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ENB - Where to put letterbox script-lines for ENB 0.278 (default)


jazzmax

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Hello Guys

 

Is there somebody to help me where to put exactly script-lines for letterboxs to bring it work in ENB 0.278 default enbeffect.fx file ?

Or better way, .. someone to put it to default ENB 0.278 enbeffect.fx and upload it here ?

 

I found those lines on nexus forum: http://forums.nexusmods.com/index.php?/topic/1153103-adding-letterboxes-to-k-enb/

 

Thanks a lot for any advice ..

 

There are lines to put:

 

// GUI ACTIVATION
bool LETTERBOX_VIGNETTE <
string UIName = "EnableLetterboxVignette";
> = {true};

 

 

//Letterbox Vignette GUI

float fLetterboxBarHeight <
string UIName="LetterboxBarHeight";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {0.1};

 

 

if (LETTERBOX_VIGNETTE==true)
{
if( IN.txcoord0.y > 1.0 - fLetterboxBarHeight || IN.txcoord0.y < fLetterboxBarHeight )
{
return _c6;
}
}

 

And here is code from default ENB 0.278 enbeffect.fx file :

 

//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright © 2007-2013 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++



//post processing mode. Change value (could be 1, 2, 3, 4). Every mode have own internal parameters, look below
#ifndef POSTPROCESS
#define POSTPROCESS 3
#endif

//use original game processing first, then mine
//#define APPLYGAMECOLORCORRECTION



//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//modify these values to tweak various color processing
//POSTPROCESS 1
float EAdaptationMinV1=0.01;
float EAdaptationMaxV1=0.07;
float EContrastV1=0.95;
float EColorSaturationV1=1.0;
float EToneMappingCurveV1=6.0;

//POSTPROCESS 2
//float EBrightnessV2=2.5;
float EAdaptationMinV2=0.05;
float EAdaptationMaxV2=0.05;//0.125;
float EToneMappingCurveV2=8.0;
float EIntensityContrastV2=1.0;
float EColorSaturationV2=1.0;
float EToneMappingOversaturationV2=180.0;

//POSTPROCESS 3
float EAdaptationMinV3=0.05;
float EAdaptationMaxV3=0.125;
float EToneMappingCurveV3=4.0;
float EToneMappingOversaturationV3=60.0;

//POSTPROCESS 4
float EAdaptationMinV4=0.2;
float EAdaptationMaxV4=0.125;
float EBrightnessCurveV4=0.7;
float EBrightnessMultiplierV4=0.45;
float EBrightnessToneMappingCurveV4=0.5;



//parameters for ldr color correction, if enabled
float ECCGamma
<
string UIName="CC: Gamma";
string UIWidget="Spinner";
float UIMin=0.2;//not zero!!!
float UIMax=5.0;
> = {1.0};

float ECCInBlack
<
string UIName="CC: In black";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};

float ECCInWhite
<
string UIName="CC: In white";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};

float ECCOutBlack
<
string UIName="CC: Out black";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};

float ECCOutWhite
<
string UIName="CC: Out white";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};

float ECCBrightness
<
string UIName="CC: Brightness";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};

float ECCContrastGrayLevel
<
string UIName="CC: Contrast gray level";
string UIWidget="Spinner";
float UIMin=0.01;
float UIMax=0.99;
> = {0.5};

float ECCContrast
<
string UIName="CC: Contrast";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};

float ECCSaturation
<
string UIName="CC: Saturation";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0};

float ECCDesaturateShadows
<
string UIName="CC: Desaturate shadows";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.0};

float3 ECCColorBalanceShadows <
string UIName="CC: Color balance shadows";
string UIWidget="Color";
> = {0.5, 0.5, 0.5};

float3 ECCColorBalanceHighlights <
string UIName="CC: Color balance highlights";
string UIWidget="Color";
> = {0.5, 0.5, 0.5};

float3 ECCChannelMixerR <
string UIName="CC: Channel mixer R";
string UIWidget="Color";
> = {1.0, 0.0, 0.0};

float3 ECCChannelMixerG <
string UIName="CC: Channel mixer G";
string UIWidget="Color";
> = {0.0, 1.0, 0.0};

float3 ECCChannelMixerB <
string UIName="CC: Channel mixer B";
string UIWidget="Color";
> = {0.0, 0.0, 1.0};



//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
//x=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;



texture2D texs0;//color falloutnv
texture2D texs1;//bloom falloutnv
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 _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;
}



//falloutnv shader specific externals, do not modify
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c19 : register(c19);
float4 _c20 : register(c20);
float4 _c22 : register(c22);

float4 PS_C1DAE3F7(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0; //output

float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;


float4 _v0=0.0;

_v0.xy=IN.txcoord0.xy;
r1=tex2D(_s0, _v0.xy); //color

//apply bloom
float4 xcolorbloom=tex2D(_s3, _v0.xy);

xcolorbloom.xyz=xcolorbloom-r1;
xcolorbloom.xyz=max(xcolorbloom, 0.0);
r1.xyz+=xcolorbloom*EBloomAmount;

r11=r1; //my bypass
_oC0.xyz=r1.xyz; //for future use without game color corrections


#ifdef APPLYGAMECOLORCORRECTION
//apply original

// float3 BlurScale;
// float4 Cinematic;
// sampler2D DestBlend;
// float4 Fade;
// float4 HDRParam;
// sampler2D Src0;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// HDRParam c1 1
// BlurScale c2 1
// Cinematic c19 1
// Tint c20 1
// Fade c22 1
// Src0 s0 1
// DestBlend s1 1
//todo apply uv offsets to coordinates
r0=tex2D(_s0, IN.txcoord0.xy);//r0=tex2D(_s0, IN.txcoord1.xy);
r1=tex2D(_s1, IN.txcoord0.xy);
r0.w=max(r1.w, _c1.x);
r0.w=1.0/r0.w;
r1.w=r0.w * 0.5;
r0.w=r0.w * _c1.x;
r1.xyz=r1 * r1.w;
r2.xyz=max(r1, 0.0);
r0.xyz=r0.w * r0 + r2.xyz;
r0.w=dot(r0.xyz, float3(0.298999995, 0.587000012, 0.114));
r1.xyz=lerp(r0.w, r0, _c19.x);
r0.xyz=_c20 * r0.w - r1;
r0.xyz=_c20.w * r0 + r1;
r0.xyz=_c19.w * r0 - _c19.y;
r0.xyz=_c19.z * r0 + _c19.y;
r1.xyz=lerp(r0, _c22, _c22.w);
r1.w=_c2.z;
_oC0=r1;

#endif //APPLYGAMECOLORCORRECTION



float4 color=_oC0;


//adaptation in time
float4 Adaptation=tex2D(_s4, 0.5);
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);

#if (POSTPROCESS==1)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV1+EAdaptationMinV1);//*tempF1.x

float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
cgray=pow(cgray, EContrastV1);
float3 poweredcolor=pow(color.xyz, EColorSaturationV1);
float newgray=dot(poweredcolor.xyz, float3(0.27, 0.67, 0.06));
color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);

float3 luma=color.xyz;
float lumamax=300.0;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV1);

#endif



#if (POSTPROCESS==2)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2+EAdaptationMinV2);//*tempF1.x

//color.xyz*=EBrightnessV2;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2);
color.xyz=scl*xncol.xyz;

float lumamax=EToneMappingOversaturationV2;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2);

#endif


#if (POSTPROCESS==3)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV3+EAdaptationMinV3);//*tempF1.x

float lumamax=EToneMappingOversaturationV3;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV3);

#endif

//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;


#if (POSTPROCESS==4)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV4+EAdaptationMinV4);

float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
Y=pow(Y, EBrightnessCurveV4);
Y=Y*EBrightnessMultiplierV4;
// Y=Y/(Y+EBrightnessToneMappingCurveV4);
// float desaturatefact=saturate(Y*Y*Y*1.7);
// U=lerp(U, 0.0, desaturatefact);
// V=lerp(V, 0.0, desaturatefact);
color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;

color.xyz=max(color.xyz, 0.0);
color.xyz=color.xyz/(color.xyz+EBrightnessToneMappingCurveV4);

#endif



//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
// brightness=saturate(brightness);//old version from ldr games
brightness=(brightness/(brightness+1.0));//new version
brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE



#ifdef E_CC_PROCEDURAL
float tempgray;
float4 tempvar;
float3 tempcolor;
/*
//these replaced by "levels"
//+++ gamma
if (ECCGamma!=1.0)
color=pow(color, 1.0/ECCGamma);

//+++ brightness like in photoshop
color=color+ECCAditiveBrightness;

//+++ lightness
tempvar.x=saturate(ELightness);
tempvar.y=saturate(1.0+ECCLightness);
color=tempvar.x*(1.0-color) + (tempvar.y*color);
*/
//+++ levels like in photoshop, including gamma, lightness, additive brightness
color=max(color-ECCInBlack, 0.0) / max(ECCInWhite-ECCInBlack, 0.0001);
if (ECCGamma!=1.0) color=pow(color, ECCGamma);
color=color*(ECCOutWhite-ECCOutBlack) + ECCOutBlack;

//+++ brightness
color=color*ECCBrightness;

//+++ contrast
color=(color-ECCContrastGrayLevel) * ECCContrast + ECCContrastGrayLevel;

//+++ saturation
tempgray=dot(color, 0.3333);
color=lerp(tempgray, color, ECCSaturation);

//+++ desaturate shadows
tempgray=dot(color, 0.3333);
tempvar.x=saturate(1.0-tempgray);
tempvar.x*=tempvar.x;
tempvar.x*=tempvar.x;
color=lerp(color, tempgray, ECCDesaturateShadows*tempvar.x);

//+++ color balance
color=saturate(color);
tempgray=dot(color, 0.3333);
float2 shadow_highlight=float2(1.0-tempgray, tempgray);
shadow_highlight*=shadow_highlight;
color.rgb+=(ECCColorBalanceHighlights*2.0-1.0)*color * shadow_highlight.x;
color.rgb+=(ECCColorBalanceShadows*2.0-1.0)*(1.0-color) * shadow_highlight.y;

//+++ channel mixer
tempcolor=color;
color.r=dot(tempcolor, ECCChannelMixerR);
color.g=dot(tempcolor, ECCChannelMixerG);
color.b=dot(tempcolor, ECCChannelMixerB);
#endif //E_CC_PROCEDURAL

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



//switch between vanilla and mine post processing
technique Shader_C1DAE3F7 <string UIName="ENBSeries";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_C1DAE3F7();

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



//original shader of post processing
technique Shader_ORIGINALPOSTPROCESS <string UIName="Vanilla";>
{
pass p0
{
//VertexShader = compile vs_3_0 VS_Quad();
VertexShader=
asm
{
// Parameters:
// float4 geometryOffset;
// float4 texOffset0;
// float4 texOffset1;
// Registers:
// Name Reg Size
// -------------- ----- ----
// geometryOffset c0 1
// texOffset0 c1 1
// texOffset1 c2 1
//
vs_1_1
def c3, 2, -2, 0, 0
dcl_position v0
dcl_texcoord v1
mov r0.xy, c0
mad oPos.xy, r0, -c3, v0
add oT0.xy, v1, c1
add oT1.xy, v1, c2
mov oPos.zw, v0
};
PixelShader=
asm
{
// Parameters:
// float3 BlurScale;
// float4 Cinematic;
// sampler2D DestBlend;
// float4 Fade;
// float4 HDRParam;
// sampler2D Src0;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// HDRParam c1 1
// BlurScale c2 1
// Cinematic c19 1
// Tint c20 1
// Fade c22 1
// Src0 s0 1
// DestBlend s1 1
//
ps_2_x
def c0, 0.5, 0, 0, 0
def c3, 0.298999995, 0.587000012, 0.114, 0
dcl t0.xy
dcl t1.xy
dcl_2d s0
dcl_2d s1
texld r0, t1, s1
texld r1, t0, s0
max r0.w, r1.w, c1.x
rcp r0.w, r0.w
mul r1.w, r0.w, c0.x
mul r0.w, r0.w, c1.x
mul r1.xyz, r1, r1.w
max r2.xyz, r1, c0.y
mad r0.xyz, r0.w, r0, r2
dp3 r0.w, r0, c3
lrp r1.xyz, c19.x, r0, r0.w
mad r0.xyz, r0.w, c20, -r1
mad r0.xyz, c20.w, r0, r1
mad r0.xyz, c19.w, r0, -c19.y
mad r0.xyz, c19.z, r0, c19.y
lrp r1.xyz, c22.w, c22, r0
mov r1.w, c2.z
mov oC0, r1
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

 

 

 

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