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PostPosted: 19 Dec 2016, 21:45 
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Copy that.

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PostPosted: 20 Dec 2016, 07:19 
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Working perfect, but impossible to have original lens effect mixing with yours.
I might screw something, or I don't get where to add 'color+=...', etc.

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PostPosted: 20 Dec 2016, 09:03 
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What it is you wished to achieve with the default ENB lens shader?
I know it's 1d blur, but is it preferred to be slim lines or fat lines?

And here is the initial test of bloom masked by lens alpha.
Image

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PostPosted: 20 Dec 2016, 09:58 
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Wow... Nice.

@Original lens shader : on Skyrim SE, I'm doing anamorphic dirt with it, like you did with starburst. The dirt effect lies only in anamorphic flare. Looks quite nice. I wouldn't want to lose it.

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PostPosted: 20 Dec 2016, 15:30 
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So it also works on SSE? Good, then I can test it :p


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PostPosted: 20 Dec 2016, 15:51 
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Marty McFly wrote:
So it also works on SSE? Good, then I can test it :p


It does.

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PostPosted: 20 Dec 2016, 16:49 
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Oyama
On second thought, it is better to leave enb default for last so that it didn't overwrite bloom in RenderTarget## (or is it already cleared? ) and no additional RenderTargetRGBA64F required.

change the end of the technique section like this.
Code:
technique11 Lens6
{
    pass p0
    {
        SetVertexShader(CompileShader(vs_5_0, VS_LENS_Mix()));
        SetPixelShader( CompileShader(ps_5_0, PS_LENS_Mix()));
    }
}

technique11 Lens7 < string RenderTarget="RenderTarget512";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_Resize(TextureDownsampled, 1024.0, 512.0)));
   }
}

technique11 Lens8 <string RenderTarget="RenderTarget256";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_ComputeLens1(RenderTarget512, 512.0)));
   }
}

technique11 Lens9 <string RenderTarget="RenderTarget512";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_ComputeLens2(RenderTarget256, 256.0)));
   }
}

//in last pass output to lens texture of screen size
technique11 Lens10
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_LensMix()));
   }
}

and add those corresponding shaders and functions before it, with a only modification in PS_LensMix
Code:
float4   PS_LensMix(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
   float4   res;
   float4   color;
    float4  flare;

   color=RenderTarget512.Sample(Sampler1, IN.txcoord0.xy);
    flare=TextureColor.Sample(Sampler1, IN.txcoord0.xy * 0.5);
   
   float3   colorfilter=EColorFilter;
   float   intensity=dot(color.xyz, colorfilter);
   intensity=pow(intensity, EContrast);

   res.xyz=intensity * EColorFilter + flare.rgb;

   res=max(res, 0.0);
   res=min(res, 16384.0);

   res.w=1.0;
   return res;
}

I was asking on the usage of that because there is still a unused halfres slot in my process and it could be a benefit over the original 512&256 size, and save up the techniques in the same time.

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PostPosted: 20 Dec 2016, 16:56 
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Nice ! Thank you ! :)

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PostPosted: 21 Dec 2016, 09:26 
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Using it on Skyrim SE, and using the Skyrim Mod version of lens techniques, impossible to have both running. Even with your suggested modifications.

Original PS shader :

Code:
float4   PS_MixSkyrimLens(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
{
   float4   res;
   float4   color;
   float2 coord = IN.txcoord0.xy;   
   res=RenderTarget512.Sample(Sampler1, IN.txcoord0.xy);
   res=max(res, 0.0);
   res=min(res, 16384.0);
   res.w=1.0;
   return res;
}



Original techniques : (in which I added a P1 pass to draw dirt texture in anamorphic frame only, via a separated shader, but it can't be the issue I think)

Code:
// Version from Skyrim mod
technique11 SkyrimLens <string UIName="Skyrim mod lens"; string RenderTarget="RenderTarget512";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_Resize(TextureDownsampled, 1024.0, 512.0)));
   }
   
   #if (useDirtALF == 1)
   pass p1
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_DrawDirtAnamorphicLens()));
   }
   #endif
   
}

technique11 SkyrimLens1 <string RenderTarget="RenderTarget256";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_Resize(RenderTarget512, 512.0, 256.0)));
   }
}

technique11 SkyrimLens2 <string RenderTarget="RenderTarget128";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_Resize(RenderTarget256, 256.0, 128.0)));
   }
}

technique11 SkyrimLens3 <string RenderTarget="RenderTarget512";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_DrawSkyrimLens(RenderTarget256, 256.0, 512.0)));
   }
}

technique11 SkyrimLens4
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_MixSkyrimLens()));
   }
}


BTW, what was your idea to have both running in parallel ?...

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K ENB Pure Light
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Kinematic ENB


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PostPosted: 21 Dec 2016, 16:14 
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*sensei*

Joined: 05 Apr 2014, 10:29
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Location: Taiwan
I thought you meant the "Multipass Lens", anyway, here is the file that integrate the oldrim lens.
I've add a option "useBloomTex" which will bypass the blur process and straight up using the result from bloom pass. (making it dependent to the bloom effect in the mean time)
Tested good in FO4. (I didn't add the alf shader)
Attachment:
File comment: Oldrim Lens Addon
enblens.fx [24.73 KiB]
Downloaded 17 times

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