I tried to copypaste some nexusmods enbswith letterbox but with TXAA enabled in enblocal.ini it causes some graphical glitches.
Here is my file Enbeffect.fx
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//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2013 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
//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//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;
//parameters for ldr color correction, if enabled
float ECCGamma
<
string UIName="CC: Gamma";
string UIWidget="Spinner";
float UIMin=0.2;//not zero!!!
float UIMax=5.0;
> = {1.0};
float ECCInBlack
<
string UIName="CC: In black";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};
float ECCInWhite
<
string UIName="CC: In white";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float ECCOutBlack
<
string UIName="CC: Out black";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};
float ECCOutWhite
<
string UIName="CC: Out white";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float ECCBrightness
<
string UIName="CC: Brightness";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};
float ECCContrastGrayLevel
<
string UIName="CC: Contrast gray level";
string UIWidget="Spinner";
float UIMin=0.01;
float UIMax=0.99;
> = {0.5};
float ECCContrast
<
string UIName="CC: Contrast";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};
float ECCSaturation
<
string UIName="CC: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};
float ECCDesaturateShadows
<
string UIName="CC: Desaturate shadows";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};
float3 ECCColorBalanceShadows <
string UIName="CC: Color balance shadows";
string UIWidget="Color";
> = {0.5, 0.5, 0.5};
float3 ECCColorBalanceHighlights <
string UIName="CC: Color balance highlights";
string UIWidget="Color";
> = {0.5, 0.5, 0.5};
float3 ECCChannelMixerR <
string UIName="CC: Channel mixer R";
string UIWidget="Color";
> = {1.0, 0.0, 0.0};
float3 ECCChannelMixerG <
string UIName="CC: Channel mixer G";
string UIWidget="Color";
> = {0.0, 1.0, 0.0};
float3 ECCChannelMixerB <
string UIName="CC: Channel mixer B";
string UIWidget="Color";
> = {0.0, 0.0, 1.0};
//+++++++++++++++++++++++++++++
//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
// xy = cursor position in range 0..1 of screen;
// z = is shader editor window active;
// w = mouse buttons with values 0..7 as follows:
// 0 = none
// 1 = left
// 2 = right
// 3 = left+right
// 4 = middle
// 5 = left+middle
// 6 = right+middle
// 7 = left+right+middle (or rather cat is sitting on your mouse)
float4 tempInfo1;
// xy = cursor position of previous left mouse button click
// zw = cursor position of previous right mouse button click
float4 tempInfo2;
//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;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
//x = dawn, y = sunrise, z = day, w = sunset. Interpolators range from 0..1
float4 TimeOfDay1;
//x = dusk, y = night. Interpolators range from 0..1
float4 TimeOfDay2;
//changes in range 0..1, 0 means full quality, 1 lowest dynamic quality (0.33, 0.66 are limits for quality levels)
float EAdaptiveQualityFactor;
//.x - current weather index, .y - outgoing weather index, .z - weather transition, .w - time of the day in 24 standart hours. Weather index is value from _weatherlist.ini, for example WEATHER002 means index==2, but index==0 means that weather not captured.
float4 WeatherAndTime;
//enb version of bloom applied, ignored if original post processing used
float EBloomAmount;
//fov in degrees
float FieldOfView;
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
#ifdef E_CC_PROCEDURAL
float tempgray;
float4 tempvar;
float3 tempcolor;
/*
//these replaced by "levels"
//+++ gamma
if (ECCGamma!=1.0)
color=pow(color, 1.0/ECCGamma);
//+++ brightness like in photoshop
color=color+ECCAditiveBrightness;
//+++ lightness
tempvar.x=saturate(ELightness);
tempvar.y=saturate(1.0+ECCLightness);
color=tempvar.x*(1.0-color) + (tempvar.y*color);
*/
//+++ levels like in photoshop, including gamma, lightness, additive brightness
color=max(color-ECCInBlack, 0.0) / max(ECCInWhite-ECCInBlack, 0.0001);
if (ECCGamma!=1.0) color=pow(color, ECCGamma);
color=color*(ECCOutWhite-ECCOutBlack) + ECCOutBlack;
//+++ brightness
color=color*ECCBrightness;
//+++ contrast
color=(color-ECCContrastGrayLevel) * ECCContrast + ECCContrastGrayLevel;
//+++ saturation
tempgray=dot(color.xyz, 0.3333);
color=lerp(tempgray, color, ECCSaturation);
//+++ desaturate shadows
tempgray=dot(color.xyz, 0.3333);
tempvar.x=saturate(1.0-tempgray);
tempvar.x*=tempvar.x;
tempvar.x*=tempvar.x;
color=lerp(color, tempgray, ECCDesaturateShadows*tempvar.x);
//+++ color balance
color=saturate(color);
tempgray=dot(color.xyz, 0.3333);
float2 shadow_highlight=float2(1.0-tempgray, tempgray);
shadow_highlight*=shadow_highlight;
color.rgb+=(ECCColorBalanceHighlights*2.0-1.0)*color * shadow_highlight.x;
color.rgb+=(ECCColorBalanceShadows*2.0-1.0)*(1.0-color) * shadow_highlight.y;
//+++ channel mixer
tempcolor=color;
color.r=dot(tempcolor, ECCChannelMixerR);
color.g=dot(tempcolor, ECCChannelMixerG);
color.b=dot(tempcolor, ECCChannelMixerB);
#endif //E_CC_PROCEDURAL
_oC0.w=1.0;
_oC0.xyz=color.xyz;
return _oC0;
}
//switch between vanilla and mine post processing
technique Shader_D6EC7DD1 <string UIName="ENBSeries";>
{
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
technique Shader_ORIGINALPOSTPROCESS <string UIName="Vanilla";>
{
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;
}
}