[Sammelthread] GTA IV [FAQ & Performance]

ich versteh die statistiken nie ^^

600 dlls bei part 1 alle anderen parts dann nur noch 400 ?!

Sind die leute wirklich alle so sau blöd ?

Genau wie die fragen immer :

...ähm is das normal das in jedem archiv die selben daten sind ? ...

Da packste dir doch an kopp
 
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supi, danke.
Jetzt hab eine enb-Mod, die 1.04 Downgradedateien und die HD Texturen, jetzt fehlen nur noch Autos. Dann kanns losgehen mit dem ersten mal GTAIV zocken. Durch die pics bin ich schon ganz heiß drauf. oO

Ich hoffe mit nem Ph2 3,5Ghz, 8Gb Ram, 2x 5850er und ner SSD wirds halbwegs spielbar um Spaß zu haben.
 
Zuletzt bearbeitet:
ick hab dieses kack cacheboost wieder runtergeschmissen&TuneUp und schon läuft GTAIV viel besser und schneller ;)
 
kommentarlos screens hinterlassen...




 
@Shak: Da hast du aber kommentarlos schicke Screens hinterlassen ;)

Besonders das dritte :hail::hail::hail:
 
Ich habe wieder ein Problem mit GTA IV :/
Ich kann es ohne Mods (xliveless) nicht starten und somit auch nicht in MP gehen!
Hatte das Problem schon vorher angesprochen und es wurde mir auch mittels xliveless geholfen. Es lief perfekt und alles, nur ich kann halt nicht in den MP.
Da ich die Story jetzt aber durch habe, möchte ich das. Aber ohne xliveless startet das Game einfach nicht!
Neuste Treiber sind drauf, Spiel neu installiert, Spiel auf Fehler überprüft (Steam-Version) und auch Windows LIVE gelöscht, neugestartet und dann die neuste Version draufgemacht.
Auch schon 10x mal hintereinander gestartet half nicht!

Habe eine frische Steam-Version von GTA IV Episodes from Liberty City.

Schonmal danke :)
 
Hab jetz downgegradet und nochmals die neuste Icenhancer 2.1 heruntergeladen, dieses mal direkt vom Ersteller.
Jetzt ist da aber grain drin -.- gestern dieses hässliche DoF und heute grain...Ich verstehe es einfach nicht wie man bei einer Mod die die Grafik aufpeppen soll ein Effekt nimmt der alles kaputt und hässlich macht, ich raffs nicht :x

Wie mache ich das jetzt aus, habe nur diesen Abschnitt gefunden:

//-----------------------------
// Default motion blur is the alternative one :
// Alternative : grainy, smooth motion blur
// Default : Less smooth but no grain
//-----------------------------

#define NormalMB
//#define AlternativeMB

//#define BLACKBARS

Und habe wie man sieht die // vor Alternative gemacht und die vor Normal weg, bringt aber nichts, kann mir wer helfen?

Hier die komplette shader:

///////////////////////////////////////////////////////////////////
// iCEnhancer 2.1 .FX file
// made by : iCE La GlacE
// contact : icelaglace@yahoo.fr
// Feel free to mod it like you want & distribute on your own settings
// As long as you mention everyone's names
//
//Copyright : Boris Vorontsov/iCE La GlacE/gp65cj04/DKT70/Dpeasant3
//
//////////////////////////////////////////////////////////////////


//++++++++++++++++++++++++++
// DEPTH OF FIELD
//++++++++++++++++++++++++++

//#define DEPTH_OF_FIELD

//-----------------------------
// 1 IS ADVANCED DEPTH OF FIELD (ADOF) //DEFAULT
// 2 IS NO PERFORMANCE LOSS DEPTH OF FIELD FROM iCENHANCER 1.25
//-----------------------------

//#define LQ_DOF
#define HQ_DOF


//-----------------------------
// AUTO-FOCUS DEPTH OF FIELD, BLURS DEPENDING OF WHERE YOU LOOK
//-----------------------------

#define AUTOFOCUS


//-----------------------------
// HQ_DOF SETTINGS (ADOF)
//-----------------------------

//#define DOF_NORMAL_QUALITY
#define DOF_HIGH_QUALITY

//-----------------------------
// 0.4 is the default value & recommended.
// 0.8 is the max I recommend without making the image too horrible.
//-----------------------------

float BlurIntensity = 0.4;

//-----------------------------
// DOF_Taps can be reduced to 8 if you need perf on DEPTHOFFIELD 1 mode
// PixelSize is if your DOF is not visible enough for your liking
//-----------------------------

int DoF_TAPS = 60;
int PixelSizeMultiplier = 1;

//-----------------------------
// This is where the DOF is focusing
// It's (Y,X) values, means that if you want it to focus higher, do :
// (0.4, 0.5);
// You want it to focus more in the right, do :
// (0.5, 0.6); etc...
//-----------------------------

float2 FocusPoint = float2(0.5, 0.5);


//++++++++++++++++++++++++++
// BLOOM & IMAGE SETTINGS
//++++++++++++++++++++++++++


//-----------------------------
// Main value of bloom
//-----------------------------
float BloomAmountMix = 1;

//-----------------------------
// Additional image bloom, created in post-processing, not icebloom.fx related
// Not that recommended but you can give it a try
//-----------------------------

float BloomAdditive = 0;

//-----------------------------
// Change the adaptation to brightness of the game.
// Less value, darker game.
// Don't touch this settings until you are sure it's the only solution!
//-----------------------------

float AdaptationValue = 1;

//-----------------------------
// TONEMAPPING :
//-----------------------------
// Converts the high dynamic range image HDR to a lower dynamic range image (LDR).
// Tone mapping is a technique used to approximate the appearance
// of high dynamic range images on a display with a more limited dynamic range.
// Helps to avoid pure whites & pure blacks.
//-----------------------------

//#define FILMICCURVE
//#define FILMICGAMMA
//#define LOGARITHMIC
//#define REINHARD
//#define REINHARD_ICE21
//#define HELJ

float toneMapExposure = 1.2;

//-----------------------------
// Bleach Bypass
// Bleach bypass - Wikipedia, the free encyclopedia
// Makes the white "whiter" and blacks darker
// Washed up effect
//-----------------------------

//#define BLEACH
float BP_factor = 0.25;

//-----------------------------
// Saturation
// Enable it & tweak like like you want.
// 1.33 = Default saturation for 2.1
// 0.25 = Default contrast for 2.1
//-----------------------------

#define GlobalSaturation
float Saturation = 1.33;
float AddContrast = 0.25;


//-----------------------------
// Vignetting
// Vignetting - Wikipedia, the free encyclopedia
// Makes the border edges a little darker
//-----------------------------

float Vignetting = 0.2;

//-----------------------------
// Default motion blur is the alternative one :
// Alternative : grainy, smooth motion blur
// Default : Less smooth but no grain
//-----------------------------

#define NormalMB
//#define AlternativeMB

//#define BLACKBARS

////////////////////////////////////////////////////////////////////////////
////// END OF TWEAKING VALUES //////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////


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 texs13 : register(s13);//palette
texture2D texs15 : register(s15);
sampler2D s2=sampler_state { Texture=<texs2>; };
sampler2D s4=sampler_state { Texture=<texs4>; };
#ifdef NormalMB
sampler2D s5=sampler_state { Texture=<texs5>; };
#endif
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;//NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};


#ifdef AlternativeMB
sampler2D s5 = sampler_state //fixed
{
Texture = <texs5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
#endif

sampler2D s13 = sampler_state
{
Texture = <texs13>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
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(0.27, 0.67, 0.06, 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;


r1=tex2D(s2, _v0.xy); //HDRSampler
r2=tex2D(s3, _v0.xy); //BloomSampler



//*************************
#ifdef HQ_DOF
float2 center;
float depth;
float focus;

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

#ifndef AUTOFOCUS
float4 vDofParams = float4(-4, 1, 5000.0, 1);
#else
float4 vDofParams = float4(-5000, 1, 30000.0, 1);
#endif

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;
#endif
#ifdef DEPTH_OF_FIELD
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;
#ifdef AUTOFOCUS
float cdepth;

cdepth=r4.z * r4.x - _c78.w; //dofDist.w
cdepth+=_c78.y * -r3.w; //dofDist.y
cdepth+=150;//offset


r4.w = tex2D(s0, FocusPoint).w;
if(r4.w > 0)
{
vDofParams.z = cdepth*10.0;
vDofParams.y = cdepth;
}
#endif
#ifdef HQ_DOF

depth = max(depth, 0);

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;
#endif
#ifdef DOF_NORMAL_QUALITY

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

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 = 1.000 / _c44.x;
pixelSizeHigh.y = 1.000 / _c44.y;

//pixelSizeHigh.x = 2.0 / _c44.x;
//pixelSizeHigh.y = 2.0 / _c44.y;

pixelSizeHigh.xy *= PixelSizeMultiplier;

pixelSizeLow.xy = pixelSizeHigh.xy;

float2 vMaxCoC = float2(5.0, 10.0);

float radiusScale = BlurIntensity;

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
tdepth.w += 150;//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 = 1.0;
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
#ifdef HQ_DOF
r1.w=dot(r1.xyz, r1.xyz); //dp3
r1.w=1.0/r1.w;

//if (-r1.w<0.0) r3 = r1;
//else r3 = _c0.x;

r3 = lerp(_c0.x, r1, saturate(r1.w * 10000));

r4 = r3;
r5 = r3;
r6 = r3;
r7 = r3;
#endif
///////////////////////////////////////
///////////////////////////////////////
#ifdef LQ_DOF

float MaxBlur = 1;
float MinBlur = 0.25;

float2 center;
float distance;
float focus;
float farblur;
float dof;
float centerdist;
float deltadist;

float autofocus;

float sampleradius = 0.01;
float errorradius = 2;
float blurradius = 20.0;

r3=_c4; //-0.5, -1.5, 1.5, 0.5

static float2 d_offset[60]=
{
float2( 0.2165, 0.1250 ),
float2( 0.0000, 0.2500 ),
float2( -0.2165, 0.1250 ),
float2( -0.1250, 1.0000 ),
float2( -0.0000, -0.2500 ),
float2( 0.1250, 1.0000 ),
float2( 0.4330, 1.0000 ),
float2( 0.0000, 0.5000 ),
float2( -0.4330, 1.0000 ),
float2( 0.4330, -1.0000 ),
float2( -0.5000, 1.0000 ),
float2( 0.4330, -0.2500 ),
float2( 0.6495, 0.3750 ),
float2( 0.0000, 0.7500 ),
float2( -0.6495, 0.3750 ),
float2( 0.6495, -0.3750 ),
float2( -0.7500, 1.0000 ),
float2( -0.3750, 1.0000 ),
float2( 0.8660, 0.5000 ),
float2( 1.0000, 1.0000 ),
float2( -0.8660, -0.5000 ),
float2( -0.8660, 0.5000 ),
float2( -1.0000, -1.0000 ),
float2( 0.8660, 1.0000 ),
float2( 0.2163, 0.3754 ),
float2( -0.2170, 0.8670 ),
float2( -0.4333, -0.0004 ),
float2( 0.2163, -0.8670 ),
float2( 0.2170, -0.3750 ),
float2( 0.4333, 0.0004 ),
float2( 0.4328, 0.5004 ),
float2( -0.2170, 0.6250 ),
float2( -0.6498, 0.1246 ),
float2( -0.5004, 0.8847 ),
float2( 0.2170, 0.8847 ),
float2( -0.1246, -0.8847 ),
float2( 0.6254, -0.9065 ),
float2( 0.8750, 0.9065 ),
float2( -0.8663, 0.9065 ),
float2( -0.6493, -0.6254 ),
float2( 0.2170, 0.9065 ),
float2( 0.8663, -0.9065 ),
float2( 0.6259, 0.8851 ),
float2( -0.4340, 0.8851 ),
float2( -0.6500, -0.1259 ),
float2( -0.6259, -0.8851 ),
float2( -0.5000, -0.8851 ),
float2( 0.6500, 0.1259 ),
float2( 0.7509, 0.1259 ),
float2( -0.4340, 0.8670 ),
float2( -0.8665, -0.0009 ),
float2( -0.7509, 0.8670 ),
float2( 0.4340, -0.7500 ),
float2( 0.0009, 0.8670 ),
float2( 0.2158, 0.9070 ),
float2( -0.6510, 0.9070 ),
float2( -0.2513, -0.9070 ),
float2( -0.8763, -0.9070 ),
float2( 0.6510, -0.6250 ),
float2( 0.2513, 0.9070 )
};


float distsum = 0;

for(int i=0; i < 25; i++)
{
r0 = tex2D(s1, 0.5 + d_offset * sampleradius);
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;

distance=r0.z * r0.x - _c78.w; //dofDist.w
distance+=_c78.y * -r3.w; //dofDist.y
distance+=140;//offset

distsum += distance;
}

centerdist = distance;

distsum *= 0.04;
deltadist = abs(distsum - centerdist);


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);


distance = r0.z * r0.x - _c78.w; //dofDist.w
distance += _c78.y * -r3.w; //dofDist.y
distance += 140;//offset

center.x = _v0.x-0.5;
center.y = 0.5-_v0.y;
focus = length(center.xy)*1.41421;
focus = pow(focus,2);
focus *= MaxBlur;

farblur = saturate((distance - 25)*0.0025) * 0.1;

if(distance < 25)
{
farblur = 1;
dof = MinBlur;
}
else dof = MaxBlur;

blurradius = 1 / blurradius;

if(deltadist < errorradius)
{
dof = MaxBlur;
autofocus = abs(distance - centerdist);
autofocus = saturate(autofocus * blurradius);
}
else autofocus = farblur;

if(centerdist > 50) autofocus = farblur;


//TEMP decrease bluriness for edge smoothing
float2 off_c76 = _c76.xy * min(dof + focus, MaxBlur);


r1=tex2D(s2, _v0.xy); //HDRSampler
r2=tex2D(s3, _v0.xy); //BloomSampler

float2 tempuvx=0.0;


//r3=float4(-0.5, -1.5, 1.5, 0.5);
//-0.5, -1.5
//-0.5, 1.5
// 1.5, 0.5
//-1.5, 0.5


float4 r12=r3;
r4.xy=off_c76.xy * r3.xy + _v0.xy; //TexelSize.xy
r4=tex2D(s2, r4.xy); //HDRSampler
r4=0.5*(r4 + tex2D(s2, _v0.xy + 1*off_c76.xy * reflect(r12.xy, normalize(float3(sin(0.7853981634*2), cos

(0.7853981634*2), 0.0)))) );

r5.xy=off_c76.xy * r3.zx + _v0.xy; //TexelSize.xy
r5=tex2D(s2, r5.xy); //HDRSampler
r5=0.5*(r5 + tex2D(s2, _v0.xy + 1*off_c76.xy * reflect(r12.zx, normalize(float3(sin(0.7853981634*2), cos

(0.7853981634*2), 0.0)))) );

r3.xz=off_c76.xy * r3.wz + _v0.xy; //TexelSize.xy
r6=tex2D(s2, r3.xz); //HDRSampler
r6=0.5*(r6 + tex2D(s2, _v0.xy + 1*off_c76.xy * reflect(r12.wz, normalize(float3(sin(0.7853981634*2), cos

(0.7853981634*2), 0.0)))) );

//r3.xy=off_c76.xy * r3.yw + _v0; //TexelSize.xy
r3.xy=_c76.xy * r3.yw*(0.2+1.0) + _v0;
r7=tex2D(s2, r3.xy); //HDRSampler
r7=0.5*(r7 + tex2D(s2, _v0.xy + 1*off_c76.xy * reflect(r12.yw, normalize(float3(sin(0.7853981634*2), cos

(0.7853981634*2), 0.0)))) );
r1.w=dot(r4.xyz, r4.xyz);
r1.w=1.0/r1.w;
if (-r1.w<0.0)
{
r3.xyz=r4.xyz;
} else r3.xyz=_c0.x;

r1.w=dot(r5.xyz, r5.xyz); //dp3
r1.w=1.0/r1.w;
if (-r1.w<0.0)
{
r4.xyz=r5.xyz;
} else r4.xyz=_c0.x;

r1.w=dot(r6.xyz, r6.xyz); //dp3
r1.w=1.0/r1.w;
if (-r1.w<0.0)
{
r5.xyz=r6.xyz;
} else r5.xyz=_c0.x;

r1.w=dot(r7.xyz, r7.xyz); //dp3
r1.w=1.0/r1.w;
if (-r1.w<0.0)
{
r6.xyz=r7.xyz;
} else r6.xyz=_c0.x;

r1.w=dot(r1.xyz, r1.xyz); //dp3
r1.w=1.0/r1.w;
if (-r1.w<0.0)
{
r7.xyz=r1.xyz;
} else r7.xyz=_c0.x;

#endif

///////////////////////////////////////
///////////////////////////////////////
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<0.0
{
r9=_c1.w; //0.0
} else r9=_c1.y; //1.0


//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;

//r0.yz=r0 * _c80.x; //gDirectionalMotionBlurLength.x
r0.y=r0.y * _c80.x;
r0.z=r0.z * _c80.x;
r4.xy=r0.yz * _c5.z; //0.125
r5=tex2D(s6, _v0.xy); //StencilCopySampler
r1.w=r5.x - _c85.x; //PLAYER_MASK.x
r4.zw=r3.xy * _c2.w; //8.0
r4.zw=_v0.xy * _c3.xy + r4.zw; //58.1640015, 47.1300011
r5=tex2D(s5, r4.zw); //JitterSampler
//r2.w=r5.x - 0.5; //-0.5
r4.zw=r4.xy * (r5.x - 4) + _v0.xy; //0.082 fixed
r5.xyz=r3.xyz;
r2.w=_c1.y; //1.0
r3.w=_c1.y; //1.0

for (int iii=0; iii<5; 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<-0.3)
{
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.yz=r0 * _c44.xxyw; //globalScreenSize
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.y is wrong
r0.x=saturate(r0.y * r0.x);
r4.xyz=r5 * r2.w - r3;
r0.xyz=r0.x * r4 + r3;

//_oC0.xyz=0.5*r0.xyz;

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 - r8.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);

#ifdef LQ_DOF
r11.xyz = lerp(r0.xyz, r11.xyz, autofocus);
#endif

r0=r11;



r5.w=r5.x;
r5.w=AdaptationValue/r5.w;
r0.xyz=r0 * r5.w;
r3.xy=_c10.xwxw;
r3.xy=r3.xy * r5.w;

r7=tex2D(s3, _v0.xy);
//0.15 is bloom
r0=r7 * BloomAdditive + r0; //0.05 //TEMP DISABLED
r10=dot(r0.xyz, _c12.xyz);
r9.x=r10.x * 1.50;//c199.x;
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;

//pallete texture (0.082 version feature)
#ifdef E_CC_PALETTE
r0.rgb=saturate(r0.rgb);
float3 brightness=0.001;//tex2D(s4, _c0.x);//adaptation luminance
// brightness=brightness/(brightness+1.0);
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 //E_CC_PALETTE


#ifdef GlobalSaturation
//float lumasat=dot(r0.xyz,_c12.xyz);
float gris=dot(r0.xyz, 0.333);
float3 SaturatedColor=pow(r0.xyz, Saturation);
float Niveaudegris=dot(SaturatedColor.xyz, 0.333);
float3 Resultat=SaturatedColor.xyz*gris/(Niveaudegris+0.0001);

#ifdef HQ_DOF
float4 Mix=lerp(1, 0.75, saturate(pow(depth/1000.0, 1)));
#endif
#ifdef LQ_DOF
float4 Mix=lerp(1, 0.75, saturate(pow(distance/1000.0, 1)));
#endif

r0.xyz = pow(Resultat,Mix);
#endif

//#define CROSSPROCESS
#ifdef CROSSPROCESS
float Weight;
float fRatio = 0.5;
float moodR = 0.33;
float moodG = 0.35;
float moodB = 0.4;
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

#ifdef BLEACH
float 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

#ifdef FILMICCURVE
float A = 0.15; //= Shoulder Strength
float B = 0.50; //= Linear Strength
float C = 0.10; //= Linear Angle
float D = 0.20; //= Toe Strength
float E = 0.02; //= Toe Numerator
float F = 0.30; //= Toe Denominator
float W = 11.2; //= Weight
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;
r0 = r0 * 5.5;
#ifdef FILMICGAMMA
r0 = pow(r0,1/2.2);
#endif

#endif

#ifdef REINHARD_ICE21
float pixelLumi = dot(r0.xyz, _c12.xyz);
float toneMapCalc = pixelLumi / (pixelLumi + 1);
r0 = toneMapCalc * pow(r0 / pixelLumi, Saturation);
r0 = r0 * toneMapExposure;
#endif

#ifdef REINHARD
r0 = r0 * toneMapExposure;
float pixelLumi = dot(r0.xyz, _c12.xyz);
float toneMapCalc = pixelLumi / (pixelLumi + 1);
r0 = toneMapCalc * pow(r0 / pixelLumi, Saturation);
#endif

#ifdef HELJ
r0 = r0 * toneMapExposure;
r0 = max(0, r0 - 0.004);
r0 = (r0 * (6.2 * r0 + 0.5)) / (r0 * (6.2 * r0 + 1.7)+ 0.06);
r0 = pow(r0, 2.2);
#endif

#ifdef LOGARITHMIC
r0 = r0 * toneMapExposure;
float pixelLumi = dot(r0.xyz, _c12.xyz);
float toneMapCalc= log10(1 + pixelLumi) / log10(1 + r10);
r0 = toneMapCalc * pow(r0 / pixelLumi, Saturation);
#endif

r0.xyz = lerp(r0.xyz, 0.5 * (1 + sin((r0.xyz - 0.5)*3.1415926)), AddContrast);
r0=BloomAmountMix*r7 * r3.x + r0;


#ifdef BLACKBARS
//Vignette code from hd7


float rovigpwr = 0; //for a circular vignette
float2 sqvigpwr = float2( 1.5, 1.5 ); // for the top and bottom of the screen
float vsatstrength = 0; // color distortion
float vignettepow = 0; // increases the contrast and sharpness
float vstrengthatnight = 7.5;

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

// mix the two types of vignettes
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

//#define VIGNETTE
#ifdef VIGNETTE
float rovigpwr = 0.75; //for a circular vignette
float2 sqvigpwr = float2( 0.5, 0.5 ); // for the top and bottom of the screen
float vsatstrength = 1; // color distortion
float vignettepow = 1; // increases the contrast and sharpness
float vstrengthatnight = 10.25;
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
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*=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 );
r0.xyz *= (vigtex.xyz);
#endif


focus = length(center.xy)*1.41421;
focus = pow(focus, 4);

r0.xyz -= focus * Vignetting;

_oC0.xyz=r0.xyz;


//_oC0=0.077*tex2D(s15, _v0.xy);//s2



//_oC0.xyz=1.0;






//_oC0.w=1.0;
return _oC0;
}


//mine temporary post process
technique Shader_C215BE6E
{
pass p0
{
PixelShader = compile ps_3_0 PS_C215BE6E();
}
}




//original shader of post processing
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
};
}
}

 
In den optin fällt das Wort grain nur einmal und den Eintrag habe ich komplett entfernt, ohne Erfolg, noch ne Idee?

Option:

// FXAA converted by Myster92. Thanks to him.
// All of the rest is from Boris Vorontsov :)
// And mixed by me
//
//
//enable blurring, useless, disabled at all
//#define EBLURRING

//enable sharpening
#define ESHARPENING

//if defined, color sharpen, otherwise sharp by gray
#define ESHARPENINGCOLOR

//enable noise in dark areas
#define ENOISE

float SamplingRange=1;
float SharpeningAmount=0; //Taux de netteté
float NoiseAmount=0.15; // Taux de bruit


//keyboard controled variables
float tempF1;
float tempF2;
float tempF3;
float tempF4;
float tempF5;
float tempF6;
float tempF7;
float tempF8;
float tempF9;
float tempF0;

//global variables, already set before executing this code
float ScreenSize; //width of the display resolution (1920 f.e.)
float ScreenScaleY; //screen proportions (1.333 for 1920/1080)

//textures
texture2D texColor;
texture2D texNoise;

sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//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=TRUE;
MaxMipLevel=0;
MipMapLodBias=0;
};

struct VS_OUTPUT_POST {
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};

struct VS_INPUT_POST {
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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;
}


/*============================================================================
FXAA3 QUALITY - PC
NVIDIA FXAA III.8 by TIMOTHY LOTTES
============================================================================*/
#define FXAA_LINEAR 0
#define FXAA_QUALITY__EDGE_THRESHOLD (1.0/32.0)
#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/16.0)
#define FXAA_QUALITY__SUBPIX_CAP (7.0/8.0)
#define FXAA_QUALITY__SUBPIX_TRIM (1.0/12.0)
#define FXAA_QUALITY__SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))
#define FXAA_SEARCH_STEPS 16
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)

float4 FxaaPixelShader(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{

#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))

float2 pos = IN.txcoord.xy;

float2 rcpFrame = float2(1/ScreenSize, ScreenScaleY/ScreenSize);
float4 rcpFrameOpt = float4(2/ScreenSize, 2*ScreenScaleY/ScreenSize, 0.5/ScreenSize, 0.5*ScreenScaleY/ScreenSize);

float lumaN = dot(FxaaTexOff(SamplerColor, pos.xy, float2(0, -1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));


float4 rgbyM;
rgbyM.xyz = FxaaTexTop(SamplerColor, pos.xy).xyz;
rgbyM.w = dot(rgbyM.xyz, float3(0.299, 0.587, 0.114));
float lumaE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaS = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 0, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaM = rgbyM.w;


float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;

if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY__EDGE_THRESHOLD)) return rgbyM;


float lumaNW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaNE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));



float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = saturate((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) * FXAA_QUALITY__SUBPIX_TRIM_SCALE;
blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);

float edgeVert = abs(lumaNW + (-2.0 * lumaN) + lumaNE) + 2.0 * abs(lumaW + (-2.0 * lumaM) + lumaE ) + abs(lumaSW + (-2.0 * lumaS) + lumaSE);
float edgeHorz = abs(lumaNW + (-2.0 * lumaW) + lumaSW) + 2.0 * abs(lumaN + (-2.0 * lumaM) + lumaS ) + abs(lumaNE + (-2.0 * lumaE) + lumaSE);
bool horzSpan = edgeHorz >= edgeVert;

float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;

bool pairN = gradientN >= gradientS;
if(!pairN) lumaN = lumaS;
if(!pairN) gradientN = gradientS;
if(!pairN) lengthSign *= -1.0;
float2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);


gradientN *= FXAA_SEARCH_THRESHOLD;

float2 posP = posN;
float2 offNP = horzSpan ?
float2(rcpFrame.x, 0.0) :
float2(0.0f, rcpFrame.y);
float lumaEndN;
float lumaEndP;
bool doneN = false;
bool doneP = false;
posN += offNP * (-1.5);
posP += offNP * ( 1.5);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++)
{
lumaEndN = dot(FxaaTexTop(SamplerColor, posN.xy).xyz, float3(0.299, 0.587, 0.114));
lumaEndP = dot(FxaaTexTop(SamplerColor, posP.xy).xyz, float3(0.299, 0.587, 0.114));
bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;
bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;
if(doneN2 && !doneN) posN += offNP;
if(doneP2 && !doneP) posP -= offNP;
if(doneN2 && doneP2) break;
doneN = doneN2;
doneP = doneP2;
if(!doneN) posN -= offNP * 2.0;
if(!doneP) posP += offNP * 2.0;
}

float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;

bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;

if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
lengthSign = 0.0;

float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));
subPixelOffset += blendL * (1.0/8.0);
subPixelOffset *= lengthSign;
float3 rgbF = FxaaTexTop(SamplerColor, float2(pos.x + (horzSpan ? 0.0 : subPixelOffset), pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;

#if (FXAA_LINEAR == 1)
lumaL *= lumaL;
#endif
float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));
float lumaB = lerp(lumaF, lumaL, blendL);
float scale = min(4.0, lumaB/lumaF);
rgbF *= scale;

return float4(rgbF, lumaM);
}

float4 PS_PostProcess5(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float4 coord=0.0;

coord.xy=IN.txcoord.xy;
float4 origcolor;

coord.w=0.0;


origcolor=tex2Dlod(SamplerColor, coord);

// coord.x=IN.txcoord.x-(1.5/ScreenSize);
// float4 lshift=tex2Dlod(SamplerColor, coord);
// coord.x=IN.txcoord.x+(1.5/ScreenSize);
// float4 rshift=tex2Dlod(SamplerColor, coord);


float2 offset[8]=
{
float2(1.0, 1.0),
float2(-1.0, -1.0),
float2(-1.0, 1.0),
float2(1.0, -1.0),

float2(1.41, 0.0),
float2(-1.41, 0.0),
float2(0.0, 1.41),
float2(0.0, -1.41)
};
int i=0;

float4 tcol=origcolor;
float invscreensize=1.0/ScreenSize;
for (i=0; i<8; i++) //higher quality
{
float2 tdir=offset.xy;
coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
float4 ct=tex2Dlod(SamplerColor, coord);

tcol+=ct;
}
tcol*=0.111; // 1.0/(8+1)


//sharp
#ifdef ESHARPENING

#ifdef ESHARPENINGCOLOR
//color
res=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));
#else
//non color
float difffact=dot((origcolor.xyz-tcol.xyz), 0.333);
res=origcolor*(1.0+difffact*SharpeningAmount);
#endif

float rgray=origcolor.z;
//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));
rgray=pow(rgray, 3.0);
res=lerp(res, origcolor, saturate(rgray));

#endif

//CHROMATIC DISABLED
/*
coord.xy=IN.txcoord.xy;
coord.y-=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.x=origcolor.x;
coord.xy=IN.txcoord.xy;
coord.z+=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.y=origcolor.y;
coord.xy=IN.txcoord.xy;
coord.y+=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.z=origcolor.z;
*/


//grain noise
#ifdef ENOISE
float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
origgray=max(origgray, res.x);
coord.xy=IN.txcoord.xy*16.0 + origgray;
float4 cnoi=tex2Dlod(SamplerNoise, coord);
res=lerp(res, (cnoi+0.5)*res, NoiseAmount*saturate(1.0-origgray*1));
#endif


res.w=1.0;
return res;
}


technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess2
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess3
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess4
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess5
{
pass P0
{

VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess5();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess6
{
pass P0
{

VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_Process6();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
 
@Fuxx
ist immer noch drin, weiter unten ^^ oben ist nur die definition und so einfach mit löschen geht das nicht.

@Lord
also ich hab deine drin :p
 

Der Hintergrund ist aber nicht normal, oder? :d Wo hast du das her? Und was genau ist das? Macht einen geilen, vorörtlichen Eindruck ;) Sieht geil aus :bigok:!

Kann mir jemand sagen, wie ich einen Paintjob für ein x-Beliebiges Auto mache? Also so, dass dann meinetwegen ein Muster auf dem Auto ist? Frage, weil ich dann den Maverick oder so zum ADAC-Heli umskinnen will :d
 
das ist ne bergrennstrecke also ne map die ist einfach im meer irgendwo
 
Es geht einfach nicht raus, hab jetzt alles was damit zu tun hat mit // rausgenommen, hab ich den was übersehen?

// FXAA converted by Myster92. Thanks to him.
// All of the rest is from Boris Vorontsov :)
// And mixed by me
//
//
//enable blurring, useless, disabled at all
//#define EBLURRING

//enable sharpening
#define ESHARPENING

//if defined, color sharpen, otherwise sharp by gray
#define ESHARPENINGCOLOR

//enable noise in dark areas
//#define ENOISE

float SamplingRange=1;
float SharpeningAmount=0; //Taux de netteté
float NoiseAmount=0.15; // Taux de bruit


//keyboard controled variables
float tempF1;
float tempF2;
float tempF3;
float tempF4;
float tempF5;
float tempF6;
float tempF7;
float tempF8;
float tempF9;
float tempF0;

//global variables, already set before executing this code
float ScreenSize; //width of the display resolution (1920 f.e.)
float ScreenScaleY; //screen proportions (1.333 for 1920/1080)

//textures
texture2D texColor;
texture2D texNoise;

sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//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=TRUE;
MaxMipLevel=0;
MipMapLodBias=0;
};

struct VS_OUTPUT_POST {
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};

struct VS_INPUT_POST {
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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;
}


/*============================================================================
FXAA3 QUALITY - PC
NVIDIA FXAA III.8 by TIMOTHY LOTTES
============================================================================*/
#define FXAA_LINEAR 0
#define FXAA_QUALITY__EDGE_THRESHOLD (1.0/32.0)
#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/16.0)
#define FXAA_QUALITY__SUBPIX_CAP (7.0/8.0)
#define FXAA_QUALITY__SUBPIX_TRIM (1.0/12.0)
#define FXAA_QUALITY__SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))
#define FXAA_SEARCH_STEPS 16
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)

float4 FxaaPixelShader(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{

#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))

float2 pos = IN.txcoord.xy;

float2 rcpFrame = float2(1/ScreenSize, ScreenScaleY/ScreenSize);
float4 rcpFrameOpt = float4(2/ScreenSize, 2*ScreenScaleY/ScreenSize, 0.5/ScreenSize, 0.5*ScreenScaleY/ScreenSize);

float lumaN = dot(FxaaTexOff(SamplerColor, pos.xy, float2(0, -1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));


float4 rgbyM;
rgbyM.xyz = FxaaTexTop(SamplerColor, pos.xy).xyz;
rgbyM.w = dot(rgbyM.xyz, float3(0.299, 0.587, 0.114));
float lumaE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaS = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 0, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaM = rgbyM.w;


float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;

if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY__EDGE_THRESHOLD)) return rgbyM;


float lumaNW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaNE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));



float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = saturate((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) * FXAA_QUALITY__SUBPIX_TRIM_SCALE;
blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);

float edgeVert = abs(lumaNW + (-2.0 * lumaN) + lumaNE) + 2.0 * abs(lumaW + (-2.0 * lumaM) + lumaE ) + abs(lumaSW + (-2.0 * lumaS) + lumaSE);
float edgeHorz = abs(lumaNW + (-2.0 * lumaW) + lumaSW) + 2.0 * abs(lumaN + (-2.0 * lumaM) + lumaS ) + abs(lumaNE + (-2.0 * lumaE) + lumaSE);
bool horzSpan = edgeHorz >= edgeVert;

float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;

bool pairN = gradientN >= gradientS;
if(!pairN) lumaN = lumaS;
if(!pairN) gradientN = gradientS;
if(!pairN) lengthSign *= -1.0;
float2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);


gradientN *= FXAA_SEARCH_THRESHOLD;

float2 posP = posN;
float2 offNP = horzSpan ?
float2(rcpFrame.x, 0.0) :
float2(0.0f, rcpFrame.y);
float lumaEndN;
float lumaEndP;
bool doneN = false;
bool doneP = false;
posN += offNP * (-1.5);
posP += offNP * ( 1.5);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++)
{
lumaEndN = dot(FxaaTexTop(SamplerColor, posN.xy).xyz, float3(0.299, 0.587, 0.114));
lumaEndP = dot(FxaaTexTop(SamplerColor, posP.xy).xyz, float3(0.299, 0.587, 0.114));
bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;
bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;
if(doneN2 && !doneN) posN += offNP;
if(doneP2 && !doneP) posP -= offNP;
if(doneN2 && doneP2) break;
doneN = doneN2;
doneP = doneP2;
if(!doneN) posN -= offNP * 2.0;
if(!doneP) posP += offNP * 2.0;
}

float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;

bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;

if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
lengthSign = 0.0;

float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));
subPixelOffset += blendL * (1.0/8.0);
subPixelOffset *= lengthSign;
float3 rgbF = FxaaTexTop(SamplerColor, float2(pos.x + (horzSpan ? 0.0 : subPixelOffset), pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;

#if (FXAA_LINEAR == 1)
lumaL *= lumaL;
#endif
float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));
float lumaB = lerp(lumaF, lumaL, blendL);
float scale = min(4.0, lumaB/lumaF);
rgbF *= scale;

return float4(rgbF, lumaM);
}

float4 PS_PostProcess5(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float4 coord=0.0;

coord.xy=IN.txcoord.xy;
float4 origcolor;

coord.w=0.0;


origcolor=tex2Dlod(SamplerColor, coord);

// coord.x=IN.txcoord.x-(1.5/ScreenSize);
// float4 lshift=tex2Dlod(SamplerColor, coord);
// coord.x=IN.txcoord.x+(1.5/ScreenSize);
// float4 rshift=tex2Dlod(SamplerColor, coord);


float2 offset[8]=
{
float2(1.0, 1.0),
float2(-1.0, -1.0),
float2(-1.0, 1.0),
float2(1.0, -1.0),

float2(1.41, 0.0),
float2(-1.41, 0.0),
float2(0.0, 1.41),
float2(0.0, -1.41)
};
int i=0;

float4 tcol=origcolor;
float invscreensize=1.0/ScreenSize;
for (i=0; i<8; i++) //higher quality
{
float2 tdir=offset.xy;
coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
float4 ct=tex2Dlod(SamplerColor, coord);

tcol+=ct;
}
tcol*=0.111; // 1.0/(8+1)


//sharp
#ifdef ESHARPENING

#ifdef ESHARPENINGCOLOR
//color
res=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));
#else
//non color
float difffact=dot((origcolor.xyz-tcol.xyz), 0.333);
res=origcolor*(1.0+difffact*SharpeningAmount);
#endif

float rgray=origcolor.z;
//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));
rgray=pow(rgray, 3.0);
res=lerp(res, origcolor, saturate(rgray));

#endif

//CHROMATIC DISABLED
/*
coord.xy=IN.txcoord.xy;
coord.y-=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.x=origcolor.x;
coord.xy=IN.txcoord.xy;
coord.z+=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.y=origcolor.y;
coord.xy=IN.txcoord.xy;
coord.y+=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.z=origcolor.z;
*/


//grain noise
//#ifdef ENOISE
float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
origgray=max(origgray, res.x);
coord.xy=IN.txcoord.xy*16.0 + origgray;
float4 cnoi=tex2Dlod(SamplerNoise, coord);
res=lerp(res, (cnoi+0.5)*res, NoiseAmount*saturate(1.0-origgray*1));
//#endif


res.w=1.0;
return res;
}


technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess2
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess3
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess4
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess5
{
pass P0
{

VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess5();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess6
{
pass P0
{

VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_Process6();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
 
danke leute :d und ich hab gerade vorhin an meiner enbeffect geschraubt weil solange keiner mehr was zu den screens gesagt hat :d (screens kommen die tage ^^)
@daxel: gucksu hier GTA4-Mods.com - Grand Theft Auto 4 car mods, tools, and more!
@foxx: poste am besten mal n screen (am besten in voller auflösung) das wir sehen können was du mit dem grain meinst, bzw wie man es dann ausschaltet ;)
nochma paar schkrieeens





 
Zuletzt bearbeitet:
//grain noise
//#ifdef ENOISE
float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
usw...

alles was unten im code steht :lol:
ich sag ja.. nur oben löschen bringt nix^^

Ach ja... hab mal meine 500+MB an Autos mir Standard getauscht.. siehe da, gleich mal 7fps mehr xDD
 
Zuletzt bearbeitet:
Servuus :banana::banana::banana:
@Schak Beautifullllll




 
Hier mal ein Bild:

 
Zuletzt bearbeitet:
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