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ENB not loading enblens.fx with edited parameters


TheHuliXM

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So I have this problem whenever I change a parameter in enblens.fx file the file doesnt load up. The parameter I'm trying to change is

#define USE_DYNAMIC_ANAMFLARE 1 to 0 but It doesn't matter which parameter I change in enblens.fx. After any changes made when I go ingame and open up ENB GUI the file doesn't show up in the loaded shaders however when I don't change anything in the enlens file it loads.

I'm using 0.236 ENB with my own settings and Lens Textures for ENB mod.

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  On 12/6/2013 at 4:12 PM, TheHuliXM said:

So I have this problem whenever I change a parameter in enblens.fx file the file doesnt load up. The parameter I'm trying to change is

#define USE_DYNAMIC_ANAMFLARE 1 to 0 but It doesn't matter which parameter I change in enblens.fx. After any changes made when I go ingame and open up ENB GUI the file doesn't show up in the loaded shaders however when I don't change anything in the enlens file it loads.

I'm using 0.236 ENB with my own settings and Lens Textures for ENB mod.

 

That probably means that the section of code between "#if USE_DYNAMIC_ANAMFLARE" and "#endif" cannot be removed without causing a syntax error, so when you tell the compiler to ignore it by changing that #define, then the code can no longer compile. It's probably just something like a mismatched brace, but we'd have to see your actual enblens.fx code to find the problem.

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  On 12/6/2013 at 5:34 PM, taleden said:

 

  On 12/6/2013 at 4:12 PM, TheHuliXM said:

So I have this problem whenever I change a parameter in enblens.fx file the file doesnt load up. The parameter I'm trying to change is

#define USE_DYNAMIC_ANAMFLARE 1 to 0 but It doesn't matter which parameter I change in enblens.fx. After any changes made when I go ingame and open up ENB GUI the file doesn't show up in the loaded shaders however when I don't change anything in the enlens file it loads.

I'm using 0.236 ENB with my own settings and Lens Textures for ENB mod.

 

That probably means that the section of code between "#if USE_DYNAMIC_ANAMFLARE" and "#endif" cannot be removed without causing a syntax error, so when you tell the compiler to ignore it by changing that #define, then the code can no longer compile. It's probably just something like a mismatched brace, but we'd have to see your actual enblens.fx code to find the problem.

 

OK, Im using the enblens.fx file from Extensive Shaders for ENB Series.

Here iss the code from Anamorphic Lens Flare and Dynamic Variations enable/disable to next #endif

 

/*==============================================================================================================

Anamorphic Lens Flare and Dynamic Variations enable/disable

==============================================================================================================*/

 

/**

* Anamorphic Lens Flare

* Will stack upon enbbloom.fx's a/o enbeffectprepass.fx's ones

*/

#define USE_ANAMFLARE 1

 

 

/**

* Allows for dynamic variations of the ALF's Tinting, component per component

*/

#define USE_DYNAMIC_ANAMFLARE 1

 

 

/*==============================================================================================================

Internal parameters - Anamorphic Lens Flare related variables

==============================================================================================================*/

 

#define fFlareLuminance_Day 0.333 // Threshold

#define fFlareBlur_Day 10.0 // 14.0, 15.0 // Size of the flare

#define fFlareIntensity_Day 0.0 // Intensity

#define fFlareAxis_Day 0 // Blur axis // [KYO : 0 is horizontal - 1 is vertical]

 

#define fFlareLuminance_Night 0.333

#define fFlareBlur_Night 7.0 // 15.0, 14.0

#define fFlareIntensity_Night 0.18 // 0.14

#define fFlareAxis_Night 0

 

#define fFlareLuminance_Interior 0.222

#define fFlareBlur_Interior 6.0 // 14.0

#define fFlareIntensity_Interior 0.17 // 0.3, 0.68 if MEB below

#define fFlareAxis_Interior 1

 

// For Dynamics

 

#if (USE_DYNAMIC_ANAMFLARE == 1)

 

#define fFlare_Red_Day 0.32

#define fFlare_Green_Day 0.32

#define fFlare_Blue_Day 0.32

 

#define fFlare_Red_Night 0.00

#define fFlare_Green_Night 0.111

#define fFlare_Blue_Night 1.00

 

#define fFlare_Red_Interior 0.00

#define fFlare_Green_Interior 0.111

#define fFlare_Blue_Interior 1.00

 

#define fFlare_Red_Amplitude_Day 1.0

#define fFlare_Green_Amplitude_Day 1.0

#define fFlare_Blue_Amplitude_Day 1.0

 

#define fFlare_Red_Amplitude_Night 1.0

#define fFlare_Green_Amplitude_Night 1.0

#define fFlare_Blue_Amplitude_Night 1.0

 

#define fFlare_Red_Amplitude_Interior 1.0

#define fFlare_Green_Amplitude_Interior 1.0

#define fFlare_Blue_Amplitude_Interior 1.0

 

#define fFlare_Red_Frequency_Day 1.0

#define fFlare_Green_Frequency_Day 1.0

#define fFlare_Blue_Frequency_Day 1.0

 

#define fFlare_Red_Frequency_Night 1.0

#define fFlare_Green_Frequency_Night 300000.0

#define fFlare_Blue_Frequency_Night 1.0

 

#define fFlare_Red_Frequency_Interior 1.0

#define fFlare_Green_Frequency_Interior 1000.0 // 1.0

#define fFlare_Blue_Frequency_Interior 20.0

 

 

/*==============================================================================================================

Lerping, I'll simplify later

==============================================================================================================*/

 

#define fFlareTint_Day float3((fFlare_Red_Day + (0.5 * sin(2 * PI * fFlare_Red_Frequency_Day * Timer.x) + 0.5) * fFlare_Red_Amplitude_Day), (fFlare_Green_Day + (0.5 * sin(2 * PI * fFlare_Green_Frequency_Day * Timer.x) + 0.5) * fFlare_Green_Amplitude_Day), (fFlare_Blue_Day + (0.5 * sin(2 * PI * fFlare_Blue_Frequency_Day * Timer.x) + 0.5) * fFlare_Blue_Amplitude_Day))

 

#define fFlareTint_Night float3((fFlare_Red_Night + (0.5 * sin(2 * PI * fFlare_Red_Frequency_Night * Timer.x) + 0.5) * fFlare_Red_Amplitude_Night), (fFlare_Green_Night + (0.5 * sin(2 * PI * fFlare_Green_Frequency_Night * Timer.x) + 0.5) * fFlare_Green_Amplitude_Night), (fFlare_Blue_Night + (0.5 * sin(2 * PI * fFlare_Blue_Frequency_Night * Timer.x) + 0.5) * fFlare_Blue_Amplitude_Night))

 

#define fFlareTint_Interior float3((fFlare_Red_Interior + (0.5 * sin(2 * PI * fFlare_Red_Frequency_Interior * Timer.x) + 0.5) * fFlare_Red_Amplitude_Interior), (fFlare_Green_Interior + (0.5 * sin(2 * PI * fFlare_Green_Frequency_Interior * Timer.x) + 0.5) * fFlare_Green_Amplitude_Interior), (fFlare_Blue_Interior + (0.5 * sin(2 * PI * fFlare_Blue_Frequency_Interior * Timer.x) + 0.5) * fFlare_Blue_Amplitude_Interior))

 

/*==============================================================================================================

End Lerping

==============================================================================================================*/

 

#else

 

// For Statics

 

#define fFlareTint_Day float3(0.32, 0.32, 0.32) // Tint R-G-B // [0.27 low, 0.30 discreet, 0.35 strong]

#define fFlareTint_Night float3(0.000, 0.000, 1.000)

//#define fFlareTint_Interior float3(0.012, 0.313, 0.588) // Tint R-G-B // [KYO : Medium Electric Blue]

#define fFlareTint_Interior float3(0.000, 0.000, 1.000) // Tint R-G-B // [KYO : Blue]

 

#endif

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