//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit
ENBSeries modification for TES Skyrim, GTA 4, Deus Ex, GTA San Andreas, other games for updates
// Copyright (c) 2007-2011 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++
// Internal parameters, can be modified
//+++++++++++++++++++++++++++++
float EBlurSamplingRange = 4.0; // not used
float EApertureScale = 4.0; // not used
//+++++++++++++++++++++++++++++
// External parameters, do not modify
//+++++++++++++++++++++++++++++
// Keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify.
// By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
// x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
// x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
// Adaptation delta time for focusing
float FadeFactor;
// textures
texture2D texColor;
texture2D texDepth;
texture2D texNoise;
texture2D texPalette;
texture2D texFocus; // computed focusing depth
texture2D texCurr; // 4*4 texture for focusing
texture2D texPrev; // 4*4 texture for focusing
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Mirror;
AddressV = Mirror;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise = sampler_state
{
Texture = <texNoise>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerPalette = sampler_state
{
Texture = <texPalette>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
// for focus computation
sampler2D SamplerCurr = sampler_state
{
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
// for focus computation
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
// for dof only in PostProcess techniques
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////
// Begin focusing (by Boris Vorontsov)
////////////////////////////////////////////////////////////////////
VS_OUTPUT_POST VS_Focus(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos = pos;
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
//SRCpass1X=ScreenWidth;
//SRCpass1Y=ScreenHeight;
//DESTpass2X=4;
//DESTpass2Y=4;
float4 PS_ReadFocus(VS_OUTPUT_POST IN) : COLOR
{
float res = tex2D(SamplerDepth, 0.5).x;
//float3 color = tex2D(SamplerColor, 0.5).rgb;
return res;
}
//SRCpass1X=4;
//SRCpass1Y=4;
//DESTpass2X=4;
//DESTpass2Y=4;
float4 PS_WriteFocus(VS_OUTPUT_POST IN) : COLOR
{
float res = 0.0;
float curr = tex2D(SamplerCurr, 0.5).x;
float prev = tex2D(SamplerPrev, 0.5).x;
res = lerp(prev, curr, saturate(FadeFactor));// time elapsed factor
res = max(res, 0.0);
return res;
}
technique ReadFocus
{
pass P0
{
VertexShader = compile vs_3_0 VS_Focus();
PixelShader = compile ps_3_0 PS_ReadFocus();
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique WriteFocus
{
pass P0
{
VertexShader = compile vs_3_0 VS_Focus();
PixelShader = compile ps_3_0 PS_WriteFocus();
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
////////////////////////////////////////////////////////////////////
// End focusing code
////////////////////////////////////////////////////////////////////
/*------------------------------------------------------------------------------
ENB prepass modification 2.0.6 by Matso
Credits to Boris Vorontsov
------------------------------------------------------------------------------*/
// Effects enabling options
//#define ENABLE_DOF 1 // comment to disable depth of field
#define ENABLE_FAST_DOF 1 // comment to disable fast depth of field (never use both ENABLE_DOF and ENABLE_FAST_DOF - possible game crash or horrible FPS drop)
//#define ENABLE_SHARP 1 // comment to disable sharpening
//#define ENABLE_CHROMA 1 // comment to disable chromatic aberration (additional chromatic aberration applied beyond depth of field)
// Methods enabling options
//#define USE_CHROMA_DOF 1 // comment it to disable chromatic aberration sampling in DoF
#define USE_SMOOTH_DOF 1 // comment it to disable smooth DoF
#define USE_BOKEH_DOF 1 // comment it to disable bokeh DoF
//#define USE_ANAMFLARE 1 // comment it to disable anamorphic lens flare (not working very well -_-)
#define USE_DOUBLE_BLUR 1 // comment it to disable additional blur
// Useful constants
#define SEED Timer.x
#define PI 3.1415926535897932384626433832795
#define CHROMA_POW 65.0 // the bigger the value, the more visible chomatic aberration effect in DoF
// Fast DoF constants
#define DOF_SCALE 2356.1944901923449288469825374596 // PI * 750
#define FIRST_PASS 0 // only 0, 1, 2, or 3
#define SECOND_PASS 1 // only 0, 1, 2, or 3
#define THIRD_PASS 2 // only 0, 1, 2, or 3
#define FOURTH_PASS 3 // only 0, 1, 2, or 3
#define DOF(sd,sf) fBlurScale * smoothstep(fDofBias, fDofCutoff, abs(sd - sf))
#define USE_NATURAL_BOKEH 1
// Chromatic aberration parameters
float3 fvChroma = float3(0.995, 1.000, 1.005); // displacement scales of red, green and blue respectively
float fBaseRadius = 0.9; // below this radius the effect is less visible
float fFalloffRadius = 1.8; // over this radius the effects is maximal
float fChromaPower = 1.0; // power of the chromatic displacement (curve of the 'fvChroma' vector)
// Sharpen parameters
float fSharpScale = 0.32; // intensity of sharpening
float2 fvTexelSize = float2(1.0 / 1920.0, 1.0 / 1080.0); // set your resolution sizes
// Depth of field parameters
float fFocusBias = 0.045; // bigger values for nearsightedness, smaller for farsightedness (lens focal point distance)
float fDofCutoff = 0.25; // manages the smoothness of the DoF (bigger value results in wider depth of field)
float fDofBias = 0.07; // distance not taken into account in DoF (all closer then the distance is in focus)
float fBlurScale = 0.004; // governs image blur scale (the bigger value, the stronger blur)
float fBlurCutoff = 0.1; // bluring tolerance depending on the pixel and sample depth (smaller causes objects edges to be preserved)
// Bokeh parameters
float fBokehCurve = 5.0; // the larger the value, the more visible the bokeh effect is
float fBokehIntensity = 0.95; // governs bokeh brightness
float fBokehConstant = 0.1; // constant value of the bokeh weighting (bigger cause more powerful bokeh)
// Grain parameters
float fGrainFreq = 2000.0; // movie grain frequency
float fGrainScale = 0.02; // effect scale
// Anamorphic flare parameters (by default not used)
float fLuminance = 0.85; // bright pass luminance value
float fBlur = 2000.0; // blur amount, manages the size of the flare
float fIntensity = 0.25; // effect intensity
// External parameters
extern float fWaterLevel = 1.0; // DO NOT CHANGE - must be 1.0 for now!
/**
* Chromatic aberration function - given texture coordinate and a focus value
* retrieves chromatically distorted color of the pixel. Each of the color
* channels are displaced according to the pixel coordinate and its distance
* from the center of the image. Also the DoF out-of-focus value is applied.
* (
Chromatic aberration - Wikipedia, the free encyclopedia)
*/
float4 ChromaticAberration(float2 tex, float outOfFocus)
{
float d = distance(tex, float2(0.5, 0.5));
float f = smoothstep(fBaseRadius, fFalloffRadius, d + outOfFocus * d);
float3 chroma = pow(f + fvChroma, fChromaPower);
float2 tr = ((2.0 * tex - 1.0) * chroma.r) * 0.5 + 0.5;
float2 tg = ((2.0 * tex - 1.0) * chroma.g) * 0.5 + 0.5;
float2 tb = ((2.0 * tex - 1.0) * chroma.b) * 0.5 + 0.5;
float3 color = float3(tex2D(SamplerColor, tr).r, tex2D(SamplerColor, tg).g, tex2D(SamplerColor, tb).b) * (1.0 - f);
return float4(color, 1.0);
}
/**
* Chromatic aberration done accoriding to the focus factor provided.
*/
float4 ChromaticAberrationFocus(float2 tex, float outOfFocus)
{
float d = distance(tex, float2(0.5, 0.5));
float f = smoothstep(fBaseRadius, fFalloffRadius, d);
float3 chroma = pow(f + fvChroma, CHROMA_POW * outOfFocus * fChromaPower);
float2 tr = ((2.0 * tex - 1.0) * chroma.r) * 0.5 + 0.5;
float2 tg = ((2.0 * tex - 1.0) * chroma.g) * 0.5 + 0.5;
float2 tb = ((2.0 * tex - 1.0) * chroma.b) * 0.5 + 0.5;
float3 color = float3(tex2D(SamplerColor, tr).r, tex2D(SamplerColor, tg).g, tex2D(SamplerColor, tb).b) * (1.0 - outOfFocus);
return float4(color, 1.0);
}
/**
* Pseudo-random number generator - returns a number generated according to the provided vector.
*/
float Random(float2 co)
{
return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
}
/**
* Movie grain function - returns a random, time scaled value for the given pixel coordinate.
*/
float Grain(float3 tex)
{
float r = Random(tex.xy);
float grain = sin(PI * tex.z * r * fGrainFreq) * fGrainScale * r;
return grain;
}
/**
* Bright pass - rescales sampled pixel to emboss bright enough value.
*/
float3 BrightPass(float2 tex)
{
float3 c = tex2D(SamplerColor, tex).rgb;
float3 bC = max(c - float3(fLuminance, fLuminance, fLuminance), 0.0);
float bright = dot(bC, 1.0);
bright = smoothstep(0.0f, 0.5, bright);
return lerp(0.0, c, bright);
}
float3 BrightColor(float3 c)
{
float3 bC = max(c - float3(fLuminance, fLuminance, fLuminance), 0.0);
float bright = dot(bC, 1.0);
bright = smoothstep(0.0f, 0.5, bright);
return lerp(0.0, c, bright);
}
/**
* Anamorphic sampling function - scales pixel coordinate
* to stratch the image along one of the axels.
* (
Anamorphosis - Wikipedia, the free encyclopedia)
*/
float3 AnamorphicSample(int axis, float2 tex, float blur)
{
tex = 2.0 * tex - 1.0;
if (!axis) tex.x /= -blur;
else tex.y /= -blur;
tex = 0.5 * tex + 0.5;
return BrightPass(tex);
}
/**
* Converts pixel color to gray-scale.
*/
float GrayScale(float3 sample)
{
return dot(sample, float3(0.3, 0.59, 0.11));
}
/**
* Returns an under water distortion according to the given coordinate and time factor.
*/
float2 UnderWaterDistortion(float2 coord)
{
float2 distortion = float2(0.0, 0.0);
// TODO:...
return coord;// + distortion * (fWaterLevel - 1.0);
}
///// Shaders ////////////////////////////////////////////////////////////////////////////////
// Vertex shader (Boris code)
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x, IN.pos.y, IN.pos.z, 1.0);
OUT.vpos = pos;
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
// Sharpen pixel shader (Matso code)
float4 PS_ProcessPass_Sharpen(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 Color = 9.0 * tex2D(SamplerColor, coord.xy);
Color -= tex2D(SamplerColor, coord.xy + float2(-fvTexelSize.x, fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(0.0, fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(fvTexelSize.x, fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(fvTexelSize.x, 0.0) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(fvTexelSize.x, -fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(0.0, -fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(-fvTexelSize.x, -fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(-fvTexelSize.x, 0.0) * fSharpScale);
Color.a = 1.0;
return Color;
}
// Anamorphic lens flare pixel shader (Matso code)
float4 PS_ProcessPass_Anamorphic(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float2 coord = IN.txcoord.xy;
float3 anamFlare = AnamorphicSample(0, coord.xy, fBlur) * float3(0.0, 0.0, 1.0);
res.rgb = anamFlare * fIntensity;
res.a = 1.0;
return res;
}
// Fast depth of field pixel shader (Matso code)
float4 PS_ProcessPass_FastDoF(VS_OUTPUT_POST IN, float2 vPos : VPOS, uniform int axis) : COLOR
{
float4 res;
float2 base = UnderWaterDistortion(IN.txcoord.xy);
float4 tcol = tex2D(SamplerColor, base.xy);
float sd = tex2D(SamplerDepth, base).x;
#ifndef USE_SMOOTH_DOF
float sf = tex2D(SamplerDepth, 0.5).x - fFocusBias * fWaterLevel;
#else
float sf = tex2D(SamplerFocus, 0.5).x - fFocusBias * 2.0 * fWaterLevel;
#endif
float outOfFocus = DOF(sd, sf);
float offset[4] = { -1.282, -0.524, 0.524, 1.282 };
#ifndef USE_NATURAL_BOKEH
float2 tds[4] = { float2(1.0, 0.0), float2(0.0, 1.0), float2(0.707, 0.707), float2(-0.707, 0.707) };
#else
float2 tds[16] = {
float2(0.2007, 0.9796),
float2(-0.2007, 0.9796),
float2(0.2007, 0.9796),
float2(-0.2007, 0.9796),
float2(0.8240, 0.5665),
float2(0.5665, 0.8240),
float2(0.8240, 0.5665),
float2(0.5665, 0.8240),
float2(0.9796, 0.2007),
float2(0.9796, -0.2007),
float2(0.9796, 0.2007),
float2(0.9796, -0.2007),
float2(-0.8240, 0.5665),
float2(-0.5665, 0.8240),
float2(-0.8240, 0.5665),
float2(-0.5665, 0.8240)
};
#endif
float blur = DOF_SCALE * outOfFocus;
float wValue = 1.0;
#ifndef USE_NATURAL_BOKEH
tdirs[axis].x *= fvTexelSize.x;
tdirs[axis].y *= fvTexelSize.y;
#endif
#ifdef USE_BOKEH_DOF
blur *= 0.35;
#endif
for (int i = 0; i < 4; i++)
{
#ifndef USE_NATURAL_BOKEH
float2 tdir = offset
* tds[axis] * blur;
#else
float2 tdir = tds[axis * 4 + i] * fvTexelSize * offset * blur;
#endif
float2 coord = base + tdir.xy;
#ifdef USE_CHROMA_DOF
float4 ct = ChromaticAberrationFocus(coord.xy, outOfFocus);
#else
float4 ct = tex2D(SamplerColor, coord.xy);
#endif
float sds = tex2D(SamplerDepth, coord).x;
#ifndef USE_BOKEH_DOF
float w = 1.0 + abs(offset); // weight blur for better effect
#else
#if USE_BOKEH_DOF == 1 // my own bokeh weighting
float b = GrayScale(ct.rgb) + length(ct.rgb) + fBokehConstant + blur;
float w = pow(b * fBokehIntensity, fBokehCurve) + abs(offset) + blur;
#endif
#endif
w *= (1.0 - smoothstep(0.0, fBlurCutoff, abs(sds - sd)));
tcol += ct * w;
wValue += w;
}
tcol /= wValue;
res.xyz = tcol.xyz;
res.w = 1.0;
return res;
}
// Chromatic abrration with no DoF (Matso code)
float4 PS_ProcessPass_Chroma(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 result = ChromaticAberration(coord.xy, 0.0);
result.a = 1.0;
return result;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef ENABLE_SHARP
technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessPass_Sharpen();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
#ifdef USE_ANAMFLARE
pass P1
{
AlphaBlendEnable = true;
SrcBlend = One;
DestBlend = One;
PixelShader = compile ps_3_0 PS_ProcessPass_Anamorphic();
}
#endif
}
#endif
#ifndef ENABLE_FAST_DOF
#ifdef ENABLE_CHROMA
#ifndef ENABLE_SHARP
technique PostProcess
#else
technique PostProcess2
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessPass_Chroma();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#endif
#endif
#ifndef ENABLE_CHROMA
#ifdef ENABLE_FAST_DOF
#ifndef ENABLE_SHARP
technique PostProcess
#else
technique PostProcess2
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessPass_FastDoF(FIRST_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifndef ENABLE_SHARP
technique PostProcess2
#else
technique PostProcess3
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessPass_FastDoF(SECOND_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifdef USE_DOUBLE_BLUR
#ifndef ENABLE_SHARP
technique PostProcess3
#else
technique PostProcess4
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessPass_FastDoF(THIRD_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifndef ENABLE_SHARP
technique PostProcess4
#else
technique PostProcess5
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessPass_FastDoF(FOURTH_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#endif
#endif
#endif