81 Commits

Author SHA1 Message Date
D4rkl1ght3r 967787faff Update arc_sounds.ini 2026-08-29 18:50:04 +02:00
D4rkl1ght3r 99cf90f9c7 Update Infocards for SP 2026-08-29 18:48:07 +02:00
D4rkl1ght3r 686e6fad26 Create m13_REM-SP.ini 2026-08-29 18:48:07 +02:00
D4rkl1ght3r ea3bd49d3a Move Infocards & m13 from Main to REM-SP Branch 2026-08-29 18:48:07 +02:00
D4rkl1ght3r c461c3a642 Add Buffalo Triggers (not finished) 2026-08-29 18:48:06 +02:00
D4rkl1ght3r 39aec06623 Update Audio & Waypoint Trigger 2026-08-29 18:48:06 +02:00
D4rkl1ght3r 1df810e20c Update Jacobi Voice 2026-08-29 18:48:06 +02:00
D4rkl1ght3r 181917c7f2 Add Walker Vignette 2026-08-29 18:48:05 +02:00
D4rkl1ght3r e0f7918f3c Add more Waypoints to Li01 & Li05 2026-08-29 18:44:42 +02:00
D4rkl1ght3r 8b71d62270 Add Cnd to Cruiser Trigger 2026-08-29 18:44:41 +02:00
D4rkl1ght3r e03c154200 Add M13 Clearings & Westpoint Waypoints 2026-08-29 18:44:41 +02:00
D4rkl1ght3r b8547656b5 Fix Buffalo THN & Trigger 2026-08-29 18:44:41 +02:00
D4rkl1ght3r e413290c44 Add RTC Buffalo Start 2026-08-29 18:44:41 +02:00
D4rkl1ght3r 5ff7deebd4 Create buffalo_story_start.thn 2026-08-29 18:44:41 +02:00
D4rkl1ght3r cb8bc1f3d3 Add Loot Acquired to Rogues 2026-08-29 18:44:40 +02:00
D4rkl1ght3r ab66c99c32 Fix Cargo Drop 2026-08-29 18:44:40 +02:00
D4rkl1ght3r 294d22719c Change ShipSpawn Position 2026-08-29 18:44:40 +02:00
D4rkl1ght3r 854552c979 Adjust Voice COMM 2026-08-29 18:44:40 +02:00
D4rkl1ght3r cab452e737 Fix Alaska Trigger 2026-08-29 18:44:40 +02:00
D4rkl1ght3r c6ae7dae62 Add Jacobi Comm Voice Template 2026-08-29 18:44:40 +02:00
D4rkl1ght3r 587a5c49b8 Change Rochester undock_trigger 2026-08-29 18:44:39 +02:00
D4rkl1ght3r 016f2fcf30 Add Rochester Comm Voice Template 2026-08-29 18:44:39 +02:00
D4rkl1ght3r b2f64b18dc Add Trigger rochester_dock_permission1 2026-08-29 18:44:39 +02:00
D4rkl1ght3r a7144670e6 Change xenos_encounter1 2026-08-29 18:44:39 +02:00
D4rkl1ght3r ab396bf4fe Add Xenos NPC 2026-08-29 18:44:39 +02:00
D4rkl1ght3r 0a7400811f Add Xenos Wave 2026-08-29 18:44:39 +02:00
D4rkl1ght3r 387db719f3 Add Voice Entries 2026-08-29 18:44:38 +02:00
D4rkl1ght3r 102cc2479c Add Voice Entries 2026-08-29 18:44:38 +02:00
D4rkl1ght3r 592d2ffbd0 Add Trent Comm Voice Template 2026-08-29 18:44:38 +02:00
D4rkl1ght3r 1e93fa13ea Adjust Voice COMM 2026-08-29 18:44:38 +02:00
D4rkl1ght3r d0d84018f0 Add Rebus Comm Voice Template 2026-08-29 18:44:37 +02:00
D4rkl1ght3r 959e4f3a60 Adjust Voice COMM 2026-08-29 18:44:37 +02:00
D4rkl1ght3r 370c39a32e Add Harrison Comm Voice Template 2026-08-29 18:44:37 +02:00
D4rkl1ght3r 1f695308bd Add RTC Files 2026-08-29 18:44:37 +02:00
D4rkl1ght3r e3de8aa8ef Add Mission Triggers 2026-08-29 18:44:37 +02:00
D4rkl1ght3r a79b606d99 Upload THNs 2026-08-29 18:44:37 +02:00
D4rkl1ght3r c53f1902bd Add Reshade Shaders from former REM Repository 2026-08-29 18:40:16 +02:00
D4rkl1ght3r eb71e60c36 Update Li_mactan_deck_land_01.thn 2026-08-29 18:33:12 +02:00
D4rkl1ght3r 94eea6bc41 Add equinox weapon FX 2026-08-29 18:03:59 +02:00
D4rkl1ght3r 5037492722 Add Nebula FX & Solar 2026-08-29 18:01:41 +02:00
D4rkl1ght3r 25e3284493 Add Comment to Arc Sounds 2026-08-29 01:14:05 +02:00
D4rkl1ght3r 44dfd0bea9 Restructure Story Arc Images 2026-08-29 01:12:57 +02:00
D4rkl1ght3r cc4836cbe2 Add Arc Sound Trent 2026-08-29 01:01:01 +02:00
D4rkl1ght3r 057e5c2fb3 Update arc_sounds.ini 2026-08-29 01:00:30 +02:00
D4rkl1ght3r 87d2ba38ea Set RVP140 Arc Voicelines +10 dB 2026-08-28 19:16:42 +02:00
D4rkl1ght3r d9b05f531b Update RVP140 Arc Sounds 2026-08-28 19:15:48 +02:00
D4rkl1ght3r 324350ee9e Update Infocards for SP 2026-08-15 12:48:38 +02:00
D4rkl1ght3r 602a3b1d06 Create m13_REM-SP.ini 2026-08-15 12:48:06 +02:00
D4rkl1ght3r 0b995e3829 Move Infocards & m13 from Main to REM-SP Branch 2026-08-15 12:23:20 +02:00
D4rkl1ght3r c4ccf4f28a Add Buffalo Triggers (not finished) 2026-08-15 12:19:14 +02:00
D4rkl1ght3r 52150aba9f Update Audio & Waypoint Trigger 2026-08-15 12:19:13 +02:00
D4rkl1ght3r 0b10f8800a Update Jacobi Voice 2026-08-15 12:19:13 +02:00
D4rkl1ght3r 786198d14c Add Walker Vignette 2026-08-15 12:19:13 +02:00
D4rkl1ght3r da805fece2 Add more Waypoints to Li01 & Li05 2026-08-15 12:19:12 +02:00
D4rkl1ght3r cffe07850a Add Cnd to Cruiser Trigger 2026-08-15 12:19:12 +02:00
D4rkl1ght3r cce56a7198 Add M13 Clearings & Westpoint Waypoints 2026-08-15 12:19:12 +02:00
D4rkl1ght3r 69c0e1449d Fix Buffalo THN & Trigger 2026-08-15 12:18:53 +02:00
D4rkl1ght3r 6fb6a79849 Add RTC Buffalo Start 2026-08-15 12:18:52 +02:00
D4rkl1ght3r b0c80ed91a Create buffalo_story_start.thn 2026-08-15 12:18:52 +02:00
D4rkl1ght3r c913bc677b Add Loot Acquired to Rogues 2026-08-15 12:18:52 +02:00
D4rkl1ght3r 5b8fceb848 Fix Cargo Drop 2026-08-15 12:18:52 +02:00
D4rkl1ght3r 3323b2ba40 Change ShipSpawn Position 2026-08-15 12:16:58 +02:00
D4rkl1ght3r ac3a2d0353 Adjust Voice COMM 2026-08-15 12:15:21 +02:00
D4rkl1ght3r e78f34c228 Fix Alaska Trigger 2026-08-15 12:15:20 +02:00
D4rkl1ght3r 6719f711f8 Add Jacobi Comm Voice Template 2026-08-15 12:09:23 +02:00
D4rkl1ght3r 94bdee39fc Change Rochester undock_trigger 2026-08-15 12:09:23 +02:00
D4rkl1ght3r 898874b3b1 Add Rochester Comm Voice Template 2026-08-15 12:09:23 +02:00
D4rkl1ght3r 8feddc3d7e Add Trigger rochester_dock_permission1 2026-08-15 12:09:23 +02:00
D4rkl1ght3r d0cf157010 Change xenos_encounter1 2026-08-15 12:09:23 +02:00
D4rkl1ght3r 74347d77c1 Add Xenos NPC 2026-08-15 12:09:22 +02:00
D4rkl1ght3r 21089c15d3 Add Xenos Wave 2026-08-15 12:09:22 +02:00
D4rkl1ght3r 603b1e25d5 Add Voice Entries 2026-08-15 12:09:22 +02:00
D4rkl1ght3r a5fed8bd7e Add Voice Entries 2026-08-15 12:09:22 +02:00
D4rkl1ght3r d1c2077316 Add Trent Comm Voice Template 2026-08-15 12:09:22 +02:00
D4rkl1ght3r c605342cfa Adjust Voice COMM 2026-08-15 12:09:21 +02:00
D4rkl1ght3r 76bf4171f2 Add Rebus Comm Voice Template 2026-08-15 12:09:21 +02:00
D4rkl1ght3r 8c8d2d2bcd Adjust Voice COMM 2026-08-15 12:09:21 +02:00
D4rkl1ght3r 7c542d9753 Add Harrison Comm Voice Template 2026-08-15 12:09:21 +02:00
D4rkl1ght3r 32e459eaa1 Add RTC Files 2026-08-15 12:09:21 +02:00
D4rkl1ght3r 0052304608 Add Mission Triggers 2026-08-15 12:09:21 +02:00
D4rkl1ght3r 4a1e346a51 Upload THNs 2026-08-15 12:09:20 +02:00
51 changed files with 5074 additions and 6 deletions
+53 -3
View File
@@ -886,8 +886,6 @@ is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jacobi\dx_exp_0204_jacobi.wav
; Lane Hacker
[Sound]
@@ -916,4 +914,56 @@ nickname = dx_lanehacker_0104_rvp140
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\RVP140_BETA\dx_GCS_F08bR01_RVP140.wav
file = Audio\Rem_Audio\RVP140_BETA\dx_GCS_F08bR01_RVP140.wav
[Sound]
nickname = dx_lanehacker_0201_rvp140
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\RVP140_BETA\dx_GCS_D01cG03_RVP140.wav
[Sound]
nickname = dx_lanehacker_0202_rvp140
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\RVP140_BETA\dx_GCS_D06aG01_RVP140.wav
[Sound]
nickname = dx_lanehacker_0203_rvp140
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\RVP140_BETA\dx_GCS_D01fG07_RVP140.wav
[Sound]
nickname = dx_lanehacker_0204_rvp140
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\RVP140_BETA\dx_GCS_F10aR02_RVP140.wav
[Sound]
nickname = dx_lanehacker_0205_rvp140
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\RVP140_BETA\dx_GCS_V06aV04_RVP140.wav
; Trent + 5 Db
[Sound]
nickname = dx_lanehacker_0201_Trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Trent\dx_lanehacker_0201_trent.wav
; Marcus Walker Viginette
[Sound]
nickname = dx_exp_vignette_walker_sp
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\viginettes\DX_EXP_VIGNETTE_WALKER_SP.wav
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+151
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@@ -0,0 +1,151 @@
[Voice]
nickname = harrison_voice_m14
;extend = harrison_voice_m14
script = SC_MLHEAD_MOTION_WALLA_CASL_000LV_XA_%
script = SC_MLBODY_CHRB_IDLE_SMALL_000LV_XA_07
[Sound]
msg = DX_M14_0000_HARRISON
attenuation = -6
[Sound]
msg = DX_M14_0001_HARRISON
attenuation = -6
[Sound]
msg = DX_M14_0002_HARRISON
attenuation = -6
[Sound]
msg = DX_M14_0003_HARRISON
attenuation = -6
[Sound]
msg = DX_M14_0004_HARRISON
attenuation = -6
[Sound]
msg = DX_M14_0005_HARRISON
attenuation = -6
[Sound]
msg = DX_M14_0006_HARRISON
attenuation = -6
[Voice]
nickname = rebus_voice_m14
;extend = rebus_voice_m14
script = SC_FMHEAD_MOTION_WALLA_CASL_000LV_XA_%
script = SC_FMBODY_CHRB_IDLE_SMALL_000LV_XA_05
[Sound]
msg = DX_M14_0000_REBUS
attenuation = -6
[Sound]
msg = DX_M14_0001_REBUS
attenuation = -6
[Sound]
msg = DX_M14_0100_REBUS
attenuation = -6
[Sound]
msg = DX_M14_0101_REBUS
attenuation = -6
[Sound]
msg = DX_M14_0102_REBUS
attenuation = -6
[Voice]
nickname = trent_voice_m14
;extend = trent_voice_m14
script = SC_MLHEAD_MOTION_WALLA_CASL_000LV_XA_%
script = SC_MLBODY_CHRB_IDLE_SMALL_000LV_XA_07
[Sound]
msg = DX_M14_0010_TRENT
attenuation = -6
[Sound]
msg = DX_M14_0011_TRENT
attenuation = -6
[Sound]
msg = DX_M14_0012_TRENT
attenuation = -6
[Voice]
nickname = rochester_voice_m14
;extend = rochester_voice_m14
script = SC_MLHEAD_MOTION_WALLA_CASL_000LV_XA_%
script = SC_MLBODY_CHRB_IDLE_SMALL_000LV_XA_07
[Sound]
msg = DX_M14_0000_Junkers
attenuation = -6
[Sound]
msg = DX_M14_0001_Junkers
attenuation = -6
[Sound]
msg = DX_M14_0002_Junkers
attenuation = -6
[Sound]
msg = DX_M14_0003_Junkers
attenuation = -6
[Voice]
nickname = jacobi_voice_m14
;extend = jacobi_voice_m14
script = SC_FMHEAD_MOTION_WALLA_CASL_000LV_XA_%
script = SC_FMBODY_CHRB_IDLE_SMALL_000LV_XA_05
[Sound]
msg = DX_M14_0000_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0001_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0002_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0003_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0004_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0005_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0006_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0007_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0008_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0009_JACOBI
attenuation = -6
[Sound]
msg = DX_M14_0010_JACOBI
attenuation = -6
+6
View File
@@ -1554,6 +1554,12 @@ textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\hexagon.txm
[VisEffect]
nickname = rem_sphere_neb01
alchemy = fx\rem_misc\rem_neb01.ale
effect_crc = 313485249
textures = fx\nebuale.txm
[VisEffect]
nickname = rtc_helium
alchemy = fx\rem_misc\rtc_helium.ale
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+5
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@@ -3044,6 +3044,11 @@ nickname = rtc_helium
effect_type = EFT_EQUIP_ATTACHED_LARGE
vis_effect = rtc_helium
[Effect]
nickname = rem_sphere_neb01
effect_type = EFT_EQUIP_ATTACHED_LARGE
vis_effect = rem_sphere_neb01
[Effect]
nickname = gf_blhazard_01
effect_type = EFT_EQUIP_ATTACHED_LARGE
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+11
View File
@@ -160,3 +160,14 @@ pilot = MSN13_Osirus
state_graph = CRUISER
npc_class = lawful, CRUISER
; REM NPCs
[NPCShipArch]
nickname = MSN14_xenos
loadout = fc_x_ge_fighter4_loadout01
level = d11
ship_archetype = ge_fighter4
pilot = pilot_xenos_ace
state_graph = FIGHTER
npc_class = unlawful, elite_fighter
@@ -0,0 +1,10 @@
[CharacterEncounter]
Location = Li01_09_base, Deck
start_room = Deck
action = scripts\rem_arcs\westpoint_exploration_start.thn
autoplay
[Char]
npc = Jacobi
actor = jacobi
fidget = scripts\extras\fidget_stand_male_NULL.thn
@@ -0,0 +1,10 @@
[CharacterEncounter]
Location = Li01_09_base, Deck
start_room = Deck
action = scripts\rem_arcs\westpoint_exploration_end.thn
autoplay
[Char]
npc = Jacobi
actor = jacobi
fidget = scripts\extras\fidget_stand_male_NULL.thn
@@ -0,0 +1,10 @@
[CharacterEncounter]
Location = Li01_01_base, Cityscape
start_room = Cityscape
action = scripts\rem_arcs\manhattan_story_start01.thn
autoplay
[Char]
npc = King
actor = king
fidget = scripts\extras\fidget_stand_male_NULL.thn
@@ -0,0 +1,10 @@
[CharacterEncounter]
Location = Li01_13_base, Deck
start_room = Deck
action = scripts\rem_arcs\rochester_story_end01.thn
autoplay
[Char]
npc = King
actor = king
fidget = scripts\extras\fidget_stand_male_NULL.thn
@@ -0,0 +1,10 @@
[CharacterEncounter]
Location = Li01_12_base, Deck
start_room = Deck
action = scripts\rem_arcs\buffalo_story_start.thn
autoplay
[Char]
npc = sh_female2_rebus
actor = juni
fidget = scripts\extras\fidget_stand_female_NULL.thn
+2
View File
@@ -2859,3 +2859,5 @@ permutation_count = gcs_combat_inflicting_damage_worst, 6
permutation_count = gcs_combat_comingin_p, 3
permutation_count = gcs_combat_fleereason_noweapons, 3
[mVoiceProp]
voice = trent_voice_m14
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+5 -1
View File
@@ -109,6 +109,10 @@ equip = rtc_mis5view_effect, HpFX01
nickname = dmkv_sphere_shield_load
equip = rtc_helium_effect, HpFX01
[Loadout]
nickname = dmkv_sphere_nebula_load
equip = rem_neb01_effect, HpFX01
[Loadout]
nickname = track_ring
equip = TrackGreen, HpRunningLight01
@@ -13331,7 +13335,7 @@ cargo = emergency_action_documents_liberty, 1
[Loadout]
nickname = navy_satellite_sm_load
archetype = navy_satellite_relay_sm
archetype = navy_satellite
cargo = emergency_action_documents_liberty, 1
; pirate_transmitter_liberty_sm_load
+31 -2
View File
@@ -2266,6 +2266,17 @@ mass = 10000
loadout = dmkv_sphere_shield_load
hit_pts = 1e36
[Solar]
nickname = dmkv_nebula
ids_name = 60239
ids_info = 60240
LODranges = 0, 999999
type = NON_TARGETABLE
DA_archetype = solar\REM_MISC\dmkv_sphere.3db
mass = 10000
loadout = dmkv_sphere_nebula_load
hit_pts = 1e36
[Solar]
nickname = gravity_buoy
type = SATELLITE
@@ -9533,7 +9544,7 @@ fuse = intermed_damage_transport01, 0, 750
fuse = intermed_damage_transport02, 0, 375
[Solar]
nickname = navy_satellite
nickname = navy_satellite_test
ids_name = 217116
type = MISSION_SATELLITE
DA_archetype = solar\misc\gas_collector.cmp
@@ -9542,7 +9553,7 @@ material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 999999
mass = 10000
loadout = gas_collector
;loadout = navy_satellite_sm_load
solar_radius = 300
shape_name = NNM_SM_MINING
hit_pts = 15000
@@ -9551,6 +9562,24 @@ fuse = fuse_gas_collector_burning, 0, 30000
explosion_arch = explosion_docking_ring
destructible = true
[Solar]
nickname = navy_satellite
type = MISSION_SATELLITE
;ids_name = 237031
;ids_info = 300101
DA_archetype = solar\misc\gas_collector.cmp
material_library = solar\Solar_mat_misc01.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 999999
mass = 10000
;loadout = li_cruiser_debris_front_wal_sm_load
solar_radius = 1000
destructible = true
shape_name = NNM_SM_MINING
explosion_arch = explosion_wplatform
hit_pts = 2000
; Gravity Buoy Big
[Solar]
+47
View File
@@ -471,3 +471,50 @@ rem.AddInfoCard(500005, "Hokkaido->Chugoku")
rem.AddInfoCard(500010, "Chugoku->Hokkaido")
-- Single Player
rem.AddInfoCard(600000, "Launch your Ship")
rem.AddInfoCard(600001, "Dock on Tradelane")
rem.AddInfoCard(600002, "Fly to Westpoint Military Academy")
rem.AddInfoCard(600003, "Dock on Westpoint Military Academy")
rem.AddInfoCard(600004, "Dock on Tradelane")
rem.AddInfoCard(600005, "Fly to the Destination Point")
rem.AddInfoCard(600006, "Dock on Alaska Jumpgate")
rem.AddInfoCard(600007, "Fly to the Destination Point")
rem.AddInfoCard(600017, "Junkers")
rem.AddInfoCard(600018, "President Jacobi")
rem.AddInfoCard(600019, "The Rebus")
-- Exploration Arc I - West Point (West Point - Li01_09_Base)
rem.AddInfoCard(600020, "Exploration Arc - West Point ")
rem.AddInfoCard(600021, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Walker's Remembrence</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Marcus Walker died when the Liberty Cruiser LNS Utah breaks a blockade at Zone 21. He sacrificed himself to help Jun'ko Zane and Edison Trent escape from the Alaska System.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>President Jacobi says that she has a reliable source saying that an audio-log from Markus Walker exists. The task is to find the cruiser debris on Zone 21 and extract the audio-log and transmit it to West Point academy.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Inverstigate the LNS Utah wreckage.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Find and transmit the audio log to West Point.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(600022, "Find Walkers Audio Log")
rem.AddInfoCard(600023, "Fly to Zone 21 in the Alaska System")
rem.AddInfoCard(600024, "Destroy the Cruiser's debris")
rem.AddInfoCard(600025, "Tractor in the Audio Log")
rem.AddInfoCard(600026, "Deliver the log to West Point Academy")
rem.AddInfoCard(600027, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Walker's Remembrence</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>The success of this mission and the sourcing of informations, was probably more important than it appeared. It's an unusal behaviour that the Liberty Rogues engaged on that mission because of this insignificant audio-log.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>An investigation with the Neural-Net found some encrypted files hidden in some trace loops. There's no way to get on these informations, unless you have the key to unlock the files.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The current situation is a dead-end, so let's get into space for another mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(600028, "Enter the West Point Academy Bar")
rem.AddInfoCard(600029, "Launch into Space")
-- Story Arc I - Tour of Duty (Planet Manhattan - Li01_01_Base)
rem.AddInfoCard(600030, "Story Arc I - Manhattan")
rem.AddInfoCard(600031, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Tour of Duty</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison explains that the nomad incident changed the initial situation of the colonies. Political and military permissions are in transition, but also new conflicts arise. Only the highest government authorities know more about the reasons for these structural changes.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Liberty's government was considering a new taxation scheme aimed at the Junkers, that would impos tariffs on their scrap businesses in exchange for protection and infrastructure support. Many in the Junker community saw this as another attempt to restrict their hard fought independence.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison is asking giving him an escort to Rochester Base in sector D3 in the New York System. As a new diplomat he needs to arrange an agreement between Liberty and the Junkers..</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Fly to Rochester Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Negotiate an agreement with the Junkers.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(600032, "Negotiate an agreement with the Junkers")
rem.AddInfoCard(600033, "Fly to Rochester Base")
rem.AddInfoCard(600034, "Eliminate all Xenos")
rem.AddInfoCard(600035, "Land on Rochester Base")
rem.AddInfoCard(600036, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>When we arrived sector D3 a few Xenos attacked Rochester Base. We joined the fight to support the Junkers. After the threat has been eliminated, we landed on Rochster Base to start the negotiations.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison seems to have a good knack for it. The negotiations seems to went well.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Story Arc Buffalo - Inner Corruption (Buffalo Station - Li01_12_Base)
rem.AddInfoCard(600040, "Story Arc - Buffalo")
rem.AddInfoCard(600041, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>After arriving at Buffalo Station, a female artificial intelligence unit linked with an underground news channel called the Rebus has been introduced: Revealing the truth about Liberty's intention, it's inner corruption and the lie to cover-up of the impacts of the nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Through the complex security communication structure of the Rebus, independent freelancers are always required to gain information. Liberty transmitted their planned emergency action documents to their intel Navy Satellite near Maine. Based on our intelligence, this Navy Satellite near the icy moon Maine functions as a connection hub for communication networks used in covert operations and discreet messaging. Getting these documents will certainly have an impact to the further political events and the revelation of Liberty's political agendas.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Navy Satellite</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Obtain the latest emergency action documents from Liberty</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the files to the Rebus on Buffalo Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(600042, "Obtain the Emergency Action Documents")
rem.AddInfoCard(600043, "Destroy the Navy Satellite")
rem.AddInfoCard(600044, "Tractor in the Emergency Action Documents")
rem.AddInfoCard(600045, "Deliver the Documents to Buffalo")
rem.AddInfoCard(600046, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>The Rebus was right. By obtaining the latest emergency action documents, there are some delicate information what hardliners of the Liberty authorities have planned as a reaction for the destruction of Freeport 7 and the Nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>These actions are primarely focussing to restrict the scope in what the The Rebus is acting. The political pressure is forcing President Jacobi to take action accordingly.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>It will take some time to evalute all captured documents. In the meantime the Lane Hackers are requesting some assistance with one of their patrols. Fly to Mactan Base in the Magellan System to start the mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(600047, "Fly to Mactan Base")
rem.AddInfoCard(600048, "Land on Mactan Base")
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@@ -110,6 +110,7 @@ DLL = remres.dll ; Dynamic Infocards
voices = audio\voices_mission11.ini ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission12.ini ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission14.ini ;dialogue specific to mission 14 (story & special supporting characters only - no reusable dialogue)
; voices = audio\voices_tutorial.ini ;dialogue specific to tutorial CUT on 20021211 MG
explosions = fx\explosions.ini
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@@ -0,0 +1,182 @@
// LICENSE
// =======
// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved.
// -------
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
// -------
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
// Software.
// -------
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE
//Initial port to ReShade: SLSNe https://gist.github.com/SLSNe/bbaf2d77db0b2a2a0755df581b3cf00c
//Optimizations by Marty McFly:
// vectorized math, even with scalar gcn hardware this should work
// out the same, order of operations has not changed
// For some reason, it went from 64 to 48 instructions, a lot of MOV gone
// Also modified the way the final window is calculated
//
// reordered min() and max() operations, from 11 down to 9 registers
//
// restructured final weighting, 49 -> 48 instructions
//
// delayed RCP to replace SQRT with RSQRT
//
// removed the saturate() from the control var as it is clamped
// by UI manager already, 48 -> 47 instructions
//
// replaced tex2D with tex2Doffset intrinsic (address offset by immediate integer)
// 47 -> 43 instructions
// 9 -> 8 registers
//Further modified by OopyDoopy and Lord of Lunacy:
// Changed wording in the UI for the existing variable and added a new variable and relevant code to adjust sharpening strength.
//Fix by Lord of Lunacy:
// Made the shader use a linear colorspace rather than sRGB, as recommended by the original AMD documentation from FidelityFX.
//Modified by CeeJay.dk:
// Included a label and tooltip description. I followed AMDs official naming guidelines for FidelityFX.
//
// Used gather trick to reduce the number of texture operations by one (9 -> 8). It's now 42 -> 51 instructions but still faster
// because of the texture operation that was optimized away.
//Fix by CeeJay.dk
// Fixed precision issues with the gather at super high resolutions
// Also tried to refactor the samples so more work can be done while they are being sampled, but it's not so easy and the gains
// I'm seeing are so small they might be statistical noise. So it MIGHT be faster - no promises.
//Fix by BC46
// Removed the "0.5 * pixel" expressions in the DX10 or higher check.
// With the use of dgVoodoo at least, the previous code caused the entire image to be blurry and slightly mispositioned.
uniform float Contrast <
ui_type = "drag";
ui_label = "Contrast Adaptation";
ui_tooltip = "Adjusts the range the shader adapts to high contrast (0 is not all the way off). Higher values = more high contrast sharpening.";
ui_min = 0.0; ui_max = 1.0;
> = 0.0;
uniform float Sharpening <
ui_type = "drag";
ui_label = "Sharpening intensity";
ui_tooltip = "Adjusts sharpening intensity by averaging the original pixels to the sharpened result. 1.0 is the unmodified default.";
ui_min = 0.0; ui_max = 1.0;
> = 1.0;
#include "ReShade.fxh"
#define pixel float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
texture TexColor : COLOR;
sampler sTexColor {Texture = TexColor; SRGBTexture = true;};
float3 CASPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
// fetch a 3x3 neighborhood around the pixel 'e',
// a b c
// d(e)f
// g h i
float3 b = tex2Doffset(sTexColor, texcoord, int2(0, -1)).rgb;
float3 d = tex2Doffset(sTexColor, texcoord, int2(-1, 0)).rgb;
#if __RENDERER__ >= 0xa000 // If DX10 or higher
float4 red_efhi = tex2DgatherR(sTexColor, texcoord);
float3 e = float3( red_efhi.w, red_efhi.w, red_efhi.w);
float3 f = float3( red_efhi.z, red_efhi.z, red_efhi.z);
float3 h = float3( red_efhi.x, red_efhi.x, red_efhi.x);
float3 i = float3( red_efhi.y, red_efhi.y, red_efhi.y);
float4 green_efhi = tex2DgatherG(sTexColor, texcoord);
e.g = green_efhi.w;
f.g = green_efhi.z;
h.g = green_efhi.x;
i.g = green_efhi.y;
float4 blue_efhi = tex2DgatherB(sTexColor, texcoord);
e.b = blue_efhi.w;
f.b = blue_efhi.z;
h.b = blue_efhi.x;
i.b = blue_efhi.y;
#else // If DX9
float3 e = tex2D(sTexColor, texcoord).rgb;
float3 f = tex2Doffset(sTexColor, texcoord, int2(1, 0)).rgb;
float3 h = tex2Doffset(sTexColor, texcoord, int2(0, 1)).rgb;
float3 i = tex2Doffset(sTexColor, texcoord, int2(1, 1)).rgb;
#endif
float3 g = tex2Doffset(sTexColor, texcoord, int2(-1, 1)).rgb;
float3 a = tex2Doffset(sTexColor, texcoord, int2(-1, -1)).rgb;
float3 c = tex2Doffset(sTexColor, texcoord, int2(1, -1)).rgb;
// Soft min and max.
// a b c b
// d e f * 0.5 + d e f * 0.5
// g h i h
// These are 2.0x bigger (factored out the extra multiply).
float3 mnRGB = min(min(min(d, e), min(f, b)), h);
float3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i)));
mnRGB += mnRGB2;
float3 mxRGB = max(max(max(d, e), max(f, b)), h);
float3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i)));
mxRGB += mxRGB2;
// Smooth minimum distance to signal limit divided by smooth max.
float3 rcpMRGB = rcp(mxRGB);
float3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
// Shaping amount of sharpening.
ampRGB = rsqrt(ampRGB);
float peak = -3.0 * Contrast + 8.0;
float3 wRGB = -rcp(ampRGB * peak);
float3 rcpWeightRGB = rcp(4.0 * wRGB + 1.0);
// 0 w 0
// Filter shape: w 1 w
// 0 w 0
float3 window = (b + d) + (f + h);
float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB);
return lerp(e, outColor, Sharpening);
}
technique ContrastAdaptiveSharpen
<
ui_label = "AMD FidelityFX Contrast Adaptive Sharpening";
ui_tooltip =
"CAS is a low overhead adaptive sharpening algorithm that AMD includes with their drivers.\n"
"This port to ReShade works with all cards from all vendors,\n"
"but cannot do the optional scaling that CAS is normally also capable of when activated in the AMD drivers.\n"
"\n"
"The algorithm adjusts the amount of sharpening per pixel to target an even level of sharpness across the image.\n"
"Areas of the input image that are already sharp are sharpened less, while areas that lack detail are sharpened more.\n"
"This allows for higher overall natural visual sharpness with fewer artifacts.";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = CASPass;
SRGBWriteEnable = true;
}
}
@@ -0,0 +1,140 @@
// Copyright (c) 2016-2018, bacondither
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer
// in this position and unchanged.
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Colourfulness - version 2018-11-12
// EXPECTS FULL RANGE GAMMA LIGHT
#include "ReShadeUI.fxh"
uniform float colourfulness < __UNIFORM_SLIDER_FLOAT1
ui_min = -1.0; ui_max = 2.0;
ui_tooltip = "Degree of colourfulness, 0 = neutral";
ui_step = 0.01;
> = 0.4;
uniform float lim_luma < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.1; ui_max = 1.0;
ui_tooltip = "Lower values allows for more change near clipping";
ui_step = 0.01;
> = 0.7;
uniform bool enable_dither <
ui_tooltip = "Enables dithering, avoids introducing banding in gradients";
ui_category = "Dither";
> = false;
uniform bool col_noise <
ui_tooltip = "Coloured dither noise, lower subjective noise level";
ui_category = "Dither";
> = true;
uniform float backbuffer_bits <
ui_min = 1.0; ui_max = 32.0;
ui_tooltip = "Backbuffer bith depth, most likely 8 or 10 bits";
ui_category = "Dither";
> = 8.0;
//-------------------------------------------------------------------------------------------------
#ifndef fast_luma
#define fast_luma 1 // Rapid approx of sRGB gamma, small difference in quality
#endif
#ifndef temporal_dither
#define temporal_dither 0 // Dither changes with every frame
#endif
//-------------------------------------------------------------------------------------------------
#include "ReShade.fxh"
#if (temporal_dither == 1)
uniform int rnd < source = "random"; min = 0; max = 1000; >;
#endif
// Sigmoid function, sign(v)*pow(pow(abs(v), -2) + pow(s, -2), 1.0/-2)
#define soft_lim(v,s) ( (v*s)*rcp(sqrt(s*s + v*v)) )
// Weighted power mean, p = 0.5
#define wpmean(a,b,w) ( pow(abs(w)*sqrt(abs(a)) + abs(1-w)*sqrt(abs(b)), 2) )
// Max/Min RGB components
#define maxRGB(c) ( max((c).r, max((c).g, (c).b)) )
#define minRGB(c) ( min((c).r, min((c).g, (c).b)) )
// Mean of Rec. 709 & 601 luma coefficients
#define lumacoeff float3(0.2558, 0.6511, 0.0931)
float3 Colourfulness(float4 vpos : SV_Position, float2 tex : TEXCOORD) : SV_Target
{
#if (fast_luma == 1)
float3 c0 = tex2D(ReShade::BackBuffer, tex).rgb;
float luma = sqrt(dot(saturate(c0*abs(c0)), lumacoeff));
c0 = saturate(c0);
#else // Better approx of sRGB gamma
float3 c0 = saturate(tex2D(ReShade::BackBuffer, tex).rgb);
float luma = pow(dot(pow(c0 + 0.06, 2.4), lumacoeff), 1.0/2.4) - 0.06;
#endif
// Calc colour saturation change
float3 diff_luma = c0 - luma;
float3 c_diff = diff_luma*(colourfulness + 1) - diff_luma;
if (colourfulness > 0.0)
{
// 120% of c_diff clamped to max visible range + overshoot
float3 rlc_diff = clamp((c_diff*1.2) + c0, -0.0001, 1.0001) - c0;
// Calc max saturation-increase without altering RGB ratios
float poslim = (1.0002 - luma)/(abs(maxRGB(diff_luma)) + 0.0001);
float neglim = (luma + 0.0002)/(abs(minRGB(diff_luma)) + 0.0001);
float3 diffmax = diff_luma*min(min(poslim, neglim), 32) - diff_luma;
// Soft limit diff
c_diff = soft_lim( c_diff, max(wpmean(diffmax, rlc_diff, lim_luma), 1e-7) );
}
if (enable_dither == true)
{
// Interleaved gradient noise by Jorge Jimenez
const float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
#if (temporal_dither == 1)
float xy_magic = (vpos.x + rnd)*magic.x + (vpos.y + rnd)*magic.y;
#else
float xy_magic = vpos.x*magic.x + vpos.y*magic.y;
#endif
float noise = (frac(magic.z*frac(xy_magic)) - 0.5)/(exp2(backbuffer_bits) - 1);
c_diff += col_noise == true ? float3(-noise, noise, -noise) : noise;
}
return saturate(c0 + c_diff);
}
technique Colourfulness
{
pass
{
VertexShader = PostProcessVS;
PixelShader = Colourfulness;
}
}
+67
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@@ -0,0 +1,67 @@
/**
* HDR
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
*
* Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
*/
#include "ReShadeUI.fxh"
uniform float HDRPower < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 8.0;
ui_label = "Power";
> = 1.30;
uniform float radius1 < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 8.0;
ui_label = "Radius 1";
> = 0.793;
uniform float radius2 < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 8.0;
ui_label = "Radius 2";
ui_tooltip = "Raising this seems to make the effect stronger and also brighter.";
> = 0.87;
#include "ReShade.fxh"
float3 HDRPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
float3 bloom_sum1 = tex2D(ReShade::BackBuffer, texcoord + float2(1.5, -1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, -1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 1.5, 1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, 1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, -2.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, 2.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-2.5, 0.0) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 2.5, 0.0) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 *= 0.005;
float3 bloom_sum2 = tex2D(ReShade::BackBuffer, texcoord + float2(1.5, -1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, -1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 1.5, 1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, 1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, -2.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, 2.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-2.5, 0.0) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 2.5, 0.0) * radius2 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
float3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
float3 blend = HDR + color;
color = pow(abs(blend), abs(HDRPower)) + HDR; // pow - don't use fractions for HDRpower
return saturate(color);
}
technique HDR
{
pass
{
VertexShader = PostProcessVS;
PixelShader = HDRPass;
}
}
+492
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@@ -0,0 +1,492 @@
/*
Magic Bloom by luluco250
Attempts to simulate a natural-looking bloom.
Features:
--Wide bloom blurring, derived from the gaussian function
defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
--Eye adaptation, decreases or increases the brightness
of bloom according to the overall image luminance.
--Lens dirt, as standard I suppose. Really not much here.
It uses an image named "MagicBloom_Dirt.png" so make
sure you have one in your textures directory.
--Unwanted features can be disabled through
preprocessor definitions, saving performance.
Preprocessor definitions:
--MAGICBLOOM_ADAPT_RESOLUTION:
Determines the width/height of the texture used for adaptation.
It is recommended to use 256, but you can use as far as 1024 without issues.
Too low resolutions will make adaptation seem "unstable".
Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
--MAGICBLOOM_BLUR_PRECALCULATED:
If set to 0 the gaussian blur will be calculated inside the shader.
Otherwise, it uses a pre-calculated kernel (array).
--MAGICBLOOM_NODIRT:
If set to 1 all lens dirt related features are disabled.
Beneficial for performance if you don't wish to use lens dirt.
--MAGICBLOOM_NOADAPT:
If set to 1 all adaptation related features are disabled.
Beneficial for performance if you don't wish to use adaptation.
MIT Licensed:
Copyright (c) 2017 luluco250
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "ReShade.fxh"
//Statics
#ifndef MAGICBLOOM_ADAPT_RESOLUTION
#define MAGICBLOOM_ADAPT_RESOLUTION 256
#endif
#ifndef MAGICBLOOM_BLUR_PRECALCULATED
#define MAGICBLOOM_BLUR_PRECALCULATED 1
#endif
#ifndef MAGICBLOOM_NODIRT
#define MAGICBLOOM_NODIRT 0
#endif
#ifndef MAGICBLOOM_NOADAPT
#define MAGICBLOOM_NOADAPT 0
#endif
static const int iBlurSamples = 4;
static const int iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
#define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
static const float sigma = float(iBlurSamples) / 2.0;
static const float double_pi = 6.283185307179586476925286766559;
static const int lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
static const float3 luma_value = float3(0.2126, 0.7152, 0.0722);
//Uniforms
#include "ReShadeUI.fxh"
uniform float fBloom_Intensity < __UNIFORM_SLIDER_FLOAT1
ui_label = "Bloom Intensity";
ui_tooltip = "Amount of bloom applied to the image.";
ui_min = 0.0;
ui_max = 10.0;
ui_step = 0.001;
> = 1.0;
uniform float fBloom_Threshold <
ui_label = "Bloom Threshold";
ui_tooltip =
"Thresholds (limits) dark pixels from being accounted for bloom.\n"
"Essentially, it increases the contrast in bloom and blackens darker pixels.\n"
"At 1.0 all pixels are used in bloom.\n"
"This value is not normalized, it is exponential, therefore changes in lower values are more noticeable than at higher values.";
ui_type = "drag";
ui_min = 1.0;
ui_max = 10.0;
ui_step = 0.1;
> = 2.0;
#if !MAGICBLOOM_NODIRT
uniform float fDirt_Intensity < __UNIFORM_SLIDER_FLOAT1
ui_label = "Dirt Intensity";
ui_tooltip =
"Amount of lens dirt applied to bloom.\n"
"Uses a texture called \"MagicBloom_Dirt.png\" from your textures directory(ies).";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.001;
> = 0.0;
#endif
#if !MAGICBLOOM_NOADAPT
uniform float fExposure < __UNIFORM_SLIDER_FLOAT1
ui_label = "Exposure";
ui_tooltip =
"The target exposure that bloom adapts to.\n"
"It is recommended to just leave it at 0.5, unless you wish for a brighter (1.0) or darker (0.0) image.";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.001;
> = 0.5;
uniform float fAdapt_Speed <
ui_label = "Adaptation Speed";
ui_tooltip =
"How quick bloom adapts to changes in the image brightness.\n"
"At 1.0, changes are instantaneous.\n"
"It is recommended to use low values, between 0.01 and 0.1.\n"
"0.1 will provide a quick but natural adaptation.\n"
"0.01 will provide a slow form of adaptation.";
ui_type = "drag";
ui_min = 0.001;
ui_max = 1.0;
ui_step = 0.001;
> = 0.1;
uniform float fAdapt_Sensitivity < __UNIFORM_SLIDER_FLOAT1
ui_label = "Adapt Sensitivity";
ui_tooltip =
"How sensitive adaptation is towards brightness.\n"
"At higher values bloom can get darkened at the slightest amount of brightness.\n"
"At lower values bloom will require a lot of image brightness before it's fully darkened."
"1.0 will not modify the amount of brightness that is accounted for adaptation.\n"
"0.5 is a good value, but may miss certain bright spots.";
ui_min = 0.0;
ui_max = 3.0;
ui_step = 0.001;
> = 1.0;
uniform float2 f2Adapt_Clip < __UNIFORM_SLIDER_FLOAT2
ui_label = "Adaptation Min/Max";
ui_tooltip =
"Determines the minimum and maximum values that adaptation can determine to ajust bloom.\n"
"Reducing the maximum would cause bloom to be brighter (as it is less adapted).\n"
"Increasing the minimum would cause bloom to be darker (as it is more adapted).\n"
"Keep the maximum above or equal to the minium and vice-versa.";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.001;
> = float2(0.0, 1.0);
uniform int iAdapt_Precision < __UNIFORM_SLIDER_INT1
ui_label = "Adaptation Precision";
ui_tooltip =
"Determins how accurately bloom adapts to the center of image.\n"
"At 0 the adaptation is calculated from the average of the whole image.\n"
"At the highest value (which may vary) adaptation focuses solely on the center pixel(s) of the screen.\n"
"Values closer to 0 are recommended.";
ui_min = 0;
ui_max = lowest_mip;
ui_step = 0.1;
> = lowest_mip * 0.3;
#endif
uniform uint iDebug <
ui_label = "Debug Options";
ui_tooltip = "Contains debugging options like displaying the bloom texture.";
ui_type = "combo";
ui_items = "None\0Display Bloom Texture\0";
> = 0;
//Textures
texture tMagicBloom_1 < pooled = true; > { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
texture tMagicBloom_2 < pooled = true; > { Width = BUFFER_WIDTH / 4; Height = BUFFER_HEIGHT / 4; Format = RGBA16F; };
texture tMagicBloom_3 < pooled = true; > { Width = BUFFER_WIDTH / 8; Height = BUFFER_HEIGHT / 8; Format = RGBA16F; };
texture tMagicBloom_4 < pooled = true; > { Width = BUFFER_WIDTH / 16; Height = BUFFER_HEIGHT / 16; Format = RGBA16F; };
texture tMagicBloom_5 < pooled = true; > { Width = BUFFER_WIDTH / 32; Height = BUFFER_HEIGHT / 32; Format = RGBA16F; };
texture tMagicBloom_6 < pooled = true; > { Width = BUFFER_WIDTH / 64; Height = BUFFER_HEIGHT / 64; Format = RGBA16F; };
texture tMagicBloom_7 < pooled = true; > { Width = BUFFER_WIDTH / 128; Height = BUFFER_HEIGHT / 128; Format = RGBA16F; };
texture tMagicBloom_8 < pooled = true; > { Width = BUFFER_WIDTH / 256; Height = BUFFER_HEIGHT / 256; Format = RGBA16F; };
#if !MAGICBLOOM_NOADAPT
texture tMagicBloom_Small { Width = iAdaptResolution; Height = iAdaptResolution; Format = R32F; MipLevels = lowest_mip; };
texture tMagicBloom_Adapt { Format = R32F; };
texture tMagicBloom_LastAdapt { Format = R32F; };
#endif
#if !MAGICBLOOM_NODIRT
texture tMagicBloom_Dirt <source="MagicBloom_Dirt.png";> { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; };
#endif
//Samplers
sampler sMagicBloom_1 { Texture = tMagicBloom_1; };
sampler sMagicBloom_2 { Texture = tMagicBloom_2; };
sampler sMagicBloom_3 { Texture = tMagicBloom_3; };
sampler sMagicBloom_4 { Texture = tMagicBloom_4; };
sampler sMagicBloom_5 { Texture = tMagicBloom_5; };
sampler sMagicBloom_6 { Texture = tMagicBloom_6; };
sampler sMagicBloom_7 { Texture = tMagicBloom_7; };
sampler sMagicBloom_8 { Texture = tMagicBloom_8; };
#if !MAGICBLOOM_NOADAPT
sampler sMagicBloom_Small { Texture = tMagicBloom_Small; };
sampler sMagicBloom_Adapt { Texture = tMagicBloom_Adapt; MinFilter = POINT; MagFilter = POINT; };
sampler sMagicBloom_LastAdapt { Texture = tMagicBloom_LastAdapt; MinFilter = POINT; MagFilter = POINT; };
#endif
#if !MAGICBLOOM_NODIRT
sampler sMagicBloom_Dirt { Texture = tMagicBloom_Dirt; };
#endif
//Functions
#if !MAGICBLOOM_BLUR_PRECALCULATED
float gaussian_function(float2 i) {
static const float first_part = 1.0 / (double_pi * pow(sigma, 2.0));
static const float second_part_a = 1.0 / (2.0 * pow(sigma, 2.0));
float second_part_b = (pow(i.x, 2.0) + pow(i.y, 2.0)) * second_part_a;
return first_part * exp(-second_part_b);
}
#endif
//Why use a single-pass blur? To reduce the amount of textures used in half.
//Scale should be the original resolution divided by target resolution.
float3 blur(sampler sp, float2 uv, float scale) {
float2 ps = BUFFER_PIXEL_SIZE * scale;
#if MAGICBLOOM_BLUR_PRECALCULATED
static const float kernel[9] = {
0.0269955, 0.0647588, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.0647588, 0.0269955
};
static const float accum = 1.02352;
#else
float accum = 0.0;
#endif
float gaussian_weight = 0.0;
float3 col = 0.0;
[loop]
for (int x = -iBlurSamples; x <= iBlurSamples; ++x) {
for (int y = -iBlurSamples; y <= iBlurSamples; ++y) {
#if MAGICBLOOM_BLUR_PRECALCULATED
gaussian_weight = kernel[x + iBlurSamples] * kernel[y + iBlurSamples];
#else
gaussian_weight = gaussian_function(float2(x, y));
accum += gaussian_weight;
#endif
col += tex2D(sp, uv + ps * float2(x, y)).rgb * gaussian_weight;
}
}
#if MAGICBLOOM_BLUR_PRECALCULATED
return col * accum;
#else
return col / accum;
#endif
}
/*
Uncharted 2 Tonemapper
Thanks John Hable and Naughty Dog.
*/
float3 tonemap(float3 col, float exposure) {
static const float A = 0.15; //shoulder strength
static const float B = 0.50; //linear strength
static const float C = 0.10; //linear angle
static const float D = 0.20; //toe strength
static const float E = 0.02; //toe numerator
static const float F = 0.30; //toe denominator
static const float W = 11.2; //linear white point value
col *= exposure;
col = ((col * (A * col + C * B) + D * E) / (col * (A * col + B) + D * F)) - E / F;
static const float white = 1.0 / (((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F);
col *= white;
return col;
}
float3 blend_screen(float3 a, float3 b) {
return 1.0 - (1.0 - a) * (1.0 - b);
}
/*
The function below is a leftover from debugging.
It just draws a line on the screen, it's horizontal position being
the value you specify (from 0.0-1.0, becoming left-right).
No use now but might be useful later on so I just left it here.
*/
/*void debug_value(inout float3 col, float2 uv, float value, float3 needle_color) {
static const float2 ps = BUFFER_PIXEL_SIZE;
col = (uv.x + ps.x > value && uv.x - ps.x < value) ? needle_color : col;
}*/
//Shaders
/*
Thresholding is performed on the first blur for two reasons:
--Save an entire texture from being used to threshold.
--Being the smallest blur it also results in the least amount of artifacts.
*/
float4 PS_Blur1(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
float3 col = blur(ReShade::BackBuffer, uv, 2.0);
col = pow(abs(col), fBloom_Threshold);
col *= fBloom_Intensity;
return float4(col, 1.0);
}
float4 PS_Blur2(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return float4(blur(sMagicBloom_1, uv, 4.0), 1.0);
}
float4 PS_Blur3(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return float4(blur(sMagicBloom_2, uv, 8.0), 1.0);
}
float4 PS_Blur4(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return float4(blur(sMagicBloom_3, uv, 8.0), 1.0);
}
float4 PS_Blur5(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return float4(blur(sMagicBloom_4, uv, 16.0), 1.0);
}
float4 PS_Blur6(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return float4(blur(sMagicBloom_5, uv, 32.0), 1.0);
}
float4 PS_Blur7(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return float4(blur(sMagicBloom_6, uv, 64.0), 1.0);
}
float4 PS_Blur8(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return float4(blur(sMagicBloom_7, uv, 128.0), 1.0);
}
//Final blend shader
float4 PS_Blend(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
float3 col = tex2D(ReShade::BackBuffer, uv).rgb;
float3 bloom = tex2D(sMagicBloom_1, uv).rgb
+ tex2D(sMagicBloom_2, uv).rgb
+ tex2D(sMagicBloom_3, uv).rgb
+ tex2D(sMagicBloom_4, uv).rgb
+ tex2D(sMagicBloom_5, uv).rgb
+ tex2D(sMagicBloom_6, uv).rgb
+ tex2D(sMagicBloom_7, uv).rgb
+ tex2D(sMagicBloom_8, uv).rgb;
//Dunno if making the division by 8 a static multiplication helps, but whatever.
static const float bloom_accum = 1.0 / 8.0;
bloom *= bloom_accum;
#if !MAGICBLOOM_NOADAPT
float exposure = fExposure / max(tex2D(sMagicBloom_Adapt, 0.0).x, 0.00001);
bloom = tonemap(bloom, exposure);
#else
//Without adaptation it seems 100.0 exposure is needed for bloom to look bright enough.
bloom = tonemap(bloom, 100.0);
#endif
#if !MAGICBLOOM_NODIRT
float3 dirt = tex2D(sMagicBloom_Dirt, uv).rgb;
dirt *= fDirt_Intensity;
bloom = blend_screen(bloom, dirt * bloom);
#endif
col = blend_screen(col, bloom);
//If we're to display the bloom texture, we replace col with it.
col = iDebug == 1 ? bloom : col;
return float4(col, 1.0);
}
#if !MAGICBLOOM_NOADAPT
/*
How adaptation works:
--Calculate image luminance.
--Save it to a smaller, mipmapped texture.
--Mipmaps require a power of 2 texture.
--Fetch a mipmap level according to a specfied amount of precision.
--The lowest mipmap is simply an average of the entire image.
*/
float PS_GetSmall(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return dot(tex2D(ReShade::BackBuffer, uv).rgb, luma_value);
}
float PS_GetAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
float curr = tex2Dlod(sMagicBloom_Small, float4(0.5, 0.5, 0, lowest_mip - iAdapt_Precision)).x;
curr *= fAdapt_Sensitivity;
curr = clamp(curr, f2Adapt_Clip.x, f2Adapt_Clip.y);
float last = tex2D(sMagicBloom_LastAdapt, 0.0).x;
//Using the frametime/delta here would actually scale adaptation with the framerate.
//We don't want that, so we don't even bother with it.
return lerp(last, curr, fAdapt_Speed);
}
float PS_SaveAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return tex2D(sMagicBloom_Adapt, 0.0).x;
}
#endif
technique MagicBloom {
pass Blur1 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur1;
RenderTarget = tMagicBloom_1;
}
pass Blur2 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur2;
RenderTarget = tMagicBloom_2;
}
pass Blur3 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur3;
RenderTarget = tMagicBloom_3;
}
pass Blur4 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur4;
RenderTarget = tMagicBloom_4;
}
pass Blur5 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur5;
RenderTarget = tMagicBloom_5;
}
pass Blur6 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur6;
RenderTarget = tMagicBloom_6;
}
pass Blur7 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur7;
RenderTarget = tMagicBloom_7;
}
pass Blur8 {
VertexShader = PostProcessVS;
PixelShader = PS_Blur8;
RenderTarget = tMagicBloom_8;
}
pass Blend {
VertexShader = PostProcessVS;
PixelShader = PS_Blend;
}
#if !MAGICBLOOM_NOADAPT
pass GetSmall {
VertexShader = PostProcessVS;
PixelShader = PS_GetSmall;
RenderTarget = tMagicBloom_Small;
}
pass GetAdapt {
VertexShader = PostProcessVS;
PixelShader = PS_GetAdapt;
RenderTarget = tMagicBloom_Adapt;
}
pass SaveAdapt {
VertexShader = PostProcessVS;
PixelShader = PS_SaveAdapt;
RenderTarget = tMagicBloom_LastAdapt;
}
#endif
}
+72
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/**
* Tonemap version 1.1
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
*/
#include "ReShadeUI.fxh"
uniform float Gamma < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 2.0;
ui_tooltip = "Adjust midtones. 1.0 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
> = 1.0;
uniform float Exposure < __UNIFORM_SLIDER_FLOAT1
ui_min = -1.0; ui_max = 1.0;
ui_tooltip = "Adjust exposure";
> = 0.0;
uniform float Saturation < __UNIFORM_SLIDER_FLOAT1
ui_min = -1.0; ui_max = 1.0;
ui_tooltip = "Adjust saturation";
> = 0.0;
uniform float Bleach < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "Brightens the shadows and fades the colors";
> = 0.0;
uniform float Defog < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "How much of the color tint to remove";
> = 0.0;
uniform float3 FogColor < __UNIFORM_COLOR_FLOAT3
ui_label = "Defog Color";
ui_tooltip = "Which color tint to remove";
> = float3(0.0, 0.0, 1.0);
#include "ReShade.fxh"
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
color = saturate(color - Defog * FogColor * 2.55); // Defog
color *= pow(2.0f, Exposure); // Exposure
color = pow(color, Gamma); // Gamma
const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
float L = saturate(10.0 * (lum - 0.45));
float3 A2 = Bleach * color;
float3 result1 = 2.0f * color * lum;
float3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
float3 newColor = lerp(result1, result2, L);
float3 mixRGB = A2 * newColor;
color += ((1.0f - A2) * mixRGB);
float3 middlegray = dot(color, (1.0 / 3.0));
float3 diffcolor = color - middlegray;
color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
return color;
}
technique Tonemap
{
pass
{
VertexShader = PostProcessVS;
PixelShader = TonemapPass;
}
}
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