Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

ENB Screenshots and Artwork Thread (Part 1)


PacketOverload_x64bit
 Share

  • Replies 30k
  • Created
  • Last Reply

Top Posters In This Topic

  • johnnywcw

    1755

  • PacketOverload_x64bit

    1051

  • schakusa

    1034

Top Posters In This Topic

Recommended Posts

hello!!

Someone could post a link to the latest options.txt  from ice's fxaa pliz?   thx tounge.gif

Of course mate.

 

// FXAA converted by Myster92. Thanks to him.// All of the rest is from Boris Vorontsov :)// And mixed by me//////enable blurring, useless, disabled at all//#define EBLURRING//enable sharpening#define ESHARPENING//if defined, color sharpen, otherwise sharp by gray#define ESHARPENINGCOLOR//enable noise in dark areas#define ENOISEfloat ShiftSamplingRange=0;float SamplingRange=0.0128;float SharpeningAmount=256;float ScanLineAmount=0.0;float ScanLineRepeat=1.0;float NoiseAmount=0.2;//keyboard controled variablesfloat tempF1;float tempF2;float tempF3;float tempF4;float tempF5;float tempF6;float tempF7;float tempF8;float tempF9;float tempF0;float ScreenSize; //width of the display resolution (1920 f.e.)float ScreenScaleY; //screen proportions (1.333 for 1920/1080)texture2D texColor;texture2D texNoise;sampler2D SamplerColor = sampler_state{Texture   = <texColor>;MinFilter = LINEAR;MagFilter = LINEAR;MipFilter = NONE;//NONE;AddressU  = Clamp;AddressV  = Clamp;SRGBTexture=FALSE;MaxMipLevel=0;MipMapLodBias=0;};sampler2D SamplerNoise = sampler_state{Texture   = <texNoise>;MinFilter = POINT;MagFilter = POINT;MipFilter = NONE;//NONE;AddressU  = Wrap;AddressV  = Wrap;SRGBTexture=FALSE;MaxMipLevel=0;MipMapLodBias=0;};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;}/*============================================================================  FXAA3 QUALITY - PC NVIDIA FXAA III.8 by TIMOTHY LOTTES============================================================================*/  #define FXAA_LINEAR 0  #define FXAA_QUALITY__EDGE_THRESHOLD (1.0/16.0)  #define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/32.0)  #define FXAA_QUALITY__SUBPIX_CAP (1)  #define FXAA_QUALITY__SUBPIX_TRIM (0)  #define FXAA_QUALITY__SUBPIX_TRIM_SCALE  (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))  #define FXAA_SEARCH_STEPS     32  #define FXAA_SEARCH_THRESHOLD (1.0/16.0)float4 FxaaPixelShader(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR{   #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))float2 pos = IN.txcoord.xy;float2 rcpFrame = float2(1/ScreenSize, ScreenScaleY/ScreenSize);float4 rcpFrameOpt = float4(2/ScreenSize, 2*ScreenScaleY/ScreenSize, 0.5/ScreenSize, 0.5*ScreenScaleY/ScreenSize);float lumaN = dot(FxaaTexOff(SamplerColor, pos.xy, float2(0, -1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float4 rgbyM;rgbyM.xyz = FxaaTexTop(SamplerColor, pos.xy).xyz;rgbyM.w = dot(rgbyM.xyz, float3(0.299, 0.587, 0.114));float lumaE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaS = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 0, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaM = rgbyM.w;float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));float range = rangeMax - rangeMin;if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY__EDGE_THRESHOLD)) return rgbyM;float lumaNW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaNE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaSW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaSE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;float rangeL = abs(lumaL - lumaM);float blendL = saturate((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) * FXAA_QUALITY__SUBPIX_TRIM_SCALE; blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);float edgeVert = abs(lumaNW + (-2.0 * lumaN) + lumaNE) + 2.0 * abs(lumaW  + (-2.0 * lumaM) + lumaE ) + abs(lumaSW + (-2.0 * lumaS) + lumaSE);   float edgeHorz = abs(lumaNW + (-2.0 * lumaW) + lumaSW) + 2.0 * abs(lumaN  + (-2.0 * lumaM) + lumaS ) + abs(lumaNE + (-2.0 * lumaE) + lumaSE);   bool horzSpan = edgeHorz >= edgeVert;float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;if(!horzSpan) lumaN = lumaW;if(!horzSpan) lumaS = lumaE;float gradientN = abs(lumaN - lumaM);float gradientS = abs(lumaS - lumaM);lumaN = (lumaN + lumaM) * 0.5;lumaS = (lumaS + lumaM) * 0.5;bool pairN = gradientN >= gradientS;if(!pairN) lumaN = lumaS;if(!pairN) gradientN = gradientS;if(!pairN) lengthSign *= -1.0;float2 posN;posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);gradientN *= FXAA_SEARCH_THRESHOLD;float2 posP = posN;float2 offNP = horzSpan ? float2(rcpFrame.x, 0.0) :float2(0.0f, rcpFrame.y); float lumaEndN;float lumaEndP;	bool doneN = false;bool doneP = false;posN += offNP * (-1.5);posP += offNP * ( 1.5);for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {lumaEndN = dot(FxaaTexTop(SamplerColor, posN.xy).xyz, float3(0.299, 0.587, 0.114));lumaEndP = dot(FxaaTexTop(SamplerColor, posP.xy).xyz, float3(0.299, 0.587, 0.114));bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;if(doneN2 && !doneN) posN += offNP;if(doneP2 && !doneP) posP -= offNP;if(doneN2 && doneP2) break;doneN = doneN2;doneP = doneP2;if(!doneN) posN -= offNP * 2.0;if(!doneP) posP += offNP * 2.0; }float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;bool directionN = dstN < dstP;lumaEndN = directionN ? lumaEndN : lumaEndP;if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) lengthSign = 0.0;float spanLength = (dstP + dstN);dstN = directionN ? dstN : dstP;float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));subPixelOffset += blendL * (1.0/8.0);subPixelOffset *= lengthSign;float3 rgbF = FxaaTexTop(SamplerColor, float2(pos.x + (horzSpan ? 0.0 : subPixelOffset), pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;  #if (FXAA_LINEAR == 1)lumaL *= lumaL;  #endif  float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));  float lumaB = lerp(lumaF, lumaL, blendL);  float scale = min(4.0, lumaB/lumaF);  rgbF *= scale;  return float4(rgbF, lumaM); }float4 PS_PostProcess5(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR{float4 res;float4 coord=0.0;coord.xy=IN.txcoord.xy;float4 origcolor;coord.w=0.0;origcolor=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x-(1.5/ScreenSize);// float4 lshift=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x+(1.5/ScreenSize);// float4 rshift=tex2Dlod(SamplerColor, coord);float2 offset[8]={float2(1.0, 1.0),float2(-1.0, -1.0),float2(-1.0, 1.0),float2(1.0, -1.0),float2(1.41, 0.0),float2(-1.41, 0.0),float2(0.0, 1.41),float2(0.0, -1.41)};int i=0;float4 tcol=origcolor;float invscreensize=1.0/ScreenSize;//for (i=0; i<8; i++) //higher qualityfor (i=0; i<8; i++){float2 tdir=offset[i].xy;coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;float4 ct=tex2Dlod(SamplerColor, coord);tcol+=ct;}tcol*=0.111; // 1.0/(4+1)//tcol*=0.111; // 1.0/(8+1)  //higher quality/*//not interesting#ifdef EBLURRING//blurres=tcol;#endif*///sharp#ifdef ESHARPENING#ifdef ESHARPENINGCOLOR//colorres=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));#else//non colorfloat difffact=dot((origcolor.xyz-tcol.xyz), 0.333);res=origcolor*(1.0+difffact*SharpeningAmount);#endif//less sharpening for bright pixelsfloat rgray=origcolor.z; //blue fit well//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));rgray=pow(rgray, 3.0);res=lerp(res, origcolor, saturate(rgray));#endif//grain noise#ifdef ENOISEfloat origgray=max(res.x, res.y);//dot(res.xyz, 0.333);origgray=max(origgray, res.z);coord.xy=IN.txcoord.xy*16.0 + origgray;float4 cnoi=tex2Dlod(SamplerNoise, coord);res=lerp(res, (cnoi.x+0.5)*res, NoiseAmount*saturate(1.0-origgray*1.8));#endifres.w=1.0;return res;}float4 PS_Process6(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR{float4 res;float4 coord=0.0;coord.xy=IN.txcoord.xy;float4 origcolor;coord.w=0.0;origcolor=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x-(1.5/ScreenSize);// float4 lshift=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x+(1.5/ScreenSize);// float4 rshift=tex2Dlod(SamplerColor, coord);float2 offset[8]={float2(1.0, 1.0),float2(-1.0, -1.0),float2(-1.0, 1.0),float2(1.0, -1.0),float2(1.41, 0.0),float2(-1.41, 0.0),float2(0.0, 1.41),float2(0.0, -1.41)};int i=0;float4 tcol=origcolor;float2 invscreensize=1.0/ScreenSize;invscreensize.y=invscreensize.y/ScreenScaleY;//for (i=0; i<8; i++) //higher quality/*	for (i=0; i<4; i++){float2 tdir=offset[i].xy;coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;float4 ct=tex2Dlod(SamplerColor, coord);tcol+=ct;}tcol*=0.2; // 1.0/(4+1)//tcol*=0.111; // 1.0/(8+1)  //higher quality*/coord.xy=IN.txcoord.xy;origcolor=tex2Dlod(SamplerColor, coord);res.y=origcolor.y;coord.xy=IN.txcoord.xy;coord.y-=invscreensize*ShiftSamplingRange;origcolor=tex2Dlod(SamplerColor, coord);res.x=origcolor.x;coord.xy=IN.txcoord.xy;coord.y+=invscreensize*ShiftSamplingRange;origcolor=tex2Dlod(SamplerColor, coord);res.z=origcolor.z;res.w=1.0;return res;}technique PostProcess{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess2{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess3{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess4{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess5{ pass P0 {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 PS_PostProcess5();DitherEnable=FALSE;ZEnable=FALSE;CullMode=NONE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;StencilEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess6{pass P0{VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 PS_Process6();DitherEnable=FALSE;ZEnable=FALSE;CullMode=NONE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;StencilEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}

 

 

 

Sorry forgot to mention, Its still WiP and therefore will be released in the this week or the next.

Thanks; nevermind. Keep up the work. icon14.gif

thank you fed and goodnight colgate.gif

Link to comment
Share on other sites

hello!!

Someone could post a link to the latest options.txt  from ice's fxaa pliz?   thx tounge.gif

Of course mate.

 

// FXAA converted by Myster92. Thanks to him.// All of the rest is from Boris Vorontsov :)// And mixed by me//////enable blurring, useless, disabled at all//#define EBLURRING//enable sharpening#define ESHARPENING//if defined, color sharpen, otherwise sharp by gray#define ESHARPENINGCOLOR//enable noise in dark areas#define ENOISEfloat ShiftSamplingRange=0;float SamplingRange=0.0128;float SharpeningAmount=256;float ScanLineAmount=0.0;float ScanLineRepeat=1.0;float NoiseAmount=0.2;//keyboard controled variablesfloat tempF1;float tempF2;float tempF3;float tempF4;float tempF5;float tempF6;float tempF7;float tempF8;float tempF9;float tempF0;float ScreenSize; //width of the display resolution (1920 f.e.)float ScreenScaleY; //screen proportions (1.333 for 1920/1080)texture2D texColor;texture2D texNoise;sampler2D SamplerColor = sampler_state{Texture   = <texColor>;MinFilter = LINEAR;MagFilter = LINEAR;MipFilter = NONE;//NONE;AddressU  = Clamp;AddressV  = Clamp;SRGBTexture=FALSE;MaxMipLevel=0;MipMapLodBias=0;};sampler2D SamplerNoise = sampler_state{Texture   = <texNoise>;MinFilter = POINT;MagFilter = POINT;MipFilter = NONE;//NONE;AddressU  = Wrap;AddressV  = Wrap;SRGBTexture=FALSE;MaxMipLevel=0;MipMapLodBias=0;};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;}/*============================================================================  FXAA3 QUALITY - PC NVIDIA FXAA III.8 by TIMOTHY LOTTES============================================================================*/  #define FXAA_LINEAR 0  #define FXAA_QUALITY__EDGE_THRESHOLD (1.0/16.0)  #define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/32.0)  #define FXAA_QUALITY__SUBPIX_CAP (1)  #define FXAA_QUALITY__SUBPIX_TRIM (0)  #define FXAA_QUALITY__SUBPIX_TRIM_SCALE  (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))  #define FXAA_SEARCH_STEPS     32  #define FXAA_SEARCH_THRESHOLD (1.0/16.0)float4 FxaaPixelShader(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR{   #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))float2 pos = IN.txcoord.xy;float2 rcpFrame = float2(1/ScreenSize, ScreenScaleY/ScreenSize);float4 rcpFrameOpt = float4(2/ScreenSize, 2*ScreenScaleY/ScreenSize, 0.5/ScreenSize, 0.5*ScreenScaleY/ScreenSize);float lumaN = dot(FxaaTexOff(SamplerColor, pos.xy, float2(0, -1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float4 rgbyM;rgbyM.xyz = FxaaTexTop(SamplerColor, pos.xy).xyz;rgbyM.w = dot(rgbyM.xyz, float3(0.299, 0.587, 0.114));float lumaE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaS = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 0, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaM = rgbyM.w;float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));float range = rangeMax - rangeMin;if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY__EDGE_THRESHOLD)) return rgbyM;float lumaNW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaNE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaSW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaSE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;float rangeL = abs(lumaL - lumaM);float blendL = saturate((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) * FXAA_QUALITY__SUBPIX_TRIM_SCALE; blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);float edgeVert = abs(lumaNW + (-2.0 * lumaN) + lumaNE) + 2.0 * abs(lumaW  + (-2.0 * lumaM) + lumaE ) + abs(lumaSW + (-2.0 * lumaS) + lumaSE);   float edgeHorz = abs(lumaNW + (-2.0 * lumaW) + lumaSW) + 2.0 * abs(lumaN  + (-2.0 * lumaM) + lumaS ) + abs(lumaNE + (-2.0 * lumaE) + lumaSE);   bool horzSpan = edgeHorz >= edgeVert;float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;if(!horzSpan) lumaN = lumaW;if(!horzSpan) lumaS = lumaE;float gradientN = abs(lumaN - lumaM);float gradientS = abs(lumaS - lumaM);lumaN = (lumaN + lumaM) * 0.5;lumaS = (lumaS + lumaM) * 0.5;bool pairN = gradientN >= gradientS;if(!pairN) lumaN = lumaS;if(!pairN) gradientN = gradientS;if(!pairN) lengthSign *= -1.0;float2 posN;posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);gradientN *= FXAA_SEARCH_THRESHOLD;float2 posP = posN;float2 offNP = horzSpan ? float2(rcpFrame.x, 0.0) :float2(0.0f, rcpFrame.y); float lumaEndN;float lumaEndP;	bool doneN = false;bool doneP = false;posN += offNP * (-1.5);posP += offNP * ( 1.5);for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {lumaEndN = dot(FxaaTexTop(SamplerColor, posN.xy).xyz, float3(0.299, 0.587, 0.114));lumaEndP = dot(FxaaTexTop(SamplerColor, posP.xy).xyz, float3(0.299, 0.587, 0.114));bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;if(doneN2 && !doneN) posN += offNP;if(doneP2 && !doneP) posP -= offNP;if(doneN2 && doneP2) break;doneN = doneN2;doneP = doneP2;if(!doneN) posN -= offNP * 2.0;if(!doneP) posP += offNP * 2.0; }float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;bool directionN = dstN < dstP;lumaEndN = directionN ? lumaEndN : lumaEndP;if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) lengthSign = 0.0;float spanLength = (dstP + dstN);dstN = directionN ? dstN : dstP;float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));subPixelOffset += blendL * (1.0/8.0);subPixelOffset *= lengthSign;float3 rgbF = FxaaTexTop(SamplerColor, float2(pos.x + (horzSpan ? 0.0 : subPixelOffset), pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;  #if (FXAA_LINEAR == 1)lumaL *= lumaL;  #endif  float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));  float lumaB = lerp(lumaF, lumaL, blendL);  float scale = min(4.0, lumaB/lumaF);  rgbF *= scale;  return float4(rgbF, lumaM); }float4 PS_PostProcess5(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR{float4 res;float4 coord=0.0;coord.xy=IN.txcoord.xy;float4 origcolor;coord.w=0.0;origcolor=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x-(1.5/ScreenSize);// float4 lshift=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x+(1.5/ScreenSize);// float4 rshift=tex2Dlod(SamplerColor, coord);float2 offset[8]={float2(1.0, 1.0),float2(-1.0, -1.0),float2(-1.0, 1.0),float2(1.0, -1.0),float2(1.41, 0.0),float2(-1.41, 0.0),float2(0.0, 1.41),float2(0.0, -1.41)};int i=0;float4 tcol=origcolor;float invscreensize=1.0/ScreenSize;//for (i=0; i<8; i++) //higher qualityfor (i=0; i<8; i++){float2 tdir=offset[i].xy;coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;float4 ct=tex2Dlod(SamplerColor, coord);tcol+=ct;}tcol*=0.111; // 1.0/(4+1)//tcol*=0.111; // 1.0/(8+1)  //higher quality/*//not interesting#ifdef EBLURRING//blurres=tcol;#endif*///sharp#ifdef ESHARPENING#ifdef ESHARPENINGCOLOR//colorres=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));#else//non colorfloat difffact=dot((origcolor.xyz-tcol.xyz), 0.333);res=origcolor*(1.0+difffact*SharpeningAmount);#endif//less sharpening for bright pixelsfloat rgray=origcolor.z; //blue fit well//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));rgray=pow(rgray, 3.0);res=lerp(res, origcolor, saturate(rgray));#endif//grain noise#ifdef ENOISEfloat origgray=max(res.x, res.y);//dot(res.xyz, 0.333);origgray=max(origgray, res.z);coord.xy=IN.txcoord.xy*16.0 + origgray;float4 cnoi=tex2Dlod(SamplerNoise, coord);res=lerp(res, (cnoi.x+0.5)*res, NoiseAmount*saturate(1.0-origgray*1.8));#endifres.w=1.0;return res;}float4 PS_Process6(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR{float4 res;float4 coord=0.0;coord.xy=IN.txcoord.xy;float4 origcolor;coord.w=0.0;origcolor=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x-(1.5/ScreenSize);// float4 lshift=tex2Dlod(SamplerColor, coord);// coord.x=IN.txcoord.x+(1.5/ScreenSize);// float4 rshift=tex2Dlod(SamplerColor, coord);float2 offset[8]={float2(1.0, 1.0),float2(-1.0, -1.0),float2(-1.0, 1.0),float2(1.0, -1.0),float2(1.41, 0.0),float2(-1.41, 0.0),float2(0.0, 1.41),float2(0.0, -1.41)};int i=0;float4 tcol=origcolor;float2 invscreensize=1.0/ScreenSize;invscreensize.y=invscreensize.y/ScreenScaleY;//for (i=0; i<8; i++) //higher quality/*	for (i=0; i<4; i++){float2 tdir=offset[i].xy;coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;float4 ct=tex2Dlod(SamplerColor, coord);tcol+=ct;}tcol*=0.2; // 1.0/(4+1)//tcol*=0.111; // 1.0/(8+1)  //higher quality*/coord.xy=IN.txcoord.xy;origcolor=tex2Dlod(SamplerColor, coord);res.y=origcolor.y;coord.xy=IN.txcoord.xy;coord.y-=invscreensize*ShiftSamplingRange;origcolor=tex2Dlod(SamplerColor, coord);res.x=origcolor.x;coord.xy=IN.txcoord.xy;coord.y+=invscreensize*ShiftSamplingRange;origcolor=tex2Dlod(SamplerColor, coord);res.z=origcolor.z;res.w=1.0;return res;}technique PostProcess{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess2{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess3{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess4{  pass P0  {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 FxaaPixelShader();FogEnable=FALSE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess5{ pass P0 {VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 PS_PostProcess5();DitherEnable=FALSE;ZEnable=FALSE;CullMode=NONE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;StencilEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}technique PostProcess6{pass P0{VertexShader = compile vs_3_0 VS_PostProcess();PixelShader  = compile ps_3_0 PS_Process6();DitherEnable=FALSE;ZEnable=FALSE;CullMode=NONE;ALPHATESTENABLE=FALSE;SEPARATEALPHABLENDENABLE=FALSE;AlphaBlendEnable=FALSE;StencilEnable=FALSE;FogEnable=FALSE;SRGBWRITEENABLE=FALSE;}}

 

 

 

Sorry forgot to mention, Its still WiP and therefore will be released in the this week or the next.

Thanks; nevermind. Keep up the work. icon14.gif

thank you fed and goodnight colgate.gif

oups... i ve just read ice's post about his best fxaa pack...

no matter fed

i ve got my answer and I hope soon ice will give link for his 1.35 version...

ciao

Link to comment
Share on other sites

Not much time to edit these days...work, sleep, work, sleep, what a dragggg confused.gif

 

Packet love your shots and the way you are switching peds icon14.gif those are some sexy ladies, Niko must be having the time of his life by now judging those screens happy.gif

DenDi333 Nice to see a different style of shot from you.

Niggbert Although you always post one shot, its always an amazing one!

 

Some quick shots from me before bedtime:

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

 

Edited by mmikeyy
Link to comment
Share on other sites

yes, it's all software trouble, you can have a 10 gb vga and still lose texture...

That's why I never install carmods. icon13.gif

irc #gtamodding? <3

well... actually correct me if im wrong.... but the taxi bug DO have a fix... i just use'd IKT's traffickload,... before (2months ago) when im putting 7-8 car mods, taxi bug start appearing intensively, so i searched for a solutions, and there i found ikt's trafficload, and it erased my taxi bug, and it has very nice variety of traffic... and the nice part is, it is constantly being updated.. so yeah i suggest you guys try that mod.... just want to share and help....

 

here's the link --- http://www.gta4-mods.com/script/trafficload-f9780

Link to comment
Share on other sites

yes, it's all software trouble, you can have a 10 gb vga and still lose texture...

That's why I never install carmods. icon13.gif

irc #gtamodding? <3

well... actually correct me if im wrong.... but the taxi bug DO have a fix... i just use'd IKT's traffickload,... before (2months ago) when im putting 7-8 car mods, taxi bug start appearing intensively, so i searched for a solutions, and there i found ikt's trafficload, and it erased my taxi bug, and it has very nice variety of traffic... and the nice part is, it is constantly being updated.. so yeah i suggest you guys try that mod.... just want to share and help....

 

here's the link --- http://www.gta4-mods.com/script/trafficload-f9780

We know mate, IKT & Vanni & Me are always on IRC, we constantly try his updates. He's great biggrin.gif

Vanni found that removing everything inside cargrp.dat gives few more FPS, but Trafficload is disabled during chases (for the moment)

So it's not that recommended yet, as you'll see cops everywhere. tounge.gif

 

@DKT70

 

This is nice mate, how are you doing since all this time ?

Link to comment
Share on other sites

user posted imageuser posted image

user posted imageuser posted image

user posted imageuser posted image

 

Edit: Why isn't the pics posting side by side? The forum? or just me?

Edited by Kross
Link to comment
Share on other sites

PacketOverload_x64bit

 

 

 

Love how classy this one is; I noticed first of all that it has great lighting smile.gif

I didn't even know that you were ArmaVids on YouTube, Packett wow.gif Lol, I've been clueless that I've been subscribed to you. I'm darkheart13 smile.gif

OMG. wow.gif We have Darkheart13 on the forums!!!! The maker of Hard Charger

 

colgate.gif

 

Re: ArmaVidz, yup I changed my name when I came into the GTA IV community. It seemed a little silly to use a game-specific name but I didnt want to lose the subsriber's and friends from that account. lulz

 

I added Hard Charger to the first post of this thread when it started, because it shows your MASTERY of the RAGE engine and ENB not to mention your video composition. I even added links to ENB packages which you used in your Hard Charger video to the first post.

 

Very fond of your work there. I actually started Hardened Challenger a while back but stopped due to my highly-fluctuating tastes in ENB (now iCEnHANCER) and will re-create it when I am satisfied with my visuals. Almost there, thanks to Hayssam and iCEnHANCER 1.35. It's beautiful. Hayssam saw the start of Hardened Challenger suicidal.gif He said it was okay. sad.gif It's all in the visuals lol

 

 

@Niggbert : I LIKE !

Me too! Wow! mercie_blink.gifcool.gif

 

 

 

Anyway, Packet, those are nice screenies & Raigen too; your set reminds me of my settings sometimes.

Packet, you should avoid posting your componentsped.img , as it's EFLC inside IV & it's considered as warez or something like that here (that's the reason i won't post my HD peds here)

 

Fedec96, this is the old FXAA, the worst I made.

The actual best is inside 1.25, my friends have 1.35 one, which is perfect to me (see packet's & vanni's screenshots)

 

Now gonna finish 1070/EFLC ENB & do a 0079 version for very low-computers.

 

As 1.35 is actually done for 1040.

 

LOL they ARE your settings Hayssam cool.gif 1.35 is the most amazing usage of color and light! And OMG buddy, you are the KING of night colgate.gif Astonishing. By the way, the fxaa work you and Vanni did is epic. No real need for injectfxaa.dll. Workign on a video right now. Something with some pizzaz.

 

As to the componentpeds.img, thanks for the heads up. I know, that's why I said go to Facebook. Anyone with EFLC can do the same. It's easy. Screens and how to's shouldn't be a problem here. Nobody pays any attention to this thread anyway. And what about all the VIP cars being shown for sale? Freely distributed in screenshots and redirects to where to get them for $$$? If those can exist here which directly violate the EULA, some direction for actual owners of EFLC can exist. monocle.gificon14.giftounge.gifcolgate.gif

 

-----------

 

Nice work mmikeyy mercie_blink.gificon14.gif I like the way the bottom of the buildings are lit to be brighter rather than being darker at the bottom like this screen. I had found the settings for that in the .fx file a long time ago and didn't make note of which code it was, which I am kickin myself in the butt for now. Very well done tho homie.

 

-----------

 

Nice visual style AZIZ. Would be great if you could post links to your car packages that you use, great taste you have here.

 

----------

 

Vanni, that cab screenshot is very GTA IV 'esque and immersive. Nice job.

 

 

Link to comment
Share on other sites

 

OMG.  wow.gif We have Darkheart13 on the forums!!!! The maker of Hard Charger

colgate.gif

I'm totally blushing like a school girl right now tounge.gif

Verily, make Hardened Challenger a reality! Practice makes perfect with anything!

Either way, I'm not about to pass up your settings anytime soon, Packet. Your sets make my new video shine:

biggrin.gif

Link to comment
Share on other sites

TheOriginalDaniel
OMG.  wow.gif We have Darkheart13 on the forums!!!! The maker of Hard Charger

colgate.gif

I'm totally blushing like a school girl right now tounge.gif

Verily, make Hardened Challenger a reality! Practice makes perfect with anything!

Either way, I'm not about to pass up your settings anytime soon, Packet. Your sets make my new video shine biggrin.gif

wow.gif Hard Charger is such a insanely badass video wow.gif i have a question for you if you have the time ive been searching ever since i watched hard charger for some sort of way to setup the AI like you have, is there some guide or tips you could give me/link me to make things like that gas tanker truck move when you want it to, the apc drive into the gas tanker, that truck with the container falling over, how you made that helicopter chase after you and fire at you (my favorite scene in the video)

id Love to know how to make things like that with the trainer in singleplayer because every time i ask/search about this sort of thing people tell me to use multiplayer but being on a lower patch for the ENB mod and my friends don't play GTA4 anymore i guess i cant really do multiplayer confused.gif

so i hope you could help me out or give me a nudge in the right direction smile.gif

 

Also im working on a Story driven machinima currently and in one of the first scenes my character rings up a friend as part of a conversation scene and i found the correct animations so its just a matter of lip sync with the voice overs but since its just a animation he is not holding the payphone :| i found the object and i can spawn it but i have yet to figure out how i can get him to hold it/equip it just wondering if anyone had tips on that as well as theres been mods were you can pick up beer/cans/chips/cigerates and all that and eat/drink/smoke so id imagine just equipping the payphones phone wouldn't be to difficult

Link to comment
Share on other sites

wonderful screens ice biggrin.gif...thank you packet biggrin.gif

 

dkt : just beautiful biggrin.gif. Master i suggest to you if i can that you can try to increase the global reflection to 1,8/2.0 and adjust/lower the car reflection, i've done month ago and results are better for me. It's only a suggestion, you can try it biggrin.gif

Edited by Vanni83
Link to comment
Share on other sites

PacketOverload_x64bit
OMG.  wow.gif We have Darkheart13 on the forums!!!! The maker of Hard Charger

colgate.gif

I'm totally blushing like a school girl right now tounge.gif

Verily, make Hardened Challenger a reality! Practice makes perfect with anything!

Either way, I'm not about to pass up your settings anytime soon, Packet. Your sets make my new video shine:

 

 

 

Haha! Now I'm totally blushing like a school girl right now tounge.gif - too biggrin.gif

 

Darkheart's using my ENB settings. Thanks a big motivation booster. Thanks, I needed that. colgate.gifwink.gif Wicked racing vid. I usually don't, but you did a good job with keeping it fresh. Love the panned out city shots at the start of the vid too - you made it look amazing!

 

-------------

 

@ICE

 

Oooh. I like clouds! @ Everyone who go the females: icon14.gif Is your IV a little sexier? dozingoff.gifcool.gifbiggrin.gif Try the new realism popcyc from GrandMaztaz linked in the functionality linkage section on page one to see these hotties in different places too.

 

And, would be nice to see more female peds too. Any links of ped replacements PM okay? Even the Jessica Alba ped mod, stuff like that. I'll take a look and then create a peds section in the first post so we can eventually get all the female / other peds replaced. Because peds make a HUGE part of GTA IV scenery.

Link to comment
Share on other sites

MasterKontrol

Some attempts at making "Global Illumination" via bloom.......... yay!

 

user posted image

user posted image

user posted image

user posted image

user posted image

Oops.......

user posted image

user posted image

user posted image

user posted image

user posted image

 

sorry for amount..... just a small sequence..... smile.gif

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.