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//////////////////////////////////////////////////////////////////////////

// ENBEFFECT.FX BY PROD80 //
// EDITED FOR SNAPDRAGON ENB //
// LUT CODE BY KINGERIC1992 //
//////////////////////////////////////////////////////////////////////////

// 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=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time
elapsed (in seconds)
float4 Timer;
// x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
// changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
// enb version of bloom applied, ignored if original post processing used
float EBloomAmount;

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++
//internal parameters, can be modified, through GUI.
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++

//GLOBAL ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++
bool Section_SkyrimIS <
string UIName = "------Skyrim IS Limits------";
> = {false};
float SKIS_SatE <
string UIName="Skyrim IS: Max Saturation Ext";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=3.0;
float UIStep=0.001;
> = {1.25};
float SKIS_SatI <
string UIName="Skyrim IS: Max Saturation Int";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=3.0;
float UIStep=0.001;
> = {1.25};
float SKIS_Con <
string UIName="Skyrim IS: Max Contrast";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=3.0;
float UIStep=0.001;
> = {0.9};
float SKIS_Brightness <
string UIName="Skyrim IS: Max Brightness";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=3.0;
float UIStep=0.001;
> = {1.00};
float SKIS_TintD <
string UIName="Skyrim IS: Max Tint Amount Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.63};
float SKIS_TintN <
string UIName="Skyrim IS: Max Tint Amount Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.63};
float SKIS_TintI <
string UIName="Skyrim IS: Max Tint Amount Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.00};
bool Section_Palette <
string UIName = "------ENB Palette Mix-------";
> = {false};
float palettemix <
string UIName="Palette Mix";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.01;
> = {0.5};
bool Section_Adaptation <
string UIName = "------ENB Adaptation--------";
> = {false};
float adapt_low <
string UIName="Adaptation Low Clamp";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.8};
float adapt_high <
string UIName="Adaptation High Clamp";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {1.0};
bool Section_Bloom <
string UIName = "------ENB Bloom Tweaks------";
> = {false};
bool showbtex <
string UIName="Show texture before process";
> = {false};
float3 nsatD <
string UIName="Bloom RGB Balance Day";
string UIWidget="Color";
> = {0.318, 0.4, 0.463};
float3 nsatN <
string UIName="Bloom RGB Balance Night";
string UIWidget="Color";
> = {0.318, 0.4, 0.463};
float3 nsatI <
string UIName="Bloom RGB Balance Interior";
string UIWidget="Color";
> = {0.318, 0.4, 0.463};
float bconD <
string UIName="Bloom Curve Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.3};
float bconN <
string UIName="Bloom Curve Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.24};
float bconI <
string UIName="Bloom Curve Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.24};
float bloom_L1T_D <
string UIName="Bloom L1 Threshold Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float bloom_L1T_N <
string UIName="Bloom L1 Threshold Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float bloom_L1T_I <
string UIName="Bloom L1 Threshold Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float bloom_L2T_D <
string UIName="Bloom L2 Threshold Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.125};
float bloom_L2T_N <
string UIName="Bloom L2 Threshold Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.06};
float bloom_L2T_I <
string UIName="Bloom L2 Threshold Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.06};
float bloom_L3T_D <
string UIName="Bloom L3 Threshold Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float bloom_L3T_N <
string UIName="Bloom L3 Threshold Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float bloom_L3T_I <
string UIName="Bloom L3 Threshold Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float bloom_L1I_D <
string UIName="Bloom L1 Intensity Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {1.0};
float bloom_L1I_N <
string UIName="Bloom L1 Intensity Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {1.0};
float bloom_L1I_I <
string UIName="Bloom L1 Intensity Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {1.0};
float bloom_L2I_D <
string UIName="Bloom L2 Intensity Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.7};
float bloom_L2I_N <
string UIName="Bloom L2 Intensity Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {1.0};
float bloom_L2I_I <
string UIName="Bloom L2 Intensity Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {1.0};
float bloom_L3I_D <
string UIName="Bloom L3 Intensity Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.33};
float bloom_L3I_N <
string UIName="Bloom L3 Intensity Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.7};
float bloom_L3I_I <
string UIName="Bloom L3 Intensity Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.7};
bool show_screenout <
string UIName="Show Bloom Output";
> = {false};
bool Section_Sepia <
string UIName = "------Color Tinting---------";
> = {false};
bool use_tinting <
string UIName = "Enable Tinting";
> = {false};
float sepia_luma <
string UIName="Luma Source";
string UIWidget="Spinner";
float UIMin=1;
float UIMax=5;
float UIStep=1;
> = {1};
float3 LightColorD <
string UIName="Light Color Day";
string UIWidget="Color";
> = {1, 1, 1};
float3 MidColorD <
string UIName="Mid Color Day";
string UIWidget="Color";
> = {1, 0.5, 0};
float3 DarkColorD <
string UIName="Dark Color Day";
string UIWidget="Color";
> = {0, 0.0549, 0.196};
float3 LightColorN <
string UIName="Light Color Night";
string UIWidget="Color";
> = {1, 1, 1};
float3 MidColorN <
string UIName="Mid Color Night";
string UIWidget="Color";
> = {1, 0.5, 0};
float3 DarkColorN <
string UIName="Dark Color Night";
string UIWidget="Color";
> = {0.0196, 0.0745, 0.176};
float3 LightColorI <
string UIName="Light Color Interior";
string UIWidget="Color";
> = {1, 1, 1};
float3 MidColorI <
string UIName="Mid Color Interior";
string UIWidget="Color";
> = {1, 0.5, 0};
float3 DarkColorI <
string UIName="Dark Color Interior";
string UIWidget="Color";
> = {0, 0.051, 0.173};
float DesatD <
string UIName="Desaturation Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.2};
float DesatN <
string UIName="Desaturation Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.2};
float DesatI <
string UIName="Desaturation Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.2};
float3 TonedD <
string UIName="Tone Strength Day";
string UIWidget="Color";
> = {0.161, 0.184, 0.353};
float3 TonedN <
string UIName="Tone Strength Night";
string UIWidget="Color";
> = {0.106, 0.125, 0.18};
float3 TonedI <
string UIName="Tone Strength Interior";
string UIWidget="Color";
> = {0.106, 0.125, 0.235};
bool Section_Split <
string UIName = "------Split Coloring--------";
> = {false};
bool use_colortinting <
string UIName = "Enable Splitcolor";
> = {false};
float3 rgbLightD <
string UIName="RGB Balance Highlights Day";
string UIWidget="Color";
> = {1, 0.925, 0.224};
float3 rgbDarkD <
string UIName="RGB Balance Shadows Day";
string UIWidget="Color";
> = {0.176, 0.51, 0.941};
float3 rgbLightN <
string UIName="RGB Balance Highlights Night";
string UIWidget="Color";
> = {1, 0.925, 0.224};
float3 rgbDarkN <
string UIName="RGB Balance Shadows Night";
string UIWidget="Color";
> = {0.176, 0.51, 0.941};
float3 rgbLightI <
string UIName="RGB Balance Highlights Interior";
string UIWidget="Color";
> = {1, 0.925, 0.224};
float3 rgbDarkI <
string UIName="RGB Balance Shadows Interior";
string UIWidget="Color";
> = {0.176, 0.51, 0.941};
float ctDesatD <
string UIName="SC Desaturation Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.84};
float ctDesatN <
string UIName="SC Desaturation Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.825};
float ctDesatI <
string UIName="SC Desaturation Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.84};
float ctMixD <
string UIName="Split Color Mix Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.345};
float ctMixN <
string UIName="Split Color Mix Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.36};
float ctMixI <
string UIName="Split Color Mix Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.245};
bool Section_BW <
string UIName = "------B&W Color Filter------";
> = {false};
bool use_bwfilter <
string UIName="Enable B&W filter";
> = {false};
float bw_red <
string UIName="B&W R Filter (RGB total 100)";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
float UIStep=0.1;
> = {4.0};
float bw_green <
string UIName="B&W G Filter (RGB total 100)";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
float UIStep=0.1;
> = {92.0};
float bw_blue <
string UIName="B&W B Filter (RGB total 100)";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
float UIStep=0.1;
> = {4.0};
float bw_strength <
string UIName="B&W Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.000};

//DAY +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++
bool Section_Day <
string UIName = "------Corrections Day-------";
> = {false};
float3 rgbday <
string UIName="Day: RGB Balance";
string UIWidget="Color";
> = {0.478, 0.471, 0.467};
float ShoulderStrengthD <
string UIName="Tonemap Day: Shoulder Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.205};
float LinearStrengthD <
string UIName="Tonemap Day: Linear Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {0.4};
float LinearAngleD <
string UIName="Tonemap Day: Linear Angle";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.5};
float ToeStrengthD <
string UIName="Tonemap Day: Toe Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.235};
float ToeNumeratorD <
string UIName="Tonemap Day: Toe Numerator";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=0.5;
float UIStep=0.001;
> = {0.07};
float ToeDenominatorD <
string UIName="Tonemap Day: Toe Denominator";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.6};
float LinearWhiteD <
string UIName="Tonemap Day: White Scale";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
float UIStep=0.001;
> = {5.65};
float cc_pre_brtD <
string UIName="Day CC: Pre-Brightness";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.3};
float cc_satD <
string UIName="Day CC: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.82};
float inBlackD <
string UIName="Day CC: Black Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float inGammaD <
string UIName="Day CC: Gamma Curve";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {2.2};
float inWhiteD <
string UIName="Day CC: White Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float outBlackD <
string UIName="Day CC: Black Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float outWhiteD <
string UIName="Day CC: White Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};

//NIGHT +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++
bool Section_Night <
string UIName = "------Corrections Night-----";
> = {false};
float3 rgbnight <
string UIName="Night: RGB Balance";
string UIWidget="Color";
> = {0.502, 0.455, 0.439};
float ShoulderStrengthN <
string UIName="Tonemap Night: Shoulder Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.205};
float LinearStrengthN <
string UIName="Tonemap Night: Linear Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {0.4};
float LinearAngleN <
string UIName="Tonemap Night: Linear Angle";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.5};
float ToeStrengthN <
string UIName="Tonemap Night: Toe Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.235};
float ToeNumeratorN <
string UIName="Tonemap Night: Toe Numerator";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=0.5;
float UIStep=0.001;
> = {0.07};
float ToeDenominatorN <
string UIName="Tonemap Night: Toe Denominator";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.495};
float LinearWhiteN <
string UIName="Tonemap Night: White Scale";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
float UIStep=0.001;
> = {5.65};
float cc_pre_brtN <
string UIName="Night CC: Pre-Brightness";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.300};
float cc_satN <
string UIName="Night CC: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.82};
float inBlackN <
string UIName="Night CC: Black Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float inGammaN <
string UIName="Night CC: Gamma Curve";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {2.2};
float inWhiteN <
string UIName="Night CC: White Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float outBlackN <
string UIName="Night CC: Black Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float outWhiteN <
string UIName="Night CC: White Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};

//INTERIOR ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++
bool Section_Interior <
string UIName = "------Corrections Interior--";
> = {false};
float3 rgbinterior <
string UIName="Interior: RGB Balance";
string UIWidget="Color";
> = {0.49, 0.471, 0.455};
float ShoulderStrengthI <
string UIName="Tonemap Interior: Shoulder Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.25};
float LinearStrengthI <
string UIName="Tonemap Interior: Linear Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {0.4};
float LinearAngleI <
string UIName="Tonemap Interior: Linear Angle";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.54};
float ToeStrengthI <
string UIName="Tonemap Interior: Toe Strength";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.18};
float ToeNumeratorI <
string UIName="Tonemap Interior: Toe Numerator";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=0.5;
float UIStep=0.001;
> = {0.07};
float ToeDenominatorI <
string UIName="Tonemap Interior: Toe Denominator";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=2.0;
float UIStep=0.001;
> = {0.42};
float LinearWhiteI <
string UIName="Tonemap Interior: White Scale";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
float UIStep=0.001;
> = {5.65};
float cc_pre_brtI <
string UIName="Interior CC: Pre-Brightness";
string UIWidget="Spinner";
float UIMin=1.0;
float UIMax=10.0;
float UIStep=0.001;
> = {1.49};
float cc_satI <
string UIName="Interior CC: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.92};
float inBlackI <
string UIName="Interior CC: Black Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float inGammaI <
string UIName="Interior CC: Gamma Curve";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {2.2};
float inWhiteI <
string UIName="Interior CC: White Level";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float outBlackI <
string UIName="Interior CC: Black Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.0};
float outWhiteI <
string UIName="Interior CC: White Cutoff";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};

//End

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++

texture2D texs0; // color


texture2D texs1; // bloom skyrim
texture2D texs2; // adaptation skyrim
texture2D texs3; // bloom enb
texture2D texs4; // adaptation enb
texture2D texs7; // palette enb

sampler2D _s0 = sampler_state {


Texture = <texs0>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s1 = sampler_state {


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

sampler2D _s2 = sampler_state {


Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s3 = sampler_state {


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

sampler2D _s4 = sampler_state {


Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s7 = sampler_state {


Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

struct VS_OUTPUT_POST {
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST {
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN){


VS_OUTPUT_POST OUT;
OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy=IN.txcoord0.xy;
return OUT;
};

//skyrim shader specific externals, do not modify


float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);

//
// HELPER FUNCTIONS ++++++++++++++++++++++++++++++

float grayValue(float3 gv)


{
return dot( gv, float3(0.2125, 0.7154, 0.0721) );
}

float3 softlight(float3 a, float3 b, float s)


{
float3 ret;
float3 b_x2 = 2.0 * b;
float3 a_b_x2 = a * b_x2;
float3 c1 = a_b_x2 + a * a - a * a_b_x2;
float3 c2 = sqrt(a) * ( b_x2 - 1.0 ) + 2.0 * a - a_b_x2;
ret = ( b > 0.5 ) ? c1 : c2;
return lerp( a, ret, s );
}

float3 overlay(float3 a, float3 b, float s)


{
float3 ret;
float3 c1 = 1.0 - ( 2.0 * ( 1.0 - a ) * ( 1.0 - b ) );
float3 c2 = a * b * 2.0;
ret = ( a > 0.5 ) ? c1 : c2;
return lerp( a, ret, s );
}

float3 screen(float3 a, float3 b)


{
return (1.0f - (1.0f - a) * (1.0f - b));
}

static const float2 poison[12] =


{
float2(-0.326212f, -0.40581f),
float2(-0.840144f, -0.07358f),
float2(-0.695914f, 0.457137f),
float2(-0.203345f, 0.620716f),
float2(0.96234f, -0.194983f),
float2(0.473434f, -0.480026f),
float2(0.519456f, 0.767022f),
float2(0.185461f, -0.893124f),
float2(0.507431f, 0.064425f),
float2(0.89642f, 0.412458f),
float2(-0.32194f, -0.932615f),
float2(-0.791559f, -0.59771f)
};

// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++
// PIXEL SHADER +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++

float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS, uniform sampler2D luttex)


: COLOR {

float4 _oC0 = 0.0; // output


float4 _c6 = float4(0, 0, 0, 0);
float4 _c7 = float4(0.2125, 0.7154, 0.0721, 1.0);
float3 _c8 = float3(1.0, 1.0, 1.0);
float4 _v0 = 0.0;
_v0.xy = IN.txcoord0.xy;
//
// Set color
float4 color = tex2D(_s0, _v0.xy);

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// EYE ADAPTATION

float4 Adaptation = tex2D( _s4, 0.5 );


float4 Adapt_pal = tex2D( _s4, 0.5 ); // ENB Adaptation only used on
palette, unclamped

//Turn off adaptation in interiors, it's just wrong.


if ( EInteriorFactor ) {
Adaptation.xyz = float3( 0.5, 0.5, 0.5 );
};
float adapt_max = max( max( Adaptation.x, Adaptation.y ),
Adaptation.z );
adapt_max = clamp( adapt_max, adapt_low, adapt_high );

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// ADD BLOOM by PROD80

//Bloom
float4 xcolorbloom = tex2D(_s3, _v0.xy);
if (showbtex==true)
{
float4 bloom = tex2D(_s3, _v0.xy) * EBloomAmount;
bloom.w = 1.0f;
return bloom;
}
float3 oldcol = xcolorbloom.xyz;

//Bloom tinting
float3 nsat = lerp( lerp( nsatN, nsatD, ENightDayFactor ),
nsatI, EInteriorFactor );
float bcalc = dot( nsat, float3( 0.33333333, 0.33333333,
0.33333333 ));
nsat.xyz = nsat.xyz / bcalc.xxx;
xcolorbloom.xyz *= nsat;

//DNI stuff
float bloom_L1T = lerp( lerp( bloom_L1T_N, bloom_L1T_D,
ENightDayFactor ), bloom_L1T_I, EInteriorFactor );
float bloom_L1I = lerp( lerp( bloom_L1I_N, bloom_L1I_D,
ENightDayFactor ), bloom_L1I_I, EInteriorFactor ) * EBloomAmount;
float bloom_L2T = lerp( lerp( bloom_L2T_N, bloom_L2T_D,
ENightDayFactor ), bloom_L2T_I, EInteriorFactor );
float bloom_L2I = lerp( lerp( bloom_L2I_N, bloom_L2I_D,
ENightDayFactor ), bloom_L2I_I, EInteriorFactor ) * EBloomAmount;
float bloom_L3T = lerp( lerp( bloom_L3T_N, bloom_L3T_D,
ENightDayFactor ), bloom_L3T_I, EInteriorFactor );
float bloom_L3I = lerp( lerp( bloom_L3I_N, bloom_L3I_D,
ENightDayFactor ), bloom_L3I_I, EInteriorFactor ) * EBloomAmount;
float bcontrast = lerp( lerp( bconN, bconD, ENightDayFactor ),
bconI, EInteriorFactor );

//Layers
float3 bloom_L1 = max( xcolorbloom.xyz - bloom_L1T, 0.0f ) *
bloom_L1I;
float3 bloom_L2 = max( xcolorbloom.xyz - bloom_L2T, 0.0f ) *
bloom_L2I;
float3 bloom_L3 = max( xcolorbloom.xyz - bloom_L3T, 0.0f ) *
bloom_L3I;

//Adding bloom to image


xcolorbloom.xyz = bloom_L1.xyz + bloom_L2.xyz + bloom_L3.xyz;
xcolorbloom.xyz = lerp( xcolorbloom.xyz, xcolorbloom.xyz *
xcolorbloom.xyz, bcontrast );
if (show_screenout==true)
{
float4 screenout;
screenout.w = 1.0;
screenout.xyz = xcolorbloom.xyz;
return screenout;
}
color.xyz += xcolorbloom.xyz;

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// GAME COLOR CORRECTIONS

float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;

// _c1.x = ?
// _c1.y = ? Some generic intensity, maybe Adaptation related
// _c1.z = ?
// _c1.w = ?
//
// _c2.x = ? Receive Bloom Threshold
// _c2.y = White
// _c2.z = ?
// _c2.w = ?
//
// _c3.x = Saturation
// _c3.y = ?
// _c3.z = Contrast
// _c3.w = Brightness
//
// _c4.x = Tint Red
// _c4.y = Tint Green
// _c4.z = Tint Blue
// _c4.w = Tint Amount

r0.x=1.0/_c2.y; //White
// r1=tex2D(_s2, _v0); //replace Skyrim adaptation by
fixed values
r1=float4(0.4, 0.4, 0.4, 1.0); //...yes, fu wonky adaptation
float cc_pre_brt = lerp( lerp( cc_pre_brtN, cc_pre_brtD, ENightDayFactor ),
cc_pre_brtI, EInteriorFactor );
r0.yz=r1.xy * cc_pre_brt; //CC-Pre-brightness
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=color; //set color here
// r1.xyz=r1 * _c1.y;
r1.xyz=r1 * cc_pre_brt; //CC-Pre-brightness
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
// r0.x=saturate(-r0.x + _c2.x); //... bloom related, not needed
// r2=tex2D(_s3, _v0); //enb bloom, shouldnt happen here
// r2=tex2D(_s1, _v0); //skyrim bloom, also gone
// r2.xyz=r2 * _c1.y; //disable all blooming math here
// r2.xyz=r0.x * r2; //...
r1.xyz=r1 * r0.z; //... + r2 removed, since no bloom
anyway
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
float SKIS_Sat = lerp( SKIS_SatE, SKIS_SatI, EInteriorFactor );
r2=lerp(r0.x, r1, min(_c3.x, SKIS_Sat)); //max IS saturation allowed
r1=r0.x * _c4 - r2;
float SKIS_Tint = lerp( lerp( SKIS_TintN, SKIS_TintD, ENightDayFactor),
SKIS_TintI, EInteriorFactor );
r1=min(_c4.w, SKIS_Tint) * r1 + r2; //max IS tint amount allowed
DNI

//r1=_c3.w * r1 - r0.y; //khajiit night vision


_c3.w, IS brightness
r3=_c3.w * r1 - r0.y; //...
r4=min(_c3.w, SKIS_Brightness) * r1 - r0.y; //...
r1=(_c3.w>1.51) ? r3 : r4; //give control without
affecting NV/PV

r0=min(_c3.z, SKIS_Con) * r1 + r0.y; //max IS contrast allowed


r1=-r0 + _c5;
color=_c5.w * r1 + r0;

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
//Prod80 COLOR CORRECTIONS

//[prod80] Color balance


//
//Day RGB balance
float calcd = dot( rgbday.xyz, float3( 0.33333333,
0.33333333, 0.33333333 ));
float3 rgbd = rgbday.xyz / calcd.xxx;
//
//Night RGB balance
float calcn = dot( rgbnight.xyz, float3( 0.33333333,
0.33333333, 0.33333333 ));
float3 rgbn = rgbnight.xyz / calcn.xxx;
//
//Interior RGB balance
float calci = dot( rgbinterior.xyz, float3( 0.33333333,
0.33333333, 0.33333333 ));
float3 rgbi = rgbinterior.xyz / calci.xxx;

//Saturation and Levels DNI


//
float inBlack = lerp( lerp( inBlackN, inBlackD,
ENightDayFactor ), inBlackI, EInteriorFactor );
float inGamma = lerp( lerp( inGammaN, inGammaD,
ENightDayFactor ), inGammaI, EInteriorFactor );
float inWhite = lerp( lerp( inWhiteN, inWhiteD,
ENightDayFactor ), inWhiteI, EInteriorFactor );
float outBlack = lerp( lerp( outBlackN, outBlackD,
ENightDayFactor ), outBlackI, EInteriorFactor );
float outWhite = lerp( lerp( outWhiteN, outWhiteD,
ENightDayFactor ), outWhiteI, EInteriorFactor );
float cc_sat = lerp( lerp( cc_satN, cc_satD,
ENightDayFactor ), cc_satI, EInteriorFactor );
//
//
//Prod80: Apply Brightness, Saturation, Intensity
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++

//Saturation
float cGray = grayValue( color.xyz );
color.xyz = lerp( cGray, color.xyz, cc_sat );
//Black Level, White Level and Gamma Curve
color.xyz = pow( max( color.xyz - inBlack , 0.0f ) / max(
inWhite - inBlack, 0.0001f ), inGamma ) * max( outWhite - outBlack, 0.0001f ) +
outBlack;

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++
//Apply RGB balance
float3 cbalance = lerp( lerp( rgbn, rgbd, ENightDayFactor ), rgbi,
EInteriorFactor );
color.xyz = cbalance.xyz * color.xyz;

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// TONE CURVE (FILMIC - UNCHARTED 2) DNI. FULLY TWEAKABLE FROM GUI - BE CAREFULL,
ITS TRICKY
// HOOKED DIRECTLY INTO ADAPTATION (Adaptation modifies Linear White)

float A = lerp( lerp( ShoulderStrengthN,


ShoulderStrengthD, ENightDayFactor ), ShoulderStrengthI,
EInteriorFactor );
float B = lerp( lerp( LinearStrengthN,
LinearStrengthD, ENightDayFactor ), LinearStrengthI, EInteriorFactor
);
float C = lerp( lerp( LinearAngleN,
LinearAngleD, ENightDayFactor ), LinearAngleI,
EInteriorFactor );
float D = lerp( lerp( ToeStrengthN,
ToeStrengthD, ENightDayFactor ), ToeStrengthI,
EInteriorFactor );
float E = lerp( lerp( ToeNumeratorN,
ToeNumeratorD, ENightDayFactor ), ToeNumeratorI,
EInteriorFactor );
float F = lerp( lerp( ToeDenominatorN,
ToeDenominatorD, ENightDayFactor ), ToeDenominatorI, EInteriorFactor
);
float WS = lerp( lerp( LinearWhiteN,
LinearWhiteD, ENightDayFactor ), LinearWhiteI,
EInteriorFactor );

float3 Q = color.xyz;
float W = WS * ( 1.0f + adapt_max );
float3 numerator = ((Q*(A*Q+C*B)+D*E)/(Q*(A*Q+B)+D*F)) - E/F;
float3 denominator = ((W*(A*W+C*B)+D*E)/(W*(A*W+B)+D*F)) - E/F;
color.xyz = numerator / denominator;
color.xyz = max( color.xyz, _c6.xyz );

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// ENB PALETTE

float2 CLut_pSize = float2(0.00390625, 0.0625);// 1 / float2(256, 16);


color.rgb = saturate(color.rgb);
color.b *= 15;
float4 CLut_UV = 0;
CLut_UV.w = floor(color.b);
CLut_UV.xy = color.rg * 15 * CLut_pSize + 0.5 * CLut_pSize ;
CLut_UV.x += CLut_UV.w * CLut_pSize.y;
color.rgb = lerp( tex2Dlod(luttex, CLut_UV.xyzz).rgb, tex2Dlod(luttex,
CLut_UV.xyzz + float4(CLut_pSize.y, 0, 0, 0)).rgb, color.b - CLut_UV.w);

//E_CC_PALETTE

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// COLOR TINTING (SPLIT TONE, ETC) BY PROD80

if (use_colortinting==true)
{
float3 rgbLight = lerp( lerp( rgbLightN, rgbLightD,
ENightDayFactor ), rgbLightI, EInteriorFactor );
float3 rgbDark = lerp( lerp( rgbDarkN, rgbDarkD,
ENightDayFactor ), rgbDarkI, EInteriorFactor );
float ctDesat = lerp( lerp( ctDesatN, ctDesatD,
ENightDayFactor ), ctDesatI, EInteriorFactor );
float ctMix = lerp( lerp( ctMixN, ctMixD,
ENightDayFactor ), ctMixI, EInteriorFactor );

color.xyz = saturate( color.xyz );


float ctLuma = grayValue( color.xyz );
float rgbDarkAdj = dot( rgbDark.xyz, float3( 0.33333333,
0.33333333, 0.33333333 ));
float rgbLightAdj = dot( rgbLight.xyz, float3( 0.33333333,
0.33333333, 0.33333333 ));
float3 ctDarkcolor = color.xyz * ( rgbDark.xyz /
rgbDarkAdj.xxx );
float3 ctLightcolor = color.xyz * ( rgbLight.xyz /
rgbLightAdj.xxx );
float3 ctDesatcolor = lerp( color.xyz, ctLuma, ctDesat );
float3 ctColor = lerp( ctDarkcolor.xyz,
ctLightcolor.xyz, ctLuma );
color.xyz = lerp( ctDesatcolor, ctColor, ctMix );
};

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// COLOR TINTING (SEPIA, ETC) BY NVIDIA, HEAVILY MODIFIED BY PROD80 (Tri-color,
Luma source, etc.)

if (use_tinting==true)
{
float3 LightColor = lerp( lerp( LightColorN, LightColorD,
ENightDayFactor ), LightColorI, EInteriorFactor );
float3 MidColor = lerp( lerp( MidColorN, MidColorD,
ENightDayFactor ), MidColorI, EInteriorFactor );
float3 DarkColor = lerp( lerp( DarkColorN, DarkColorD,
ENightDayFactor ), DarkColorI, EInteriorFactor );
float Desat = lerp( lerp( DesatN,
DesatD, ENightDayFactor ), DesatI,
EInteriorFactor );
float3 Toned = lerp( lerp( TonedN,
TonedD, ENightDayFactor ), TonedI,
EInteriorFactor );

color.xyz = saturate( color.xyz );


float gray = 0.0f;
float3 bkColor = float3( 0.0, 0.0, 0.0
);
float3 sepia_luma1 = float3( 0.2125, 0.7154, 0.0721
);
float3 sepia_luma2 = float3( 0.299, 0.587, 0.114
);
float3 sepia_luma3 = float3( 0.3333, 0.3333, 0.3333
);
float3 sepia_luma4 = float3( 0.7154, 0.2125, 0.0721
);
float3 sepia_luma5 = float3( 0.114, 0.299, 0.587
);

// Luma selection
if (sepia_luma==1) gray = dot( color.xyz, sepia_luma1.xyz );
if (sepia_luma==2) gray = dot( color.xyz, sepia_luma2.xyz );
if (sepia_luma==3) gray = dot( color.xyz, sepia_luma3.xyz );
if (sepia_luma==4) gray = dot( color.xyz, sepia_luma4.xyz );
if (sepia_luma==5) gray = dot( color.xyz, sepia_luma5.xyz );

float MidColorMult = dot( MidColor.xyz, float3( 0.33333333,


0.33333333, 0.33333333 ));
float3 MidColorComb = color.xyz * ( MidColor.xyz /
MidColorMult.xxx );
float3 md1 = lerp( bkColor.xyz, MidColorComb.xyz,
gray ) * 2;
float3 md2 = lerp( MidColorComb.xyz, bkColor.xyz,
gray ) * 2;
float3 mdColor = ( gray <= 0.5 ) ? md1 : md2;
float3 shColor = lerp( DarkColor.xyz, mdColor.xyz,
gray );
float3 hlColor = lerp( mdColor.xyz, color.xyz *
LightColor.xyz, gray );
float3 triColor = lerp( shColor.xyz, hlColor.xyz, gray );
float3 deColor = lerp( color.xyz, gray.xxx, Desat );
color.xyz = lerp( deColor.xyz, triColor.xyz,
Toned.xyz );
};

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// ADVANCED B&W FILTER (prod80)

if (use_bwfilter==true)
{
float3 bw_filter = float3( 1.0f * ( bw_red * 0.01f ), 1.0f *
( bw_green * 0.01f ), 1.0f * ( bw_blue * 0.01f ) );
float bw = dot( color.xyz, bw_filter.xyz );
color.xyz = lerp( color.xyz, bw, bw_strength );
};

//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++
// SET COLOR

_oC0.w=1.0;
_oC0.xyz=color.xyz;

return _oC0;
}

texture2D lutnametex0 <string ResourceName= "defaultlut.png" ; >;


sampler2D lutname0 = sampler_state {
Texture = < lutnametex0 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique Shader_D6EC7DD1
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname0 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut1

texture2D lutnametex1 <string ResourceName= "LUT_1.bmp" ; >;


sampler2D lutname1 = sampler_state {
Texture = < lutnametex1 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME <string UIName= "Snapdragon" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname1 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut2

texture2D lutnametex2 <string ResourceName= "LUT_2.bmp" ; >;


sampler2D lutname2 = sampler_state {
Texture = < lutnametex2 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME2 <string UIName= "All-Is-Vain" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname2 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut3

texture2D lutnametex3 <string ResourceName= "LUT_3.bmp" ; >;


sampler2D lutname3 = sampler_state {
Texture = < lutnametex3 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME3 <string UIName= "Creamy" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname3 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut4

texture2D lutnametex4 <string ResourceName= "LUT_4.bmp" ; >;


sampler2D lutname4 = sampler_state {
Texture = < lutnametex4 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME4 <string UIName= "Toon" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname4 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut5
texture2D lutnametex5 <string ResourceName= "LUT_5.bmp" ; >;
sampler2D lutname5 = sampler_state {
Texture = < lutnametex5 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME5 <string UIName= "Lost in Time" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname5 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut6

texture2D lutnametex6 <string ResourceName= "LUT_6.bmp" ; >;


sampler2D lutname6 = sampler_state {
Texture = < lutnametex6 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME6 <string UIName= "Lomo" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname6 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut7

texture2D lutnametex7 <string ResourceName= "LUT_7.bmp" ; >;


sampler2D lutname7 = sampler_state {
Texture = < lutnametex7 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME7 <string UIName= "Drama" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname7 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut8

texture2D lutnametex8 <string ResourceName= "LUT_8.bmp" ; >;


sampler2D lutname8 = sampler_state {
Texture = < lutnametex8 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME8 <string UIName= "Silence" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname8 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut9

texture2D lutnametex9 <string ResourceName= "LUT_9.bmp" ; >;


sampler2D lutname9 = sampler_state {
Texture = < lutnametex9 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME9 <string UIName= "Sparta" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname9 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut10

texture2D lutnametex10 <string ResourceName= "LUT_10.bmp" ; >;


sampler2D lutname10 = sampler_state {
Texture = < lutnametex10 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME10 <string UIName= "Somber" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname10 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut11

texture2D lutnametex11 <string ResourceName= "LUT_11.bmp" ; >;


sampler2D lutname11 = sampler_state {
Texture = < lutnametex11 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME11 <string UIName= "Old World" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname11 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut12

texture2D lutnametex12 <string ResourceName= "LUT_12.bmp" ; >;


sampler2D lutname12 = sampler_state {
Texture = < lutnametex12 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME12 <string UIName= "Eccentric" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname12 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut13

texture2D lutnametex13 <string ResourceName= "LUT_13.bmp" ; >;


sampler2D lutname13 = sampler_state {
Texture = < lutnametex13 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME13 <string UIName= "Knox" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname13 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

// additional lut14

texture2D lutnametex14 <string ResourceName= "LUT_14.bmp" ; >;


sampler2D lutname14 = sampler_state {
Texture = < lutnametex14 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME14 <string UIName= "Senpai" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname14 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut15

texture2D lutnametex15 <string ResourceName= "LUT_15.bmp" ; >;


sampler2D lutname15 = sampler_state {
Texture = < lutnametex15 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME15 <string UIName= "Overseer" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname15 );
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut16

texture2D lutnametex16 <string ResourceName= "LUT_16.bmp" ; >;


sampler2D lutname16 = sampler_state {
Texture = < lutnametex16 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME16 <string UIName= "Beach Boy" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname16 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut17

texture2D lutnametex17 <string ResourceName= "LUT_17.bmp" ; >;


sampler2D lutname17 = sampler_state {
Texture = < lutnametex17 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
technique PASSNAME17 <string UIName= "Baywatch" ;>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname17 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut18

texture2D lutnametex18 <string ResourceName= "LUT_18.bmp" ; >;


sampler2D lutname18 = sampler_state {
Texture = < lutnametex18 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME18 <string UIName= "La Bamba" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname18 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut19

texture2D lutnametex19 <string ResourceName= "LUT_19.bmp" ; >;


sampler2D lutname19 = sampler_state {
Texture = < lutnametex19 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME19 <string UIName= "Golden Hour" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname19 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut20

texture2D lutnametex20 <string ResourceName= "LUT_20.bmp" ; >;


sampler2D lutname20 = sampler_state {
Texture = < lutnametex20 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME20 <string UIName= "Aqua" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname20 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut21
texture2D lutnametex21 <string ResourceName= "LUT_21.bmp" ; >;
sampler2D lutname21 = sampler_state {
Texture = < lutnametex21 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME21 <string UIName= "Ultra Contrast" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname21 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut22

texture2D lutnametex22 <string ResourceName= "LUT_22.bmp" ; >;


sampler2D lutname22 = sampler_state {
Texture = < lutnametex22 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME22 <string UIName= "Vogue" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname22 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut23

texture2D lutnametex23 <string ResourceName= "LUT_23.bmp" ; >;


sampler2D lutname23 = sampler_state {
Texture = < lutnametex23 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME23 <string UIName= "Vintage BW" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname23 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut24

texture2D lutnametex24 <string ResourceName= "LUT_24.bmp" ; >;


sampler2D lutname24 = sampler_state {
Texture = < lutnametex24 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME24 <string UIName= "Simple BW" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname24 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut25

texture2D lutnametex25 <string ResourceName= "LUT_25.bmp" ; >;


sampler2D lutname25 = sampler_state {
Texture = < lutnametex25 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME25 <string UIName= "Creeper" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname25 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut26

texture2D lutnametex26 <string ResourceName= "LUT_26.bmp" ; >;


sampler2D lutname26 = sampler_state {
Texture = < lutnametex26 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME26 <string UIName= "Surfin Bird" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname26 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut27

texture2D lutnametex27 <string ResourceName= "Custom_LUT1.bmp" ; >;


sampler2D lutname27 = sampler_state {
Texture = < lutnametex27 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME27 <string UIName= "Custom 1" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname27 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut28

texture2D lutnametex28 <string ResourceName= "Custom_LUT2.bmp" ; >;


sampler2D lutname28 = sampler_state {
Texture = < lutnametex28 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME28 <string UIName= "Custom 2" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname28 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;

}
}

// additional lut29

texture2D lutnametex29 <string ResourceName= "Custom_LUT3.bmp" ; >;


sampler2D lutname29 = sampler_state {
Texture = < lutnametex29 >;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

technique PASSNAME29 <string UIName= "Custom 3" ;>


{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1( lutname29 );

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

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