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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2013 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
float EBlurSamplingRange=4.0;
float EApertureScale=4.0;
//+++++++++++++++++++++++++++++
//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;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
//adaptation delta time for focusing
float FadeFactor;
//fov in degrees
float FieldOfView;
//textures
texture2D texColor;
texture2D texDepth;
texture2D texNoise;
texture2D texPalette;
texture2D texFocus; //computed focusing depth
texture2D texCurr; //4*4 texture for focusing
texture2D texPrev; //4*4 texture for focusing
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerNoise = sampler_state
{
Texture = <texNoise>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;//NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerPalette = sampler_state
{
Texture = <texPalette>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
//for focus computation
sampler2D SamplerCurr = sampler_state
{
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
//for focus computation
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
//for dof only in PostProcess techniques
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;
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;
};
////////////////////////////////////////////////////////////////////
//begin focusing code
////////////////////////////////////////////////////////////////////
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Focus(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;
return OUT;
}
//SRCpass1X=ScreenWidth;
//SRCpass1Y=ScreenHeight;
//DESTpass2X=4;
//DESTpass2Y=4;
float4 PS_ReadFocus(VS_OUTPUT_POST IN) : COLOR
{
float2 uvsrc=IN.txcoord.xy;
const float2 offset[4]=
{
float2(0.0, 0.3),
float2(0.0, -0.3),
float2(0.3, 0.0),
float2(-0.3, 0.0)
};
float res=tex2D(SamplerDepth, uvsrc).x;
for (int i=0; i<4; i++)
{
uvsrc.xy=offset[i];
uvsrc.xy+=IN.txcoord;
res+=tex2D(SamplerDepth, uvsrc).x;
}
res*=0.2;
return res;
}
//SRCpass1X=4;
//SRCpass1Y=4;
//DESTpass2X=4;
//DESTpass2Y=4;
float4 PS_WriteFocus(VS_OUTPUT_POST IN) : COLOR
{
float2 uvsrc=0.0;//IN.txcoord0.xy;
//const float pixsizex=4.0;
// uvsrc.xy-=(0.5+0.0625)/4.0;
// const float step=0.125/4.0;
float pos=0.0001;
float res=0.0;
float curr=0.0;
float prev=0.0;
float currmax=0.0;
float prevmax=0.0;
for (int ix=0; ix<16; ix++)
{
float tcurr=tex2D(SamplerCurr, (uvsrc.xy*0.25+0.125)).x;//the same for all 4 pixels
float tprev=tex2D(SamplerPrev, (uvsrc.xy*0.25+0.125)).x;//the same for all 4 pixels
currmax=max(currmax, tcurr);
prevmax=max(prevmax, tprev);
curr+=tcurr;
prev+=tprev;
uvsrc.x+=1.0;
if (uvsrc.x>4.0)
{
uvsrc.x=0.0;
uvsrc.y+=1.0;
}
}
curr*=0.0625;
prev*=0.0625;
res=lerp(prev, curr, saturate(FadeFactor));//time elapsed factor
res=max(res, 0.0);
return res;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
technique ReadFocus
{
pass P0
{
VertexShader = compile vs_3_0 VS_Focus();
PixelShader = compile ps_3_0 PS_ReadFocus();
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique WriteFocus
{
pass P0
{
VertexShader = compile vs_3_0 VS_Focus();
PixelShader = compile ps_3_0 PS_WriteFocus();
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
////////////////////////////////////////////////////////////////////
//end focusing code
////////////////////////////////////////////////////////////////////
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;
return OUT;
}
float4 PS_ProcessPass1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float2 coord=IN.txcoord.xy;
float Scaling=0.005 * pow(tempF1.x, 4.0);//TODO edit this, pow 4 used for faster changes
float scenedepth=tex2D(SamplerDepth, IN.txcoord.xy).x;
//to linear
res=Scaling/(max(1.0-scenedepth, 0.00000000001));
res=1-res.x;//invert, could be 1/res.x, but it's non linear
if (scenedepth>0.99999) res=1.0;//white for infinite distance
res=min(res, 1.0);//max is white
res=max(res, 0.0);//min is black
res.w=1.0;
return res;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessPass1();
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}