// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// | Schakusas ENB effect file (v2.1) |
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// | Original Codes & Shaders are made by: |
// | Boris, Ice, Dkt70, AAA, AMD, gp65cj04 and specially MasterKontrol |
// | Edited and modifed by Schakusa: |
// | Added different DoF-Versions, new tweaking lines and edited values |
// | Many more ... |
// | Edited by Crosire: |
// | DoF code fully overhauled and rewritten, file designed (tweaking) and optimized |
// | New effects injected ...
// |
// | Settings modified by Legacyy |
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// If you need, tweak, but read! ////////////////////////////////////////////////////////
// +---------------------------------------+
// #### | Brightness | #######################################
// +---------------------------------------+
/*------------------------------------------------------------------------------
| Change global Brightness and adaptation to brightness of the game. |
| Lower values, darker game. |
------------------------------------------------------------------------------*/
float AdaptationValue = 1.00; // Brightness Adaption
float Brightness = 1.50; // Overall Brigthness
// +---------------------------------------+
// #### | Saturation | #######################################
// +---------------------------------------+
/*------------------------------------------------------------------------------
| 1 = Default Saturation |
| 0 = Black and White colors |
------------------------------------------------------------------------------*/
#define GlobalSaturation
float Saturation = 1.25; // Overall Color Saturation
// +---------------------------------------+
// #### | Colorcorrection | #### icelaglace #######################
// +---------------------------------------+
/*------------------------------------------------------------------------------
| Gamma Correction .... |
| Higher = More gamma = More contrasted image |
| Lower = Less gamma = More natural image |
------------------------------------------------------------------------------*/
#define GAMMACORRECTION
float GammaAmount = 1.40; // Overall Gamma
/*------------------------------------------------------------------------------
| Bleach Bypass (
Bleach bypass - Wikipedia, the free encyclopedia) |
| Mainly reduces saturation, increases the contrast & changes the exposure |
------------------------------------------------------------------------------*/
//#define BLEACH
float BP_Factor = 0.00; // Overall bleaching
/*------------------------------------------------------------------------------
| Filmic curve tone mapping. (
Filmic Games) |
| Change the value from A to W to tweak like you want. |
------------------------------------------------------------------------------*/
//#define FILMICCURVE
float A = 0.20; // Shoulder Strength
float B = 1.50; // Linear Strength
float C = 0.20; // Linear Angle
float D = 1.90; // Toe Strength
float E = 0.02; // Toe Numerator
float F = 1.50; // Toe Denominator
float W = 11.2; // White Scale
/*------------------------------------------------------------------------------
| Techicolor |
------------------------------------------------------------------------------*/
#define TECHNICOLORCORRECTION
float TechniAmount = 0.35; // Maximum: 1.0
float TechniPower = 3.8; // Power of colors
float NegativeAmountR = 0.98; // Lower => More redish image
float NegativeAmountG = 0.98; // Lower => More greenish image
float NegativeAmountB = 0.98; // Lower => More blueish image
/*------------------------------------------------------------------------------
| "KBL Pwning Colorcorrection 1.0 Best". Whole picture gets a more contrasted |
| and colors are stronger. |
------------------------------------------------------------------------------*/
//#define KBLCOLORCORRECTION
float fRatio = 0.02; // Strongness
float MoodR = 1.0;
float MoodG = 1.0;
float MoodB = 1.0;
/*------------------------------------------------------------------------------
| If you want to enable colorcorrection to gamecolors, remove the "//" as |
| usual. (Colors are adapted to original image then) |
------------------------------------------------------------------------------*/
//#define GAMECOLORCORRECTION
/*------------------------------------------------------------------------------
| Colorcorrection using a palette ("enbpalette.bmp" in the gamefolder) |
| This works ONLY on ENB version 0.082!! You can manually disable it here: |
------------------------------------------------------------------------------*/
//#define E_CC_PALETTE
// +---------------------------------------+
// #### | High Dynamic Range | #### DKT70 ############################
// +---------------------------------------+
/*------------------------------------------------------------------------------
| HDR color filter |
------------------------------------------------------------------------------*/
//#define HDR
float4 FogColor = {0.05, 0.05, 0.06, 0.04}; // Lens-style color filters
float Defog = 0.50; // Strength of color filters
/*------------------------------------------------------------------------------
| Extra image settings: |
------------------------------------------------------------------------------*/
float Exposure = 0.00; // Contrast settings
float BlueShift = 0.00; // Shifts entire color spectrum towards blue
// +---------------------------------------+
// #### | Bloom | #######################################
// +---------------------------------------+
/*------------------------------------------------------------------------------
| Overall bloom, globally. Higher values increase sun size and brightness too. |
------------------------------------------------------------------------------*/
float BloomAmountMix = 0.50; // Overall Bloom
float BloomAdditive = 0; // Additional Overall Bloom
/*------------------------------------------------------------------------------
| Color of the bloom. |
------------------------------------------------------------------------------*/
float BloomR = 0.80; // Red amount
float BloomG = 0.80; // Green amount
float BloomB = 1.00; // Blue amount
// +---------------------------------------+
// #### | Depth of Field | #### gp65cj04, icelaglace, Crosire ####
// +---------------------------------------+
/*------------------------------------------------------------------------------
| If you want (STATIC)DoF remove the "//" before "DOF". |
| For dynamic DoF remove them from "DYNAMIC" too, so both are enabled!!! |
------------------------------------------------------------------------------*/
#define DOF // Only Static DoF
//#define DYNAMIC // Add Dynamic DoF
/*------------------------------------------------------------------------------
| DoF Quality. Only enable ONE at the same time (but one HAS to be enabled)! |
| High quality is only recommended for screenshots because it eats performance |
------------------------------------------------------------------------------*/
//#define DOF_LOW_QUALITY
//#define DOF_NORMAL_QUALITY
#define DOF_HIGH_QUALITY
/*------------------------------------------------------------------------------
| If you use "AntiAliasing=true" in the enbseries.ini, change this to 2.00! |
| Multiplier of DoFAmount ... |
------------------------------------------------------------------------------*/
float DOFSizeMulti = 1.45; // Overall Dof Multiplier
/*------------------------------------------------------------------------------
| Change the intensity of DoF here |
------------------------------------------------------------------------------*/
float DOFAmount_HQ = 0.60; // Intensity when high quality enabled
float DOFAmount_LQ = 0.21; // Intensity when low/normal quality enabled
/*------------------------------------------------------------------------------
| Tuning Options for static DoF |
------------------------------------------------------------------------------*/
float SNearBlur = -45.0; // Distance for Near Blur Depth
float SFocalPlane = 1.5; // Depth of Focal Plane
float SFarBlur = 250.0; // Distance for Far Blur Depth
float SBlurCutoffConstant = 0.65; // Distance for Bluriness Cut-off
/*------------------------------------------------------------------------------
| Tuning Options for dynamic DoF |
------------------------------------------------------------------------------*/
float DNearBlur = -45.0; // Distance for Near Blur Depth
float DFocalPlane = 1.0; // Depth of Focal Plane
float DFarBlur = 25000.0; // Distance for Far Blur Depth
float DBlurCutoffConstant = 0.60; // Distance for Bluriness Cut-off
/*------------------------------------------------------------------------------
| This is where the dynamic DOF is focusing, if enabled. Center = 0.5. |
------------------------------------------------------------------------------*/
float2 FocusPoint = float2(0.35, 0.35);
// +---------------------------------------+
// #### | Motion Blur | #### MasterKontrol ####################
// +---------------------------------------+
/*------------------------------------------------------------------------------
| Quality and Strenght of Motion Blur |
------------------------------------------------------------------------------*/
int MBSteps = 16; // Quality of Motion Blur
int MBAmount = 0.03; // Strength of Motion Blur
// +---------------------------------------+
// #### | Vignette | ##### icelaglace ######################
// +---------------------------------------+
/*------------------------------------------------------------------------------
| Makes the image border edges a little darker. Choose version below: |
------------------------------------------------------------------------------*/
//#define VIGNETTE_FX_NEW
//#define VIGNETTE_FX_OLD
/*------------------------------------------------------------------------------
| Vignette settings for FX_NEW (skyrim vignette) |
------------------------------------------------------------------------------*/
float SquareTop = 0.366; // TOP of Screen
float SquareBottom = 0.366; // BOTTOM of Screen
float CircularPower = 0.666; // CIRCULAR Vignette Amount
float ColorDistortion = 0.966; // COLOR Distortion Strength
float ContrastSharpen = 1.366; // Contrast & Sharpness Increase
float NightStrength = 1.666; // Strength of Effect at Night
/*------------------------------------------------------------------------------
| Vignette settings for FX_OLD (icenhancer vignette) |
------------------------------------------------------------------------------*/
float VignetteFocus = 12.0; // Focus
float VignetteAmount = 1.3; // Amount
// If you need, tweak, but read! ////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
//
// sampler2D AdapLumSampler;
// sampler2D BloomSampler;
// float4 ColorCorrect;
// float4 ColorShift;
// float Exposure;
// sampler2D GBufferTextureSampler2;
// sampler2D GBufferTextureSampler3;
// sampler2D HDRSampler;
// sampler2D JitterSampler;
// float PLAYER_MASK;
// sampler2D StencilCopySampler;
// float4 TexelSize;
// float4 ToneMapParams;
// float4 deSatContrastGamma;
// float4 dofBlur;
// float4 dofDist;
// float4 dofProj;
// float gDirectionalMotionBlurLength;
// float4 globalScreenSize;
// row_major float4x4 motionBlurMatrix;
//
// Registers:
//
// Name Reg Size
// ---------------------------- ----- ----
// globalScreenSize c44 1
// Exposure c66 1
// motionBlurMatrix c72 4
// TexelSize c76 1
// dofProj c77 1
// dofDist c78 1
// dofBlur c79 1
// gDirectionalMotionBlurLength c80 1
// ToneMapParams c81 1
// deSatContrastGamma c82 1
// ColorCorrect c83 1
// ColorShift c84 1
// PLAYER_MASK c85 1
// GBufferTextureSampler2 s0 1
// GBufferTextureSampler3 s1 1
// HDRSampler s2 1
// BloomSampler s3 1
// AdapLumSampler s4 1
// JitterSampler s5 1
// StencilCopySampler s6 1
//
/////////////////////////////////////////////////////////////////////////////////////////
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
float4 _c44 : register(c44);
float4 _c66 : register(c66);
float4 _c72 : register(c72);
float4 _c73 : register(c73);
float4 _c74 : register(c74);
float4 _c75 : register(c75);
float4 _c76 : register(c76);
float4 _c77 : register(c77);
float4 _c78 : register(c78);
float4 _c79 : register(c79);
float4 _c80 : register(c80);
float4 _c81 : register(c81);
float4 _c82 : register(c82);
float4 _c83 : register(c83);
float4 _c84 : register(c84);
float4 _c85 : register(c85);
texture2D texs0 : register(s0);
texture2D texs1 : register(s1);
texture2D texs2 : register(s2);
texture2D texs3 : register(s3);
texture2D texs4 : register(s4);
texture2D texs5 : register(s5);
texture2D texs6 : register(s6);
texture2D texs7 : register(s7);
texture2D texs15 : register(s15);
sampler2D s2=sampler_state { Texture=<texs2>; };
sampler2D s4=sampler_state { Texture=<texs4>; };
//sampler2D s5=sampler_state { Texture=<texs5>; };
sampler2D s6=sampler_state { Texture=<texs6>; };
sampler2D s7=sampler_state { Texture=<texs7>; };
sampler2D s15=sampler_state { Texture=<texs15>; };
sampler2D s0 = sampler_state
{
Texture = <texs0>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D s5 = sampler_state
{
Texture = <texs5>;
MinFilter = GaussianQuad;
MagFilter = GaussianQuad;
MipFilter = LINEAR;
AddressU = Wrap;
AddressV = wrap;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
float4 PS_C215BE6E(VS_OUTPUT_POST IN) : COLOR
{
float4 _oC0=0.0; //output
float4 _c0=float4(0, 0.212500006, 0.715399981, 0.0720999986);
float4 _c1=float4(0.25, 1, 256, 0);
float4 _c2=float4(0, 2, 4, 8);
float4 _c3=float4(58.1640015, 47.1300011, 0, 0);
float4 _c4=float4(-0.5, -1.5, 1.5, 0.5);
float4 _c5=float4(2, -1, 0.125, 0);
float4 _c6=float4(256, 2, 4, 8);
float4 _c7=float4(1.0, 0.1, 0.8, 1.0);
float4 _c8=float4(0.0, 0.1, 0.8, 0.333);
float4 _c9=float4(0.06, 0.1, 0.8, 0.1);
float4 _c10=float4(0.01, 1.4, 0.0, 0.32);
float4 _c11=float4(0.333333, 1.0, 0.0, 0.0);
float4 _c12=float4(0.299, 0.587, 0.114, 0.0);
float4 _c13=float4(0.0, 0.0, 0.0, 0.00001);
float4 _c150=float4(0.55, 0.9, 0.85, 0.9);
float4 _c195=float4(0.0, 0.0, 0.0, 0.07);//0.7
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;
r0=tex2D(s1, _v0.xy); //GBufferTextureSampler3
r0.y=-_c77.x + _c77.y; //-dofProj.x + dofProj.y
r0.y=1.0/r0.y;
r0.z=r0.y * _c77.y; //dofProj.y
r0.z=r0.z * -_c77.x; //dofProj.x
r0.x=_c77.y * -r0.y + r0.x;
r0.x=1.0/r0.x;
r0.y=r0.z * r0.x;
r1=tex2D(s2, _v0.xy); //HDRSampler
r2=tex2D(s3, _v0.xy); //BloomSampler
float2 center;
float depth;
float focus;
float distance;
r0=tex2D(s1, _v0.xy); //GBufferTextureSampler3
r0.y=-_c77.x + _c77.y; //-dofProj.x + dofProj.y
r0.y=1.0/r0.y;
r0.z=r0.y * _c77.y; //dofProj.y
r0.z=r0.z * -_c77.x; //dofProj.x
r0.x=_c77.y * -r0.y + r0.x;
r0.x=1.0/r0.x;
r0.y=r0.z * r0.x;
r0.w=abs(_c79.w);
r3=_c4; //-0.5, -1.5, 1.5, 0.5
depth=r0.z * r0.x - _c78.w; //dofDist.w
depth+=_c78.y * -r3.w; //dofDist.y
depth+=148;//offset
center.x=_v0.x-0.5;
center.y=0.5-_v0.y;
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#ifdef DOF
float4 vDofParams;
vDofParams = float4(SNearBlur, SFocalPlane, SFarBlur, SBlurCutoffConstant);
#ifdef DYNAMIC
vDofParams = float4(DNearBlur, DFocalPlane, DFarBlur, DBlurCutoffConstant);
r4=tex2D(s1, FocusPoint); //GBufferTextureSampler3
r4.y=-_c77.x + _c77.y; //-dofProj.x + dofProj.y
r4.y=1/r4.y;
r4.z=r4.y * _c77.y; //dofProj.y
r4.z=r4.z * -_c77.x; //dofProj.x
r4.x=_c77.y * -r4.y + r4.x;
r4.x=1/r4.x;
r4.y=r4.z * r4.x;
float cdepth;
cdepth=r4.z * r4.x - _c78.w; //dofDist.w
cdepth+=_c78.y * -r3.w; //dofDist.y
cdepth+=148;//offset
r4.w = tex2D(s0, FocusPoint).w;
if(r4.w > 0)
{
vDofParams.z = cdepth*2.0;
vDofParams.y = cdepth;
}
#endif
depth = max(depth, 0); //fix zoom bug
float dist;
if(depth < vDofParams.y)
{
dist = (depth - vDofParams.y)/(vDofParams.y - vDofParams.x);
}
else
{
dist = (depth - vDofParams.y)/(vDofParams.z - vDofParams.y);
dist = clamp(dist, 0, vDofParams.w);
}
dist = dist * 0.5 + 0.5;
#ifdef DOF_LOW_QUALITY
int DoF_Taps = 5;
float radiusScale = DOFAmount_LQ;
static float3 poisson[5]=
{
float3 (0.809, 0.41, 1),
float3 (-0.809, 0.41, 1),
float3 (0, 1 , 1),
float3 (-0.58, -0.809, 1),
float3 (0.58, -0.809, 1)
};
#endif
#ifdef DOF_NORMAL_QUALITY
int DoF_Taps = 24;
float radiusScale = DOFAmount_LQ;
static float3 poisson[24]=
{
float3(1.0, 0.0, 1.0000 ), //0 degrees
float3(0.0, -1.0, 1.0000 ),
float3(-1.0, 0.0, 1.0000 ),
float3(0.0, 1.0, 1.0000 ),
float3(0.7071, 0.7071, 1.0000 ), //45 degrees
float3(0.7071, 0.7071, 1.0000 ),
float3(-0.7071, -0.7071, 1.0000 ),
float3(-0.7071, 0.7071, 1.0000 ),
float3(0.9659, 0.2588, 1.0000 ), //15 degrees
float3(0.2588, -0.9659, 1.0000 ),
float3(-0.9659, -0.2588, 1.0000 ),
float3(-0.2588, 0.9659, 1.0000 ),
float3(0.8660, 0.5000, 1.0000 ), //60 degrees
float3(0.5000, -0.8660, 1.0000 ),
float3(-0.8660, -0.5000, 1.0000 ),
float3(-0.5000, 0.8660, 1.0000 ),
float3(0.5000, 0.8660, 1.0000 ), //30 degrees
float3(0.8660, -0.5000, 1.0000 ),
float3(-0.5000, -0.8660, 1.0000 ),
float3(-0.8660, 0.5000, 1.0000 ),
float3(0.2588, 0.9659, 1.0000 ), //75 degrees
float3(0.9659, -0.2588, 1.0000 ),
float3(-0.2588, -0.9659, 1.0000 ),
float3(-0.9659, 0.2588, 1.0000 ),
};
#endif
#ifdef DOF_HIGH_QUALITY
int DoF_Taps = 60;
float radiusScale = DOFAmount_HQ;
static float3 poisson[60] =
{
float3( 0.2165, 0.1250, 1.0000 ),
float3( 0.0000, 0.2500, 1.0000 ),
float3( -0.2165, 0.1250, 1.0000 ),
float3( -0.2165, -0.1250, 1.0000 ),
float3( -0.0000, -0.2500, 1.0000 ),
float3( 0.2165, -0.1250, 1.0000 ),
float3( 0.4330, 0.2500, 1.0000 ),
float3( 0.0000, 0.5000, 1.0000 ),
float3( -0.4330, 0.2500, 1.0000 ),
float3( -0.4330, -0.2500, 1.0000 ),
float3( -0.0000, -0.5000, 1.0000 ),
float3( 0.4330, -0.2500, 1.0000 ),
float3( 0.6495, 0.3750, 1.0000 ),
float3( 0.0000, 0.7500, 1.0000 ),
float3( -0.6495, 0.3750, 1.0000 ),
float3( -0.6495, -0.3750, 1.0000 ),
float3( -0.0000, -0.7500, 1.0000 ),
float3( 0.6495, -0.3750, 1.0000 ),
float3( 0.8660, 0.5000, 1.0000 ),
float3( 0.0000, 1.0000, 1.0000 ),
float3( -0.8660, 0.5000, 1.0000 ),
float3( -0.8660, -0.5000, 1.0000 ),
float3( -0.0000, -1.0000, 1.0000 ),
float3( 0.8660, -0.5000, 1.0000 ),
float3( 0.2163, 0.3754, 0.8670 ),
float3( -0.2170, 0.3750, 0.8670 ),
float3( -0.4333, -0.0004, 0.8670 ),
float3( -0.2163, -0.3754, 0.8670 ),
float3( 0.2170, -0.3750, 0.8670 ),
float3( 0.4333, 0.0004, 0.8670 ),
float3( 0.4328, 0.5004, 0.8847 ),
float3( -0.2170, 0.6250, 0.8847 ),
float3( -0.6498, 0.1246, 0.8847 ),
float3( -0.4328, -0.5004, 0.8847 ),
float3( 0.2170, -0.6250, 0.8847 ),
float3( 0.6498, -0.1246, 0.8847 ),
float3( 0.6493, 0.6254, 0.9065 ),
float3( -0.2170, 0.8750, 0.9065 ),
float3( -0.8663, 0.2496, 0.9065 ),
float3( -0.6493, -0.6254, 0.9065 ),
float3( 0.2170, -0.8750, 0.9065 ),
float3( 0.8663, -0.2496, 0.9065 ),
float3( 0.2160, 0.6259, 0.8851 ),
float3( -0.4340, 0.5000, 0.8851 ),
float3( -0.6500, -0.1259, 0.8851 ),
float3( -0.2160, -0.6259, 0.8851 ),
float3( 0.4340, -0.5000, 0.8851 ),
float3( 0.6500, 0.1259, 0.8851 ),
float3( 0.4325, 0.7509, 0.8670 ),
float3( -0.4340, 0.7500, 0.8670 ),
float3( -0.8665, -0.0009, 0.8670 ),
float3( -0.4325, -0.7509, 0.8670 ),
float3( 0.4340, -0.7500, 0.8670 ),
float3( 0.8665, 0.0009, 0.8670 ),
float3( 0.2158, 0.8763, 0.9070 ),
float3( -0.6510, 0.6250, 0.9070 ),
float3( -0.8668, -0.2513, 0.9070 ),
float3( -0.2158, -0.8763, 0.9070 ),
float3( 0.6510, -0.6250, 0.9070 ),
float3( 0.8668, 0.2513, 0.9070 )
};
#endif
float2 pixelSizeHigh;
float2 pixelSizeLow;
pixelSizeHigh.x = 2.0 / _c44.x;
pixelSizeHigh.y = 2.0 / _c44.y;
pixelSizeHigh.xy *= DOFSizeMulti;
pixelSizeLow.xy = pixelSizeHigh.xy;
float2 vMaxCoC = float2(5.0, 10.0);
float discRadius;
float discRadiusLow;
float centerDepth;
float4 tdepth;
float4 tapHigh;
float4 tapLow;
centerDepth = dist;
discRadius = abs(centerDepth * vMaxCoC.y - vMaxCoC.x);
discRadiusLow = discRadius * radiusScale;
r1 = 0.0;
for(int t = 0; t < DoF_Taps; t++)
{
float2 coordLow = _v0.xy + (pixelSizeLow.xy * poisson[t].xy * discRadiusLow);
float2 coordHigh = _v0.xy + (pixelSizeHigh.xy * poisson[t].xy * discRadius);
tapLow = tex2D(s2, coordLow.xy) * poisson[t].z;
tapHigh = tex2D(s2, coordHigh.xy) * poisson[t].z;
tdepth = tex2D(s1, coordHigh.xy); //GBufferTextureSampler3
tdepth.y = -_c77.x + _c77.y; //-dofProj.x + dofProj.y
tdepth.y = 1.0 / tdepth.y;
tdepth.z = tdepth.y * _c77.y; //dofProj.y
tdepth.z = tdepth.z * -_c77.x; //dofProj.x
tdepth.x = _c77.y * -tdepth.y + tdepth.x;
tdepth.x = 1.0 / tdepth.x;
tdepth.w = tdepth.z * tdepth.x - _c78.w; //dofDist.w
tdepth.w += _c78.y * -r3.w; //dofDist.y
//gp65cj04 fixed by Crosire
tdepth.w += 148;//offset
tdepth.w = max(tdepth.w, 0); //fix zoom bug
if(tdepth.w < vDofParams.y)
{
tapHigh.w = (tdepth.w - vDofParams.y)/(vDofParams.y - vDofParams.x);
}
else
{
tapHigh.w = (tdepth.w - vDofParams.y)/(vDofParams.z - vDofParams.y);
tapHigh.w = clamp(tapHigh.w, 0, vDofParams.w);
}
tapHigh.w = tapHigh.w * 0.5 + 0.5;
tapLow.w = tapHigh.w;
float tapBlur = abs(tapHigh.w * 2.0 - 1.0);
float4 tap = lerp(tapHigh, tapLow, tapBlur);
if(tap.w >= centerDepth)
{
tap.w = 1;
}
else
{
tap.w = abs(tap.w * 2.0 - 1.0);
}
r1.xyz += tap.xyz * tap.w;
r1.w += tap.w;
}
r1.xyz /= r1.w;
#endif
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
r1.w=dot(r1.xyz, r1.xyz); //dp3
r1.w=1.0/r1.w;
r3 = lerp(_c0.x, r1, saturate(r1.w * 10000));
r4 = r3;
r5 = r3;
r6 = r3;
r7 = r3;
r0.x=r0.z * r0.x - _c78.w; //dofDist.w
r0.x=_c78.y * -r3.w + r0.x; //dofDist.y
r1.w=max(r0.x, _c0.x); //0.0
r0.x=1.0/_c78.z; //dofDist.z
r0.x=r1.w * r0.x;
r1.w=lerp(_c79.y, _c79.z, r0.x);//dofBlur
r0.x=min(_c79.z, r1.w); //dofBlur.z
r0.z=dot(r7.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
r8.x=dot(r3.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
r8.y=dot(r4.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
r8.z=dot(r5.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
r8.w=dot(r6.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
r1.w=dot(r8, _c1.xxxx); //0.25
r8=r8 - r1.w;
r2.w=dot(r8, r8);
r0.z=r0.z - r1.w;
r0.z=r0.z * r0.z - r2.w;
r0.x=r0.x*r0.x;
if (r0.z<0.0)
{
r0.x=r0.x;
} else r0.x=_c1.y; //1.0
r8=tex2D(s0, _v0.xy); //GBufferTextureSampler2
r8.yz=_c1.yz; // 1.0, 256.0
r9=r8.w * -r8.z + _c2; //0, 2, 4, 8
if (r9.w<0.0)
{
r9=_c1.w; //0.0
} else r9=_c1.y; //1.0
//r9 is filtered sky mask
//r10=r8.w + tempc6;//c6.yzwx; //256, 2, 4, 8
r10=r8.w * -_c6.x + _c6.yzwx; //256, 2, 4, 8
if (r10.x<0.0)
{
r10.x=-_c1.w; //0.0
} else r10.x=-_c1.y; //1.0
if (r10.y<0.0)
{
r10.y=-_c1.w; //0.0
} else r10.y=-_c1.y; //1.0
if (r10.z<0.0)
{
r10.z=-_c1.w; //0.0
} else r10.z=-_c1.y; //1.0
if (r10.w<0.0)
{
r10.w=-_c1.w; //0.0
} else r10.w=-_c1.y; //1.0
r9=r9 + r10;
r9=r9 * _c4.x; //-0.5
r0.z=dot(r9, _c1.yyyy); //1.0
r0.z=r0.z + _c4.w; //0.5
r0.z=1.0/r0.z;
r8.xzw=r3.xyz * r9.x;
r7.xyz=r7 * _c4.w + r8.xzw; //0.5
r7.xyz=r4 * r9.y + r7;
r7.xyz=r5 * r9.z + r7;
r7.xyz=r6 * r9.w + r7;
r7.xyz=r0.z * r7;
r0.z=-r0.x + _c1.y; //1.0
r1.w=r0.x * _c1.x; //0.25
r3.xyz=r3 * r1.w;
r3.xyz=r7 * r0.z + r3;
r3.xyz=r4 * r1.w + r3;
r3.xyz=r5 * r1.w + r3;
r3.xyz=r6 * r1.w + r3;
//r4.xyz=_v0.yxy * _c5.x + _c5.y; //2, -1
r4.x=_v0.y * _c5.x + _c5.y;
r4.y=_v0.x * _c5.x + _c5.y;
r4.z=_v0.y * _c5.x + _c5.y;
r0.z=r4.y * _c77.z; //dofProj.z
r0.z=r0.y * r0.z;
r1.w=-r4.x * _c77.w; //dofProj.w
r1.w=r0.y * r1.w;
r5.xyz=r1.w * _c73; //motionBlurMatrix.2
r5.xyz=r0.z * _c72 + r5; //motionBlurMatrix.1
r5.xyz=-r0.y * _c74 + r5; //motionBlurMatrix.3
r5.xyz=r5 + _c75; //motionBlurMatrix.4
r0.y=-r5.z * _c77.z; //dofProj.z
r0.y=1/r0.y;
r6.x=r5.x * r0.y;
r0.y=r5.z * _c77.w; //dofProj.w
r0.y=1/r0.y;
r6.y=r5.y * r0.y;
//r0.yz=-r4 + r6.xxyw;
r0.yz=-r4.yz + r6.xy;
//MOTION BLUR - MasterKontrol 2012
//r0.xy=r0.xyw * _c80.zxyw; //MK - This One = just landscape blur
r0.xy=r0.xy * _c80.wxyz; //MK - LAST
r0.z=r0.z * _c80.x; //MK - LAST
r0.w=r0.w * _c80.y; //MK - LAST
//r0.y=r0.y * _c80.x;
//r0.z=r0.z * _c80.x;
r4.xy=r0.yz * _c5.z;
r5=tex2D(s6, _v0.xy);
//r1.w=r5.xy * _c85.xy + -_c85.wzx; //Player Mask, MK - This One = just landscape blur
r1.w=r5.x + -_c85.xy; //Player Mask, MK - This one = all objects blur
//r1.w=r5.x - _c85.x;
r4.zw=r3.xy * _c2.w;
r4.zw=_v0.xy * _c3.xy + r4.zw;
r5=tex2D(s5, r4.zw);
r4.zw=r4.xy * (r5.x - 4) + _v0.xy;
r5.xyz=r3.xyz;
r2.w=_c1.y;
r3.w=_c1.y;
//MOTION BLUR STRENGTH - Masterkontrol 2012
for (int iii=0; iii<MBSteps; iii++)
{
r6.x=r4.x * r3.w + r4.z;
r6.y=r4.y * r3.w + r4.w;
r7=tex2D(s6, r6.xy);
r5.w=r7.x - _c85.x;
if (r5.w<MBAmount)
{
r5.w=_c1.y; //1.0
} else r5.w=_c1.w; //0.0
r6=tex2D(s2, r6.xy);
r5.xyz=r6.xyz * r5.w + r5.xyz;
r2.w=r2.w + r5.w;
r3.w=r3.w + _c1.y; //1.0
}
r2.w=1.0/r2.w;
r0.y=r0.y * _c44.x; //GlobalScreenSize
r0.z=r0.z * _c44.y; //GlobalScreenSize
r0.y=dot(r0.yz, r0.yz)+_c0.x; //dp2
//r0.y=sqrt(r0.y);
//r0.y=1.0/r0.y;
r0.y=pow(r0.y, _c4.w); //0.5
r0.y=r0.y * _c4.w; //0.5
r0.x=r0.x + _c1.y; //1.0
r0.x=1.0/r0.x;
r0.x=saturate(r0.y * r0.x);
r4.xyz=r5 * r2.w - r3;
r0.xyz=r0.x * r4 + r3;
if (-r1.w<0.0) r0.xyz=r3.xyz;
if (-r0.w<0.0) r0.xyz=r1.xyz;
r11=r0;
r1=tex2D(s4, _c0.x); //AdapLumSampler , 0.0
r0.w=1.0/r1.x;
r0.w=r0.w * _c81.y; //ToneMapParams.y
r1.x=1.0/r0.w;
r1.x=r1.x * _c81.x; //ToneMapParams.x
r1.xyz=r2 * _c66.x - r1.x; //Exposure.x
r2.xyz=max(r1, _c0.x); //0.0
r1.xyz=r2 * _c81.z; //ToneMapParams.z
r1.xyz=r1 * _c1.x; //0.25
r0.xyz=r0 * _c66.x + r1; //Exposure.x
r1.xyz=r0.w * r0;
r1.x=dot(r1.xyz, _c0.yzw); //0.2125, 0.7154, 0.0721
r0.xyz=r0 * r0.w - r1.x;
r0.xyz=_c82.x * r0 + r1.x; //deSatContrastGamma.x
r0.w=r1.x * _c84.w; //ColorShift.w
r1.yzw=r0.w * _c84.xxyz; //ColorShift
//darken as DarkeningAmount, but keeps colors
r2.x=saturate(r0.w);
r0.xyz=r0.xyz - _c84.xyz * r0.w; //ColorShift
r0.xyz=r2.x * r0.xyz + r1.yzww;
//coloring (green, brown, ...)
r0.xyz=2.0 * r0.xyz * _c83.xyz; //ColorCorrect
//keeps colors, changes luma
r1.x=saturate(r1.x);
r0.w=_c82.z - _c1.y; //deSatContrastGamma.z
r2.x=pow(r1.x, r0.w);
_oC0.xyz=r0.xyz * r2.x; //orig
_oC0.w=_c1.y; //1.0
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
r5=tex2D(s4, _c0.x);//adaptation luminance
r0=tex2D(s2, _v0.xy);//hdr color
r0=r11;
//ADAPTION
r5.w=r5.x;
r5.w=AdaptationValue/r5.w;
r0.xyz=r0 * r5.w;
r3.xy=_c10.xwxw;
r3.xy=r3.xy * r5.w;
//BLOOM
r7=tex2D(s3, _v0.xy);
r7.r *= BloomR;
r7.g *= BloomG;
r7.b *= BloomB;
r0=r7 * BloomAdditive + r0; //0.05 //TEMP DISABLED
//BRIGHTNESS
r10=dot(r0.xyz, _c12.xyz);
r9.x=r10.x * Brightness;
r10.x=1.0/r10.x;
r10=r10 * r9.x;
r0=r0 * r10.x;
r0=r0 * _c7.y;
r1=r0 * _c7.z;
r1=r1 + _c7.w;
r1.xyz=1.0/r1.xyz;
r0=r0 * r1;
//SATURATION
#ifdef GlobalSaturation
float luma = dot(r0.xyz,_c12.xyz);
float gris = dot(r0.xyz, 0.333);
float3 PoweredColor = pow(r0.xyz, Saturation);
float newgris = dot(PoweredColor.xyz, 0.333);
r0.xyz = PoweredColor.xyz*gris/(newgris+0.0001);
#endif
//HDR - DKT70
#ifdef HDR
r0.rgb = max(0, r0.rgb - Defog * FogColor.rgb);
r0.rgb *= pow(2.0f, Exposure);
float3 bshift = r0.rgb * float3(1.05f, 0.97f, 1.27f);
r0.rgb = lerp(r0.rgb, bshift, BlueShift);
#endif
//GAMMA
#ifdef GAMMACORRECTION
r0=pow(r0,1/GammaAmount);
#endif
//TECHNICOLOR
#ifdef TECHNICOLORCORRECTION
float4 greenfilter = float4(0.30, 1.0, 0.0, 1.0);
float4 redorangefilter = float4(1.05, 0.620, 0.0, 1.0);
float4 cyanfilter = float4(0.0, 1.30, 1.0, 1.0);
float4 magentafilter = float4(1.0, 0.0, 1.05, 1.05);
float4 yellowfilter = float4(1.6, 1.6, 0.05, 1.0);
float4 filtgreen = r0 * greenfilter;
float4 filtblue = r0 * magentafilter;
float4 filtred = r0 * redorangefilter;
float4 rednegative = float((filtred.r + filtred.g + filtred.b)/(NegativeAmountR * TechniPower));
float4 greennegative = float((filtgreen.r + filtgreen.g + filtgreen.b)/(NegativeAmountG* TechniPower));
float4 bluenegative = float((filtblue.r+ filtblue.g + filtblue.b)/(NegativeAmountB* TechniPower));
float4 redoutput = rednegative + cyanfilter;
float4 greenoutput = greennegative + magentafilter;
float4 blueoutput = bluenegative + yellowfilter;
float4 result = redoutput * greenoutput * blueoutput;
r0.rgb = lerp(r0.rgb, result, TechniAmount);
#endif
//BLEACH BYPASS
#ifdef BLEACH
luma = dot(r0.xyz, _c12.xyz);
float3 blend = luma.xxx;
float L = min(1, max(0, 10*(luma - 0.45)));
float3 result1 = 2.0 * r0.xyz * blend;
float3 result2 = 1.0 - 2.0*(1.0 - blend)*(1.0 - r0.xyz);
float3 newColor = lerp(result1.xyz, result2.xyz, L);
float3 mixrgb = BP_Factor * newColor.xyz;
mixrgb += ((1.0f - BP_Factor) * r0.xyz);
r0.xyz = mixrgb;
#endif
//BLOOM ADDTIVE
r0=BloomAmountMix*r7 * r3.x + r0;
//FILMIC CURVE TONEMAPPING
#ifdef FILMICCURVE
float4 curr = ((r0*(A*r0+C*B)+D*E)/(r0*(A*r0+B)+D*F))-E/F;
float4 whiteScale = ((W*(A*W+C*B)+D*E)/(W*(A*W+B)+D*F))-E/F;
r0 = curr*whiteScale;
#endif
//COLORCORRECTION to GAMECOLORS
#ifdef GAMECOLORCORRECTION
r0.w=1.0;
luma=0.27*r0.r + 0.67*r0.g + 0.06*r0.b;
r0.xyz=r0.xyz * r0.w - luma;
r0.xyz=_c82.x * r0.xyz + luma;
r0.w=luma * _c84.w;
r1.xyz=r0.w * _c84.xyz;
r0.xyz=r0.xyz - _c84.xyz * r0.w;
r0.xyz=saturate(r0.w) * r0.xyz + r1.xyz;
r0.xyz=2.0 * r0.xyz * _c83.xyz;
luma=saturate(luma);
r0.w=_c82.z - _c1.y;
r0.xyz=r0.xyz * pow(luma, r0.w);
#endif
//KBL COLORCORRECTION
#ifdef KBLCOLORCORRECTION
float weight;
r2.x = dot(r0.xyz, 0.333);
r2.x = 1 - pow(2.71, -r2.x*5.2);
r2.x = r2.x * 0.17;
r0.xyz = saturate(r0.xyz - r2.x);
r0.xyz = sin(r0.xyz*1.57);
weight = 0.6 - r2.x * 0.3;
r0.xyz = lerp(r0.xyz, r0.xyz, weight);
r10.x = dot(r0.xyz, _c12.xyz);
r0.xyz = lerp(r0.xyz, r10.x, 0.1);
float4 colInput = r0;
float4 colMood = 1.0f;
colMood.r = MoodR;
colMood.g = MoodG;
colMood.b = MoodB;
float fLum = ( colInput.r + colInput.g + colInput.b ) / 3;
colMood = lerp(0, colMood, saturate(fLum * 2.0));
colMood = lerp(colMood, 1, saturate(fLum - 0.5) * 2.0);
float4 colOutput = lerp(colInput, colMood, saturate(fLum * fRatio));
r0.rgb=max(0, colOutput);
r0.a=1.0;
#endif
//PALETTE (ENB 0.082 Feature)
#ifdef E_CC_PALETTE
r0.rgb=saturate(r0.rgb);
float3 brightness=0.001;
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=r0.r;
palette.r=tex2Dlod(s13, uvsrc).r;
uvsrc.x=r0.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(s13, uvsrc).g;
uvsrc.x=r0.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(s13, uvsrc).b;
r0.rgb=palette.rgb;
#endif
//OLD VIGNETTE - Icelaglace
#ifdef VIGNETTE_FX_OLD
focus = length(center.xy)*1.41421;
focus = pow(focus, VignetteFocus);
r0.xyz -= focus * VignetteAmount;
#endif
//NEW VIGNETTE - Icelaglace
#ifdef VIGNETTE_FX_NEW
float rovigpwr = CircularPower; //for a circular vignette
float2 sqvigpwr = float2( SquareTop, SquareBottom ); // for the top and bottom of the screen
float vsatstrength = ColorDistortion; // color distortion
float vignettepow = ContrastSharpen; // increases the contrast and sharpness
float vstrengthatnight = NightStrength;
float2 inTex = _v0;
float vhnd = 0.5;
float4 voriginal = r0;
float4 vcolor = voriginal;
vcolor.xyz=1;
inTex -= 0.5; // center
inTex.y += 0.01; // offset from the center
float vignette = 1.0 - dot( inTex, inTex );
vcolor *= pow( vignette, vignettepow );
float4 rvigtex = vcolor;
rvigtex.xyz = pow( vcolor, 1 );
rvigtex.xyz = lerp(float3(0.5, 0.5, 0.5), rvigtex.xyz, 2.0); // contrast
rvigtex.xyz = lerp(float3(1,1,1),rvigtex.xyz,rovigpwr); // strength of the circular vinetty
//darken the top and bottom
float4 vigtex = vcolor;
vcolor.xyz = float3(1,1,1);
float3 topv = min((inTex.y+0.5)*2,1.5) * 2; // top
float3 botv = min(((0-inTex.y)+0.5)*2,1.5) * 2; // botton
topv= lerp(float3(1,1,1), topv, sqvigpwr.x);
botv= lerp(float3(1,1,1), botv, sqvigpwr.y);
vigtex.xyz = (topv)*(botv);
//vigtex.xyz = lerp(float3(1,1,1),vigtex.xyz,sqvigpwr); // strength of the top and bottom
vigtex.xyz*=rvigtex.xyz;
vigtex.xyz = lerp(vigtex.xyz,float3(1,1,1),(1-vstrengthatnight)*(1-vhnd)); //for a dark screen
vigtex.xyz = min(vigtex.xyz,1);
vigtex.xyz = max(vigtex.xyz,0);
float3 vtintensity = dot(r0.xyz, float3(0.2125, 0.7154, 0.0721));
r0.xyz = lerp(vtintensity, r0.xyz, ((((1-(vigtex.xyz*2))+2)-1)*vsatstrength)+1);
//color.xyz+=0.02;
r0.xyz *= (vigtex.xyz);
#endif
_oC0.xyz=r0.xyz;
return _oC0;
}
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
technique Shader_C215BE6E
{
pass p0
{
PixelShader = compile ps_3_0 PS_C215BE6E();
}
}
technique Shader_ORIGINALPOSTPROCESS
{
pass p0
{
PixelShader=
asm
{
/////////////////////////////////////////////////////////////////////////////////////////
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
// sampler2D AdapLumSampler;
// sampler2D BloomSampler;
// float4 ColorCorrect;
// float4 ColorShift;
// float Exposure;
// sampler2D GBufferTextureSampler2;
// sampler2D GBufferTextureSampler3;
// sampler2D HDRSampler;
// sampler2D JitterSampler;
// float PLAYER_MASK;
// sampler2D StencilCopySampler;
// float4 TexelSize;
// float4 ToneMapParams;
// float4 deSatContrastGamma;
// float4 dofBlur;
// float4 dofDist;
// float4 dofProj;
// float gDirectionalMotionBlurLength;
// float4 globalScreenSize;
// row_major float4x4 motionBlurMatrix;
//
// Registers:
//
// Name Reg Size
// ---------------------------- ----- ----
// globalScreenSize c44 1
// Exposure c66 1
// motionBlurMatrix c72 4
// TexelSize c76 1
// dofProj c77 1
// dofDist c78 1
// dofBlur c79 1
// gDirectionalMotionBlurLength c80 1
// ToneMapParams c81 1
// deSatContrastGamma c82 1
// ColorCorrect c83 1
// ColorShift c84 1
// PLAYER_MASK c85 1
// GBufferTextureSampler2 s0 1
// GBufferTextureSampler3 s1 1
// HDRSampler s2 1
// BloomSampler s3 1
// AdapLumSampler s4 1
// JitterSampler s5 1
// StencilCopySampler s6 1
//
/////////////////////////////////////////////////////////////////////////////////////////
ps_3_0
def c0, 0, 0.212500006, 0.715399981, 0.0720999986
def c1, 0.25, 1, 256, 0
def c2, 0, 2, 4, 8
def c3, 58.1640015, 47.1300011, 0, 0
def c4, -0.5, -1.5, 1.5, 0.5
def c5, 2, -1, 0.125, 0
def c6, 256, 2, 4, 8
def c180, 0.0, 0.0, 0.0, 100.5
def c181, 1.0, 0.0, 0.0, 20.01
def c183, 800.0, 600.0, 0.0, 100.5
defi i0, 7, 0, 0, 0
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
dcl_2d s6
texld r0, v0, s1
add r0.y, -c77.x, c77.y
rcp r0.y, r0.y
mul r0.z, r0.y, c77.y
mul r0.z, r0.z, -c77.x
mad r0.x, c77.y, -r0.y, r0.x
rcp r0.x, r0.x
mul r0.y, r0.z, r0.x
texld r1, v0, s2
texld r2, v0, s3
abs r0.w, c79.w
mov r3, c4
mad r4.xy, c76, r3, v0
texld r4, r4, s2
mad r5.xy, c76, r3.zxzw, v0
texld r5, r5, s2
mad r3.xz, c76.xyyw, r3.wyzw, v0.xyyw
texld r6, r3.xzzw, s2
mad r3.xy, c76, r3.ywzw, v0
texld r7, r3, s2
dp3 r1.w, r4, r4
rcp r1.w, r1.w
cmp r3.xyz, -r1.w, c0.x, r4
dp3 r1.w, r5, r5
rcp r1.w, r1.w
cmp r4.xyz, -r1.w, c0.x, r5
dp3 r1.w, r6, r6
rcp r1.w, r1.w
cmp r5.xyz, -r1.w, c0.x, r6
dp3 r1.w, r7, r7
rcp r1.w, r1.w
cmp r6.xyz, -r1.w, c0.x, r7
dp3 r1.w, r1, r1
rcp r1.w, r1.w
cmp r7.xyz, -r1.w, c0.x, r1
mad r0.x, r0.z, r0.x, -c78.w
mad r0.x, c78.y, -r3.w, r0.x
max r1.w, r0.x, c0.x
rcp r0.x, c78.z
mul r0.x, r1.w, r0.x
lrp r1.w, r0.x, c79.z, c79.y
min r0.x, c79.z, r1.w
dp3 r0.z, r7, c0.yzww
dp3 r8.x, r3, c0.yzww
dp3 r8.y, r4, c0.yzww
dp3 r8.z, r5, c0.yzww
dp3 r8.w, r6, c0.yzww
dp4 r1.w, r8, c1.x
add r8, r8, -r1.w
dp4 r2.w, r8, r8
add r0.z, r0.z, -r1.w
mad r0.z, r0.z, r0.z, -r2.w
mul r0.x, r0.x, r0.x
cmp r0.x, r0.z, c1.y, r0.x
texld r8, v0, s0
mov r8.yz, c1
mad r9, r8.w, -r8.z, c2
cmp r9, r9, c1.y, c1.w
mad r10, r8.w, -c6.x, c6.yzwx
cmp r10, r10, -c1.y, -c1.w
add r9, r9, r10
mul r9, r9, c4.x
dp4 r0.z, r9, c1.y
add r0.z, r0.z, c4.w
rcp r0.z, r0.z
mul r8.xzw, r3.xyyz, r9.x
mad r7.xyz, r7, c4.w, r8.xzww
mad r7.xyz, r4, r9.y, r7
mad r7.xyz, r5, r9.z, r7
mad r7.xyz, r6, r9.w, r7
mul r7.xyz, r0.z, r7
add r0.z, -r0.x, c1.y
mul r1.w, r0.x, c1.x
mul r3.xyz, r3, r1.w
mad r3.xyz, r7, r0.z, r3
mad r3.xyz, r4, r1.w, r3
mad r3.xyz, r5, r1.w, r3
mad r3.xyz, r6, r1.w, r3
mad r4.xyz, v0.yxyw, c5.x, c5.y
mul r0.z, r4.y, c77.z
mul r0.z, r0.y, r0.z
mul r1.w, -r4.x, c77.w
mul r1.w, r0.y, r1.w
mul r5.xyz, r1.w, c73
mad r5.xyz, r0.z, c72, r5
mad r5.xyz, -r0.y, c74, r5
add r5.xyz, r5, c75
mul r0.y, -r5.z, c77.z
rcp r0.y, r0.y
mul r6.x, r5.x, r0.y
mul r0.y, r5.z, c77.w
rcp r0.y, r0.y
mul r6.y, r5.y, r0.y
add r0.yz, -r4, r6.xxyw
mul r0.yz, r0, c80.x
mul r4.xy, r0.yzzw, c5.z
texld r5, v0, s6
add r1.w, r5.x, -c85.x
mul r4.zw, r3.xyxy, c2.w
mad r4.zw, v0.xyxy, c3.xyxy, r4
texld r5, r4.zwzw, s5
add r2.w, r5.x, c4.x
mad r4.zw, r4.xyxy, r2.w, v0.xyxy
mov r5.xyz, r3
mov r2.w, c1.y
mov r3.w, c1.y
rep i0
mad r6.xy, r4, r3.w, r4.zwzw
texld r7, r6, s6
add r5.w, r7.x, -c85.x
cmp r5.w, r5.w, c1.w, c1.y
texld r6, r6, s2
mad r5.xyz, r6, r5.w, r5
add r2.w, r2.w, r5.w
add r3.w, r3.w, c1.y
endrep
rcp r2.w, r2.w
mul r0.yz, r0, c183.xxyw//c44.xxyw
dp2add r0.y, r0.yzzw, r0.yzzw, c0.x
rsq r0.y, r0.y
rcp r0.y, r0.y
mul r0.y, r0.y, c4.w
add r0.x, r0.x, c1.y
rcp r0.x, r0.x
mul_sat r0.x, r0.y, r0.x
mad r4.xyz, r5, r2.w, -r3
mad r0.xyz, r0.x, r4, r3
cmp r0.xyz, r1.w, r3, r0
cmp r0.xyz, -r0.w, r0, r1
texld r1, c0.x, s4
rcp r0.w, r1.x
mul r0.w, r0.w, c81.y
rcp r1.x, r0.w
mul r1.x, r1.x, c81.x
mad r1.xyz, r2, c66.x, -r1.x
max r2.xyz, r1, c0.x
mul r1.xyz, r2, c81.z
mul r1.xyz, r1, c1.x
mad r0.xyz, r0, c66.x, r1
mul r1.xyz, r0.w, r0
dp3 r1.x, r1, c0.yzww
mad r0.xyz, r0, r0.w, -r1.x
mad r0.xyz, c82.x, r0, r1.x
mul r0.w, r1.x, c84.w
mul r1.yzw, r0.w, c84.xxyz
mov_sat r2.x, r0.w
mad r0.xyz, c84, -r0.w, r0
mad r0.xyz, r2.x, r0, r1.yzww
mul r0.xyz, r0, c83
add r0.xyz, r0, r0
mov_sat r1.x, r1.x
add r0.w, -r8.y, c82.z
pow r2.x, r1.x, r0.w
//mul r2.x, r2.x, c181.x
mul oC0.xyz, r0, r2.x
mov oC0.w, c1.y
//texld r1, v0, s2
//mul oC0.xyz, r1, c199.z
};
}
}