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[III|VC|SA] Screenshots and Other Media


nWo51289
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That is focusing bug caused by ENB Series smile.gif

 

EDIT: Lol, 1 minute answer, very fast, isn't it ? notify.gif

wtf , I've never seen this before , omg gimme that effect

Download it on vol-gta, first post of PetkaGtA on SAGE section smile.gif

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Bullsh*t

Test and comment dozingoff.gifdozingoff.gif

///////////////////////////////////////////////////////////////////

// ENBSeries effect file

// made by : PetkaGTA, Marty McFly

// Feel free to mod it like you want & distribute on your own settings

// As long as you mention everyone's names

//

//Copyright : Boris Vorontsov/PetkaGTA/Marty McFly

//

//////////////////////////////////////////////////////////////////

 

//+++++++++++++++++++++++++++++

// Internal parameters, can be modified

//+++++++++++++++++++++++++++++

 

float ScreenScaleY;

float ScreenSize;

float2 screenRes = {1024,768};

 

//Tonemapping

float _ExposureAdjustment = 4.8;

float4 _HdrParams = {0.4,0.4,0.4,4};// 1st-3d - middle gray, 4th - white*white;

 

 

float PI = 3.14159265;

 

float2 texel = {0.0009765625,0.00130208333333333333333333333333};

 

//float focalDepth = 20.5;

//float focalLength = 10.5;

//float fstop = 20.5;

 

float focalDepth = 20.5;

float focalLength = 10.5;

float fstop = 20.5;

 

 

bool vignetting = true;

float vignout = 25.31; //vignetting outer border

float vignin = 25.30; //vignetting inner border

float MartyMcFly = 25.30; //f-stops till vignette fades

 

 

 

 

bool manualdof = false; //manual dof calculation

float ndofstart = 1.0; //near dof blur start

float ndofdist = 2.0; //near dof blur falloff distance

float fdofstart = 1.0; //far dof blur start

float fdofdist = 3.0; //far dof blur falloff distance

 

bool autofocus = true;

float2 focus = float2(0.5,0.5);

 

float CoC = 0.300;//Circle of confusion http://en.wikipedia.org/wiki/Circle_of_confusion

bool noise = true;

float namount = 0.0001;

float DOFdownsample = 9;

float maxblur = 2.7;

 

static const int samples = 26;

static const int rings = 1;

 

float threshold = 2.9;//threshold for gain

float gain = 1.9;//brightens blurred areas to make bokeh effect visible

 

float bias = 0.0;

float fringe = 1.0;

 

float znear = 2.0; //camera clipping start

float zfar = 2000.0; //camera clipping end

 

 

////////////////////////////////////////////////////////////////////////////

////// END OF TWEAKING VALUES ////////////////////////////////////////////// //Copyright : Boris Vorontsov/PetkaGTA/Marty McFly

////////////////////////////////////////////////////////////////////////////

 

 

texture2D texColor;

texture2D texDepth;

texture2D texNoise;

 

//++++++++++++++++++++++++++

// Sampler Inputs

//++++++++++++++++++++++++++

 

sampler2D InputSampler = sampler_state

{

Texture = (texColor);

MinFilter = Linear;

MagFilter = Linear;

MipFilter = Linear;

AddressU = Clamp;

AddressV = Clamp;

SRGBTexture=FALSE;

MaxMipLevel=0;

MipMapLodBias=0;

};

 

sampler2D SamplerDepth = sampler_state

{

Texture = <texDepth>;

MinFilter = POINT;

MagFilter = POINT;

MipFilter = NONE;

AddressU = Clamp;

AddressV = Clamp;

SRGBTexture=FALSE;

MaxMipLevel=0;

MipMapLodBias=0;

};

 

sampler2D SamplerNoise = sampler_state

{

Texture = <texNoise>;

MinFilter = LINEAR;

MagFilter = LINEAR;

MipFilter = LINEAR;

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;

};

 

 

//++++++++++++++++++++++++++

// Vertex Shader Inputs

//++++++++++++++++++++++++++

 

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;//copyright by Marty McFly

OUT.txcoord.xy=IN.txcoord.xy;

 

return OUT;

}

 

 

 

//++++++++++++++++++++++++++

// DOF

//++++++++++++++++++++++++++

 

bool pentagon = false; //use pentagon as bokeh shape? íå ñîâåòóþ

float feather = 0.0; //pentagon shape feather

 

#include "SweetFX\Shaders\ProcessPentagonShape.h"

 

 

float linearize(float depth)

{

return -zfar * znear / (depth * (zfar - znear) - zfar);

}

 

float2 rand(float2 coord) //generating noise/pattern texture for dithering

{

float noiseX = ((frac(1.0-coord.x*(screenRes.x/2.0))*0.25)+(frac(coord.y*(screenRes.y/2.0))*0.75))*2.0-1.0;

float noiseY = ((frac(1.0-coord.x*(screenRes.x/2.0))*0.75)+(frac(coord.y*(screenRes.y/2.0))*0.25))*2.0-1.0;

 

return float2(noiseX,noiseY);

}

 

#include "SweetFX\Shaders\ProcessColorDOF.h"

 

float vignette(float2 coord)

{

float dist = distance(coord, float2(0.5,0.5));

dist = smoothstep(vignout+(fstop/MartyMcFly), vignin+(fstop/MartyMcFly), dist);

return saturate(dist);

}

 

 

#include "SweetFX\Shaders\ProcessBokeh.h"

 

//++++++++++++++++++++++++++

// Compiler

//++++++++++++++++++++++++++

 

technique PostProcess

{

pass P0

{

VertexShader = compile vs_3_0 VS_PostProcess();

PixelShader = compile ps_3_0 PS_ProcessDoFBokeh();

CullMode=NONE;

}

 

}

 

[DEPTHOFFIELD]

DOFQuality=2

DOFNumberOfPasses=0

DOFFocusRange=80

DOFBlurinessRange=0

 

And Please Shutp up, i don't use PS suicidal.gifsuicidal.gif

My ENB have a bugs in the DoF

You should have good arguments before speaking icon13.gificon13.gificon13.gif

Edited by ShadowTree
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@Ghost9509 1st Pic icon14.gif

@anton zabaznov Nice, but please shot to that helicopter XD

@HMOD_vic Nice Dude icon14.gif

@seeker123 icon14.gif

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

Bug at 2nd Picture confused.gif

 

user posted image

 

user posted image

 

user posted image

 

user posted image
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CreatorCreatureSpore

@Ghost9509 - Very good!

 

@anton zabaznov - Very nice inlove.gif

 

@HMOD_Vic - Good :3

 

@seeker123 - Nice biggrin.gif

 

@Fatal1 - Good!

 

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

 

 

ENB ON | ENB OFF

 

user posted imageuser posted image

 

An extra pic :3

 

user posted image

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@spartaque12 : If it's true the image are output from ps, then the person who made it does really don't know how to use it.. cool.gif As you said, I've never seen bug like that before.. Maybe @beenja right, that was a bug..

 

@seeker123 : Not bad.. cool.gifbiggrin.gificon14.gificon14.gif

@CCSpore : Night Screen Specialist.. XD biggrin.gifbiggrin.gificon14.gif

@Fatal1 : icon14.gificon14.gif

 

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

Another sh*t from me..

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

Edited by Curlyzed
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I get CRAZY lags when using any form of AA .. has anyone ever experienced this?

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I get CRAZY lags when using any form of AA .. has anyone ever experienced this?

Yep I do... I can somewhat use FXAA on some games though by forcing it from my Nvidia card.

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I have ATi, and I can't use the CCC @ all on it, even since I used that "Win 7 x64-bit' workaround for IMG Manager 1.5 by xmen.

Even if I reverse that workaround; I still don't get my CCC working properly, I only see 'Hydravision' options lol.

 

Tried SMAA, FXAA and RadeonPRO, and all AA's make me lag chronically, even if I have 50+FPS before AA is applied.

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The effect.txt posted doesn't work as it is, the advanced coders may know why. Another thing I've put in to prevent ripping the config smile.gif

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anton zabaznov

 

@killerps - NICE.

 

@Ghost9509 - GOOD_!!!

 

 

Can you give it away at the sight of a sniper rifle_?

 

 

user posted image
Edited by anton zabaznov
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killerps, it looks good in all, but how much fps do you have?

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@anton zabaznov : nice icon14.gif

user posted image

user posted image

 

@off topic : someone can help a newbie ? how can i solve this issue ? i forgot x.x

user posted image

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fake. Since when did R* use pictures out of the trailer as background image parts? It were always pictures in the same style as the artworks.

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killerps, it looks good in all, but how much fps do you have?

2fps :yaoming: on intel hd 2000 lol.gif

craaaaaaaazy man hahahha

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