[Officiel] ENB Series
+107
Lujan Guajardo
Rosendo Xuan
Shad Wayne
Alvaro Tevev
Alan Manzano
Lesly Sawn
Inocencio Posada
Benjamin Callejaz
Barry Clayton
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Shakeem Harrington
Jonathan Lawless
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highgroves
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syfpointrois
Shawn Montell
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Leonardo Donatello
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Busta Toddler
Ken_Coral
Warren Brockwell
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Yuki Tobayashi
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CarmelaMendes
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Master_Indica
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Wolf Crawler
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111 participants
Forum CeMondeLeVotre Rôleplay — GTA:SAMP :: COMMUNAUTE: DISCUSSIONS DIVERSES :: Modding - Gta San Andreas :: Autres
Page 29 sur 40
Page 29 sur 40 • 1 ... 16 ... 28, 29, 30 ... 34 ... 40
Re: [Officiel] ENB Series
Comparé à la mienne, si! xDMontrell Pearson a écrit:Pas besoin de config de ouff pour faire tourné son jeu Esralda, tu peux le tourner sur un serveur xmovie mais sans plus avec une assez bonne config c'est pas une config du futur
Joyce Hedgepeth- Messages : 7727
Date d'inscription : 11/01/2015
Re: [Officiel] ENB Series
Bientôt rel..
Warren Brockwell- Messages : 1575
Date d'inscription : 18/03/2013
Age : 85
Ancien Prenom_Nom : Felipe Hernandez
Re: [Officiel] ENB Series
Tu partages tes routes Warren ?
Elias Perales- Messages : 1260
Date d'inscription : 31/10/2011
Re: [Officiel] ENB Series
Marty McFly.
Warren Brockwell- Messages : 1575
Date d'inscription : 18/03/2013
Age : 85
Ancien Prenom_Nom : Felipe Hernandez
Ronald Trowbridge- Messages : 1893
Date d'inscription : 24/08/2013
Second personnage : Eric Mantilla
Re: [Officiel] ENB Series
Très sympa vos ENB,juste Warren Dommage qu'on voit les Arbres Blanc x)
Ken_Coral- Messages : 31
Date d'inscription : 15/03/2015
Age : 30
Ancien Prenom_Nom : Aucun / N.C.
Second personnage : Aucun / N.C.
Re: [Officiel] ENB Series
Ken_Coral a écrit:Très sympa vos ENB,juste Warren Dommage qu'on voit les Arbres Blanc x)
C'est soûlant, et je sais pas comment régler ce bug que j'ai pas sur un autre ordi :/
Warren Brockwell- Messages : 1575
Date d'inscription : 18/03/2013
Age : 85
Ancien Prenom_Nom : Felipe Hernandez
Re: [Officiel] ENB Series
- pas sur cmlv:
- sur cmlv:
(on dirait il a des ptits bras sur le dernier screen mdr, ms nn c'est juste l'angle de vue)
Busta Toddler- Retraité Staff
- Messages : 2770
Date d'inscription : 28/11/2012
Age : 30
Ancien Prenom_Nom : cisco
Second personnage : junior
Re: [Officiel] ENB Series
Franchement Pas mal tes screens Jahlil,et c'est vrai on dirait qu'il à des petit Bras x)
Ken_Coral- Messages : 31
Date d'inscription : 15/03/2015
Age : 30
Ancien Prenom_Nom : Aucun / N.C.
Second personnage : Aucun / N.C.
Re: [Officiel] ENB Series
Jahlil Seawright a écrit:
- pas sur cmlv:
- sur cmlv:
(on dirait il a des ptits bras sur le dernier screen mdr, ms nn c'est juste l'angle de vue)
pk je l'ai effacé..
Richard Havenstein- Messages : 4875
Date d'inscription : 04/10/2013
Ancien Prenom_Nom : Treyshawn Harris
Second personnage : Rodrigo Alvarez
Re: [Officiel] ENB Series
Rodrigo Alvarez a écrit:Jahlil Seawright a écrit:
- pas sur cmlv:
- sur cmlv:
(on dirait il a des ptits bras sur le dernier screen mdr, ms nn c'est juste l'angle de vue)
pk je l'ai effacé..
bah jlai encore tqt, jte le passe bb
Busta Toddler- Retraité Staff
- Messages : 2770
Date d'inscription : 28/11/2012
Age : 30
Ancien Prenom_Nom : cisco
Second personnage : junior
Re: [Officiel] ENB Series
j'tai toujours aimé! mddr.
Richard Havenstein- Messages : 4875
Date d'inscription : 04/10/2013
Ancien Prenom_Nom : Treyshawn Harris
Second personnage : Rodrigo Alvarez
Re: [Officiel] ENB Series
J'aime bien ton ENB Rodrigo.
Joyce Hedgepeth- Messages : 7727
Date d'inscription : 11/01/2015
Leonardo Donatello- Banni du forum
- Messages : 2001
Date d'inscription : 11/12/2013
Re: [Officiel] ENB Series
Pourquoi toujours Dizz nica ? :'(
celui qui me trouve comment retiré ce putain de bloom de merde sur la 0.76 gagne un cookie x), J'ai déjà testé Maj+F9 rien...:s
celui qui me trouve comment retiré ce putain de bloom de merde sur la 0.76 gagne un cookie x), J'ai déjà testé Maj+F9 rien...:s
Yuki Tobayashi- Messages : 1772
Date d'inscription : 30/01/2013
Second personnage : Aimi Ostukimi
Re: [Officiel] ENB Series
azuka montre ton enbseries.ini et pour info ce n'est pas l'enb de Dizz Nica tu dit sa simplement car il y'a les mêmes occlusion que sur son enb
Leonardo Donatello- Banni du forum
- Messages : 2001
Date d'inscription : 11/12/2013
Re: [Officiel] ENB Series
Mon ENB Series.ini c'est la guerre dedans x) J'ai un 0.248 + un 0.76 en prime MDRR m'enfin
Sinon ça donne ça c'est classe mais avec le Bloom ça gâche tous :'(.
- Attention les yeux:
- [GLOBAL]
UseEffect=true
AlternativeDepth=1
AllowAntialias=1
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
UseMRTRendering=0
TempF1=100
TempF2=100
TempF3=100
TempF4=100
TempF5=100
TempF6=100
TempF7=100
TempF8=100
TempF9=100
TempF0=100
AdditionalConfigFile=enbseries2.ini
[EFFECT]
UseOriginalPostProcessing=false
EnableBloom=true
EnableLens=true
EnableAdaptation=false
EnableDepthOfField=true
EnableShadow=true
EnableWater=true
EnableReflection=false
EnableAmbientOcclusion=true
EnableOcclusion=0
EnableMotionBlur=0
DepthBias=0
EnableReflectiveBump=0
EnableBloom=0
EnableReflection=1
EnableMotionBlur=0
DepthBias=0
[COLORCORRECTION]
UsePaletteTexture=false
UseProceduralCorrection=false
Brightness=1.0
GammaCurve=1.05
DarkeningAmountDay=10
ScreenLevelDay=60
ScreenLevelNight=20
DarkeningAmountNight=-10
GammaCurveDay=0
GammaCurveNight=3
ColorSaturationDay=0
ColorSaturationNight=0
[NIGHTDAY]
DetectorLevelDay=0.41
DetectorLevelNight=0.35
DetectorLevelCurve=1.0
[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.0
AdaptationTime=1.0
AdaptationMin=0.1
AdaptationMax=10.0
[BLOOM]
Quality=0
AmountDay=0.15
AmountNight=0.3
BlueShiftAmountDay=0.0
BlueShiftAmountNight=0.0
BloomPowerDay=20
BloomFadeTime=2000
BloomConstantDay=5
BloomQuality=0
BloomScreenLevelDay=60
BloomCurveDay=3
BloomPowerNight=25
BloomConstantNight=5
BloomCurveNight=3
BloomScreenLevelNight=20
BloomAdaptationScreenLevel=80
BloomAdaptationMultiplier=20
BloomAllowOversaturation=1
BloomMaxLimit=100
[LENS]
LenzReflectionIntensityDay=0.15
LenzReflectionIntensityNight=1.0
LenzReflectionPowerDay=0.5
LenzReflectionPowerNight=2.0
LenzDirtIntensityDay=1.0
LenzDirtIntensityNight=1.0
LenzDirtPowerDay=0.5
LenzDirtPowerNight=0.5
[SHADOW]
ShadowAmountDay=0.2
ShadowAmountNight=0.1
ShadowFadeStart=40
ShadowFadeEnd=80
ShadowScreenLevelDay=60
ShadowScreenLevelNight=20
ShadowQuality=0
UseShadowFilter=0
FilterQuality=2
ShadowBlurRange=30
[WATER]
Deepness=8.599999
Muddiness=1.0
UseWaterDeep=1
WaterDeepness=20
WaterQuality=0
[CARS]
SpecularMinDay=0.0
SpecularMinNight=0.0
SpecularMaxDay=1.0
SpecularMaxNight=0.5
SpecularMultiplierDay=0.18
SpecularMultiplierNight=0.31
GlossinessMinDay=0.0
GlossinessMinNight=0.0
GlossinessMaxDay=1.0
GlossinessMaxNight=1.0
GlossinessMultiplierDay=1.8
GlossinessMultiplierNight=1.75
ReflectionSourceSpecular=0.95
ReflectionSourceTFactor=0.01
ReflectionAmount=1.5
ReflectionFresnelFactor=2.0
GlassReflectionAmount=1.0
GlassFresnelFactor=3.85
IBLAmount=0.1
[SSAO_SSIL]
UseIndirectLighting=false
SamplingQuality=0
SamplingPrecision=0
SamplingRange=0.25
FadeFogRangeDay=1.0
FadeFogRangeNight=1.0
SizeScale=1.0
SourceTexturesScale=0.5
EnableComplexFilter=true
FilterQuality=0
AOAmount=1.85
ILAmount=5.16
AOIntensity=1.0
AOMixingType=2
EnableDenoiser=false
[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=1
[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106
[REFLECTION]
ReflectionPower=15
ChromePower=30
UseCurrentFrameReflection=1
ReflectionQuality=0
ReflectionSourceSpecular=66
ReflectionSourceTFactor=33
UseAdditiveReflection=1
ReflectionDepthBias=1
UseLowResReflection=0
ReflectionSinglePass=1
UseEnvBump=0
EnvBumpAmount=50
EnvBumpOffset=100
ReflectionFlip=0
IBLAmount=0.7
IBLPower=0.2
[SSAO]
UseFilter=1
OcclusionQuality=2
FilterQuality=1
DarkeningLevel=30
BrighteningLevel=30
IlluminationLevel=30
AdditiveIlluminationLevel=30
UseAmbientOcclusion=1
UseIndirectLighting=1
FadeDistance=50
UseForAlphaTest=1
UseForAlphaBlend=1
[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
[MOTIONBLUR]
MotionBlurQuality=1
MotionBlurVelocity=40
MotionBlurRotation=40
[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100
[DEPTHOFFIELD]
DOFQuality=0
DOFNumberOfPasses=1
DOFFocusRange=50
DOFBlurinessRange=5
Sinon ça donne ça c'est classe mais avec le Bloom ça gâche tous :'(.
Yuki Tobayashi- Messages : 1772
Date d'inscription : 30/01/2013
Second personnage : Aimi Ostukimi
Re: [Officiel] ENB Series
Remplace tous ça :
Par ça :
- Spoiler:
- [EFFECT]
UseOriginalPostProcessing=false
EnableBloom=true
EnableLens=true
EnableAdaptation=false
EnableDepthOfField=true
EnableShadow=true
EnableWater=true
EnableReflection=false
EnableAmbientOcclusion=true
EnableOcclusion=0
EnableMotionBlur=0
DepthBias=0
EnableReflectiveBump=0
EnableBloom=0
EnableReflection=1
EnableMotionBlur=0
DepthBias=0
Par ça :
- Spoiler:
- [EFFECT]
UseOriginalPostProcessing=false
EnableBloom=false
EnableLens=true
EnableAdaptation=false
EnableDepthOfField=true
EnableShadow=true
EnableWater=true
EnableReflection=false
EnableAmbientOcclusion=true
EnableOcclusion=0
EnableMotionBlur=0
DepthBias=0
EnableReflectiveBump=0
EnableBloom=0
EnableReflection=1
EnableMotionBlur=0
DepthBias=0
Leonardo Donatello- Banni du forum
- Messages : 2001
Date d'inscription : 11/12/2013
Re: [Officiel] ENB Series
Non mais la tu désactive le Bloom du 0.248 pas du 0.76 c'est ça le PB x).
Yuki Tobayashi- Messages : 1772
Date d'inscription : 30/01/2013
Second personnage : Aimi Ostukimi
Re: [Officiel] ENB Series
Montre le fichier enbseries2.ini
Leonardo Donatello- Banni du forum
- Messages : 2001
Date d'inscription : 11/12/2013
Re: [Officiel] ENB Series
Y'en à pas c'est un fail ça x).
Yuki Tobayashi- Messages : 1772
Date d'inscription : 30/01/2013
Second personnage : Aimi Ostukimi
Re: [Officiel] ENB Series
enblocal.ini ?
Leonardo Donatello- Banni du forum
- Messages : 2001
Date d'inscription : 11/12/2013
Re: [Officiel] ENB Series
Azuko_Matsuda a écrit:Sinon ça donne ça c'est classe mais avec le Bloom ça gâche tous :'(.
C'est déjà bien, le bloom rend bien.
Après ton enbseries.ini il a mélangé le 0.248 & le 0.076, donc je pense qu'il faudrait baisser le bloom du 0.076.
Sinon essayes genre avec un autre enbbloom.fx ^^
- enbbloom.fx:
- Code:
/************************************************
* Serenity ENB HQ Bloom FX file *
* Author: prod80 *
* *
* Features *
* - Prepass bloom texture controls *
* - Advanced dynamic blur radius based *
* on depth information *
* - Z-buffer depth test on bloom *
* - 3 Bloom tinting methods linked to BBS *
************************************************/
/************************************************
* ATTENTION!!!!!!!!!!!!! *
* THIS BLOOM SHADER REQUIRES ENB BINARY 254 *
* RELEASED ON THIS DATE OR LATER: MAY 2 2014. *
* WITHOUT THIS BINARY THIS BLOOM SHADER WILL *
* NOT WORK AT ALL!!!!! *
* *
* THIS IS BECAUSE BINARY 254 BEFORE THIS DATE *
* DOES NOT HAVE SAMPLERDEPTH ADDED. *
* THIS SAMPLER IS ADDED ON MY SPECIAL REQUEST *
* AND THIS IS NOT IN THE ENB RELEASE NOTES! *
************************************************/
/************************************************
* Sigma to Gaussian taps *
* Gaussian taps = ~ Sigma * 3 applied in *
* both directions ( + and - ) for efficiency *
* Pixel width = ( Gaussian taps - 0.5 ) * 2 *
* Sample weights are calculated automatically *
* *
* Normal bloom shader of ENB works with *
* ~ Sigma 5 - 5.5. This file is designed to *
* use much higher blur values *
************************************************/
/************************************************
* ENBSeries *
* visit http://enbdev.com for updates *
* Copyright (c) 2007-2014 Boris Vorontsov *
************************************************/
/************************************************
* QUALITY *
* Pick your poison *
* Uncomment ONLY 1 !!! *
* File won't load with Quality > 150 *
************************************************/
//#define QUALITY 16 // LOW [-6% FPS COMPARED TO BLOOM DISABLED]
//#define QUALITY 24 // LOW-MEDIUM [-10% FPS COMPARED TO BLOOM DISABLED]
//#define QUALITY 32 // MEDIUM [-14% FPS COMPARED TO BLOOM DISABLED]
#define QUALITY 48 // MEDIUM-HIGH [-21% FPS COMPARED TO BLOOM DISABLED]
//#define QUALITY 64 // HIGH [-28% FPS COMPARED TO BLOOM DISABLED]
//#define QUALITY 96 // VERY HIGH [-42% FPS COMPARED TO BLOOM DISABLED]
//#define QUALITY 150 // EXTREME [-51% FPS COMPARED TO BLOOM DISABLED]
//#define QUALITY 1 // CUSTOM [Fill your own quality range 1(Off) to 150(Max)]
/* GAUSSIAN ACCURACY TABLE QUALITY (LOOP COUNT) VS SIGMA (BLUR RADIUS)
*
* > 95 EXCELLENT - 95-100, perfect gaussian distribution of weights
* > 90 GOOD - Gaussian curve clearly visible
* > 80 ACCEPTABLE - Acceptable distribution of weights, but not true gaussian
* > 60 LOW - Poor gaussian weight distribution but usable (sorta)
* < 60 POOR - Gaussian distribution of weights neglectable, should be avoided
*
* | SIGMA
* QUALITY | 8 16 24 32 48 64
* ------------------------------------------------------------------------------
* 16 | 96.0967% 69.7655% 50.8264% 39.3898% 26.8970% 20.3450%
* 24 | 99.7820% 87.4354% 69.2702% 55.6119% 39.0247% 29.8144%
* 32 | 99.9952% 95.7804% 82.4348% 69.0212% 50.1655% 38.8419%
* 48 | 100% 99.7569% 95.6718% 87.0401% 68.7713% 55.1441%
* 64 | 100% 99.9945% 99.2805% 95.6169% 82.0979% 68.6460%
* 96 | 100% 100% 99.9942% 99.7437% 95.5617% 86.8401%
* 150 | 100% 100% 100% 99.9998% 99.8402% 98.2077%
*
*/
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
bool Section_Depth <
string UIName = "------Depth-----------------";
> = {false};
bool show_depth <
string UIName="Show Depth";
> = {false};
float zfar <
string UIName="Far Depth";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100000.0;
float UIStep=0.1;
> = {50.0};
float minDepthE <
string UIName="Exterior: Min Depth";
string UIWidget="Spinner";
float UIMin=0;
float UIMax=1;
float UIStep=0.001;
> = {0.67};
float minDepthI <
string UIName="Interior: Min Depth";
string UIWidget="Spinner";
float UIMin=0;
float UIMax=1;
float UIStep=0.001;
> = {0.67};
bool Section_Tint <
string UIName = "------Tinting---------------";
> = {false};
bool use_tinting <
string UIName="Tinting: Enable Bloom Tinting";
> = {true};
float tint_type <
string UIName="Tinting: Tint Method";
string UIWidget="Spinner";
float UIMin=1;
float UIMax=3;
float UIStep=1;
> = {3};
float3 tint_colorD <
string UIName="Tinting: Day Tint RGB Color";
string UIWidget="Color";
> = {0.6, 0.4, 1.0};
float tint_levelD <
string UIName="Tinting: Day Tint Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.44};
float tint_mixD <
string UIName="Tinting: (method 3) Day Tint Mix";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.22};
float3 tint_colorN <
string UIName="Tinting: Night Tint RGB Color";
string UIWidget="Color";
> = {0.6, 0.4, 1.0};
float tint_levelN <
string UIName="Tinting: Night Tint Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.44};
float tint_mixN <
string UIName="Tinting: (method 3) Night Tint Mix";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.22};
float3 tint_colorI <
string UIName="Tinting: Interior Tint RGB Color";
string UIWidget="Color";
> = {0.6, 0.4, 1.0};
float tint_levelI <
string UIName="Tinting: Interior Tint Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.44};
float tint_mixI <
string UIName="Tinting: (method 3) Interior Tint Mix";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.22};
bool Section_BDay <
string UIName = "------Bloom Day-------------";
> = {false};
float BinBlackD <
string UIName="Day Bloom: Black Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.035};
float BinGammaD <
string UIName="Day Bloom: Gamma Curve";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {1.0};
float BinWhiteD <
string UIName="Day Bloom: White Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float BoutBlackD <
string UIName="Day Bloom: Black Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.03};
float BoutWhiteD <
string UIName="Day Bloom: White Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.645};
float bsatD <
string UIName="Day Bloom: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float BloomSigmaD <
string UIName="Day Bloom: Sigma (Blur width)";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=64.0;
float UIStep=0.001;
> = {22.0};
float hIntensityD <
string UIName="Day Bloom: X Intensity";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.0};
float vIntensityD <
string UIName="Day Bloom: X+Y Intensity";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.0};
bool Section_BNight <
string UIName = "------Bloom Night-----------";
> = {false};
float BinBlackN <
string UIName="Night Bloom: Black Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.00};
float BinGammaN <
string UIName="Night Bloom: Gamma Curve";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {1.2};
float BinWhiteN <
string UIName="Night Bloom: White Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float BoutBlackN <
string UIName="Night Bloom: Black Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.01};
float BoutWhiteN <
string UIName="Night Bloom: White Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.775};
float bsatN <
string UIName="Night Bloom: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float BloomSigmaN <
string UIName="Night Bloom: Sigma (Blur width)";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=64.0;
float UIStep=0.001;
> = {1.0};
float hIntensityN <
string UIName="Night Bloom: X Intensity";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.0};
float vIntensityN <
string UIName="Night Bloom: X+Y Intensity";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.2};
bool Section_BInterior <
string UIName = "------Bloom Interior--------";
> = {false};
float BinBlackI <
string UIName="Interior Bloom: Black Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.035};
float BinGammaI <
string UIName="Interior Bloom: Gamma Curve";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {1.0};
float BinWhiteI <
string UIName="Interior Bloom: White Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float BoutBlackI <
string UIName="Interior Bloom: Black Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.03};
float BoutWhiteI <
string UIName="Interior Bloom: White Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.645};
float bsatI <
string UIName="Interior Bloom: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float BloomSigmaI <
string UIName="Interior Bloom: Sigma (Blur width)";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=64.0;
float UIStep=0.001;
> = {16.0};
float hIntensityI <
string UIName="Interior Bloom: X Intensity";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.0};
float vIntensityI <
string UIName="Interior Bloom: X+Y Intensity";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.0};
// SOME STANDARD VARIABLES ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//float4 tempF1; // Not used //0,1,2,3
//float4 tempF2; // Not used //5,6,7,8
//float4 tempF3; // Not used //9,0
float4 ScreenSize; // x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
//float4 Timer; // Not used
float4 TempParameters; // Used to correct DIRECT3D half pixel offset correction
//float4 LenzParameters; // Not used
float4 BloomParameters; // Not used: BloomRadius1 (GTA4) (.x), BloomRadius2(GTA4) (.y) //Used: BloomBlueShiftAmount (.z), BloomContrast (.w)
float ENightDayFactor; // 0=Night, 1=Day
float EInteriorFactor; // 0=Exterior, 1=Interior
// TEXTURES AND SAMPLERS ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
texture2D texDepth;
texture2D texBloom1;
texture2D texBloom2;
texture2D texBloom3;
texture2D texBloom4;
texture2D texBloom5;
texture2D texBloom6;
texture2D texBloom7;//additional bloom tex
texture2D texBloom8;//additional bloom tex
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom1 = sampler_state
{
Texture = <texBloom1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom2 = sampler_state
{
Texture = <texBloom2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom3 = sampler_state
{
Texture = <texBloom3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom4 = sampler_state
{
Texture = <texBloom4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom5 = sampler_state
{
Texture = <texBloom5>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom6 = sampler_state
{
Texture = <texBloom6>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom7 = sampler_state
{
Texture = <texBloom7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerBloom8 = sampler_state
{
Texture = <texBloom8>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
// STRUCTURES +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
// VERTEX SHADER ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Bloom(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
OUT.vpos = float4(IN.pos.x, IN.pos.y, IN.pos.z, 1.0);
OUT.txcoord0.xy = IN.txcoord0.xy + TempParameters.xy;
return OUT;
};
// HELPER FUNCTIONS AND CONSTANTS +++++++++++++++++++++++++++++++++++++++++++++++++++++++
// PI, required to calculate weight
static const float PI = 3.1415926535897932384626433832795;
float linearDepth(float d, float n, float f)
{
return (2.0 * n)/(f + n - d * (f - n));
}
float extPres(float d, float c)
{
float res = (((1 / (-0.0509804 + 3098.0392)) * 3098.0392) * -0.0509804) * (1 / (3098.0392 * -(1 / (-0.0509804 + 3098.0392)) + d)) - 0.0509804;
return res / ( res + c );
}
// SHADERS ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
float4 PS_BloomPrePass(VS_OUTPUT_POST IN) : COLOR
{
// --------------------------- //
// PREPASS EFFECT TO BLOOM //
// --------------------------- //
// NOTES [prod80]
// Initial image preparation for bloom
// Using level controls here to manipulate input texture. Ie. This determines where bloom is applied and base texture intensity
// Writes to SamplerBloom1 which is used in Texture1 and Texture2 below that do the actual blooming
float4 bC = 0.0f;
bC = tex2D(SamplerBloom1, IN.txcoord0);
// Pre corrections on bloom texture based on level controls
float BinBlack = lerp( lerp( BinBlackN, BinBlackD, ENightDayFactor ), BinBlackI, EInteriorFactor );
float BinGamma = lerp( lerp( BinGammaN, BinGammaD, ENightDayFactor ), BinGammaI, EInteriorFactor );
float BinWhite = lerp( lerp( BinWhiteN, BinWhiteD, ENightDayFactor ), BinWhiteI, EInteriorFactor );
float BoutBlack = lerp( lerp( BoutBlackN, BoutBlackD, ENightDayFactor ), BoutBlackI, EInteriorFactor );
float BoutWhite = lerp( lerp( BoutWhiteN, BoutWhiteD, ENightDayFactor ), BoutWhiteI, EInteriorFactor );
bC.xyz = pow( max( bC.xyz - BinBlack , 0.0f ) / max( BinWhite - BinBlack, 0.0001f ), BinGamma ) * max( BoutWhite - BoutBlack, 0.0001f ) + BoutBlack;
bC.xyz = saturate( bC.xyz );
bC.w = 1.0f;
return bC;
}
float4 PS_BloomTexture1(VS_OUTPUT_POST IN) : COLOR
{
// --------------------------- //
// HORIZONAL GAUSSIAN PASS //
// BLOOM TINT HAPPENS HERE //
// --------------------------- //
// NOTES [prod80]
// Writes to all Bloom textures; TexBloom1, 2, 3, 4, 7, 8
// Uses SamplerBloom1 as input
// Multiplies Sigma with SamplerDepth to base bloom intensity on sample depth ( further away and more bloom is applied )
float hIntensity = lerp( lerp( hIntensityN, hIntensityD, ENightDayFactor ), hIntensityI, EInteriorFactor );
float BloomSigma = lerp( lerp( BloomSigmaN, BloomSigmaD, ENightDayFactor ), BloomSigmaI, EInteriorFactor );
float minDepth = lerp( minDepthE, minDepthI, EInteriorFactor );
float px = ScreenSize.y;
// Get Depth info and apply to Sigma
float Depth = tex2D( SamplerDepth, IN.txcoord0.xy ).x;
float scnDepth = extPres( Depth, 0.7f );
float SigmaDepth = min( max( linearDepth( Depth, 0.5f, zfar ), minDepth ), 1.0f );
BloomSigma *= SigmaDepth;
// NOTES [prod80]
// The below functions calculate the weight of any offset based on the selected Sigma
// Sigma controls the width of the blurring, high sigma will be a higher blur (like Photoshop Gaussian blur effect)
// I used to use a heavy formula for this "(1.0f / (sqrt(2.0f * PI) * Sigma)) * exp(-pow(Offset, 2.0f)/( 2.0f * pow(Sigma, 2.0f)))"
// but I found a more efficient method online in this article: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
// SIGMASUM
// Used to support high Sigma's and work around loop limit of 150
// This is required from Sigma 22+ but only visible from Sigma 64+ where it starts to have noticeable impact on intensity
// SigmaSum will ensure image is brightened up to correct intensity when gaussian bell curve goes outside of 300 pixels wide
float SigmaSum = 0.0f;
float3 Sigma;
Sigma.x = 1.0f / ( sqrt( 2.0f * PI ) * BloomSigma );
Sigma.y = exp( -0.5f / ( BloomSigma * BloomSigma ));
Sigma.z = Sigma.y * Sigma.y;
float sampleOffset = 1.0f;
float4 bloom = 0.0f;
float4 srcbloom = 0.0f;
float zTest1 = 0.0f;
float zTest2 = 0.0f;
bloom = tex2D(SamplerBloom1, IN.txcoord0.xy);
srcbloom = bloom;
bloom *= Sigma.x;
SigmaSum += Sigma.x;
Sigma.xy *= Sigma.yz;
for(int i = 1; i < QUALITY; ++i) {
zTest1 = extPres( tex2D( SamplerDepth, IN.txcoord0.xy + float2(sampleOffset*px, 0.0)).x, 0.7f );
if (zTest1 >= scnDepth) {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy + float2(sampleOffset*px, 0.0)) * Sigma.x;
} else {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy) * Sigma.x;
}
zTest2 = extPres( tex2D( SamplerDepth, IN.txcoord0.xy - float2(sampleOffset*px, 0.0)).x, 0.7f );
if (zTest2 >= scnDepth) {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy - float2(sampleOffset*px, 0.0)) * Sigma.x;
} else {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy) * Sigma.x;
}
SigmaSum += ( 2.0f * Sigma.x );
sampleOffset = sampleOffset + 1.0f;
Sigma.xy *= Sigma.yz;
}
// If all is well SigmaSum should be 1.0. High Sigma's (eg 22+) and this value is < 1.0 and used to brighten image up to correct intensity
bloom.xyz /= SigmaSum;
// Bloom Tinting
float3 tint_color = lerp( lerp( tint_colorN, tint_colorD, ENightDayFactor ), tint_colorI, EInteriorFactor );
float tint_level = lerp( lerp( tint_levelN, tint_levelD, ENightDayFactor ), tint_levelI, EInteriorFactor );
float tint_mix = lerp( lerp( tint_mixN, tint_mixD, ENightDayFactor ), tint_mixI, EInteriorFactor );
float3 tintColor = 0.0f;
if (use_tinting==true) {
if (tint_type==1) {
tintColor = tint_color * tint_level;
}
if (tint_type==2) {
tintColor = tex2D(SamplerBloom6, IN.txcoord0.xy).xyz * tint_level;
}
if (tint_type==3) {
float3 tcol1 = tint_color;
float3 tcol2 = tex2D(SamplerBloom6, IN.txcoord0.xy).xyz;
tintColor = lerp( tcol1.xyz, tcol2.xyz, tint_mix ) * tint_level;
}
float ttt = max( dot( bloom.xyz, 0.33333332f ) - dot( srcbloom.xyz, 0.33333332f ), 0.0f );
float gray = BloomParameters.z * ttt * 10.0f;
float mixfact = gray / ( gray + 1.0f );
mixfact *= 1.0f - saturate( ( TempParameters.w - 1.0f ) * 0.2f );
tintColor.xy += 1.0f - saturate( ( TempParameters.w - 1.0f ) * 0.3f );
tintColor.xy = saturate( tintColor.xy );
bloom.xyz *= lerp( 1.0f, tintColor.xyz, mixfact );
}
bloom.xyz *= hIntensity;
bloom.xyz = saturate( bloom.xyz );
bloom.w = 1.0f;
return bloom;
}
float4 PS_BloomTexture2(VS_OUTPUT_POST IN) : COLOR
{
// -------------------------- //
// VERTICAL GAUSSIAN PASS //
// -------------------------- //
// NOTES [prod80]
// Writes to all Bloom textures; TexBloom1, 2, 3, 4, 7, 8
// Uses SamplerBloom1 as input
// Multiplies Sigma with SamplerDepth to base bloom intensity on sample depth ( further away and more bloom is applied )
float vIntensity = lerp( lerp( vIntensityN, vIntensityD, ENightDayFactor ), vIntensityI, EInteriorFactor );
float BloomSigma = lerp( lerp( BloomSigmaN, BloomSigmaD, ENightDayFactor ), BloomSigmaI, EInteriorFactor );
float minDepth = lerp( minDepthE, minDepthI, EInteriorFactor );
float sHeight = ScreenSize.x * ScreenSize.w;
float py = 1.0f / sHeight;
// Get Depth info and apply to Sigma
float Depth = tex2D( SamplerDepth, IN.txcoord0.xy ).x;
float scnDepth = extPres( Depth, 0.7f );
float SigmaDepth = min( max( linearDepth( Depth, 0.5f, zfar ), minDepth ), 1.0f );
BloomSigma *= SigmaDepth;
// NOTES [prod80]
// The below functions calculate the weight of any offset based on the selected Sigma
// Sigma controls the width of the blurring, high sigma will be a higher blur (like Photoshop Gaussian blur effect)
// I used to use a heavy formula for this "(1.0f / (sqrt(2.0f * PI) * sigma)) * exp(-pow(offset, 2.0f)/( 2.0f * pow(sigma, 2.0f)))"
// but I found a more efficient method online in this article: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
// SIGMASUM
// Used to support high Sigma's and work around loop limit of 150
// This is required from Sigma 22+ but only visible from Sigma 64+ where it starts to have noticeable impact on intensity
// SigmaSum will ensure image is brightened up to correct intensity when gaussian bell curve goes outside of 300 pixels wide
float SigmaSum = 0.0f;
float3 Sigma;
Sigma.x = 1.0f / ( sqrt( 2.0f * PI ) * BloomSigma );
Sigma.y = exp( -0.5f / ( BloomSigma * BloomSigma ));
Sigma.z = Sigma.y * Sigma.y;
float sampleOffset = 1.0f;
float4 bloom = 0.0f;
float zTest1 = 0.0f;
float zTest2 = 0.0f;
bloom = tex2D(SamplerBloom1, IN.txcoord0.xy) * Sigma.x;
SigmaSum += Sigma.x;
Sigma.xy *= Sigma.yz;
for(int i = 1; i < QUALITY; ++i) {
zTest1 = extPres( tex2D( SamplerDepth, IN.txcoord0.xy + float2(0.0, sampleOffset*py)).x, 0.7f );
if (zTest1 >= scnDepth) {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy + float2(0.0, sampleOffset*py)) * Sigma.x;
} else {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy) * Sigma.x;
}
zTest2 = extPres( tex2D( SamplerDepth, IN.txcoord0.xy - float2(0.0, sampleOffset*py)).x, 0.7f );
if (zTest2 >= scnDepth) {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy - float2(0.0, sampleOffset*py)) * Sigma.x;
} else {
bloom += tex2D(SamplerBloom1, IN.txcoord0.xy) * Sigma.x;
}
SigmaSum += ( 2.0f * Sigma.x );
sampleOffset = sampleOffset + 1.0f;
Sigma.xy *= Sigma.yz;
}
// If all is well SigmaSum should be 1.0. High Sigma's (eg 22+) and this value is < 1.0 and used to brighten image up to correct intensity
bloom.xyz /= SigmaSum;
bloom.xyz *= vIntensity;
bloom.xyz = saturate( bloom.xyz );
bloom.w = 1.0f;
return bloom;
}
float4 PS_BloomPostPass(VS_OUTPUT_POST IN) : COLOR
{
// --------------------------- //
// POSTPASS TO COMBINE TEX //
// --------------------------- //
// NOTES [prod80]
// Mix and match some textures
// Doing final saturation control to please the general crowd
float4 bloom = 0.0f;
float4 bloom1 = tex2D(SamplerBloom1, IN.txcoord0.xy); // Full blurred appears to be full res
float4 bloom2 = tex2D(SamplerBloom2, IN.txcoord0.xy); // Full blurred appears to be full res
float4 bloom3 = tex2D(SamplerBloom3, IN.txcoord0.xy); // Full blurred appears to be full res
float4 bloom4 = tex2D(SamplerBloom4, IN.txcoord0.xy); // Blurred and some checkerboard pattern visible, maybe lower res (512)
float4 orig1 = tex2D(SamplerBloom5, IN.txcoord0.xy); // Original 512x512
float4 orig2 = tex2D(SamplerBloom6, IN.txcoord0.xy); // Original Full
float4 bloom5 = tex2D(SamplerBloom7, IN.txcoord0.xy); // Blurred and some checkerboard pattern visible, maybe lower res (256)
float4 bloom6 = tex2D(SamplerBloom8, IN.txcoord0.xy); // Blurred and some checkerboard pattern visible, maybe lower res (128)
// Create my bloom texture by mixing and matching the above
bloom.xyz = ( bloom1.xyz + bloom2.xyz + bloom3.xyz + bloom4.xyz + bloom5.xyz + bloom6.xyz + orig1.xyz ) * ( 1.0f / 7.0f );
// Correction for saturation, required or not depends on at what point bloom is added in enbeffect.fx ( before or after game color corrections )
float bsat = lerp( lerp( bsatN, bsatD, ENightDayFactor ), bsatI, EInteriorFactor );
float grbloom = dot( bloom.xyz, float3( 0.2125, 0.7154, 0.0721 ));
bloom.xyz = lerp( grbloom, bloom.xyz, bsat );
// Render depth to screen
if (show_depth==true) {
float minDepth = lerp( minDepthE, minDepthI, EInteriorFactor );
float depthTest = min( linearDepth( tex2D( SamplerDepth, IN.txcoord0.xy ).x, 0.5f, zfar ), 1.0f );
bloom.xyz = lerp( float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), depthTest );
if (depthTest < minDepth) bloom.xyz = ( bloom.xyz + float3(1.0, 0.0, 0.0) ) / 2.0f;
}
bloom = saturate( bloom ); // clamp to 0..1 range, not needed as this is last pass anyway
bloom.w = 1.0f; // alpha 1.0
return bloom;
// enbeffect.fx should process final bloom intensity using EBloomAmount
// I have a bloody headache now
}
// TECHNIQUES +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
technique BloomPrePass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPrePass();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomTexture1
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture1();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomTexture2
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomTexture2();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique BloomPostPass
{
pass p0
{
VertexShader = compile vs_3_0 VS_Bloom();
PixelShader = compile ps_3_0 PS_BloomPostPass();
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
CullMode = NONE;
AlphaBlendEnable = FALSE;
AlphaTestEnable = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
Warren Brockwell- Messages : 1575
Date d'inscription : 18/03/2013
Age : 85
Ancien Prenom_Nom : Felipe Hernandez
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