Oblivion Graphics Extender, Thread 12

Post » Sat Dec 11, 2010 6:57 pm

It does sound very good! Great work Scanti! :cookie:
User avatar
carly mcdonough
 
Posts: 3402
Joined: Fri Jul 28, 2006 3:23 am

Post » Sat Dec 11, 2010 1:34 pm

any news on wether this 02 version of the plugin is usable and in fact better than the original one? cause has i talked to vtastek we finally had my godrays working and then suddenly after using the new plugin the went all BALLS on me and failed xP now even back with the original version of the plugin,the damn sun is just a big yellow cheese
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Sun Dec 12, 2010 2:08 am

I get a black flashing screen if I use shademe's latest build.
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Sat Dec 11, 2010 6:39 pm

@ SoSway: How To Report Bugs Helpfully.

@ Scanti: I reported to shadeMe that some of the shaders (CelShader, DoF and ColorEffects) weren't loading with his plugin. I've just discovered that they don't even apply using the shaderlist. Loading a purely vanilla save with no plugins active. The shaders do load, as shown in my log:
Ingnoring message.RESZ format supported.Depth buffer texture (INTZ) (1366,768) created OK.Depth buffer attached OK. 0Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1366, Height = 768Setting screen surface.Setting depth texture.Loading the shaders.Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Added to list OK.Loading the shaders.Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.No texture data found in save file.No shader data in save file.width = 1366, height = 768


and OBGE.ini:

[DepthBuffer]bUseDepthBuffer=1bUseRAWZfix=1[Serialization]bSaveData=http://forums.bethsoft.com/index.php?/topic/1080264-oblivion-graphics-extender-thread-12/1bLoadData=1[PluginInterOp]bEnableInterOp=0[Shaders]bNoShadersInMenus=0bUseShaderList=1sShaderListFile=data\shaders\shaderlist.txtbUseLegacyCompiler=0bRenderHalfScreen=0[General]bEnabled=1


I'm using the OBGEv2 build that shadeMe linked to in his post. It seems that there's something in OBGEv2 that's stopping the shaders loading for me. Just those ones too, as obsharpen works fine, as do the rest of the shaders.

Oh, and I noticed that with that build the SSAO shader (both versions) lowers overall screen brightness by quite a bit, where it didn't before.

EDIT: On the other hand, the bRenderHalfScreen option works very well. :) Although the Legacy Compiler option freezes my game when I try to load it with the setting enabled. I'll upload some pics of everything in a minute.

EDIT 2: Ok, here's the shots of the shaders active with the half screen enabled for contrast:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/celshader.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/coloreffects.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/colormood.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/dof.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/godrays.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/sharpen.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/ssaoperf.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/ssao.jpg

From the above, it looks like Godrays is the only one that suffers from that blurring bug that I reported earlier, and you said you've fixed. You can see the darkening with SSAO quite clearly, and the three that don't work too.

EDIT 3: After running around for a bit, it appears that while the Godrays shader does something, it doesn't give any godrays. This could be due to the blurryness messing up whatever it does to draw them. I hadn't changed the shader at all, besides its name, and I got them before on the same save at the same time.

If I can get it to compile, I'm going to try out your latest revision of the plugin.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Sun Dec 12, 2010 4:01 am

Is that halfscreen thingy the diagonal line from bottom left to top right I've been getting after installing the latest Colour Effects, Support Plugin and shadeMes OBGEv2? There seems to be some pixel offset stuff going on along that line that is mildly annoying. Oh, looking at the pics I see that it's not. It's not the celshader, cos it's there with that filereomoved. And not ssao, as it was there without it. I'll see if I can make an animated gif to show it better.
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Sat Dec 11, 2010 4:16 pm

Hello, this mod looks wonderful and i'm really wanting to try it, but I've installed everything like it said, but I'm not noticing any difference, so godrays or anything. I would appreciate some help, thanks. :)
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Sat Dec 11, 2010 8:23 pm

Is that halfscreen thingy the diagonal line from bottom left to top right I've been getting after installing the latest Colour Effects, Support Plugin and shadeMes OBGEv2? There seems to be some pixel offset stuff going on along that line that is mildly annoying. Oh, looking at the pics I see that it's not. It's not the celshader, cos it's there with that filereomoved. And not ssao, as it was there without it. I'll see if I can make an animated gif to show it better.


No, the bRenderHalfScreen applies the shader to half the screen, and leaves the other side untouched, like in my screenshots. What you're discribing is something else.
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Sat Dec 11, 2010 6:59 pm

I think I've fixed the problem. I've updated the repository and manually merged the changes that shadeMe had made. I'm not sure about the skewed text as I hasn't happened on my computer. It's probably due to a combination of shaders messing up the render states (I would of got away with it if it weren't for those pesky render states). Once I know what's getting changed I'll find out what state they are supposed to be and reset them after the shaders have processed.

I'm still locating those Direct X bugs so no release until I find them or I get fed up looking. :)
I believe someone pointed out that switching sampler filtering from point to linear fixed it. Speaking of the HUD, I was wondering if you figured out an implementation to apply shaders over them, like Timeslip did.

I'm planning on:

a. Passing the fog parameters to the shaders so they will be able to compensate for any fogging.

b. Create a function that disables the game's fog so a shader can take care of it after the scene is rendered. You'll be able to do cool things like lights lighting up the fog around them and animated fog if the fogging is done by a shader.
Nice! By the way, what about rendering OBGE's shaders first, before the vanilla's postprocessing ? Made any headway with that ?

PS : I've upload the updated Color Mood shader to the Nexus servers - It should now officially support the support plugin and not cause skewed text (needs to be tested).
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Sat Dec 11, 2010 3:44 pm

@ SoSway: How To Report Bugs Helpfully.

@ Scanti: I reported to shadeMe that some of the shaders (CelShader, DoF and ColorEffects) weren't loading with his plugin. I've just discovered that they don't even apply using the shaderlist. Loading a purely vanilla save with no plugins active. The shaders do load, as shown in my log:


As I've changed the code to use the vertex shader any shader that uses ps_3_0 must have a vertex shader and that vertex shader must compile with vs_3_0. Apparently model 3 pixel shaders aren't compatible with any vertex shader below version 3.

This wasn't a problem before as the drivers took care of the vertex shader.

By the way some of the ps_3_0 shaders should be able to compile with ps_2_b.

So basically if the shader doesn't work open it up in a text editor, go to the end of the file and find the technique section. If there's a line that starts with PixelShader = compile ps_3_0 you have to change the previous line from something like VertexShader = compile vs_x_x to VertexShader = compile vs_3_0.
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Sat Dec 11, 2010 10:37 pm

As I've changed the code to use the vertex shader any shader that uses ps_3_0 must have a vertex shader and that vertex shader must compile with vs_3_0. Apparently model 3 pixel shaders aren't compatible with any vertex shader below version 3.

This wasn't a problem before as the drivers took care of the vertex shader.

By the way some of the ps_3_0 shaders should be able to compile with ps_2_b.

So basically if the shader doesn't work open it up in a text editor, go to the end of the file and find the technique section. If there's a line that starts with PixelShader = compile ps_3_0 you have to change the previous line from something like VertexShader = compile vs_x_x to VertexShader = compile vs_3_0.


Right, OK. I've not got any vertex shaders in the DoF and ColorEffects shaders, which are SM3. I'll update the shaders so they'll work tommorrow. I should also be able to move some of the DoF shader to a vertex shader. Thanks. :)
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Sun Dec 12, 2010 2:35 am

Here's an animated gif I just made: http://i776.photobucket.com/albums/yy46/igerup/games/Untitled303-1.gif I hope anyone can see it, it's more noticeable in game. It's not caused by Ati Tray Tools, I turned it off. Oblivion is the only 3D software I see it in. Weird.
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Sat Dec 11, 2010 10:58 pm

Here's an animated gif I just made: http://i776.photobucket.com/albums/yy46/igerup/games/Untitled303-1.gif I hope anyone can see it, it's more noticeable in game. It's not caused by Ati Tray Tools, I turned it off. Oblivion is the only 3D software I see it in. Weird.

Maybe it is the godrays shader, I've set some room for lightnings... :P

Set moonshaftex to zero to see if it is fixed.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Sat Dec 11, 2010 3:26 pm

I'm planning on:

a. Passing the fog parameters to the shaders so they will be able to compensate for any fogging.

b. Create a function that disables the game's fog so a shader can take care of it after the scene is rendered. You'll be able to do cool things like lights lighting up the fog around them and animated fog if the fogging is done by a shader.


Volumetric stuff is hella expensive :whisper: also totally screws with transparency sorting and etc.
Also Oblivion only does 300k tris for a typical scene :blink: now wonder it looks so outdated now.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Sat Dec 11, 2010 3:55 pm

Maybe it is the godrays shader, I've set some room for lightnings... :P

Set moonshaftex to zero to see if it is fixed.



No,I found the culprit. It's actually the OBGEv2.dll file itself. The one shadeMe recently posted. I found out by removing it from the obse folder.

Oddly enough, the shaders still loaded without the obge-file present.
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Sun Dec 12, 2010 4:05 am

When I load the OGE dll, my game menu disappears


OBGv2
Ingnoring message.
RESZ not supported.
Depth buffer texture (INTZ) (1680,1050) created OK.
Depth buffer attached OK. 0
Releasing the original depth surface.


OBSE
OBSE: initialize (version = 18.5 010201A0)
oblivion root = i:\steam\steamapps\common\oblivion\
plugin directory = i:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin i:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
plugin i:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
patched
OBSE: deinitialize

User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Sat Dec 11, 2010 1:56 pm

I have a http://dl.dropbox.com/u/519253/QuickBlur.fx that might be of interest to the shader writers out there. It's a demonstration of how to blur the screen using vertex shaders. It's not as pretty as a proper gouraud blur shader but it's quicker. You'll need shadeMe's modified dll for it to work.

When I load the OGE dll, my game menu disappears


Disable your anti-aliasing.
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Sun Dec 12, 2010 3:05 am

...
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/ssaoperf.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/ssao.jpg
...


This made me feel better, as it's just what SSAO looks like on my PC... however, I've found that the overall effect is just too dark, and since it's applied post-processingingingly (five stars for made-up words), equipping a torch or casting night-eye doesn't have the effect it should, because the light they cast is inordinately dimmed as well... my question is what settings am I looking at to make it somewhat less extreme? Also, I think that that's not the best shot to compare, but I can see zero difference between the normal and performance version of the shader... how is the former better?

Also, using the latest files, I still get the slight blur, and the weird text VERY intermittently (sometimes when I de/activate a shader, it will appear, next time I de/activate a shader, it will disappear... it doesn't seem specific to any shader, but I'm only using ColorMood, Godrays, and SSAO). I'll post the OBGE.log in a minute.

[EDIT] Also the second :P The in-game menu for the support plugin doesn't work for me. When I select an option (SSAO_Test, in this case), http://i227.photobucket.com/albums/dd171/misterPEB/ScreenShot47.jpg happens.

[EDIT the second]
Ingnoring message.RESZ format supported.Depth buffer texture (INTZ) (1680,1050) created OK.Depth buffer attached OK. 0Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1680, Height = 1050Setting screen surface.Setting depth texture.ShaderList has been disabled by the INI file.Added to list OK.ShaderList has been disabled by the INI file.Save file links 0 textures.Shader Index = 9Shader num = 0Filename = ssao_perf.fxEnabled = 0RefID = A7000800Is in use = 1Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Float rcpres = 0.000595(1)Float m44proj = 1.086021(1)Inserting the shader into the list.Shader num = 1Filename = ssao_test.fxEnabled = 1RefID = A7000800Is in use = 1Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Float rcpres = 0.000595(1)Float m44proj = 1.086021(1)Inserting the shader into the list.Shader num = 2Filename = DepthOfField.fxEnabled = 0RefID = A7000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.000000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000595(1)Float f4Time = 36108.648438(1)Float m44proj = 1.086021(1)Inserting the shader into the list.Shader num = 4Filename = CelShader+EdgeAA.fxEnabled = 0RefID = A7000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000595(2)Float edgeStrength = 15.000000(1)Float edgeAABlurAmt = 0.000000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 5Filename = ColorEffects.fxEnabled = 0RefID = A7000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 0.000000(1)Float Brightness = 1.000000(1)Float Contrast = 0.000000(1)Float GContrast = 1.000000(1)Float GBrightness = 1.000000(1)Float FGIntensity = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 36080.882813(1)Float greyscale = 0.299000(1)Float rcpres = 0.000595(1)Inserting the shader into the list.Shader num = 6Filename = ColorMood.fxEnabled = 1RefID = A7000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 1.000000(1)Float moodR = 0.000000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 7Filename = obsharpen.fxEnabled = 0RefID = A7000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 0.000000(1)Inserting the shader into the list.Shader num = 8Filename = Godrays.fxEnabled = 0RefID = A7000800Is in use = 1Loading shader (data\shaders\Godrays.fx)Setting effects screen texture.Float morningshaftex = 0.040000(1)Float eveningshaftex = 0.200000(1)Float goldendecay = 0.990000(1)Float noonshaftex = 0.490000(1)Float noondecay = 0.630000(1)Float moonshaftex = 0.090000(1)Float moondecay = 0.880000(1)Float startsunrise = 4.000000(1)Float endsunrise = 10.000000(1)Float startevening = 17.000000(1)Float endevening = 21.000000(1)Float Density = 0.900000(1)Float Weight = 0.440000(1)Float m44view = 0.852748(1)Float f3EyeForward = -0.516663(1)Float f4SunDir = -0.753716(1)Float rcpres = 0.000595(1)Float f4Time = 60801.179688(1)Float t = 0.767327(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.width = 1680, height = 1050Shader (ssao_perf.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.Shader (ssao_test.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.Shader (Godrays.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.Shader (CelShader+EdgeAA.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = a7000800  Loading shader that already exists. Returning index of existing shader.width = 1680, height = 1050width = 1680, height = 1050Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.

User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Sat Dec 11, 2010 12:53 pm

[EDIT] Also the second :P The in-game menu for the support plugin doesn't work for me. When I select an option (SSAO_Test, in this case), http://i227.photobucket.com/albums/dd171/misterPEB/ScreenShot47.jpg happens.
I never tested the plugin with SSAO, though I expected it to work without issues. I'll take a look; thanks for reporting.

PS : Does it happen regardless of which button you select first, i.e., does it only happen when you select SSAO_Test right after the menu loads ?
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sun Dec 12, 2010 12:55 am

I never tested the plugin with SSAO, though I expected it to work without issues. I'll take a look; thanks for reporting.

PS : Does it happen regardless of which button you select first, i.e., does it only happen when you select SSAO_Test right after the menu loads ?


It happens no matter what button I press. I AM still able to shift/ctrl-click to enable/disable them. It's just when I click them to try to change their values that weirdness ensues.
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Sun Dec 12, 2010 1:13 am

It happens no matter what button I press. I AM still able to shift/ctrl-click to enable/disable them. It's just when I click them to try to change their values that weirdness ensues.
I'm not able to reproduce it on my end. Did you make a clean save before updating ? In any case, see if one helps.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Sat Dec 11, 2010 5:26 pm

OK, changing the CelShader's vs_1_1 to vs_3_0 compiles fixed my problems with it, as did adding in vertex shaders to DoF and ColorEffects. So those three now work fine for me.

I did notice that the fog bug also affects CelShader. I'm going to try moving a lot of stuff in the DoF shader from pixel to vertex, that should hopefully speed it up without changing the look for the worse. If that's successful, I'll upload fixed versions of that and ColorEffects once that's done. :)

EDIT: Anyone know if the source code for ENB Series is available? I had a look, but couldn't find anything. I'm asking because the only effect that isn't wrapped in the .dll is the postprocessing effect.txt. It's an easy port to get it working for OBGEv2, but it's not exactly what I was hoping to have a look at. From what I've heard, ENB did a lot of neat effects, and I was hoping to see some code for them, but if they're in the .dll and there's no source for that, then there's nothing to see. :(

Regarding my port of the postprocessing shader though, I've looked through the licensing for ENB, and there's nothing saying I can't re-release or use it, since it's not distributed in the main package, and doesn't fall under any of the terms listed in the license there, nor in the readme, and doesn't come with a license of it's own. So as soon as I get some half-decent values for it, I'll upload an OBGEv2 version of it. I'll reference ENB in the comments though, of course.
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Sat Dec 11, 2010 1:29 pm

I've done some messing around with the fog. It looks like Oblivion does it's fogging using shaders instead of the direct x fixed pipeline. (It sort of makes sense. SM3 can't use the fixed pipeline unlike the previous shader models and if Bethesda wanted their code to work with SM3 then that's the way they would have to go. Plus it gives them more control over how the fogging works. It's strange how nVidia cards have the fogging bug though)? It does mean that messing around with the render states doesn't turn off the fogging. :(

It definitely looks like I'm going to have to work out how Oblivion splits it's rendering into different render passes and how to deactivate/hijack each one.
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Sat Dec 11, 2010 5:04 pm

The ENB Series Source Code has been released to the public, I know dam sure I had it somewhere on my PC but it seems I lost it. I am going to look some more because I had all ENB Series files, and yes it was free to be used by others.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Sat Dec 11, 2010 11:30 pm

The ENB Series Source Code has been released to the public, I know dam sure I had it somewhere on my PC but it seems I lost it. I am going to look some more because I had all ENB Series files, and yes it was free to be used by others.


I looked on the ENB site, and it's forums, but couldn't find anything but an (unanswered) question regarding availability of the source code. A google search didn't turn up anything useful either. If you could find it, that would be great. :)
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Sat Dec 11, 2010 7:43 pm

Here ya go Wrinklyninja http://www.liztail.com/Corvax.htm

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//ENBSeries: boris-vorontsov@yandex.ru, boris-vorontsov.narod.ru//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/*THIS IS HLSL (HIGH LEVEL SHADER LANGUAGE) FILE FOR EXECUTING ADDITIONALHARDWARE EFFECTS. MAKE THE COPY BEFORE CHANGING IT!*///keyboard controled variablesfloat	tempF1;float	tempF2;float	tempF3;float	tempF4;float	tempF5;float	tempF6;float	tempF7;float	tempF8;float	tempF9;float	tempF0;//global variables, already set before executing this codefloat	ScreenSize;	//width of the display resolution (1024 f.e.)float	ScreenScaleY;	//screen proportions (1.333 for 1024/768)float4	ScreenBrightness;//rgba(0..1) color of the screen with time dependent inertiafloat	ScreenBrightnessAdaptation;//(-10..10) for bloom it controls how much to dark in the night or when scene is dark (user defined constant factor)float	bloomPower;//(0..10) actually used for bloom, but may be useful here (user defined constant factor)float	useBloom;//(0 or 1) if bloom enabled by user//texturestexture2D texColor;texture2D texBloom;sampler2D SamplerColor = sampler_state{	Texture   = ;	MinFilter = LINEAR;	MagFilter = LINEAR;	MipFilter = LINEAR;//NONE;	AddressU  = Clamp;	AddressV  = Clamp;	SRGBTexture=FALSE;};sampler2D SamplerBloom = sampler_state{	Texture   = ;	MinFilter = LINEAR;	MagFilter = LINEAR;	MipFilter = NONE;//NONE;	AddressU  = Clamp;	AddressV  = Clamp;	SRGBTexture=FALSE;};struct VS_OUTPUT_POST {	float4 vpos  : POSITION;	float2 txcoord : TEXCOORD0;};struct VS_INPUT_POST {	float3 pos  : POSITION;	float2 txcoord : TEXCOORD0;};//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++////++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN){	VS_OUTPUT_POST OUT;	float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);	OUT.vpos=pos;	OUT.txcoord.xy=IN.txcoord.xy;	return OUT;}float4 PS_PostProcess(VS_OUTPUT_POST In) : COLOR{	float2 offset[4]=	{		float2(-1.0,-1.0),		float2(-1.0, 1.0),		float2( 1.0, 1.0),		float2( 1.0,-1.0)	};	float4 res=0.0;	float4 coord=0.0;	coord.xy=In.txcoord.xy;	float4 origcolor=tex2D(SamplerColor, coord.xy);	float origgray=max(origcolor.r, max(origcolor.g, origcolor.B));	res+=origcolor;	float range=0.7*tempF9/ScreenSize;	for (int i=0; i<4; i++)	{		coord.xy=In.txcoord+offset[i]*range;		float4 color;		float gray;		color=tex2D(SamplerColor, coord.xy);		float4 colordiff=abs(origcolor-color);		gray=dot(colordiff.rgb,0.333);		float lerpfact=saturate(4.0*abs(gray)*color.a);//saturate		res+=lerp(origcolor, color, lerpfact);	}	res=res*0.2;//res=origcolor;coord.xy=In.txcoord.xy;coord.w=2.5*tempF1;float4 envcol1=tex2Dbias(SamplerColor, coord);coord.w=3.5*tempF2;float4 envcol2=tex2Dbias(SamplerColor, coord);float4 envcol3=tex2D(SamplerBloom, coord.xy);float4 bloom=envcol3;float4 envcol=(envcol1+envcol2+envcol3)*0.333; // Controls overall Brightness.  //envcol=tempF5*pow(envcol,tempF4);//envcol=envcol*tempF7/(1.0+envcol*tempF8);//envcol=dot(envcol.xyz,0.333);//envcol=max(envcol.x, max(envcol.y, envcol.z));float4 tempcol;//=max(envcol.x, max(envcol.y, envcol.z));//envcol=lerp(tempcol, envcol, tempF3);//tempcol.xyz=saturate(res.xyz-envcol.xyz);//float diff=dot(tempcol.xyz, 0.333);//float srcgray=dot(res.xyz,0.333);//envcol.xyz=res.xyz-(tempF7*envcol.xyz)*(1.0-saturate(srcgray));envcol=tempF5*pow(envcol,tempF4);res=lerp(res, res*envcol, tempF6);//res=res*tempF7/(1.0+res*tempF8);//res+=tempF7*pow(bloom,4.0*tempF8);//desaturate	float middlegray=(res.r+res.g+res.B)*0.333;	float3 diffcolor=res.rgb-middlegray;	res.rgb-=diffcolor*0.4*tempF0;if (tempF3>1.1) res=origcolor;	res.a=1.0;	return res;}/*float4 PS_PostProcess(VS_OUTPUT_POST In) : COLOR{	float2 offset[4]=	{		float2(-1.0,-1.0),		float2(-1.0, 1.0),		float2( 1.0, 1.0),		float2( 1.0,-1.0)	};	float4 res=0.0;	float4 coord=0.0;	coord.xy=In.txcoord.xy;	float4 origcolor=tex2Dlod(SamplerColor, coord);	float origgray=max(origcolor.r, max(origcolor.g, origcolor.B));	res+=origcolor;	float range=tempF5*0.001;// /ScreenSize.x	for (int i=0; i<4; i++)	{		coord.xy=In.txcoord+offset[i]*range;		float4 color;		float gray;		color=tex2Dlod(SamplerColor, coord);		float4 colordiff=abs(origcolor-color);		gray=max(colordiff.r, max(colordiff.g, colordiff.B));		float lerpfact=saturate(tempF6*abs(gray));//saturate		res+=lerp(origcolor, color, lerpfact);	}	res=res/5.0;	res.a=1.0;	return res;}*///++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++////++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++technique PostProcess{    pass P0    {	VertexShader = compile vs_2_0 VS_PostProcess();	PixelShader  = compile ps_2_0 PS_PostProcess();	FogEnable=FALSE;	ALPHATESTENABLE=FALSE;	SEPARATEALPHABLENDENABLE=FALSE;	AlphaBlendEnable=FALSE;	FogEnable=FALSE;	SRGBWRITEENABLE=FALSE;	}}

User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

PreviousNext

Return to IV - Oblivion