*=ScreenSize.z;
float4 srcbloom=bloom;
for (int i=0; i<4; i++)
{
bloomuv.xy=offset[i];
bloomuv.xy=(bloomuv.xy*screenfact.xy)+In.txcoord0.xy;
float4 tempbloom=tex2D(SamplerBloom1, bloomuv.xy);
bloom.xyz+=tempbloom.xyz;
}
bloom.xyz*=0.25;
bloom.xyz=min(bloom.xyz, 32768.0);
bloom.xyz=max(bloom.xyz, 0.0);
return bloom;
}
//first and second passes draw to every texture
//twice, after computations of these two passes,
//result is set as input to next cycle
//first pass
//SamplerBloom1 is result of prepass or second pass from cycle
float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
{
float4 bloomuv;
float4 bloom=tex2D(SamplerBloom1, In.txcoord0);
const float2 offset[8]=
{
float2(1.0, 1.0),
float2(1.0, -1.0),
float2(-1.0, 1.0),
float2(-1.0, -1.0),
float2(0.0, 1.0),
float2(0.0, -1.0),
float2(1.0, 0.0),
float2(-1.0, 0.0)
};
float2 screenfact=TempParameters.z;
screenfact.y*=ScreenSize.z;
float4 srcbloom=bloom;
//TempParameters.w == (1+passnumber)
float step=BloomParameters.x;//*pow(2.0, BloomParameters.x * (TempParameters.w-1.0));//*0.5
// float step=(TempParameters.w-0.25);//
screenfact.xy*=step;//====================================================
float4 bloomadd=bloom;
for (int i=0; i<8; i++)
{
bloomuv.xy=offset[i];
bloomuv.xy=(bloomuv.xy*screenfact.xy)+In.txcoord0.xy;//-(1.0/256.0);//-(1.0/512.0);
float4 tempbloom=tex2D(SamplerBloom1, bloomuv.xy);
bloom+=tempbloom;
}
bloom*=0.111111;
//float3 violet=float3(0.78, 0.5, 1.0);
//float3 violet=float3(0.6, 0.4, 1.0);//v2
float3 violet=float3(0.6, 0.4, 1.0);//v3
// float3 violet=float3(0.27, 0.52, 1.0);//v4
//this applies when white
//float gray=0.104*dot(srcbloom.xyz, 0.333);//max(srcbloom.x, max(srcbloom.y, srcbloom.z));
//this applies on dark and when contrast
float ttt=dot(bloom.xyz, 0.333)-dot(srcbloom.xyz, 0.333);
ttt=max(ttt, 0.0);
float gray=BloomParameters.z*ttt*10;//max(srcbloom.x, max(srcbloom.y, srcbloom.z));
float mixfact=(gray/(1.0+gray));
mixfact*=1.0-saturate((TempParameters.w-1.0)*0.2);
violet.xy+=saturate((TempParameters.w-1.0)*0.3);
violet.xy=saturate(violet.xy);
bloom.xyz*=lerp(1.0, violet.xyz, mixfact);
bloom.w=1.0;
return bloom;
}
//second pass
//SamplerBloom1 is result of first pass
float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
{
float4 bloomuv;
float4 bloom=tex2D(SamplerBloom1, In.txcoord0);
const float2 offset[8]=
{
float2(1.0, 1.0),
float2(1.0, -1.0),
float2(-1.0, 1.0),
float2(-1.0, -1.0),
float2(0.0, 1.0),
float2(0.0, -1.0),
float2(1.0, 0.0),
float2(-1.0, 0.0)
};
float2 screenfact=TempParameters.z;
screenfact.y*=ScreenSize.z;
float4 srcbloom=bloom;
//TempParameters.w == (1+passnumber)
// float step=(TempParameters.w-0.25);
float step=BloomParameters.y;//*pow(2.0, BloomParameters.y * (TempParameters.w-1.0))*2.0;//*0.5
screenfact.xy*=step;//*0.25====================================================
float4 rotvec=0.0;
sincos(0.3927, rotvec.x, rotvec.y);
for (int i=0; i<8; i++)
{
bloomuv.xy=offset[i];
bloomuv.xy=reflect(bloomuv.xy, rotvec.xy);
bloomuv.xy=(bloomuv.xy*screenfact.xy)+In.txcoord0.xy;
float4 tempbloom=tex2D(SamplerBloom1, bloomuv.xy);
bloom+=tempbloom;
}
bloom*=0.111111;
bloom.w=1.0;
return bloom;
}
//last pass, mix several bloom textures
//SamplerBloom5 is the result of prepass
//float4 PS_BloomPostPass(float2 vPos : VPOS ) : COLOR
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
{
float4 bloom;
//v1
bloom =tex2D(SamplerBloom1, In.txcoord0);
bloom+=tex2D(SamplerBloom2, In.txcoord0);
bloom+=tex2D(SamplerBloom3, In.txcoord0);
bloom+=tex2D(SamplerBloom4, In.txcoord0);
bloom+=tex2D(SamplerBloom7, In.txcoord0);
bloom+=tex2D(SamplerBloom8, In.txcoord0);
bloom+=tex2D(SamplerBloom5, In.txcoord0);
// bloom+=tex2D(SamplerBloom6, In.txcoord0);
bloom*=0.142857;
float3 lenz=0;
float2 lenzuv=0.0;
//deepness, curvature, inverse size
const float3 offset[4]=
{
float3(1.6, 4.0, 1.0),
float3(0.7, 0.25, 2.0),
float3(0.3, 1.5, 0.5),
float3(-0.5, 1.0, 1.0)
};
//color filter per reflection
const float3 factors[4]=
{
float3(0.3, 0.4, 0.4),
float3(0.2, 0.4, 0.5),
float3(0.5, 0.3, 0.7),
float3(0.1, 0.2, 0.7)
};
//lenzuv.xy=0.5-lenzuv.xy;
//distfact=0.5-lenzuv.xy-0.5;
if (LenzParameters.x>0.00001)
{
for (int i=0; i<4; i++)
{
float2 distfact=(In.txcoord0.xy-0.5);
lenzuv.xy=offset[i].x*distfact;
lenzuv.xy*=pow(2.0*length(float2(distfact.x*ScreenSize.z,distfact.y)), offset[i].y);
lenzuv.xy*=offset[i].z;
lenzuv.xy=0.5-lenzuv.xy;//v1
// lenzuv.xy=In.txcoord0.xy-lenzuv.xy;//v2
float3 templenz=tex2D(SamplerBloom2, lenzuv.xy);
templenz=templenz*factors[i];
distfact=(lenzuv.xy-0.5);
distfact*=2.0;
templenz*=saturate(1.0-dot(distfact,distfact));//limit by uv 0..1
// templenz=factors[i] * (1.0-dot(distfact,distfact));
float maxlenz=max(templenz.x, max(templenz.y, templenz.z));
/* float3 tempnor=(templenz.xyz/maxlenz);
tempnor=pow(tempnor, tempF1.z);
templenz.xyz=tempnor.xyz*maxlenz;
*/
float tempnor=(maxlenz/(1.0+maxlenz));
tempnor=pow(tempnor, LenzParameters.y);
templenz.xyz*=tempnor;
// templenz*=maxlenz*maxlenz;
lenz+=templenz;
// lenz.xyz=max(lenz.xyz, templenz.xyz*0.99);
}
lenz.xyz*=0.25*LenzParameters.x;
bloom.xyz+=lenz.xyz;
// bloom.w=dot(lenz.xyz, 0.333);
bloom.w=max(lenz.xyz, max(lenz.y, lenz.z));
}
return bloom;
}
technique BloomPrePass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPrePass();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
CullMode=NONE;
AlphaBlendEnable=FALSE;
AlphaTestEnable=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique BloomTexture1
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture1();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
CullMode=NONE;
AlphaBlendEnable=FALSE;
AlphaTestEnable=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique BloomTexture2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture2();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
CullMode=NONE;
AlphaBlendEnable=FALSE;
AlphaTestEnable=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique BloomPostPass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPostPass();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
CullMode=NONE;
AlphaBlendEnable=FALSE;
AlphaTestEnable=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}