//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// T H E    W I L D S    E N B   3.0  -  DARKER INTERIORS   by Lunanella
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2012 Boris Vorontsov
//+++++++++++++++++++++++++++++++++++++++++++++++++
// ADDITIONAL POST-PROCESSING EFFECTS
// MAKE A BACKUP BEFORE CHANGING ANYTHING

//enable blurring
#define EBLURRING
//enable sharpening
#define ESHARPENING
//enable color 
#define ECOLORSHIFT
//enable noise in dark areas
#define ENOISE
//if defined, color sharpen, otherwise sharp by gray
#define ESHARPENINGCOLOR

//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
float BlurSamplingRange=0.4;//0.4
float ShiftSamplingRange=0.50;

float SharpSamplingRange=0.60;//0.56; //sharpening or blurring range
float SharpeningAmount=4.8;//2.7;
float ScanLineAmount=0.0;
float ScanLineRepeat=0.0; //0.5, 0.3333, 0.25, 0.125, so on
float NoiseAmount=0.03125;



//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4	tempF1; //0,1,2,3
float4	tempF2; //5,6,7,8
float4	tempF3; //9,0
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4	Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4	ScreenSize;



//textures
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;
}



//1 blur
float4 PS_ProcessBlur(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);

	float2 offset[16]=
	{
	 float2(1.0, 1.0),
	 float2(-1.0, -1.0),
	 float2(-1.0, 1.0),
	 float2(1.0, -1.0),

	 float2(1.0, 0.0),
	 float2(-1.0, 0.0),
	 float2(0.0, 1.0),
	 float2(0.0, -1.0),

	 float2(1.41, 0.0),
	 float2(-1.41, 0.0),
	 float2(0.0, 1.41),
	 float2(0.0, -1.41),

	 float2(1.41, 1.41),
	 float2(-1.41, -1.41),
	 float2(-1.41, 1.41),
	 float2(1.41, -1.41)
	};
	int i=0;

	float4 tcol=origcolor;
	float2 invscreensize=1.0/ScreenSize.x;
	invscreensize.y=invscreensize.y/ScreenSize.z;
	//for (i=0; i<8; i++) //higher quality
	//for (i=0; i<4; i++)
	for (i=0; i<16; i++)
	{
	 float2 tdir=offset[i].xy;
	 coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*BlurSamplingRange;//*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
	tcol*=0.05882353;

	res.xyz=tcol.xyz;

	res.w=1.0;
	return res;
}



//2 sharp
float4 PS_ProcessSharp(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);

	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.x;
	invscreensize.y=invscreensize.y/ScreenSize.z;
	//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*SharpSamplingRange;//tempF3;//*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

//sharp
#ifdef ESHARPENING
	#ifdef ESHARPENINGCOLOR
	//color
	res=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));
#else
	//non color
	float difffact=dot((origcolor.xyz-tcol.xyz), 0.333);
	res=origcolor*(1.0+difffact*SharpeningAmount);
#endif
	//less sharpening for bright pixels
	float 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 ENOISE
	float 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*0.0));
#endif

	res.w=1.0;
	return res;
}


//3
float4 PS_ProcessShift(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);

	int i=0;

	float4 tcol=origcolor;
	float2 invscreensize=1.0/ScreenSize.x;
	invscreensize.y=invscreensize.y/ScreenSize.z;

	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;
}




//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//first must blur
technique PostProcess
{
	pass P0
	{

		VertexShader = compile vs_3_0 VS_PostProcess();
		PixelShader  = compile ps_3_0 PS_ProcessBlur();

		DitherEnable=FALSE;
		ZEnable=FALSE;
		CullMode=NONE;
		ALPHATESTENABLE=FALSE;
		SEPARATEALPHABLENDENABLE=FALSE;
		AlphaBlendEnable=FALSE;
		StencilEnable=FALSE;
		FogEnable=FALSE;
		SRGBWRITEENABLE=FALSE;
	}
}


//second must sharp
technique PostProcess2
{
	pass P0
	{

		VertexShader = compile vs_3_0 VS_PostProcess();
		PixelShader  = compile ps_3_0 PS_ProcessSharp();

		DitherEnable=FALSE;
		ZEnable=FALSE;
		CullMode=NONE;
		ALPHATESTENABLE=FALSE;
		SEPARATEALPHABLENDENABLE=FALSE;
		AlphaBlendEnable=FALSE;
		StencilEnable=FALSE;
		FogEnable=FALSE;
		SRGBWRITEENABLE=FALSE;
	}
}


#ifdef ECOLORSHIFT

//third must shift
technique PostProcess3
{
	pass P0
	{
		VertexShader = compile vs_3_0 VS_PostProcess();
		PixelShader  = compile ps_3_0 PS_ProcessShift();

		DitherEnable=FALSE;
		ZEnable=FALSE;
		CullMode=NONE;
		ALPHATESTENABLE=FALSE;
		SEPARATEALPHABLENDENABLE=FALSE;
		AlphaBlendEnable=FALSE;
		StencilEnable=FALSE;
		FogEnable=FALSE;
		SRGBWRITEENABLE=FALSE;
	}
}
#endif // ECOLORSHIFT

