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Softhore2020/SweetFX/Presets/sky_setting_04.txt

   /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/

Game: FS2004
Author: Aldus
SweetFX version: 1.5.1
Description: Sky environment and Blue soft horizon effect


   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING  0            // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING  0            // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION          0            // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON            0            // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT       0            // [0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM              0            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR                0            // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN        1            // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS             0            // [0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR        0            // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX                1            // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME         0            // [0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN      1            // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP            1            // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE           1            // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES             1            // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA              0            // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE           0            // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER             1            // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER             0            // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM             0            // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD         0.10         // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS  96           // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16           // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING   0            // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION   0            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 1            // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                         //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET   9            // [1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix            0.400        // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold     0.250        // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin  0.060        // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius       2.5          // [0.2 to 100.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower           1.5          // [0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope       1.5          // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount              1.00         // [0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution          2.0          // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma               2.2          // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma        2.4          // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness          1.2          // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity   2.0          // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian    1            // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature           1            // [[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius     2.0          // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize          0.0100       // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance            2.00         // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX              0.00         // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY              -0.15        // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan            1.00         // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample          0            // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold         55.0         // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower             7.000        // [0.000 to 8.000] Strength of the bloom
#define BloomWidth             0.0250       // [0.0000 to 1.0000] Width of the bloom

   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower               1.00         // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2                0.90         // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         0.50         // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.050        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern                1            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            1.0          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/

#define Levels_black_point     0            // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point     241          // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount           0.40         // [0.00 to 1.00] 
#define TechniPower            7.0          // [0.00 to 8.00] 
#define redNegativeAmount      0.68         // [0.00 to 1.00] 
#define greenNegativeAmount    0.88         // [0.00 to 1.00] 
#define blueNegativeAmount     0.58         // [0.00 to 1.00] 


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red                    1.0          // [1.0 to 15.0] 
#define Green                  1.0          // [1.0 to 15.0] 
#define Blue                   1.0          // [1.0 to 15.0] 

#define ColorGamma             0.8          // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation          1.9          // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC                   0.32         // [0.60 to 0.20] 
#define GreenC                 0.36         // [0.60 to 0.20] 
#define BlueC                  0.30         // [0.60 to 0.20] 

#define Blend                  0.10         // [0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Monochrome settings                    /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18, 0.41, 0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma              float3(1.200, 1.200, 1.200) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain               float3(0.940, 0.940, 0.940) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma                  0.770        // [0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

#define Exposure               -0.700       // [-1.000 to 1.000] Adjust exposure

#define Saturation             0.000        // [-1.000 to 1.000] Adjust saturation

#define Bleach                 1.000        // [0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog                  0.000        // [0.000 to 1.000] How much of the color tint to remove
#define FogColor               float3(1.00, 1.00, 1.50) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance               0.15         // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance   float3(0.00, 1.00, 4.00) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_mode            2            // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast        0.70         // [-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula         4            // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone              float3(0.50, 1.10, 1.10) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower              0.11         // [0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower             0.18         // [0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteType           1            // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio          1.00         // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius         1.00         // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount         -1.00        // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope          8            // [2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter         float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method          1            // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
#define border_width           float2(1,20) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color           float3(0, 0, 0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode       1            // [1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split

   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength        0.10         // [0.00 to 1.00] Adjust the strength of the effect

69145-Softhore2020.zip

Имя файла Дата Размер
Softhore2020/ 27.08.2020 21:15
Softhore2020/SweetFX/ 27.08.2020 21:15
Softhore2020/SweetFX/config_presets/ 27.08.2020 21:15
Softhore2020/SweetFX/config_presets/preset0.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset1.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset10.ini 12.04.2020 02:37 2 KB
Softhore2020/SweetFX/config_presets/preset11.ini 12.04.2020 02:37 2 KB
Softhore2020/SweetFX/config_presets/preset12.ini 12.04.2020 02:37 2 KB
Softhore2020/SweetFX/config_presets/preset2.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset3.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset4.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset5.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset6.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset7.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/config_presets/preset8.ini 06.08.2020 03:13 2 KB
Softhore2020/SweetFX/config_presets/preset9.ini 12.04.2020 02:36 2 KB
Softhore2020/SweetFX/d3d9.dll 09.08.2012 03:57 167 KB
Softhore2020/SweetFX/d3d9.fx 29.09.2013 06:23 12 KB
Softhore2020/SweetFX/dlls/ 27.08.2020 21:15
Softhore2020/SweetFX/dlls/FXAA DX9 dll/ 27.08.2020 21:15
Softhore2020/SweetFX/dlls/FXAA DX9 dll/d3d9.dll 06.08.2011 02:03 75 KB
Softhore2020/SweetFX/dlls/SMAA dlls/ 27.08.2020 21:15
Softhore2020/SweetFX/dlls/SMAA dlls/d3d9.dll 09.08.2012 03:57 167 KB
Softhore2020/SweetFX/dlls/SMAA dlls/dxgi.dll 09.08.2012 04:07 391 KB
Softhore2020/SweetFX/dxgi.dll 09.08.2012 04:07 391 KB
Softhore2020/SweetFX/dxgi.fx 29.09.2013 06:29 13 KB
Softhore2020/SweetFX/Game_compability.txt 30.09.2013 07:57 3 KB
Softhore2020/SweetFX/injector.ini 18.03.2013 09:46 642 B
Softhore2020/SweetFX/log.log 30.09.2013 10:07 3 KB
Softhore2020/SweetFX/Making shaders.txt 19.03.2013 07:25 4 KB
Softhore2020/SweetFX/Presets/ 27.08.2020 21:15
Softhore2020/SweetFX/Presets/Default_1.5_settings.txt 08.09.2014 23:26 19 KB
Softhore2020/SweetFX/Presets/sky_setting_01.txt 08.08.2014 04:59 19 KB
Softhore2020/SweetFX/Presets/sky_setting_02.txt 23.01.2015 01:21 20 KB
Softhore2020/SweetFX/Presets/sky_setting_03.txt 23.09.2014 12:04 20 KB
Softhore2020/SweetFX/Presets/sky_setting_04.txt 23.01.2015 01:21 20 KB
Softhore2020/SweetFX/Presets/sky_setting_05.txt 23.01.2015 01:21 20 KB
Softhore2020/SweetFX/Presets/sky_setting_06.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/Presets/sky_setting_07.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/Presets/sky_setting_08.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/Presets/sky_setting_09.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/Presets/sky_setting_10.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/Presets/sky_setting_11.txt 23.01.2015 01:23 20 KB
Softhore2020/SweetFX/Presets/sky_setting_12.txt 23.01.2015 01:23 20 KB
Softhore2020/SweetFX/Presets/sky_setting_13.txt 23.01.2015 01:23 20 KB
Softhore2020/SweetFX/shader.fx 30.09.2013 02:50 4 KB
Softhore2020/SweetFX/Shaders/ 27.08.2020 21:15
Softhore2020/SweetFX/Shaders/AdvancedCRT.h 07.09.2013 09:56 9 KB
Softhore2020/SweetFX/Shaders/Bloom.h 30.03.2013 22:32 3 KB
Softhore2020/SweetFX/Shaders/Border.h 30.09.2013 08:50 1 KB
Softhore2020/SweetFX/Shaders/Cartoon.h 30.09.2013 08:45 1006 B
Softhore2020/SweetFX/Shaders/Curves.h 29.09.2013 04:12 8 KB
Softhore2020/SweetFX/Shaders/Custom.h 01.10.2013 09:52 723 B
Softhore2020/SweetFX/Shaders/Dither.h 30.09.2013 09:23 8 KB
Softhore2020/SweetFX/Shaders/DPX.h 23.09.2013 07:23 2 KB
Softhore2020/SweetFX/Shaders/Explosion.h 26.09.2013 23:36 748 B
Softhore2020/SweetFX/Shaders/Fxaa3_11.h 14.12.2011 08:41 33 KB
Softhore2020/SweetFX/Shaders/HDR.h 05.03.2013 07:49 2 KB
Softhore2020/SweetFX/Shaders/Levels.h 06.09.2013 22:07 1 KB
Softhore2020/SweetFX/Shaders/LiftGammaGain.h 09.04.2013 05:27 790 B
Softhore2020/SweetFX/Shaders/LumaSharpen.h 01.10.2013 10:28 9 KB
Softhore2020/SweetFX/Shaders/Main.h 30.09.2013 01:38 8 KB
Softhore2020/SweetFX/Shaders/Monochrome.h 09.04.2013 05:37 538 B
Softhore2020/SweetFX/Shaders/Sepia.h 08.09.2013 22:15 1 KB
Softhore2020/SweetFX/Shaders/SMAA.h 29.09.2013 09:12 54 KB
Softhore2020/SweetFX/Shaders/Splitscreen.h 24.11.2012 04:11 2 KB
Softhore2020/SweetFX/Shaders/SweetCRT.h 30.09.2013 08:47 604 B
Softhore2020/SweetFX/Shaders/Technicolor.h 20.10.2012 08:37 1 KB
Softhore2020/SweetFX/Shaders/Tonemap.h 28.09.2012 09:56 2 KB
Softhore2020/SweetFX/Shaders/Vibrance.h 30.09.2013 08:29 2 KB
Softhore2020/SweetFX/Shaders/Vignette.h 30.09.2013 08:38 3 KB
Softhore2020/SweetFX/SweetFX/ 27.08.2020 21:15
Softhore2020/SweetFX/SweetFX/dlls/ 27.08.2020 21:15
Softhore2020/SweetFX/SweetFX/dlls/FXAA DX9 dll/ 27.08.2020 21:15
Softhore2020/SweetFX/SweetFX/dlls/FXAA DX9 dll/d3d9.dll 06.08.2011 02:03 75 KB
Softhore2020/SweetFX/SweetFX/dlls/SMAA dlls/ 27.08.2020 21:15
Softhore2020/SweetFX/SweetFX/dlls/SMAA dlls/d3d9.dll 09.08.2012 03:57 167 KB
Softhore2020/SweetFX/SweetFX/dlls/SMAA dlls/dxgi.dll 09.08.2012 04:07 391 KB
Softhore2020/SweetFX/SweetFX/Game_compability.txt 30.09.2013 07:57 3 KB
Softhore2020/SweetFX/SweetFX/Making shaders.txt 19.03.2013 07:25 4 KB
Softhore2020/SweetFX/SweetFX/Presets/ 27.08.2020 21:15
Softhore2020/SweetFX/SweetFX/Presets/Default_1.5_settings.txt 08.09.2014 23:26 19 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_01.txt 08.08.2014 04:59 19 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_02.txt 23.01.2015 01:21 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_03.txt 23.09.2014 12:04 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_04.txt 23.01.2015 01:21 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_05.txt 23.01.2015 01:21 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_06.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_07.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_08.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_09.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_10.txt 23.01.2015 01:22 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_11.txt 23.01.2015 01:23 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_12.txt 23.01.2015 01:23 20 KB
Softhore2020/SweetFX/SweetFX/Presets/sky_setting_13.txt 23.01.2015 01:23 20 KB
Softhore2020/SweetFX/SweetFX/Shaders/ 27.08.2020 21:15
Softhore2020/SweetFX/SweetFX/Shaders/AdvancedCRT.h 07.09.2013 09:56 9 KB
Softhore2020/SweetFX/SweetFX/Shaders/Bloom.h 30.03.2013 22:32 3 KB
Softhore2020/SweetFX/SweetFX/Shaders/Border.h 30.09.2013 08:50 1 KB
Softhore2020/SweetFX/SweetFX/Shaders/Cartoon.h 30.09.2013 08:45 1006 B
Softhore2020/SweetFX/SweetFX/Shaders/Curves.h 29.09.2013 04:12 8 KB
Softhore2020/SweetFX/SweetFX/Shaders/Custom.h 01.10.2013 09:52 723 B
Softhore2020/SweetFX/SweetFX/Shaders/Dither.h 30.09.2013 09:23 8 KB
Softhore2020/SweetFX/SweetFX/Shaders/DPX.h 23.09.2013 07:23 2 KB
Softhore2020/SweetFX/SweetFX/Shaders/Explosion.h 26.09.2013 23:36 748 B
Softhore2020/SweetFX/SweetFX/Shaders/Fxaa3_11.h 14.12.2011 08:41 33 KB
Softhore2020/SweetFX/SweetFX/Shaders/HDR.h 05.03.2013 07:49 2 KB
Softhore2020/SweetFX/SweetFX/Shaders/Levels.h 06.09.2013 22:07 1 KB
Softhore2020/SweetFX/SweetFX/Shaders/LiftGammaGain.h 09.04.2013 05:27 790 B
Softhore2020/SweetFX/SweetFX/Shaders/LumaSharpen.h 01.10.2013 10:28 9 KB
Softhore2020/SweetFX/SweetFX/Shaders/Main.h 30.09.2013 01:38 8 KB
Softhore2020/SweetFX/SweetFX/Shaders/Monochrome.h 09.04.2013 05:37 538 B
Softhore2020/SweetFX/SweetFX/Shaders/Sepia.h 08.09.2013 22:15 1 KB
Softhore2020/SweetFX/SweetFX/Shaders/SMAA.h 29.09.2013 09:12 54 KB
Softhore2020/SweetFX/SweetFX/Shaders/Splitscreen.h 24.11.2012 04:11 2 KB
Softhore2020/SweetFX/SweetFX/Shaders/SweetCRT.h 30.09.2013 08:47 604 B
Softhore2020/SweetFX/SweetFX/Shaders/Technicolor.h 20.10.2012 08:37 1 KB
Softhore2020/SweetFX/SweetFX/Shaders/Tonemap.h 28.09.2012 09:56 2 KB
Softhore2020/SweetFX/SweetFX/Shaders/Vibrance.h 30.09.2013 08:29 2 KB
Softhore2020/SweetFX/SweetFX/Shaders/Vignette.h 30.09.2013 08:38 3 KB
Softhore2020/SweetFX/SweetFX/SweetFX_compatibility_settings.txt 24.09.2013 17:30 863 B
Softhore2020/SweetFX/SweetFX readme.txt 01.10.2013 10:37 28 KB
Softhore2020/SweetFX/SweetFX_compatibility_settings.txt 24.09.2013 17:30 863 B
Softhore2020/SweetFX/SweetFX_preset.txt 30.09.2013 09:04 86 B
Softhore2020/SweetFX/SweetFX_settings.txt 08.09.2014 23:24 19 KB
Softhore2020/Texture/ 27.08.2020 21:15
Softhore2020/Texture/sky_afternoon_0.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_afternoon_1.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_afternoon_2.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_afternoon_3.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_afternoon_4.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_afternoon_5.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_afternoon_6.bmp 22.08.2020 00:28 3 KB
Softhore2020/Texture/sky_afternoon_7.bmp 22.08.2020 00:28 3 KB
Softhore2020/Texture/sky_afternoon_8.bmp 22.08.2020 00:29 3 KB
Softhore2020/Texture/sky_afternoon_9.bmp 22.08.2020 00:29 3 KB
Softhore2020/Texture/sky_dawn_0.bmp 05.04.2010 23:35 3 KB
Softhore2020/Texture/sky_dawn_1.bmp 05.04.2010 23:35 3 KB
Softhore2020/Texture/sky_dawn_2.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_dawn_3.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_dawn_4.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_dawn_5.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_dawn_6.bmp 05.04.2010 23:38 3 KB
Softhore2020/Texture/sky_dawn_7.bmp 05.04.2010 23:38 3 KB
Softhore2020/Texture/sky_dawn_8.bmp 05.04.2010 23:38 3 KB
Softhore2020/Texture/sky_dawn_9.bmp 05.04.2010 23:38 3 KB
Softhore2020/Texture/sky_midnight_0.bmp 04.01.2010 17:30 3 KB
Softhore2020/Texture/sky_midnight_1.bmp 04.01.2010 17:30 3 KB
Softhore2020/Texture/sky_midnight_2.bmp 04.01.2010 17:30 3 KB
Softhore2020/Texture/sky_midnight_3.bmp 04.01.2010 17:31 3 KB
Softhore2020/Texture/sky_midnight_4.bmp 04.01.2010 17:31 3 KB
Softhore2020/Texture/sky_midnight_5.bmp 04.01.2010 17:31 3 KB
Softhore2020/Texture/sky_midnight_6.bmp 04.01.2010 17:31 3 KB
Softhore2020/Texture/sky_midnight_7.bmp 04.01.2010 17:31 3 KB
Softhore2020/Texture/sky_midnight_8.bmp 04.01.2010 17:31 3 KB
Softhore2020/Texture/sky_midnight_9.bmp 04.01.2005 21:07 3 KB
Softhore2020/Texture/sky_morning_0.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_1.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_2.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_3.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_4.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_5.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_6.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_7.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_8.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_morning_9.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_0.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_1.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_2.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_3.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_4.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_5.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_6.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_7.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_8.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_noon_9.bmp 24.08.2020 19:07 3 KB
Softhore2020/Texture/sky_postdawn1_0.bmp 05.04.2010 23:37 3 KB
Softhore2020/Texture/sky_postdawn1_1.bmp 05.04.2010 23:37 3 KB
Softhore2020/Texture/sky_postdawn1_2.bmp 05.04.2010 23:37 3 KB
Softhore2020/Texture/sky_postdawn1_3.bmp 05.04.2010 23:36 3 KB
Softhore2020/Texture/sky_postdawn1_4.bmp 05.04.2010 23:36 3 KB
Softhore2020/Texture/sky_postdawn1_5.bmp 05.04.2010 23:36 3 KB
Softhore2020/Texture/sky_postdawn1_6.bmp 05.04.2010 23:36 3 KB
Softhore2020/Texture/sky_postdawn1_7.bmp 05.04.2010 23:36 3 KB
Softhore2020/Texture/sky_postdawn1_8.bmp 05.04.2010 23:36 3 KB
Softhore2020/Texture/sky_postdawn1_9.bmp 05.04.2010 23:36 3 KB
Softhore2020/Texture/sky_postdawn2_0.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_postdawn2_1.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_postdawn2_2.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_postdawn2_3.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_postdawn2_4.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_postdawn2_5.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_postdawn2_6.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_postdawn2_7.bmp 05.04.2010 23:41 3 KB
Softhore2020/Texture/sky_postdawn2_8.bmp 05.04.2010 23:41 3 KB
Softhore2020/Texture/sky_postdawn2_9.bmp 05.04.2010 23:41 3 KB
Softhore2020/Texture/sky_postsunset1_0.bmp 11.01.2015 07:51 3 KB
Softhore2020/Texture/sky_postsunset1_1.bmp 24.08.2010 08:49 3 KB
Softhore2020/Texture/sky_postsunset1_2.bmp 24.08.2010 08:49 3 KB
Softhore2020/Texture/sky_postsunset1_3.bmp 14.12.2009 11:52 3 KB
Softhore2020/Texture/sky_postsunset1_4.bmp 14.12.2009 11:52 3 KB
Softhore2020/Texture/sky_postsunset1_5.bmp 22.01.2010 09:09 3 KB
Softhore2020/Texture/sky_postsunset1_6.bmp 22.01.2010 09:09 3 KB
Softhore2020/Texture/sky_postsunset1_7.bmp 11.01.2015 07:52 3 KB
Softhore2020/Texture/sky_postsunset1_8.bmp 11.01.2015 07:52 3 KB
Softhore2020/Texture/sky_postsunset1_9.bmp 11.01.2015 07:52 3 KB
Softhore2020/Texture/sky_postsunset2_0.bmp 15.07.2009 07:18 3 KB
Softhore2020/Texture/sky_postsunset2_1.bmp 06.12.2011 09:24 3 KB
Softhore2020/Texture/sky_postsunset2_2.bmp 06.12.2011 09:24 3 KB
Softhore2020/Texture/sky_postsunset2_3.bmp 22.07.2010 08:34 3 KB
Softhore2020/Texture/sky_postsunset2_4.bmp 22.07.2010 08:34 3 KB
Softhore2020/Texture/sky_postsunset2_5.bmp 22.07.2010 08:34 3 KB
Softhore2020/Texture/sky_postsunset2_6.bmp 22.07.2010 08:34 3 KB
Softhore2020/Texture/sky_postsunset2_7.bmp 22.07.2010 08:34 3 KB
Softhore2020/Texture/sky_postsunset2_8.bmp 22.07.2010 08:34 3 KB
Softhore2020/Texture/sky_postsunset2_9.bmp 22.07.2010 08:34 3 KB
Softhore2020/Texture/sky_predawn1_0.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_1.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_2.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_3.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_4.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_5.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_6.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_7.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_8.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn1_9.bmp 03.07.2011 20:33 3 KB
Softhore2020/Texture/sky_predawn2_0.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_predawn2_1.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_predawn2_2.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_predawn2_3.bmp 05.04.2010 23:39 3 KB
Softhore2020/Texture/sky_predawn2_4.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_predawn2_5.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_predawn2_6.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_predawn2_7.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_predawn2_8.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_predawn2_9.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_presunset1_0.bmp 12.07.2010 23:13 3 KB
Softhore2020/Texture/sky_presunset1_1.bmp 12.07.2010 23:13 3 KB
Softhore2020/Texture/sky_presunset1_2.bmp 12.07.2010 23:12 3 KB
Softhore2020/Texture/sky_presunset1_3.bmp 12.07.2010 23:12 3 KB
Softhore2020/Texture/sky_presunset1_4.bmp 12.07.2010 23:12 3 KB
Softhore2020/Texture/sky_presunset1_5.bmp 12.07.2010 23:12 3 KB
Softhore2020/Texture/sky_presunset1_6.bmp 12.07.2010 23:11 3 KB
Softhore2020/Texture/sky_presunset1_7.bmp 12.07.2010 23:11 3 KB
Softhore2020/Texture/sky_presunset1_8.bmp 12.07.2010 23:11 3 KB
Softhore2020/Texture/sky_presunset1_9.bmp 12.07.2010 23:10 3 KB
Softhore2020/Texture/sky_presunset2_0.bmp 05.04.2010 23:43 3 KB
Softhore2020/Texture/sky_presunset2_1.bmp 05.04.2010 23:43 3 KB
Softhore2020/Texture/sky_presunset2_2.bmp 05.04.2010 23:43 3 KB
Softhore2020/Texture/sky_presunset2_3.bmp 05.04.2010 23:43 3 KB
Softhore2020/Texture/sky_presunset2_4.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_presunset2_5.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_presunset2_6.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_presunset2_7.bmp 05.04.2010 23:42 3 KB
Softhore2020/Texture/sky_presunset2_8.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_presunset2_9.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_0.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_1.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_2.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_3.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_4.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_5.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_6.bmp 05.04.2010 23:44 3 KB
Softhore2020/Texture/sky_sunset_7.bmp 05.04.2010 23:43 3 KB
Softhore2020/Texture/sky_sunset_8.bmp 05.04.2010 23:43 3 KB
Softhore2020/Texture/sky_sunset_9.bmp 05.04.2010 23:43 3 KB
avsim_su.diz 27.08.2020 15:58 310 B
Итого: 3 MB
Hi!
It's 2020, and many of us still fly in our beloved fs2004.
I painted daytime sky textures and added atmospheric haze. All this works with Supersky2015 or SweetFX (SweetFX in the package)

Enjoy your flight!
→ Size: 1 MB
→ Date: 5 years ago (27.08.2020 14:03)
→ Author:
→ Uploaded by: Djacoby737 (uploaded 85 files )
→ Approved by moderator: Ляпучка
→ License: Freeware - Free version, Unlimited Distribution
→ Downloaded: 782 time(s)