With Boris having released an ENB that allows us to add shaders to Fallout 4, I went ahead and converted a couple basic effects to it as a learning experience; Vibrance, Levels and Nostalgia seem to be working fine, tho' Nostalgia might be borked? Ya can check me progress over here. enbseries.enbdev.com/forum/viewtopic.php...=4573&p=64923#p64923
Anyhow, I was taking a gander at the HPD tonemapping shader. It just makes my brain hurt.
float3 HaarmPeterDuikerFilmicToneMapping(in float3 x)
x = max( (float3)0.0f, x - 0.004f );
return pow( abs( ( x * ( 6.2f * x + 0.5f ) ) / ( x * ( 6.2f * x + 1.7f ) + 0.06 ) ), 2.2f );
Now, with the SweetFX shaders, it was sufficient to just remove the first line; ENB's equivalent of ColorInput is "color", and can be accessed anywhere in the pixel shader. This is the first time I've seen
(in float3 x)
, and I've no clue what that does, nor how to port it if it's necessary.
And the rest of the shader is just gibberish to me. Could a rather benevolent fellow try and explain to me what the math is doing?
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Understanding HPD Tonemapping?
2 years 8 months ago #2